Quote Originally Posted by evil homer View Post
I think he's saying in you determine allocation by the position of the vector striking model after it has completed it's moving. Meaning instead of determining allocation from the incoming direction, you determine who is closest from the outbound side of the unit.

I think that makes less sense than the inbound side or random allocation. I think Random Allocation is where it's at on this one:

-Cover applies from area/speed/rules/wargear
-allocate wounds randomly
I agree with Nick actually.

1) Model completes the move
2) Vector Strike triggers
3) Resolve hits
4) Check for cover modifiers (either Smoke or movement or are you IN terrain, walls/defense lines wouldn't count unless they can (somehow) block LOS from a flyer's final position).
5) Roll saves/cover
6) Remove wounds like shooting, removing models closest to the [flyer that caused vector strikes].

Yes, it's weird and unfluffy/awkward but it IS an order of operations thing. Even though we all want it to make sense in our heads visually.

You have to ask what "triggers the vector strike" and that is triggered by the flyer moving over the unit. Therefore, the flyer must have completed it's entire move before the vector strike is completed, otherwise, you would move the model up to the unit, resolve the vector strike, and then complete the move.