QUOTE (noonesshowmonkey @ Jun 5 2010, 06:16 PM)

Due to this very problem, I choose to interpret the aiming to defeat armor rules based on armor by piece.
If a target is decked out in 6 different kinds of armor totalling out to 20 some ballistic, I let a player (or NPC) aim to avoid, say, their silly shin guards or what have you. In abstract, this just means that I reject the 'all or nothing' against armor - especially since players are motivated to have so much armor, that armor is easy to get and that it is easier to cap out an attackers dice pool with passive armor and nuyen rather than any appreciable skill.... - and allow a 1 to 1 die swap so long as the swap totals out to an entire piece of armor. A player could choose 8 dice and bypass a target's armor jacket, for example.
Ends up making a lot more sense (in the above example, he shoots for the arm pit or neck or thighs or whatever) and also lets players and GM alike produce big time AP pools to counter crazy mofos in too much armor.
The core to my suggestions, however, remains having everybody, including the drones, shoot the troll. His defense dice will disappear and eventually something will wound him and then the tree goes down heavy.
This works well in theory, until you realize that armor and hit locations in SR4 is abstracted. For instance, a helmet only provides 1-2 dice of armor. Does that mean that a milspec helmet is less protective than leather? No, it means it offers less protected because it covers a small area. On the other hand, Armor Jacket gets 8/6 dice, simply because it covers the whole torso. Combined with a helmet and some leg armor, the armor becomes closer to Full Body Armor (main book). Now if you take a called shot to the head or leg, the target only has a few dice to soak with (+ body), and any weapon will penetrate.
Of course if the target only has the Armor Jacket, then it's something different entirely, and your rule works well. In fact the rule becomes RAW...