Rabit,
You give a very good example of a tactical situation, where it is common sense to shoot the nearest target, and you are not the first to do this. I can give you very valid tactical situations where it is NOT common sense to shoot at the nearest, but at a more dangerous target. I hope we can agree there are situation both for and against it.
On your second remark: yes, you are absolutely right, it's even likely this Heavy has more chance of hitting you then the other way around, forgetting the nearest-target rule. It is not about hindering or benefitting, it's about WHY such a rule exists. An answer given is as a way to resemble 'real life', where you would be more inclined to shoot at the nearest target. I have given my reasons why I feel this is not a very good reason and how this can be done in other ways using rules already in existence.
I'm not sure what you are telling with yiour last remark. If you mean that it is difficult to shoot at somebody else when another person is beating the sh!t out of you, ofcourse. This has little to do with the shoot-at-nearest rule per se, but more with what action you take when.
In short, you have not given me a compelling reason to change my view.
Ravenda,
You give a good argument for implentation of the shoot-at-nearest rule. Having said that, I also think you should take a step back and look at a larger picture. Also, I am not sure what you mean with the orange-apples comparison. If you recall this discussion about the Overwatch rule you agree with me, that the errata completely changes the original rule, correct?
You claim this rule forces you to be creative in the movementphase, and I agree with that. You say there is no reason to manoeuvre if this rule should not exists, and there you go wrong IMO. I assume you play other TT wargames beside Necromunda, I do, many of us do. I cannot think of any other game I play where there is such an artificial limitation on chosing your target. And believe me, manoeuvring does occur is those games.
Back to Necromunda: there are many reasons why manoeuvring is a winning action. You yourself already state, that you manoeuvre to get into a better position. I think this is not dependant on this shoot-at-nearest rule; if you are in the open and an opponents model is in +2 cover, I think you will move your model into cover or out of range. Possibly you will move another model(or more) to be in a position to take away this +2 cover on said model. This has nothing to do with this shoot-at-nearest rule, but everything with improving your tactical situation or position. The same goes for positioning to get into HtH combat.
In a gangfight you are moving from the table edge towards buildings and other positions to get your models in a good tactical position: you manoeuvre. Now, it may be that as soon as you are in such position you choose the waiting game, since you can choose at any1 if the shoot-at-nearest rule would not exist. I believe that in general that doctrine looses you the game since you give the initiative to your opponent, never a good thing.
Furthermore, whether you manoeuvre or not is more dependant on the player. I myself prefer a fluid battle, in which I move my models across the table. Usually this works well for me, since I play mostly agile Houses(Escher, Ratskins). Sometimes it works against me, because our group consists of 5 players max, and they know my playingstyle.
So, I hope you agree with me that manoeuvring is not dependant on this shoot-at-nearest rule. It would change the game, we all agree on that. So are there other reasons why the game would suffer if this rule was left out?