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| Tweet Topic Started: 19th January 2012 - 09:45 PM (928 Views) | |||||||||||||||||||||||||||||||||||||||||||
| Hotdogg | 20th January 2012 - 10:46 PM Post #16 | ||||||||||||||||||||||||||||||||||||||||||
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Clanrat
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wow! awesome info and direction toward what i was looking for! what i am trying to do with he info is to try to find averages for situations that i can use in games to play more effectively. so, when gutter runners are running after some warmachines and my WLC drops the chariot out from under that badass warboss, i can quickly evaluate what is an appropriate approach to killing/holding enemy units. warsphinxis t8, so the WLC will (from what i think i understand) wound, on average, on a 4+. so lets assume that 1 of 2 wlc's r dead from enemy fire, should gutter runners hen attempt to wound the higher toughness with their autowound capabilities? should the hammer-furnace unit drop its plague banner trying to smoke check some heavily armoured cav? or ensure hey murder he would-be steadfast infantry unit? info i have learned on this forum has been invaluable and a key product in my recent victories over opponents i would have thought i was incapable of beating. but i want to break through to the other side. poison slings should never shoot at armour better than 5+, PWM should never shoot multi wound creatures still at good health, pawleaders should always issue a challenge to soak wounds, etc. little numerical guidlines to follow that increase the odds of success. Thanks for all the help! in true rat fashion, i assume this is the part where i slink off in the darkness to later emerge to claim what is mine? lol cheers fellahs! |
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| SkavenDan | 20th January 2012 - 11:04 PM Post #17 | ||||||||||||||||||||||||||||||||||||||||||
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Doomwheel Fanatic
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Always take poison on G Runners. Cannons vs monsters always put it 6" before the monster it will likely bounce 2+ and then you have a really good chance of getting that extra 4" on the second roll. As for wounding the S equals the roll so no guarantee though if you do roll 10 you will be wounding on 2s. But remember even a 6 can wound and if you get lucky with the multiple wounds then it's dead anyways. |
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| CapAmr05 | 21st January 2012 - 12:34 AM Post #18 | ||||||||||||||||||||||||||||||||||||||||||
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Actually that has potential to overshoot the monster, depending on the base size of the monster and the angle it's sitting at. If you measure 10 inches from the back millimeter of the BACK of the monster's base it will be impossible to overshoot the monster on the drift (because even a 10 will start the line of death on the back of the base). Most monsters are on 50s, but the bigger things are starting to have longer bases. The problem is, in deployment you might typically position your cannons towards the flanks, so they can get better angled shots through the enemy battle line as it moves forward. Given this, it will be rare when a monster (with a long base) lines up directly facing your cannon (which gives the largest window of it's base in which to shoot) so you'll be shooting at shrunk base widths most of the time. If you measure 10 inches back from the last/ back millimeter of the viable base angle you're shooting it's impossible for you to overshoot, and if you're short, odds are you had a low drift and low strength roll (reducing your chances of wounding anyways). Going 10 inches from the back is the most reliable way to snipe a warmachine or monster, because afterall you only need a portion of the line to touch the base, by going past the monster with the line of death you increase your chances of landing a burst in a nearby enemy unit (making it a two-fer). It has a chance to undershoot, but you'll never overshoot your target. --Cap Edited by CapAmr05, 21st January 2012 - 12:40 AM.
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| SkavenDan | 21st January 2012 - 12:39 AM Post #19 | ||||||||||||||||||||||||||||||||||||||||||
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Doomwheel Fanatic
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Yes exact positions can be an issue. I don't go for the flank deployment though I go for a middle of the line easy to defend the cannon deployment of cause it bites me in the (_I_) when it decides to misfire and shoot up a unit at random. But Meh those are the breaks. | ||||||||||||||||||||||||||||||||||||||||||
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| Rein bringer of the cheese | 21st January 2012 - 07:41 PM Post #20 | ||||||||||||||||||||||||||||||||||||||||||
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Warlord
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+1 So let's say you want to hit a chariot type base from the side: 50mm = 2" (actually it's a little bit less, and you where aiming for a little bit less than the absolute end of the template. Also if the base is not perfectly perpendicular to your cannon the base size increases which makes it likely to be 2") so 2" is the base size meaning either your initial landing or the travlling shot has to hit the base. If you aim 10" from the back this means the target has to lie between 8-10. So any result that includes either the 8 of the 10 is good.
From the table you can see that the total number of results that will hit your target is: 3+4+5+6+6 = 24 24 out of 30 possibilities if you do not misfire (the other 6 possibilities) that's 4/5 chance of hitting the target |
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| Hotdogg | 21st January 2012 - 08:27 PM Post #21 | ||||||||||||||||||||||||||||||||||||||||||
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Clanrat
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Excellent! i had a sinkling feeling that this was how it should work. could you possibly show how to quickly estimate its chance of wounding? the example of the T8 warsphinx is key. are poison slinged GutRunners better for causing (or higher probability) then the WLC? ultimately they can wound T10 on the same probability as T2, but i dont know its armour save may make it less worth the effort PWM and other easy-wounders can go after high tough units, WLC goes for multi wound and high armour, etc...? |
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| Rein bringer of the cheese | 22nd January 2012 - 06:30 PM Post #22 | ||||||||||||||||||||||||||||||||||||||||||
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Warlord
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Poison will wound on any 6's that hit. So I can give you an average but it's no where near accurate. GR with poison should always concentrate on either warmachine shooting (T7) or monsters especially sphinxes with (T8) ------------------------- The math is simple: Number of shots / 6 = poison hits = wounds yet to be saved So against a sphinx with 5+ AS you get to wound him on a roll of 1,2,3,4 so 2/3 chance therefore Wounds(5+ AS) = Number of shots * 1/9 And if you use multi shot (always do when still hitting on atleast a 6) you can double the number of shots per gutter runner so: Wounds = Number of GR * 2/9 ------------------------- The cannon does d6 wounds which is on average 3.5 (but just as likely 6) so the only thing we can say is that an unwounded sphinx (5 wounds) will be dead when you roll a 5 or 6, thats 1/3. So if you hit, which is Not misfire * hitting * wounding If for every S<7 hit you need a 6+ to wound, for S 8 a 4+ and for S 10 2+ then you will hit and wound 0.33 of the time. So average wounds = 5/6 * 1/3 * d6 = 5/6 The chance to kill it right away is: 5/6 * 1/3 * 1/3 = 5/54 is about 1 in 10 Edited by Rein bringer of the cheese, 23rd January 2012 - 01:02 AM.
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