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Multi-wound Models vs Multi-wound Weapons; Do unsaved wounds transfer to other models?
Topic Started: 15th June 2012 - 02:00 PM (1,277 Views)
Nurglitch IX
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CapAmr05
15th June 2012 - 06:49 PM
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3) We roll 3d6, getting 5,3,1. We add these, and the 1 spare, to get 10 wounds.
4) We remove 10 Wounds of Bulls, or all 3.


Your methodology is wrong Bounty.

Your math ignores this clause: (remember that each model cannot suffer more wounds than it has on its profile.).

The rolled 5 would be defaulted to a 3 since it would outright kill 1 model and the 2 bonus wounds are lost not added back into the total. The total would not be 10 it would be 8;

Your total would be: 3 (originally 5), 3, 1 + 1 previous = 8 wounds. Two models die and one ogre is left with 2 wounds in his back pocket.

--Cap
OK, so just to verify here's a totally unrealistic example.

I have a unit of 24 Orge Bulls, and Spell that AutoWounds every model in a unit, and wounds are multiplied to d6 wounds.

here's a random number set:
4,2,2,1,3,5,1,3,6,1,1,5,1,3,3,2,5,1,6,6,5,4,3,5

Each of these is Capped at 3 (the number of Wounds on a Orge Bull)
3,2,2,1,3,3,1,3,3,1,1,3,1,3,3,2,3,1,3,3,3,3,3,3

Then we total it: 57. We divide THAT number by 3 -> 19 even. So we remove 19 Orge Bulls, and there are no Outstanding Wounds on the Unit.

Correct?

Code:
 
1) Determine how many models are HIT (roll to hit, or template)
2) Determine how many models are Wounded (roll to wound, armor save if applicable, ward save if applicable)
3) Determine how many Wounds are done, rolling multi-wound for each wounded model, capping at the W value of each model.
3a) Determine total WOUNDS done. (add each capped Multiwound plus 'spare wounds' already on Unit)
4) Remove models per normal rules using total wounds.
4a) If there are Wounds left note 'spare wounds' on the unit.

Edited by Nurglitch IX, 15th June 2012 - 07:58 PM.
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CapAmr05
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Looks correct to me.



In a situation of 24 models (3w ea) taking D6 per, the absolute MAX perfect wounds in the final tabulation should be 72 (because that's how many wounds 24 uninjured ogres would have); when dealing with a D6 the only way to reach that number (in GW's method) is by capping any individual roll over a 3; at 3.

A benefit to determining how many hits there are on multiwound units (in the case of a template) is that the number of hits will serve a maximum kill count (both in bodies and wounds); if 3 ogres are hit, there should never be a scenario where the wounds taken equals more than the 3 ogres have, it can be less (thanks to bad dice rolling), but never more (because excess wounds are lost).

So in hitting 3 ogres, I know the max number of bodies I can take out should be 3 and the max number of wounds I can do to the unit is 9.

--Cap
Edited by CapAmr05, 15th June 2012 - 08:08 PM.
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Mathusala0
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yes, thats how I would do it.

the main thing is that no 2 ogre bulls in a unit should have wounds at the same time. it over-complicates things.
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Nurglitch IX
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CapAmr05
15th June 2012 - 08:05 PM
In a situation of 24 models (3w ea) taking D6 per, the absolute MAX perfect wounds in the final tabulation should be 72 (because that's how many wounds 24 uninjured ogres would have); when dealing with a D6 the only way to reach that number (in GW's method) is by capping any individual roll over a 3; at 3.

A benefit to determining how many hits there are on multiwound units (in the case of a template) is that the number of hits will serve a maximum kill count (both in bodies and wounds); if 3 ogres are hit, there should never be a scenario where the wounds taken equals more than the 3 ogres have, it can be less (thanks to bad dice rolling), but never more (because excess wounds are lost).

So in hitting 3 ogres, I know the max number of bodies I can take out should be 3 and the max number of wounds I can do to the unit is 9.

--Cap
Either method yielded a Maximum number of dead models equal to the number 'marked' at the end of round 2. What differs is the amount of Damage done. If the damage is pre-capped, then you take 57, and remove 19 of 24. If the damage is post-capped you take 78, capped at 72, and the unit is wiped. The difference ( about 30%) won't be as noticable when we're talking about reasonable numbers, but over the course of a game would probably matter.
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