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Mthhammer: true or false
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Made in us
Wicked Wych With a Whip




In your personal experience has mathhammer worked for you??

or

Has bitter personal experience told you to consider other things beyond strict percentages??
   
Made in nz
Heroic Senior Officer




New Zealand

Not usually. The dice is almost always waaay off what the math tells me it usually is. I tried math hammer and it never translates well to the actual game at hand. So I no longer bother and rely on real experiences to determine the effectiveness of a unit.
   
Made in de
Grey Knight Psionic Stormraven Pilot





Yes it works, if you treat it like what it is: A estimate of how a unit will act on average over the course of lots and lots of games.

Of course it only tells you about probabilities, and doesn't account for stuff like survivability, or vector; You'll still have to do some thinking yourself.



Anybody that tells you that Mathhammer doesn't work, either is bad at math, is using weighted dice, or falls for the all to common "confirmation bias".

   
Made in gb
Prophetic Blood Angel Librarian




DrunkPhilisoph wrote:
Yes it works, if you treat it like what it is: A estimate of how a unit will act on average over the course of lots and lots of games.

Of course it only tells you about probabilities, and doesn't account for stuff like survivability, or vector; You'll still have to do some thinking yourself.



Anybody that tells you that Mathhammer doesn't work, either is bad at math, is using weighted dice, or falls for the all to common "confirmation bias".



^exactly this.

Also peoples common misconception is that the mean (what most people think of as the average) is more likely to come up than all the other results put together. This is just not the case most of the time. An obvious example is rolling a 7 on 2d6. It is the most likely result compared to any other individual result, but it still is only 1/6 of a chance! So then people say - 'well I rarely roll a seven', well yes, but it is still the most likely result, there just happens to be lots of potential results.
   
Made in de
Swift Swooping Hawk






It's not like this is a matter of opinion

The guys above are right, and if you observe a different behavior: just repeat it more often and the results will get closer and closer to the distribution.

This: http://en.m.wikipedia.org/wiki/Law_of_large_numbers

My armies:
Eldar
Necron
Chaos Space Marines
Grey Knights
Imperial Knights
Death Guard
 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Math hammer is important for two main things;

1) Designing an army - You can accurately estimate the typical values related to any given unit. The firepower a tau squad dishes out, the added benefit of an ethereal, how much firepower 5 scouts can handle etc.

2) Judging how well or how poorly your rolling has gone to the norm. I.e. if you throw a single bs3 lascannon shot and miss, you cannot judge how lucky you were; however if you throw 3 lascannon shots - hit with 3, strip 3 hull points, you've done well and you also know that is not typical (it was lucky) and not to expect that for the game - But you can plan accordingly. >> TL: DR Judge and react accordingly, based on fact.

This message was edited 1 time. Last update was at 2014/07/17 23:31:36


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in au
Sister Vastly Superior






If "mathhammer" didn't apply to games with an element of chance than I'm pretty sure casinos would be in a spot of trouble.

Double Fine Adventure, Wasteland 2, Nekro, Shadowrun Returns, Tropes vs. Women in Video Games, Planetary Annihilation, Project Eternity, Distance, Dreamfall Chapters, Torment: Tides of Numenera, Consortium, Divinity: Original Sin, Smart Guys, Raging Heroes - The Toughest Girls of the Galaxy, Armikrog, Massive Chalice, Satellite Reign, Cthulhu Wars, Warmachine: Tactics, Game Loading: Rise Of The Indies, Indie Statik, Awesomenauts: Starstorm, Cosmic Star Heroine, THE LONG DARK, The Mandate, Stasis, Hand of Fate, Upcycled Machined Dice, Legend of Grimrock: The Series, Unsung Story: Tale of the Guardians, Cyberpunk Soundtracks, Darkest Dungeon, Starcrawlers

I have a KickStarter problem. 
   
Made in us
Ragin' Ork Dreadnought




Mathhammer works as a good estimate of a units average damage output, toughness against specific circumstances, and general probabilities. Like everyone else has said.
Is it useful for list building and general planning for 40k? Sure.
Is it useful for guiding tactical decisions in-game? Nope!
   
Made in nz
Heroic Senior Officer




New Zealand

Waaaghpower wrote:
Mathhammer works as a good estimate of a units average damage output, toughness against specific circumstances, and general probabilities. Like everyone else has said.
Is it useful for list building and general planning for 40k? Sure.
Is it useful for guiding tactical decisions in-game? Nope!


This is what i was meant to say on my earlier post. My earlier post came out really dumb now I re read it.
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

Waaaghpower wrote:
Is it useful for guiding tactical decisions in-game? Nope!


It absolutely is useful for in game tactical decisions. Whenever you're assessing what order to fire weapons, and at what targets, to maximise your chances of eliminating primary targets you're using Mathhammer. But again, as stated everywhere, it's a guideline not a guarantee.
   
Made in de
Swift Swooping Hawk






Chrysis wrote:
Waaaghpower wrote:
Is it useful for guiding tactical decisions in-game? Nope!


It absolutely is useful for in game tactical decisions. Whenever you're assessing what order to fire weapons, and at what targets, to maximise your chances of eliminating primary targets you're using Mathhammer. But again, as stated everywhere, it's a guideline not a guarantee.


100% right. The math gives you information whether shooting this gun at that unit is a desperate move hoping for good luck or if you can expect half of the enemy unit to get wiped out if you shoot at something different. It's the base you need for solid tactical decisions. Depending on the situation it CAN be still the right thing to shoot with bolters on that jinking FMC since everything could be lost if it is not downed. But you can make better decisions if you know that the probability for that is 3% while the probability to kill those Genestealers which will be charging in the next round is 40%. Decisions, decisions

Btw, anyone not believing in the correctness of probabilities and math is invited to have a game with me. We'll throw 2d6 for 200 times and I will win 5 Euro on a roll of 7 and you will win 10 Euro on a roll of 12

My armies:
Eldar
Necron
Chaos Space Marines
Grey Knights
Imperial Knights
Death Guard
 
   
Made in ru
!!Goffik Rocker!!






Works for my orkses. The more dice you throw - the closer you are to the average.
   
Made in it
Longtime Dakkanaut





Mathhammer has 2 aspects, percentages and averages. With the first usually being much harder to calculate. Build lists with averages and play them with percentages. The other way around brings only disasters.
   
Made in de
Decrepit Dakkanaut





Mathhammer is always right.

Your interpretations might be wrong, but Mathhammer cannot be wrong by its very definition.

/e: Dear lord, people seriously voted No? O_o

This message was edited 1 time. Last update was at 2014/07/18 10:00:20


   
Made in au
Thinking of Joining a Davinite Loge






Math hammer is a very useful tool, provided that you use it as a guide, rather then a be all, end all. There will be outliers, definitely, but we all use math hammer, even if we don't sit there going 3/6... x4/6... x1/6. If you have a bolter and melta, and an ork boy and a trukk both within 12", you aren't going to fire the bolter at the trukk and the melta at the boy. That in itself is math hammer.

Averages. One bad experience is not 'disproof', it is simply one of those random times when the universe decides to 'fetch you, mortal'.

My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
 
   
Made in us
Ship's Officer





Reading, UK

As others have mentioned, the point about statistical averages is that they, by definition, include outliers and randomly high or low rolls (some refer to these as 'hot' or 'cold' streaks). The problem with Mathhammer is not whether it's true or false (hint: it's true), but how people implement it in their list building and tactics.

Mathhammer is designed to give you an average interpretation of what a unit is likely to accomplish over a large number of rolls and a large number of games. It's not going to be 'proven wrong' by a single game where your Lootas may have rolled mostly hits or your Guardsmen killed a Daemon prince in CC. That's actually assumed to occur on a rare basis and, given that it does occur rarely (enough that people are excited to talk about it), only reinforces the concepts of statistical probability and combinatorics. You can use the averages that you get from Mathhammer to understand how the damage output of one unit will, on average, will be higher than another (due to ballistic skill, or higher strength weapons, etc.) and then make a determination on their respective value for points:

10 Guardsmen with S3 Lasguns at BS3 are not very likely to cause a lot of damage to a Dreadknight. 10 Space Marines with S4 Bolters at BS4 are more likely to do so. 10 Grey Knight Paladins with S7 Psycannons and BS5 (for whatever reason) have an even greater chance. That doesn't mean it's not possible for the Guardsman to kill the Dreadknight in a single round of shooting and the Paladins to completely miss with every shot, but it's extremely unlikely and anyone who would build a list around assuming that would happen is probably in for a rude awakening 99% of the games they play.

Of course this doesn't take into account the Toughness of the Marines vs. the Guardsmen, the Armour saves, the number of wounds, the special abilities, and wargear. Mathhammer in these sorts of situations gets very complicated, very quickly, and that's not even considering the synergy and interactions between the rest of your army, let alone your enemies army.

If you really want to see Mathhammer in action, play a game of 40k using statistical dice rolls (e.g. if you're BS4, just assume 2/3 of your shots hit, alternating rounding up and down by unit) and you'll quickly see how the game can actually be quite well balanced from a tactical perspective. Then again, some people really enjoy the wild, 'dice gods' potential to roll all or all because it makes the game more dynamic. There's nothing wrong with either way, although I'll admit it's always fun to roll dice.

DoW

"War. War never changes." - Fallout

4000pts
3000pts
1000pts
2500pts 
   
Made in us
Sneaky Sniper Drone




Hazelwood, MO

The only problem with mathhammer is that while the theorycraft and math is solid the website quicktool hasn't been updated to include some special rules and the new 7th edition damage table. Running the numbers yourself is a pain, but I do recommend doing it. Also, whenever checking a riptide remember to add in a 4/6 factor if you want to check the reliability of the nova weapons. In fact, I've found that the nova Ion cannon is horribly unreliable having a 5/9 (.5 repeating) multiplier before you even try to hit anything, and a 44.44% chance to inflict a (easily saveable) wound on the riptide! Wether you save the wound or not you would lose the weapons functionality AND potentially the functionality of your sidearm if you take it from the gets hot test. The ion cannon tide is still good, but I wouldn't novabuff the ion cannon unless you have an emergency of THAT UNIT NEEDS TO DIE NOW!!!

This message was edited 1 time. Last update was at 2014/07/18 12:24:30


Valhallan Guard vs Tau. v  
   
Made in au
Thinking of Joining a Davinite Loge






Working in fractions makes it easy to calculate basic averages, it's when you go beyond 3 dice (hit, wound, save) that things tend to get tricky, or when you add in rerolls. Guardsman shooting at SM for example is 3/6 x 2/6 x 2/6 =12/216 =3/54. Assuming 20 shots you get an average of 1 kill. Takes all of 40 seconds, easy enough to do in an opponents turn. But, you shouldn't depend on those values, it's just a rough 'guesstimate' as to whether you fire at the terminators or the bikers.

My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
 
   
Made in us
Sneaky Sniper Drone




Hazelwood, MO

Also, make sure you run different kinds of calculations for weapons. I still run Railguns because despite the lower odds of inflicting damage, when I do inflict damage the odds of the target getting critically impaired or destroyed are VERY high.

This message was edited 2 times. Last update was at 2014/07/18 12:31:56


Valhallan Guard vs Tau. v  
   
Made in us
Longtime Dakkanaut





Mali wrote:
In your personal experience has mathhammer worked for you??

or

Has bitter personal experience told you to consider other things beyond strict percentages??


Uh. What? Talk about a false dichotomy. Mathhammer works for EVERYONE who doesn't have weighted dice. People who think it doesn't are just remembering the bad rolls and forgetting all the other ones. With that said, of course in this game there are other things to consider beyond strict percentages. So it isn't one or the other, it is yes to both questions.
   
Made in de
Swift Swooping Hawk






The main problem is people who never had at least a bit of probability theory.

The number of rolls in a single game of 40k is low enough that the outliers may not get evened out. And if you lose a game or even a single loved unit due to this you'll remember that. The human mind is kinda biased with this, remembering the exceptional events better than the average ones.

My armies:
Eldar
Necron
Chaos Space Marines
Grey Knights
Imperial Knights
Death Guard
 
   
Made in us
Sneaky Sniper Drone




Hazelwood, MO

I've had games where I couldn't kill a razorback with my railgun. The next game I rolled all sixes on the same railgun against a landraider. Odds are a good thing to plan around, but sometimes gak just happens.

Valhallan Guard vs Tau. v  
   
Made in ca
Longtime Dakkanaut





Canada



Or rather, understand the odds but don't let them cow you into weak play for the sake of appeasing the dice gods.

I took a Shokk Attakk Gun to a tournament last year, 1st game I rolled boxcars on Ovesa Star, 2nd game I rolled boxcars on a squad of Thunderwolves.

Point being, sometimes you need to take a long shot to really pull out a win.

 
   
Made in de
Swift Swooping Hawk






Ventiscogreen wrote:
I've had games where I couldn't kill a razorback with my railgun. The next game I rolled all sixes on the same railgun against a landraider. Odds are a good thing to plan around, but sometimes gak just happens.


And still when you play 1000 games and you count how often that railgun hit or didn't hit you'll see that the results will match the theory. Only the single sample taken at random will deviate, the mass will inevitably show the mathematical distribution.

My armies:
Eldar
Necron
Chaos Space Marines
Grey Knights
Imperial Knights
Death Guard
 
   
Made in us
Sneaky Sniper Drone




Hazelwood, MO

It doesn't make me less rage filled when I couldn't kill a razorback with a railgun over three turns.

Valhallan Guard vs Tau. v  
   
Made in us
Killer Klaivex




Oceanside, CA

The people with math-hammer is the in game variables.
Should I take haywire blasters or heatlances?

A haywire blaster as VERY good odds of doing a single hullpoint of damage, and very poor odds of doing anything else.
On the otherhand, getting a weapon destroyed, or immobilized is much more likely with the heat-lances.

Sometimes, you need to kill, and sometimes you need to maim. From a list building side, it's tough to assign values to those, as it is dependent on the opponents list (maiming a razorback is fine, maiming a landraider full of assault units isn't good enough).

IMO, the problem with math hammer is two fold. People are trying to get the wrong information out of it, and people are really crappy at generating a sample population.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Dakka Veteran




I don't care what the math is, I always roll terrible, except when I expect to. I have a knack for getting off lucky shots and blowing things up I shouldn't, and having massed shooting fail entirely. Go home Nuffle, you're drunk.
   
Made in us
Yellin' Yoof on a Scooter






Technically, just so those who didn't realize it can know, all mathhammer calculations have an inherent error in them unless you are using the kind of dice made for casinos. Because of the weight distribution of "pipped" die, that is, die that have divots carved out of them that are painted, you are more likely to encounter (if I recall correctly) ones than sixes. The rouned edges of many die also affect your distribution.

I believe math hammer has its place, but applied too liberally you're just theorizing in a vacuum. I still believe the absolute best lists in general scenarios (particularly, outside of tourneys) are well-balanced all-comers lists designed to be adaptable to numerous threats, not just be 100% efficient against A or B.

This message was edited 1 time. Last update was at 2014/07/18 16:11:07


 
   
Made in us
Ragin' Ork Dreadnought




 Gratlugg wrote:
Technically, just so those who didn't realize it can know, all mathhammer calculations have an inherent error in them unless you are using the kind of dice made for casinos. Because of the weight distribution of "pipped" die, that is, die that have divots carved out of them that are painted, you are more likely to encounter (if I recall correctly) ones than sixes. The rouned edges of many die also affect your distribution.

I believe math hammer has its place, but applied too liberally you're just theorizing in a vacuum. I still believe the absolute best lists in general scenarios (particularly, outside of tourneys) are well-balanced all-comers lists designed to be adaptable to numerous threats, not just be 100% efficient against A or B.

While technically that is true, the difference from pips is completely negligible. The rounded corners are a bigger problem, but in actuality the biggest problem is casting imperfections. (Rounded corners might not be a problem at all as long as they are all equally rounded.) I'm sure you've heard of microwaving dice, where you ever-so-slightly melt them to make two rolls (Typically 6's and 1s,) more likely. (The sides that are facing up and down.) This happens naturally, though, too: Leave your dice in the heat, have a slight mistake casting them, a slight imperfection in the mold... That's going to be your biggest problem unless you are using casino grade dice.
   
Made in us
Wicked Wych With a Whip




Thanks all. =) some great replies with good thoughts and a few laughs.

I may be misunderstanding the definition of "Mathhammer" wrong.

Best example i can thing of and this is over the course of about 30 games.

Warwalkers. i know statistaclly duel lances or duel scatter lasers is supposed to do better.

How ever, in my experience.
when i run duel weapons i face armies that do not require the weapon i brought. ex if i run duel lances i face all horde and light tank armies.

When i run scatter and lance combo. i have a shot every turn and do more over all damage.

So is this "mathhammer" or something else??
   
 
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