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So I saw some interest in space hulk math, and decided that I'd fiddle with the numbers...and I quickly figured out it was rather awkward, so I ran simulators instead..if anyone is interested. I've worked out all the terminator vs genestealer combats without guard duty...if theres any interest in the topic I can change the code pretty quickly, or numbers for brood lords...all examples use 100,000 trials to get the numbers:
3 outcomes: genestealer wins, tie combaty, or terminator wins....
GeneWin - TieCombt - TermWin
66.040% - 16.590% - 17.370% - Genestealer vs Terminator w/ power fist
27.651% - 19.092% - 53.257% - Genestealer vs Terminator w/ lightning claws
27.037% - 14.903% - 53.257% - Genestealer vs Terminator w/ thunder hammer and storm shield
27.310% - 28.036% - 44.654% - Genestealer vs Terminator w/ power sword, not parrying on ties
28.342% - 14.703% - 56.955% - Genestealer vs Terminator w/ power sword, parrying on ties
10.835% - 11.374% - 77.791% - Genestealer vs Terminator Sergeant w/ thunder hammer and storm shield
11.590% - 27.019% - 61.391% - Genestealer vs Terminator Sergeant w/ power sword, not parrying on ties
12.243% - 10.994% - 76.763% - Genestealer vs Terminator Sergeant w/ power sword, parrying on ties
Decisions for parrying or not parrying on a tie largely depend on what the other dice are, but as far as raw #s go there is a 12:1 win:loss ratio for terminators that parry on a tie, compared to the 44:27 win:loss ratio of the actual combat, parried blows are 7 times more efficient than "another round of combat"
For sergeants, the win:loss for parried blows becomes 25:1, when compared to the normal win:loss of 61:12, sergeants parried blows are 5 times more efficient than "another round of combat"
In short: the dice on the table determine the decision to parry or not, but as a rule you should almost always parry
edit: added probabilities for sergeant, more parry mathhammer
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