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![[Post New]](/s/i/i.gif) 2009/10/15 15:39:04
Subject: Space Hulk - Close Combat Odds
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Longtime Dakkanaut
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Has anyone worked up the chances for marines to win close combat vs. Stealers and/or the Broodlord? It's basically 3d6, best one vs. 1d6. But, there's several additonal combos with sgts, Parry, Block, Lightning Claws.
Thanks!
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In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer |
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![[Post New]](/s/i/i.gif) 2009/10/15 15:43:47
Subject: Space Hulk - Close Combat Odds
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Stubborn Temple Guard
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The odds are very simple:
NOT GOOD.
Fortunately for the Marines, odds at range are MUCH better...
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27th Member of D.O.O.M.F.A.R.T.
Resident Battletech Guru. |
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![[Post New]](/s/i/i.gif) 2009/10/15 16:03:11
Subject: Space Hulk - Close Combat Odds
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Longtime Dakkanaut
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Gee, that helps - not at all.
I'm being serious - well, as serious as I ever get. What's the odds for Lorenzo holding a door in melee, for example? Gideon is supposed to be a cc beast, but is he really? How badly do the marines get mauled? Do they have a 1/6 chance of winning? 1/3? 1/12?
And of course, Guard has a huge effect too.
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In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer |
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![[Post New]](/s/i/i.gif) 2009/10/15 18:58:03
Subject: Re:Space Hulk - Close Combat Odds
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Sister Oh-So Repentia
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War is not about who is right. It is about who is left. |
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![[Post New]](/s/i/i.gif) 2009/10/15 19:04:55
Subject: Space Hulk - Close Combat Odds
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Longtime Dakkanaut
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Thanks. Wow, the Sgts are incredibly good. I figured they would be around 50/50.
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In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer |
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![[Post New]](/s/i/i.gif) 2009/10/15 19:37:03
Subject: Re:Space Hulk - Close Combat Odds
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Dakka Veteran
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I'd like to see someone try and do that with the wonky mechanics for the Broodlord...
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![[Post New]](/s/i/i.gif) 2009/10/15 21:25:59
Subject: Space Hulk - Close Combat Odds
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[MOD]
Anti-piracy Officer
Somewhere in south-central England.
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Of course, the Genestealer has two advantages in H2H
1. He has nearly unlimited amounts of troops to throw in. Even on a 1/10 chance of winning he will get lucky eventually.
2. He can try to attack from the side.
The key point about shooting is no matter how badly you roll, the Genestealer can't hit you.
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![[Post New]](/s/i/i.gif) 2009/10/15 21:31:03
Subject: Space Hulk - Close Combat Odds
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Longtime Dakkanaut
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Shooting is definitely the way to go, if possible. But, sometimes you want to stick Gideon in a doorway on Guard to hold a flank. I was wondering how good the chances were. It's better than 50/50, it's like 3:1 in his favor. While, I don't want to bank the whole game on it, I also wouldn't hesitate to do it if necessary.
I was really just curious what the odds were. I figured the Sgts were probably going to be around 1:1, not 3:1.
Also, it's really similar to Risk, and I've been playing a lot of that on my phone lately.
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In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer |
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![[Post New]](/s/i/i.gif) 2009/10/15 22:02:32
Subject: Space Hulk - Close Combat Odds
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[MOD]
Anti-piracy Officer
Somewhere in south-central England.
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dietrich wrote:Thanks. Wow, the Sgts are incredibly good. I figured they would be around 50/50.
That's a sergeant with blunder hammer. An ordinary sergeant is a lot less good.
The other thing to bear in mind is that a tie is usually disadvantageous for the marines, since they want to go somewhere and every turn they don't move, more enemies enter play.
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