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![[Post New]](/s/i/i.gif) 2013/02/06 23:42:28
Subject: Tough rule.
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Numberless Necron Warrior
in a necron tomb world under youre house
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If Trollbloods did not have the "tough" rule what do you think their arm and def would be boosted by?
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![[Post New]](/s/i/i.gif) 2013/02/07 00:32:12
Subject: Re:Tough rule.
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Maybe 2 for their armor.
Not that its important Tough is a better representation of their staunch refusal to die. Although my opponents can't fail a tough roll, ever. For practical purposes they might as well have a 3+ tough.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2013/02/07 00:33:10
Subject: Tough rule.
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Painlord Titan Princeps of Slaanesh
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What difference does "tough" make? The most obvious way to increase them is using the Kriel stone. Another is the Earthborn's animus.
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![[Post New]](/s/i/i.gif) 2013/02/07 02:06:21
Subject: Tough rule.
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Satyxis Raider
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necronuser wrote:If Trollbloods did not have the "tough" rule what do you think their arm and def would be boosted by?
IMO tough is better the cheaper the model is. On a 12/12 model tough is going to make them much more effective. On a warlock it is nice, but not all that. various rules also work into it as bonuses that makes it 4+ instead of 5 or allow the model to not be knocked down, etc.
Short version, I don't think you can replace tough with a straight armor bonus.
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![[Post New]](/s/i/i.gif) 2013/02/07 05:43:45
Subject: Tough rule.
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Big Fat Gospel of Menoth
The other side of the internet
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necronuser wrote:If Trollbloods did not have the "tough" rule what do you think their arm and def would be boosted by?
Tough is unique because it means that one third of the time, a model didn't die, but just got knocked down with 1 hp left. Translating that into actual defense and armor is hard to do because 2d6 works on a sliding probability scale meaning the difference between the odds of getting two numbers and another two numbers is different. In 40k there is a linear progression of probability. Tough is a linear defense in a game that uses scaling. It gives these models a chance against big beaters like warjacks that would insta-gib them and it significantly improves their chances against infantry which had moderately good chances of killing them. It's pretty much the FNP of Warmahordes.
TL;DR: No one number can replace an ability like tough.
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(╯°□°)╯︵ ┻━┻
RAGE
Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies |
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![[Post New]](/s/i/i.gif) 2013/02/10 01:09:21
Subject: Tough rule.
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Longtime Dakkanaut
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Tough honestly isnt a big deal for big guys like heavies and warlocks
It mostly helps swarms of little guys, and for us to see that strong defense without tough, I would expect them to gain 2-3 def increase
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6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47 |
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![[Post New]](/s/i/i.gif) 2013/02/10 17:43:29
Subject: Tough rule.
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Longtime Dakkanaut
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As others have said you can't really make a direct conversions as tough is a flat chance to live through any attack and how much extra def or arm buys you depends on the the incoming attack. That said in most cases where they're hitting you on a reasonable numbers in the 6 to 8 range. Tough is generally worth just a hair more than one def in terms of raw survival.
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