In my 2k list I mentioned I had done some math hammer to figure out which units to take, I thought you guys might find it interesting, so I decided to share it. Before I get too far out into the weeds on how everything was calculated, Let me show you the high level summary:
This is a scatter plot, using Points cost per Wound inflicted Per Round as the X axis, and the points per effective wound as the Y axis. We then divide the plot area into 4 quadrants:
The bottom left is units that have a low CPWI and CPEW, I've labeled them the best performing units.
The upper left are units that cost more than the median amount per wound, but still manage to inflict good damage per point of cost, these are labeled Glass cannons
The bottom Right are units that are tough (eg have a low cost per EW) but not great at inflicting damage, I Labeled them Tanks, but Tar Pits Might have also been fair
The final area in the upper right are units who do not have good offense or defense for their points, they better have awesome abilities cause their statlines don't justify their points.
The first thing that jumped out at me was how bad gryph-hounds are, which is honestly surprising considering how cheap they are, I even used the profile for them standing next to a Lord Castellant. This is a side effect of the grain of the points, if you reduced them to 20 points (the next lower grain) suddenly they become an auto-include, and their abilities while not overwhelming just become the cherry on top of an underpriced stat line. So instead, Like the knight Vexillor (which had to be excluded from this chart because he was a serious outlier), you take them for their abilities. The other surprise for me was how good the Lord Relictor is, who always kind of struck me as underwhelming, however since his cost is low, he does have a hero stat line, and the ability to inflict mortal wounds, he squeaks into the best performing units by being a bargain. As a surprise to no one Protectors, Retributors, and the Lord Celestant are in the best Performing sector, as are prosecutors with javelins because they are a bargain for their output.
Alright now to the weeds. The points were calculated using stat lines and abilities that are easy to model, abilities like the Knight Vexillors teleport which is mostly a tactical ability and only once a game got left out. For small AoEs I assumed two units and for large ones I assumed three. For effective wounds I used a rend of 0, because this is a comparison of the
raw ability between models, and rend is also included in the offensive stats and I didn't want to double dip. Offensive stats are calculated based on an average of their effectiveness against armor 3+ thru 6+, this is so rend can effectively be modeled.
Any way here is a link to the sheet I used (with formulas so if you were so inclined, you could plug in your armies data and check your the relative values as well):
http://s000.tinyupload.com/index.php?file_id=55111667003450349174
Click on the part that says
AoS Calc.xlxs as the other buttons are lures and unsafe to click on (sorry to use such a low rate host, but my drop box is full with all of those adorable pictures of my son starting fires and torturing various stuffed animals). If someone wants to rehost I'll be happy to edit that link in.