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![[Post New]](/s/i/i.gif) 2016/09/06 11:39:07
Subject: 3 Lords of sculls vs 3 Greentides
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!!Goffik Rocker!!
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Interesting exercise. Imagine, you have 3 lords of sculls in the new formation. The rule is: "The enemy locked in combat with at least one lord of sculls recieves the number of s6 ap4 hits equal to the number of models in the unit. This hits are allocated randomly".
You're facing 3 greentides of 100 boyz and warboss + painboss in each. Each warboss has 2+ armor.
Each lord of sculls gets charged by a different greentide.
Question: how long would it take to resolve combat with lords of sculls if you only have regular d6 dice (in unlimited supply) to determine random wound allocation.
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This message was edited 2 times. Last update was at 2016/09/06 11:45:09
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![[Post New]](/s/i/i.gif) 2016/09/06 11:59:28
Subject: 3 Lords of sculls vs 3 Greentides
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Frenzied Berserker Terminator
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Throw the dice at the mob, whichever models are knocked over are killed until you empty the wound pool.
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![[Post New]](/s/i/i.gif) 2016/09/06 12:53:38
Subject: 3 Lords of sculls vs 3 Greentides
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Longtime Dakkanaut
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Here's how to do it:
First, there's 102 models that you've described. Divide by 6 and this gives us 6 groups of 17 models each. When randomly allocating the hits, roll a d6 to see which group of 17 models is hit.
Then, sub-divided each group of 17 into two groups of 6, and one group of 5. When randomly allocating the hits within this group, roll a d3 to see which group is hit.
If the two groups of 6 models each are hit, then sub-sub-dividing these groups is really easy for random hit allocation. If the group of 5 is hit though, assign them values of 1 through 5, and on a roll of 6, reroll the die to see which sub-group within the 17 models is hit. You must do this, otherwise the models within the group of 5 have a slightly higher chance per model of being hit than models in other groups.
If you know to do this off the bat without having to spend time coming up with the system, you can probably resolve the random hit allocations within 5 minutes per Lord of Skulls. I do not envy you.
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This message was edited 1 time. Last update was at 2016/09/06 12:53:51
Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2016/01/23 11:19:19
Subject: Re:3 Lords of sculls vs 3 Greentides
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Longtime Dakkanaut
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well 3 lords of skulls = 2664
3 Green tides with97 boyz, 4 nobz with a PK and 1 Warbosses (PKs) and 1 Painboyz.X3 = 2655
Lets say by some miracle each Nob and Warboss stays alive and gets into CC with this bugger. Thats 4 Nobz with 4 attacks each at S9 AP2 Hitting on 4s glancing on 4s. So 8 hits, 2 Pens and 2 Glances. Then the warboss swings, 5 Attacks hitting on 3s glancing on 3s. 3-4 hits, 2-3 Glances/pens So in 1 round of combat you have successfully stripped 6-7 HPs off this guy. When the Lord of SKullz uses his special ability that will be 103 auto hits At S6 vs Majority Toughness of 4 meaning wounding on 2s.
103 divided by 6 = 17, So 86 wounds, ignoring armor, however they do get a 5+ FNP So 29 of them will survive to join the 17ish who weren't wounded. your left with 46 models, And here is how you figure out if your nobz/warboss/painboy takes the hit. roll 6 dice ( 4 for nobz 1 for warboss 1 for painboy make them different colors or something) on a roll of 6 they aren't one of those models that got hit, even if they are you can still LoS i believe, and if you can't LoS then just roll your FNP separately, honestly it won't matter that much because ALL of them have 2 or more wounds so they will all live and get another round of combat to try and finish the bugger off.
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![[Post New]](/s/i/i.gif) 2016/09/06 13:37:05
Subject: 3 Lords of sculls vs 3 Greentides
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Yellin' Yoof
Hive Helsreach
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So you'd attack in waves, one Green Tide at a time. Sounds like 3 dead Lords of Skulls to me? :p
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![[Post New]](/s/i/i.gif) 2016/09/06 13:47:33
Subject: 3 Lords of sculls vs 3 Greentides
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Longtime Dakkanaut
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Zodgrim Dakathug wrote:So you'd attack in waves, one Green Tide at a time. Sounds like 3 dead Lords of Skulls to me? :p
LOL That was going off the assumption that each green tide was fighting its own personal Lord of Skulls. In the end it would work out where the Orks won, but that completely forgoes the Lord of Skulls shooting which isn't anything to sneeze at. Heavy 12 S8 AP2 (or was it 3?) and then the hellstorm template, all told the orks would probably lose 20-30% before they got in range to charge. And with all of that said and done it completely changes the likelihood of an ork victory.
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![[Post New]](/s/i/i.gif) 2016/09/06 14:32:54
Subject: 3 Lords of sculls vs 3 Greentides
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!!Goffik Rocker!!
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SemperMortis wrote:
103 divided by 6 = 17, So 86 wounds, ignoring armor, however they do get a 5+ FNP So 29 of them will survive to join the 17ish who weren't wounded. your left with 46 models, And here is how you figure out if your nobz/warboss/painboy takes the hit. roll 6 dice ( 4 for nobz 1 for warboss 1 for painboy make them different colors or something) on a roll of 6 they aren't one of those models that got hit, even if they are you can still LoS i believe, and if you can't LoS then just roll your FNP separately, honestly it won't matter that much because ALL of them have 2 or more wounds so they will all live and get another round of combat to try and finish the bugger off.
Unfortunately, there's a 2+ boss in there, so you can't roll wounds before you roll hits. You have to roll hits till you get to the boss first. Than when the boss dies (or doesn't as he might also get saved or look outed, etc) - the main time consumer is randomly allocating hits.
Yarium wrote:Here's how to do it:
First, there's 102 models that you've described. Divide by 6 and this gives us 6 groups of 17 models each. When randomly allocating the hits, roll a d6 to see which group of 17 models is hit.
Then, sub-divided each group of 17 into two groups of 6, and one group of 5. When randomly allocating the hits within this group, roll a d3 to see which group is hit.
If the two groups of 6 models each are hit, then sub-sub-dividing these groups is really easy for random hit allocation. If the group of 5 is hit though, assign them values of 1 through 5, and on a roll of 6, reroll the die to see which sub-group within the 17 models is hit. You must do this, otherwise the models within the group of 5 have a slightly higher chance per model of being hit than models in other groups.
If you know to do this off the bat without having to spend time coming up with the system, you can probably resolve the random hit allocations within 5 minutes per Lord of Skulls. I do not envy you.
With this system you got to keep track of how many models are left or you'll have to count their number from the start. So, first you need to divide the models in 2-6 groups (depending on the leftover numbers), than sub-divide. Than you have to find the group you've got which is another massive count. Can vary, though - the closer to edges the group is - the faster it's gona get. But you might as well get the 3-d group from the first d6, than the 2-d sub-group from the 2-d d6 and than the 6- th model from the 3-d d6. This way, you'll still have to count up the model and make assumptions of what's closer - 2, 3 or 6 would be. And than you'll still have to count up the models to actually get to the one that's gona get the hit.
As we're bound to d6 maybe it's gona be more reasonable to use the 6 numerical system?
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![[Post New]](/s/i/i.gif) 2016/09/06 15:29:03
Subject: 3 Lords of sculls vs 3 Greentides
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Auspicious Daemonic Herald
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Just roll a d666 (like how you roll on the CSM boon table)
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![[Post New]](/s/i/i.gif) 2016/09/06 15:34:13
Subject: 3 Lords of sculls vs 3 Greentides
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Longtime Dakkanaut
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koooaei wrote:With this system you got to keep track of how many models are left or you'll have to count their number from the start. So, first you need to divide the models in 2-6 groups (depending on the leftover numbers), than sub-divide. Than you have to find the group you've got which is another massive count. Can vary, though - the closer to edges the group is - the faster it's gona get. But you might as well get the 3-d group from the first d6, than the 2-d sub-group from the 2-d d6 and than the 6- th model from the 3-d d6. This way, you'll still have to count up the model and make assumptions of what's closer - 2, 3 or 6 would be. And than you'll still have to count up the models to actually get to the one that's gona get the hit.
As we're bound to d6 maybe it's gona be more reasonable to use the 6 numerical system?
With this method? Yes. Yes you do. Every time the total number of models changes, you'll have to recalculate. In the example given you had a clean 102 models, but make it 101 models, and that remainder model has to be accounted for somewhere. In the case of 101 models, the easiest solution is to knock down a second grouping to 5 models left in the unit (where if a 6 is rolled, you start back up top again). Once you get to 96 models remaining, you can change it up to 16 groups of 6. Then group those groups together so you have 2 groups of 6 groups, and 1 group of 4 groups. Randomly allocate between these groups before randomly allocating for the group inside the group, and in the group of 4, if you roll a 5 or 6 you start at the top again.
Randomly choosing for this many models using d6's is ridiculous, as you need to have an understanding of probabilities just in order to make sure you're actually randomly allocating it!
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2016/09/06 15:36:39
Subject: 3 Lords of sculls vs 3 Greentides
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Rampaging Khorne Dreadnought
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Easy, you house rule that ridiculous rule to instead mean: allocate however you want so we can move on and actually play the game
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![[Post New]](/s/i/i.gif) 2016/09/06 15:41:20
Subject: 3 Lords of sculls vs 3 Greentides
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Longtime Dakkanaut
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Roknar wrote:Easy, you house rule that ridiculous rule to instead mean: allocate however you want so we can move on and actually play the game 
This
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![[Post New]](/s/i/i.gif) 2016/09/06 15:43:37
Subject: 3 Lords of sculls vs 3 Greentides
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Longtime Dakkanaut
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Actually, I'm just going to point out that that it might be easier in this situation to randomly allocate which models DIDN'T die!
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This message was edited 1 time. Last update was at 2016/09/06 15:43:45
Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2016/09/06 16:52:35
Subject: 3 Lords of sculls vs 3 Greentides
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!!Goffik Rocker!!
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Yarium wrote:Actually, I'm just going to point out that that it might be easier in this situation to randomly allocate which models DIDN'T die!
Unfortunately, there's a 2+ armored boss, so you can't roll wounds first.
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