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Made in us
Fresh-Faced New User




So normally you roll to hit, then roll to wound. then your opponent rolls armor save. Why not just take your hit rolls that made it threw and use those numbers you rolled for your wound rolls? would it make any difference? seems like it would save alot of time rolling.

Like if your a space marine, shooting at a space marine and you roll 10 dice. you hit on 3+ lets say 7 of them hit. You roll

01. 2 (fail)
02. 3
03. 5
04. 6
05. 2 (fail)
06. 1 (fail)
07. 3
08. 4
09. 4
10. 6

So we take those out of the pool.

01. 3
02. 5
03. 6
04. 3
05. 4
06. 4
07. 6

Then we use these remaining rolls to see if the strength beats the toughness. weapon str is 4 enemy toughness is 4. so hit on 4+

01. 3 (fail)
02. 5
03. 6
04. 3 (fail)
05. 4
06. 4
07. 6

Why do we instead of just removing those. re roll all of them? (abilitys that let you re roll or add to wounds rolls, can still be applied in this step so nothing is being lost) Am I missing something? or is this just an extra needless roll?
   
Made in gb
Fixture of Dakka







Short answer? You're skewing Wound rolls towards success.

Run your example again, but using Orks - assuming the same target, any shot which hits (on a 5) automatically wounds.

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Made in us
Fresh-Faced New User




 Dysartes wrote:
Short answer? You're skewing Wound rolls towards success.

Run your example again, but using Orks - assuming the same target, any shot which hits (on a 5) automatically wounds.


Excellent point! it does skew it in favor of wounds. I didn't really think about that, just had the thought tonight as I was building my Chaos army. And was like wait.... why are we not making rolls quicker. But yup, oversight on my part lol.
   
Made in fi
Decrepit Dakkanaut





Essentially you remove to hit part from the equation.

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Made in us
Decrepit Dakkanaut





Halifax

If hitting and wounding were opposites, like you rolled high for one and low for another, I could see this working.

   
Made in gb
Longtime Dakkanaut






Nurglitch wrote:
If hitting and wounding were opposites, like you rolled high for one and low for another, I could see this working.


Though again that would prevent units (such as Orks) from ever wounding hard-to-wound models, as they wound hit on a 5+ but need a 3 or less to wound - so none of the hits would ever wound!

I guess you could add the to hit and to wound together and roll a D12 for it - EG orks needing 5's to hit and 4's to wound need a 9+ on a D12 to hit and wound. 12's always succeed, 1's aways fail.

It's actually a smooth way to go, actually, not sure how it affects the probability though...

5's then 4's is 1/3 followed by 1/2, so 1/6 chance of success
9+ on a D12 is 1/3 chance of success

so no, not comparable!

2's then 2's is 5/6 and 5/6, so about 0.7 if I'm maths-ing correctly.
4+ on a D12 is 3/4, so 0.75
so that side isn't so far off...

perhaps if you had to exceed it...

10+ on D12 is 1/4, closer to 1/6 (3/12 as opposed to 2/12)
5+ on a D12 is 1/3, or 0.66... so stil lnot quite the same.

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