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Made in ca
Numberless Necron Warrior




in a necron tomb world under youre house

If Trollbloods did not have the "tough" rule what do you think their arm and def would be boosted by?

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The Conquerer






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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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Painlord Titan Princeps of Slaanesh




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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Satyxis Raider






Seattle, WA

 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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Big Fat Gospel of Menoth





The other side of the internet

 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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Made in us
Longtime Dakkanaut





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



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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Longtime Dakkanaut





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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