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Made in us
Devastating Dark Reaper






Hi all,

I have created a wounds probability calculator. Basically it tells you the probability of wounding a target and the expected wounds basses on the # of shots, your BS, the weapon's strength, the target's toughness and the target's save. You can also put in the points value of the unit firing and it will tell you the efficiency of that unit. (this is the # of wounds that you are expected to get per point. It helps a lot in building list and determining which unit is the best choice for the points.)

There are some kinks that I haven't worked out yet they include:

- shooting at vehicles

- shooting with a BS of 6 or higher

- if the target's toughness is 3 greater than the weapon's strength (I don't know why it, but for some reason it won't work)

you shuold be able to download it below (if I can figure out how to do that) spoiler: I did

if you find any new problems or you have fixed any of theses problems please put a response to this post.
 Filename expected wounds inflicted calculator.xlsx [Disk] Download
 Description
 File size 11 Kbytes

This message was edited 2 times. Last update was at 2013/02/26 01:01:38



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Made in us
Mysterious Techpriest





I wrote a python script way back when (sometime last edition) to do that, and handle possible melee outcomes for a given initiative order. Of course, I got frustrated trying to get it to calculate it properly, and so just made it simulate a few hundred thousand instances of combat and record the result, spitting out how often a given result turned up.

The to wound target number is 4+T-S, to a minimum of 2, with 7 counting as 6; higher numbers don't appear on a d6, and so can be ignored. For high BS scores, you have to factor in a reroll on a 1, with a new target number. For vehicles you have to use a completely different set of rules; it's not hard to do, just a lot more work. How to actually do any of this in whatever language you're using, and with whatever style of probability calculation (I can't tell you how to do anything but brute force simulation, personally (true story, I wrote a little script to run out the possible rolls for 2d6 and neatly present the percentage likelihood for any given result, because I was too tired to figure it out myself a few days ago)) you're going with, I can't say. I don't really know what all's changed with the new edition either, I never got around to more than skimming the rules, mostly play blood bowl these days.

 
   
 
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