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		<title><![CDATA[Latest posts for the thread "Screaming Bell Probability Breakdown"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Screaming Bell Probability Breakdown"]]></description>
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				<title>Screaming Bell Probability Breakdown</title>
				<description><![CDATA[ For whatever reason I was thinking about the bell today and wondering how the probability breaks down for single, double, and triple dice ringings.  Here's what I got:<br /> <br /> <img src="http://i50.tinypic.com/ljk81.png" border="0" /><br /> <br /> The only one I'm unsure of is the doubles (x2) for three dice, but the others I think are solid.  To sum up most likely results:<br /> <br /> <b>ONE DIE</b> &gt; Bell unit +D6&quot; move (50%)<br /> <br /> <b>TWO DICE</b> &gt; Skaven within 24&quot; reroll <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> & breaks (55.556%)<br /> <br /> <b>THREE DICE</b> &gt; Skaven within 24&quot; reroll <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> & breaks (24.074%) / Scorch bound 5 (24.074%) / all T7 models take D3 wounds & buildings in 18&quot; collapse on 5+ (24.074%); + bell unit takes <span class="glossaryitem" onmouseover='gp(24);'>D6</span> S4 hits on double (41.667%)<br /> <br /> If I'm right, the number of doubles with 3 dice is pretty impressive, though I was initially surprised at how much more likely the magical 13 is vs the apocalyptic 18.  Prob says I shouldn't be though <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> Not sure of the usefulness of this, but it is interesting to see the more likely result for X dice rolled - particularly the reliability of getting that extra boost of movement for an 11-16&quot; charge, or skipping the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> to let the bell do the work.*  Still: not convinced by the bell in the least, as iconic and awesomely modeled as it is.<br /> <br /> - Salvage<br /> <br /> *5-8 is of course particularly lame for the bell unit, which could care less, being unbreakable.]]></description>
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				<pubDate><![CDATA[Tue, 24 Nov 2009 05:31:44]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Screaming Bell Probability Breakdown</title>
				<description><![CDATA[ I've played the bell a few times and I'll say that anything besides the toughness 6/unbreakable is gravy. ]]></description>
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				<pubDate><![CDATA[Tue, 24 Nov 2009 16:17:44]]> GMT</pubDate>
				<author><![CDATA[ Bat Manuel]]></author>
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				<title>Screaming Bell Probability Breakdown</title>
				<description><![CDATA[ Yes, the big thing with the bell and indeed the furnace, is that it gives you a unit of rats who aren't going anywhere. This makes the bell/furnace pusher unit a good anchor for your battleline.<br /> <br /> As for the effects, I'm not convinced by them either and your table confirms what I thought regarding result 13 (i.e. the best result is also one of the hardest to roll!). To be honest, I'd more favour the furnace. Unbreakable psycopathic rats, artillery dice worth of S5 hits in close combat and don't forget the fumes <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 24 Nov 2009 21:30:58]]> GMT</pubDate>
				<author><![CDATA[ Flashman]]></author>
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				<title>Screaming Bell Probability Breakdown</title>
				<description><![CDATA[ Also grey seer + Bell + 100 pts magic items= A hell of alot of points, even without the unit pushing it.]]></description>
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				<pubDate><![CDATA[Wed, 25 Nov 2009 10:18:29]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Gonads]]></author>
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