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Showing posts with label math-hammer. Show all posts
Showing posts with label math-hammer. Show all posts

Tuesday, 14 July 2009

Herald Highlight: Dice is Life

Words are Ours. Warhammer is Ours. Dice is Life... is it?

Math-hammer is a core component of the game for many people, indeed I use it sometimes myself. For example, you're in the Ork Codex and you want Zogwort. What is the chance you'll get the power? What is the chance that Zogwort's Curse will go off? What is the tactical uses for each of the powers? Who would you be using it on?

It's a question of tactical chance...the chance to do something advantageous, or the chance to damage you. Everything needs to be weighed out, tactics need to be chosen before the game even begins, you need control of the game, you need control of the field. Another example, Wood Elf Dryad armies. Too much Treesinging, expensive troops... incredible amounts of options. That is, until you reach a board that isn't based around trees... then you find the tactical options limited to that single set of trees you get free at the beginning of the game

How do you adapt? Can't precisely ask your opponent if you can add 20 sets of trees at the beginning of the game... but you can't ask for a few of them to be removed either? Difficult. Stop praying for your dice gods, and start praying for an all-rounder list. Pick a race that won't crumble in Khorne's heat. Pick Warriors of Chaos - everyone knows they're a Cold list (see BoLS), which doesn't need good rolling to win. That's the sad effect of Mathammer - you pick the list that won't need calculation, or have to pick a list that relies upon such calculations. How does that work out for the hobby? Answer - not well. Not well at all.

So end it. End the mass calculations. Now

Wednesday, 19 November 2008

Math-Hammer: Warlords vs Chaos Part 1

A person at the Friendly Local Games-Workshop (if there is such a thing =P) began progress on a Warlord Titan a couple of weeks ago. Woop-de-Doo. Therefore, I have to question the prospects of facing it down. Thus the Theory session
Somewhere in an Anderson shelter near the midlands of England, the Nurglish Math-hammer team is on the case. What is the best DIY Warlord killer?

We have a few normal options with us today. Including:
- Melta Weapons
- Chainfists
- Power Fists

Melta Weapons:
Who can use them? Wait, wrong question. Who can't use them? Dark Eldar, Necrons, Tyranids.
The obvious point is that in order for Melta stuff to be a good strategy, you need 2 assets. You need Flank March, in order to allow you to go straight behind that titan so it can't shoot them down. The other is Careful Planning, so you can start attacking from turn 1
Key Figures in this set up happen to really actually be Vulkan He'Stan mainly. He is a definate in your melta army, allowing ALL users of Melta weaponry in your army to act as if Twin Linked. The Relic Blade he holds means that he has a chance of inflicting glancing hits himself!

10 Chaos Marines with 2 Meltaguns, and Champion with Meltabombs and Combi-Melta
This is really the best set up you can have for your chaos squads. Since you're not bound to the '1 special only, 1 heavy only' rules, you can have 2 meltaguns. Take that, Warlord. These bunch are not only a scoring unit, but if they're flank marching, they will probably melta you in the first turn! All models in this unit have the oppurtunity to at least inflict glancing hits!

10 Chaos Havocs with 4 Meltaguns, and Champion with Meltabombs and Combi-Melta
Just when I said that there was a 'best' setup, I remember that Havocs may have 5 meltaguns in a unit. Oops. Just wait until you see the next choice...

10 Chaos Chosen with 5 Meltaguns, Champion, and all with Meltabombs
Count the meltas! Not only do these lot have the ability to infiltrate or outflank on the first turn (if you choose to send them in), they have up to 5 special weapons!

Math-Hammer Verdict:
The guns have 66% chance of hitting, and variable armour penetration. Outside of 6 inches, its a 16.5% chance of GLANCING the front armour, or 33% to do ANYTHING against the rear. AP 1 means that theres a 16.5% chance again of doing anything* on a glancing hit, and a 50% chance of doing anything* when you penetrate
The bombs probably will DEFINATELY hit, unless the titan moves. But it won't, who would be crazy enough for that? On average, you will definately penetrate as the average roll will be a 7
There is a 33% chance of doing anything* on a penetrating hit
(* as in Structure Point damage)

Chosen: 1st
Marines: 2nd
Havocs: 3rd
The only reason Marines are 2nd is because they are scoring. Otherwise, the havocs are 2nd