Jump to content

Grand Alliance Death: the Mathhammering


swarmofseals

Recommended Posts

I went completely off the deep end this weekend and did a massive amount of number crunching. I've condensed the efficiency statistics for everything in GA Death into one Google Doc. I'll break down my methodology and how the spreadsheet works in subsections below:

Raw Data

CAVEATS - PLEASE READ FIRST

Spoiler

This project is not intended to a guide to which units you should or should not include in your army. There are many legitimate reasons why you should pick a unit, and in game power is only one of them. This project is meant as a resource for players to use to get a general sense of how different warscrolls stack up against each-other in terms of basic offensive and defensive capabilities. These are broad generalizations and do not factor in a couple of things:

  • The specific situation in your game. These numbers and rankings are intended to address a broad range of situations, not specific ones.
  • Unit speed
  • Spells, most command abilities, and other utility abilities. What is and is not considered is discussed in more detail in the subsections below

MELEE OFFENSE

Spoiler

 

I took each warscroll and calculated the damage per point for rend 0, rend 1, rend 2, rend 3, and mortal wound attacks. The number you see in each cell indicates the amount of damage of that type that a particular warscroll generates per point. Thus this is NOT a measure of offensive output but a measure of offensive efficiency. A higher number in this case is better. 

When a unit has multiple possible equipments and/or abilities that are conditional, I did separate calculations within the same row for scenarios with different gear and/or whether the necessary conditions were met. In cases where there were BOTH gear options AND conditional abilities, I tended to split the warscroll into multiple rows for different gear loadouts, and then calculate the different conditional scenarios within each cell. I did include scenarios for conditional abilities that require another warscroll to be present.

I did not factor in command abilities that require you to pick a specific unit. I consider these kinds of buffs to be utility. I did include command abilities that affect an area including the user, but I included them as a conditional scenario as that unit will not necessarily be your general. 

In addition, I've introduced a new statistic called Weighted Damage Rating, or WDR. WDR is an attempt to broadly consider the value of different damage types as a way of analyzing the overall offense that different warscrolls provide even when they do different kinds of damage. First, I made a chart of armor saves: -, 6+, 5+, 4+, 3+, and 2+. Then I calculated the relative value of each type of attack (rend 0, rend 1, rend 2, rend 3, and mortal wound) against each save. I then assigned weights to each save that are intended to reflect how common each save type is encountered. The weights are 1 for - and 2+, 2 for 3+ and 6+, and 3 for 5+ and 4+. Thus each damage types' performance against common armor saves (5+, 4+) is weighted more heavily than the performance against rare armor saves (-, 2+). In the end, a warscroll's damage output was multiplied by 1 for rend 0 attacks, 1.33 for rend 1 attacks, 1.66 for rend 2 attacks, 1.91 for rend 3 attacks, and 2.16 for mortal wounds. These were then summed across the warscroll to give the warscroll's overall WDR.

There are some strengths and limitations to this approach:

  • It's good for analyzing a warscroll against a wide variety of opponents. When you don't know what you will be facing, this can be a useful tool.
  • It doesn't take into account special saves, armor rerolls, or abilities which ignore rend under a certain amount. Special saves tend to favor low rend attacks over higher rend/mortal attacks. Armor rerolls favor higher rend and mortal wounds. Abilities that ignore rend favor high rend, mortal wounds, and rend 0 attacks over low rend attacks. If anything I suspect that this method slightly underrates rend and mortal wounds against most opponents and slightly overrates rend and mortal wounds against Death opponents, but I doubt the effect is large.
  • It doesn't factor in unit speed. Fast units, units that deepstrike, and units that fly have a greater ability to pick their targets than slow units do, so those units are more likely to be able to match up their damage characteristics against favorable targets. 
  • It won't be as accurate against very specific opponents. For example, if you know you are facing Stormcast, Sylvaneth, or Ironjawz, you should recalculate the WDR in a way that increases the frequency of higher armor and reduces the frequency of low armor. If you know you are facing Moonclan, you should probably weight low armor much more heavily, etc.

THE RANKINGS

WDR .1+

Spoiler

 

1. Skeleton Warriors (30+) with Ancient Blades in range of a Death Hero (.1292)

2. Crypt Ghouls with +2 attacks in range of AGK (.1206)

3. Crypt Ghouls with +2 attacks (.1033)

4. Grave Guard with Great Wight Blades (.1016)

These numbers do not account for how difficult it is to get every model from a unit of 30+ with 1" range into range. Unless you are engaging in some really aggressive base stacking, you should probably reduce the WDR of the first three by  33-50%. 

 

WDR .09+

Spoiler

T-5. Skeleton Warriors (30+) with Ancient Blades (.0969)

T-5. Skeleton Warriors (30+) with Spears in range of a Death Hero (.0969)

7. Zombies (30+) in range of a Corpse Cart (.093)

8. Crypt Ghouls (+1 attack) in range of AGK (.0904)

Same caveat as before, albeit the spears suffer from this problem to a substantially lesser degree. It still might make sense to assign a small penalty to them, however.

WDR .08+

Spoiler

9. Ushabti w/ Blade Stave (.0887)

10. Skeleton Warriors (20+) with Ancient Blades in range of a Death Hero (.0875)

11. Necropolis Knights (.0858)

12. Blood Knights charging (.0816)

13. Grave Guard w/ wight blades OR Tomb Guard w/ any equip (.0813)

14. Crypt Horrors in range of AGK (.0804)

Same caveat for the Skeleton warriors are position 10.

WDR .07+

Spoiler

15. Crypt Ghouls in range of AGK (.0778)

16. Crypt Ghouls w/ +1 attack (.0775)

17. Varghulf Courtier w/ Feed on Dark Magic AND King's Champion (.0746)

18. Vargheists (.0745)

19. Zombies (30+) (.074)

20. Vlad von Karstein after Isabella dies (.0737)

Same caveat applies here for the zombies, but less so for the Crypt Ghouls as now we are talking about a small unit (15th). It does apply to the +1 attack ghouls in 16th place, however, unless they are a small unit getting +1 attack from a Crypt Ghast Courtier.

WDR  .06+

Spoiler

T-21. Spirit Hosts (.0665)

T-21. Cairn Wraith w/ Reap Like Corn (.0665)

23. Tomb King w/ Dynastic Greatblade (.0664)

T-24. Skeleton Warriors (20+) w/ Ancient Blades (.0656)

T-24. Skeleton Warriors (20+) w/ Spears in range of Death Hero (.0656)

26. Skeleton Warriors (30+) w/ Spears (.0646)

27. Settra w/ Command, charging (.0609)

Same caveat here applies to the blade skeletons, less so to the spears.

WDR .05+

Spoiler

28. Bone Giant in range of Necrotect (.0592)

29. Fell Bats with Scent of Gore (.0563)

T-30. Zombies (20+) in range of Corpse Cart (.056)

T-30. Dire Wolves charging (.056)

32. Varghulf Courtier w/ King's Champion (.0557)

33. Konrad Von Carstein (assuming full rerolls, not factoring in Red Terror) (.0552)

34. Varghulf Courtier w/ Feed on Dark Magic (.0549)

35. Morghast Archai (.0548)

T-36. Crypt Horrors (.0536)

T-36. Skeleton Chariots charging (.0536)

38. Crypt Flayers (.0532)

39. Tomb King in Royal Chariot, charging (.0526)

40. Bone Giant (.0525)

T-41. Crypt Ghouls (.0517)

T-41. Mortarch Mannfred w/ command and successful cast (.0517)

43. Black Coach, Witch Fire active targeting 5+ models (.0506)

44. Carrion (.05)

 

Same caveat for the zombies.

WDR .04+

Spoiler

45. Tomb Scorpions (.0499)

46. Vlad von Carstein with Isabella close (.0493)

47. Morghast Harbingers (.0492)

48. Settra, charging without command (.048)

T-49. Mortarch Mannfred with command, no spellcast (.0474)

T-49. Count Mannfred (.0474)

51. Tomb King with Dynastic Blade (.0473)

52. Crypt Infernal Courtier (.0469)

T-53. Crypt Haunter Courtier w/ AGK in range (.0458)

T-53. Blood Knights not charging (.0458)

T-53. Skeletons w/ Ancient Blade in range of Death Hero (.0458)

56. Coven Throne (.0457)

57. Cairn Wraith, not reaping like corn (.0443)

58. Isabella after Vlad dies (.0442)

59. Skeleton Warriors (20+) with spear (.0438)

60. Mortarch Mannfred without command, with successful spellcast (.0437)

T-61. Prince Apophas, fighting a hero (.0434)

T-61. Necrosphinx with Venom Spike Tail fighting a monster (.0434)

63. Necrosphinx with Blade Tail fighting a monster (.0431)

64. Vlad von Carstein, Isabella on board but far away (.043)

T-65. Zombies (20+) (.042)

T-65. Dire Wolves not charging (.042)

67. Black Coach w/ Reap Like Corn (.0416)

68. Black Coach w/ Witch Fire, no Reap Like Corn (.0406)

69. Hexwraiths (.0405)

 

Same caveat for the zombies.

WDR .03+

Spoiler

70. Necrosphinx w/ Venom Spike Tail (.0399)

71. Necrosphinx w/ Blade Tail (.0396)

72. Vlad von Carstein w/ no bonus (.0385)

73. Sepulchral Stalkers (.038)

74. Mortarch Neferata (.0379)

T-75. Abhorrent Ghoul King on Zombie Dragon (.0375)

T-75. Zombie Dragon (.0375)

T-77. Varghulf Courtier, no buffs (.0367)

T-77. Skeleton Horsemen, charging (.0367)

79. Vampire Lord on Abyssal Terror w/ Deathlance, charging (.0363)

80. Mortarch Mannfred without command or spellcast (.0357)

81. Settra with command, not charging (.0356)

82. Abhorrent Ghoul King (.0355)

T-83. Abhorrent Ghoul King on Terrorgheist (.0354)

T-83. Mourngul (.0354)

85. Terrorgheist (.0348)

86. Mortis Engine (.0345)

T-87. Skeleton Warriors with Ancient Blades (.0344)

T-87. Skeleton Warriors with Spears near a Death Hero (.0344)

89. Royal Warsphinx with Venom Spike Tail (.0343)

90. Royal Warsphinx with Blade Tail (.034)

91. Vampire Lord (.0338)

92. Tomb King in Royal Chariot, not charging (.0337)

93. Vampire Lord on Abyssal Terror w/ Sword (.0335)

94. Mortarch Arkhan (.0332)

95. Vampire Lord on Zombie Dragon w/ Deathlance, charging (.033)

T-96. Vampire Lord on Zombie Dragon w/ Sword (.0317)

T-96. Skeleton Horsemen, not charging (.0317)

T-98. Khemrian Warsphinx w/ Venom Spike Tail (.0306)

T-98. Crypt Haunter Courtier without AGK (.0306)

T-98. Black Knights, charging (.0306)

101. Black Coach, no Reaped Like Corn (.0305)

102. Khemrian Warsphinx, Blade Tail (.0301)

 

WDR .02+

Spoiler

103. Isabella with Vlad (.0297)

104. Wight King with Black Axe (.0295)

105. Vampire Lord on Zombie Dragon with Deathlance, not charging (.029)

106. Settra without command, not charging (.0283)

107. Vampire Lord on Abyssal Terror, not charging (.0282)

108. Fell Bats, no Scent of Gore (.0281)

109. Zombies, 10+ in range of Corpse Cart (.028)

110. Prince Apophas vs. non-hero (.0278)

111. Tomb Herald (.027)

112. Skeleton Chariots, not charging (.0268)

113. Black Knights, not charging (.0263)

T-114. Crypt Ghast Courtier (.025)

T-114. Ushabti w/ Bows (.025)

116. Skeleton Warriors w/ Spear (.0229)

117. Isabella von Carstein, no Vlad (.0222)

118. Nagash (.022

 

WDR <.02

Spoiler

119. Wight King with Baleful Tomb Blade (.0197)

120. Corpse Cart w. lash (.0191)

121. Zombies (10+) (.019)

T-122. Casket of Souls (.0166)

T-122. Heinrich Kemmler (.0166)

124. High Queen Khalida (.0162)

125. Corpse Cart w/ Goad (.016)

126. Skeleton Horse Archers (.0139)

T-127. Tomb Swarms (.0139)

T-127. Bat Swarms (.0139)

129. Tomb Banshee (.0138)

130. Necrotect (.0117)

131. Skeleton Archers (.0111)

132. Zombies (<10) w/ Corpse Cart (.009)

T-133. Necromancer (.0074)

T-133. Liche Priest (.0074)

135. Zombies (<10) (.005)

 

 

DEFENSE

Spoiler

I took each warscroll and calculated the points per effective wound cost against different types of incoming damage (r0, r1, r2, and mortal wounds). Rend 3+ damage is rare enough that I didn't bother. Note that in this case a lower number is better. I took a similar approach to offense in that I factored in different equipment loadouts and conditional abilities separately. Like with offense, I did not include spells or utility abilities into this calculation. 

The single most noteworthy exclusion here is that I did not factor in to hit/wound penalties as their effectiveness depends on the rolls required by the incoming attacks. 

I did factor in the Death allegiance ability, but did NOT factor in Ruler of the Night. Broadly speaking, RoTN will increase your defensive efficiency by 20% across the board.

Unlike offense, I did not try to come up with a single statistic to try to create a picture of defense across the spectrum of incoming damage. I'm just not confident that I understand the relative frequency with which different damage types are encountered. 

The Rankings

Vs. Rend 0

Spoiler

1. Ushabti in range of Necrotect vs single damage weapons (.92!)

2. Dire Wolves in range of Corpse Cart (2.5)

3. Ushabti vs single damage weapons (2.78)

4. Dire Wolves (3.33)

5. Tomb King with Shield (3.47)

6. Ushabti in range of Necrotect vs. multi damage (3.67)

7. Heinrich Kemmler, counting 2+ damage redirect (3.7)

T-8. Skeleton Warriors (4.44)

T-8 Necropolis Knights in melee (4.44)

T-8 Skeleton Warriors w/ Tomb Shield making shieldwall (4.44)

11. Blood Knights (4.81)

12. Khemrian Warsphinx, counting skin as 100% buff (4.86)

T-13. Zombies (5)

T-13 Black Knights (5)

T-13. Wight King with Black Axe, counting armor as 100% buff (5)

T-16. Sepulchral Stalkers (5.19)

T-16. Skeleton Chariots (5.19)

18. Mortis Engine w/heal (5.35)

T-19. Spirit Hosts (5.55)

T-19. Skeleton Warriors w/ Tomb Shield no shieldwall (5.55)

T-21. Casket of Souls vs. shooting (5.56)

T-21 Ushabti vs. multi damage, no Necrotect (5.56)

T-21. Tomb King in Royal Chariot (5.56)

T-21. Skeleton Horsemen vs. melee (5.56)

25. Royal Warsphinx, counting skin as 100% buff (5.9)

26. Necropolis Knights vs. shooting (5.93)

T-27. Fell Bats (6.17)

T-27. Carrion (6.17)

T-29. Mortis Engine no heal (6.25)

T-29. Cairn Wraith (6.25)

T-31. Crypt Horrors (6.48)

T-31. Khemrian Warsphinx counting skin as 50% buff (6.48)

T-33. Wight King with Black Axe counting armour as 50% buff (6.67)

T-33. Grave Guard w/ Shield (6.67)

T-33. Tomb Guard w/ Shield using shieldwall (6.67)

T-33. Hexwraiths (6.67)

T-33. Bat Swarms (6.67)

T-33. Tomb Swarms (6.67)

T-33. Tomb Scorpions (6.67)

T-33. Isabella von Carstein (6.67)

41. Vampire Lord w/ Chalice (6.86)

T-42. Skeleton Archers (6.94)

T-42. Necrosphinx counting skin as 100% buff (6.94)

T-42. Skeleton Horsemen vs. shooting (6.94)

T-42. Abhorrent Ghoul King (6.94)

T-42. Crypt Ghouls (6.94)

T-42. Tomb King w/ Dynastic Greatblade (6.94)

48. Vampire Lord on Zombie Dragon w/ Chalice (6.98)

49. Black Coach (7.14)

T-50. Vargheists (7.41)

T-50. Crypt Flayers (7.41)

52. Vampire Lord on Abyssal Terror (7.64)

53. Royal Warsphinx counting skin as 50% buff (7.87)

T-54. Settra (8.33)

T-54. Konrad von Karstein (8.33)

T-54. Count Mannfred preventing 3 wounds with armour (8.33)

T-54. Tomb Herald (8.33)

T-54. Tomb Banshee (8.33)

T-54. Morghast Archai (8.33)

T-54. Casket of Souls vs. melee (8.33)

T-54. Morghast Harbingers (8.33)

T-54. Necromancer w/ 4+ wound transfer (8.33)

T-54. Crypt Haunter Courtier (8.33)

64. Vampire Lord on Zombie Dragon no Chalice (8.73)

T-65. Grave Guard w/ Great Wight Blade (8.89)

T-65. Prince Apophas (8.89)

T-65. Tomb Guard w/ Shield no shieldwall (8.89)

68. Coven Throne (9.03)

T-69. Corpse Cart (9.26)

T-69. Necrosphinx counting skin as 50% buff (9.26)

T-69. Bone Giant (9.26)

T-72. Terrorgheist (9.52)

T-72. Count Mannfred preventing 2 wounds with armour (9.52)

T-72. Zombie Dragon (9.52)

T-75. Crypt Infernal Courtier (9.72)

T-75. Skeleton Horse Archers (9.72)

T-77. Wight King with Baleful Tomb Blade (10)

T-77. Khalida (10)

T-77. Vlad von Carstein (10)

T-80. Varghulf Courtier (11.11)

T-80. Necrotect (11.11)

T-80. Mourngul (11.11)

T-80. Count Mannfred preventing 1 wound with armour (11.11)

T-80. Crypt Ghast Courtier (11.11)

85. Vampire Lord w/ no chalice (11.67)

T-86. AGK on Terrorgheist (11.9)

T-86. AGK on Zombie Dragon (11.9)

88. Mortarch Arkhan (12.89)

89. Mortarch Mannfred, 3 wounds prevented w/ Armour (13.69)

90. Mortarch Mannfred, 2 wounds prevented w/ Armour (14.74)

91. Nagash (15.62)

92. Mortarch Mannfred, 1 wound prevented w/ Armour (15.97)

T-93. Liche Priest (16.67)

T-93. Mortarch Neferata (16.67)

T-93. Necromancer (16.67)

96. Heinrich Kemmler without 2+ transfer save (22.22)

vs. Rend 1

Spoiler

1. Ushabti w/ Necrotect vs single damage (2.08)

2. Dire Wolves with Corpse Cart (3.33)

T-3. Dire Wolves (4.17)

T-3. Ushabti vs single damage (4.17)

5. Heinrich Kemmler w/ 2+ transfer save (4.44)

6. Zombies (5)

T-7. Spirit Hosts (5.55)

T-7. Skeleton Warriors with Tomb Shields using shieldwall (5.55)

9. Ushabti w/ Necrotect vs. multi damage (5.75)

10. Necropolis Knights vs. melee (5.93)

11. Tomb King with Shield (6.11)

12. Cairn Wraith (6.25)

T-13. Sepulchral Stalkers (6.48)

T-13. Khemrian Warsphinx counting skin as 100% buff (6.48)

T-13. Skeleton Chariots (6.48)

T-16. Wight King with Black Axe, counting armour as 100% buff (6.67)

T-16. Skeleton Warriors (6.67)

T-16. Tomb Swarms (6.67)

T-16. Bat Swarms (6.67)

T-16. Hexwraiths (6.67)

T-16. Skeleton Warriors with Tomb Shields no shieldwall (6.67)

T-22. Skeleton Horsemen vs. melee (6.94)

T-22. Ushabti vs multiple damage (6.94) 

24. Mortis Engine w/ heal (7.14)

T-25. Carrion (7.41)

T-25. Necropolis Knights vs. shooting (7.41)

T-25. Fell Bats (7.41)

28. Royal Warsphinx counting skin as 100% buff (7.87)

29. Crypt Horrors (8.1)

T-30. Tomb Banshee (8.33)

T-30. Skeleton Archers (8.33)

T-30. Tomb King in Royal Chariot (8.33)

T-30. Casket of Souls vs. shooting (8.33)

T-30. Crypt Ghouls (8.33)

T-30. Mortis Engine w/o heal (8.33)

T-30. Black Knights (8.33)

37. Khemrian Warsphinx counting skin as 50% buff (8.64)

T-38. Isabella von Carstein (8.89)

T-38. Tomb Guard w/ shieldwall (8.89)

T-38. Tomb Scorpions (8.89)

T-38. Wight King with Black Axe, counting armour as 50% buff (8.89)

42. Vampire Lord w/ Chalice (9.15)

T-43. Vargheists (9.26)

T-43. Crypt Flayers (9.26)

T-43. Necrosphinx counting skin as 100% buff (9.26)

T-43. Abhorrent Ghoul King (9.26)

T-43. Tomb King with Dynastic Greatblade (9.26)

48. Black Coach (9.52)

49. Blood Knights (9.63)

50. Necromancer w/ 4+ transfer save (10)

51. Royal Warsphinx counting skin as 50% buff (10.47)

52. Vampire Lord on Zombie Dragon (10.48)

T-53. Konrad von Carstein (11.11)

T-53. Casket of Souls vs melee (11.11)

T-53. Tomb Guard no shieldwall (11.11)

T-53. Morghast Archai (11.11)

T-53. Mourngul (11.11)

T-53. Grave Guard (11.11)

T-53. Morghast Harbingers (11.11)

T-53. Corpse Cart (11.11)

T-53. Crypt Haunter Courtier (11.11)

T-53. Prince Apophas (11.11)

T-53. Tomb Herald (11.11)

T-53. Count Mannfred w/ 3 wounds prevented by armour (11.11)

65. Vampire Lord on Abyssal Terror (11.46)

66. Skeleton Horse Archers (11.67)

67. Coven Throne (12.04)

T-68. Bone Giant (12.35)

T-68. Necrosphinx (12.35)

70. Settra (12.5)

T-71. Terrorgheist (12.7)

T-71. Count Mannfred w/ 2 wounds prevented by armour (12.7)

T-71. Zombie Dragon (12.7)

74. Crypt Infernal Courtier (12.96)

75. Vampire Lord on Zombie Dragon w/o Chalice (13.1)

T-76. Vlad von Carstein (13.33)

T-76. Wight King with Baleful Tomb Blade (13.33)

T-76. Khalida (13.33)

T-79. Varghulf Courtier (13.89)

T-79. Crypt Ghast Courtier (13.89)

T-79. Necrotect (13.89)

82. Count Mannfred w/ 1 wound prevented by armour (14.81)

83. Vampire Lord w/o Chalice (15.56)

T-84. Abhorrent Ghoul King on Terrorgheist (15.87)

T-84. Abhorrent Ghoul King on Zombie Dragon (15.87)

86. Mortarch Arkhan (17.17)

87. Mortarch Mannfred, 3 wounds prevented by armour (18.25)

88. Mortarch Mannfred, 2 wounds prevented by armour (19.66)

T-89. Necromancer w/o 4+ transfer save (20)

T-89. Liche Priest (20)

91. Mortarch Mannfred, 1 wound prevented by armour (21.3)

92. Mortarch Neferata (22.22)

93. Nagash (23.44)

94. Heinrich Kemmler w/o 2+ transfer save (26.67)

vs. Rend 2

Spoiler

1. Ushabti vs. single damage w/ Necrotect (3.67)

2. Dire Wolves w/ Corpse Cart (4.17)

3. Heinrich Kemmler w/ 2+ transfer save (4.44)

T-4. Zombies (5)

T-4. Dire Wolves (5)

6. Spirit Hosts (5.55)

7. Ushabti vs. single damage (5.56)

8. Cairn Wraith (6.25)

T-9. Hexwraiths (6.67)

T-9. Tomb Swarms (6.67)

T-9. Skeleton Warriors (all types) (6.67)

T-9 Bat Swarms (6.67)

T-13. Fell Bats (7.41)

T-13. Carrion (7.41)

T-13. Necropolis Knights vs melee (7.41)

T-16. Sepulchral Stalkers (7.78)

T-16. Skeleton Chariots (7.78)

18. Khemrian Warsphinx counting skin as 100% buff (8.1)

T-19. Crypt Ghouls (8.33)

T-19. Ushabti vs. multiple damage (8.33)

T-19. Skeleton Archers (8.33)

T-19. Tomb Banshee (8.33)

T-19. Wight King with Black Axe counting armour as 100% buff (8.33)

T-19. Skeleton Horsemen (8.33)

25. Necropolis Knights vs. shooting (8.89) 

26. Mortis Engine w/ heal (8.93)

27. Tomb King w/ shield (9.64)

28. Crypt Horrors (9.72)

29. Royal Warsphinx counting skin as 100% buff (9.84)

T-30. Necromancer w/ 4+ transfer save (10)

T-30. Black Knights (10)

32. Mortis Engine w/o heal (8.33)

33. Khemrian Warsphinx counting skin as 50% buff (10.8)

T-34. Tomb Guard w/ shieldwal (11.11)

T-34. Isabella von Carstein (11.11)

T-34. Tomb Scorpions (11.11)

T-34. Mourngul (11.11)

T-34. Vargheists (11.11)

T-34. Casket of Souls vs. shooting (11.11)

T-34. Crypt Flayers (11.11)

T-34. Corpse Cart (11.11)

T-34. Black Coach (11.11)

T-34. Tomb King in Royal Chariot (11.11)

T-34. Wight King with Black Axe counting armour as 50% buff (11.11)

45. Vampire Lord w/ Chalice (11.43)

T-46. Tomb king w/ Dynastic Greatblade (11.57)

T-46. Necrosphinx counting skin as 100% buff (11.57)

T-46. Abhorrent Ghoul King (11.57)

49. Skeleton Horse Archers (11.67)

50. Blood Knights (12.04)

51. Royal Warsphinx counting skin as 50% buff (13.08)

T-52. Grave Guard (13.33)

T-52. Tomb Guard w/ no shieldwall (13.33)

T-52. Prince Apophas (13.33)

T-55. Konrad von Carstein (13.89)

T-55. Casket of Souls vs. melee (13.89)

T-55. Morghast Archai (13.89)

T-55. Crypt Haunter Courtier (13.89)

T-55. Morghast Harbingers (13.89)

T-55. Tomb Herald (13.89)

T-55. Count Mannfred preventing 3 wounds with armour (13.89)

62. Vampire Lord on Zombie Dragon w/ Chalice (13.97)

63. Coven Throne (15.05)

64. Vampire Lord on Abyssal Terror (15.28)

65. Bone Giant (15.43)

T-66. Count Mannfred preventing 2 wounds with armour (15.87)

T-66. Terrorgheist (15.87)

T-66. Zombie Dragon (15.87

69. Necrosphinx counting skin as 50% buff (16.05)

70. Crypt Infernal Courtier (16.2)

T-71. Vlad von Carstein (16.67)

T-71. Settra (16.67)

T-71. Varghulf Courtier (16.67)

T-71 Necrotect (16.67)

T-71. Khalida (16.67)

T-71. Wight King with Baleful Tomb Blade (16.67)

T-71. Crypt Ghast Courtier (16.67)

78. Vampire Lord on Zombie Dragon w/o Chalice (17.46)

79. Count Mannfred preventing 1 wound with armour (18.52)

80. Vampire Lord w/o Chalice (19.44)

T-81. AGK on Zombie Dragon (19.84)

T-81. AGK on Terrorgheist (19.84)

T-83. Liche Priest (20)

T-83. Necromancer w/ no transfer save (20)

85. Mortarch Arkhan (21.46)

86. Mortarch Mannfred w/ 3 wounds prevented by armour (22.82)

87. Mortarch Mannfred w/ 2 wounds prevented by armour (24.57)

88. Mortarch Mannfred w/ 1 wound prevented by armour (26.62)

89. Heinrich Kemmler w/o transfer save (26.67)

90. Mortarch Neferata (27.78)

91. Nagash (31.25)

vs. mortal wounds

Spoiler

1. Heinrich Kemmler w/ 2+ transfer save (4.44)

T-2. Zombies (5)

T-2. Dire Wolves (5)

T-4. Skeleton Warriors (6.67)

T-4. Tomb Swarms (6.67)

T-4. Tomb Scorpions w/ Necrotect vs spell (6.67)

T-4. Bat Swarms (6.67)

T-8. Fell Bats (7.41)

T-8. Carrion (7.41)

T-10. Sepulchral Stalkers (7.78)

T-10. Skeleton Chariots (7.78)

T-12. Ushabti (8.33)

T-12. Skeleton Archers (8.33)

T-12. Skeleton Horsemen (8.33)

T-12. Crypt Ghouls (8.33)

T-16. Necropolis Knights (8.89)

T-16. Tomb Scorpions vs spell (8.89)

T-18. Crypt Horrors (9.72)

T-18. Khemrian Warsphinx counting skin as 100% buff (9.72)

T-20. Necromancer w/ transfer save (10)

T-20. Wight King with Black Axe counting armour as 100% buff (10)

T-20. Black Knights (10)

23. Mortis Engine w/ heal (10.71)

T-24. Corpse Cart (11.11)

T-24. Vargheists (11.11)

T-24. Morghast Archai (11.11)

T-24. Spirit Hosts (11.11)

T-24. Crypt Flayers (11.11)

T-29. Skeleton Horse Archers (11.67)

30. Royal Warsphinx counting skin as 100% buff (11.81)

T-31. Mortis Engine w/o heal (12.5)

T-31. Cairn Wraith (12.5)

33. Khemrian Warsphinx counting skin as 50% buff (12.96)

T-34. Isabella von Carstein (13.33)

T-34. Tomb Scorpions vs. nonspell (13.33)

T-34. Grave Guard (13.33)

T-34. Tomb Guard (13.33)

T-34. Hexwraiths (13.33)

T-34. Prince Apophas (13.33)

T-34. Wight King with Black Axe counting armour as 50% buff (13.33)

41. Vampire Lord w/ Chalice (13.72)

T-42. Abhorrent Ghoul King (13.89)

T-42. Necrosphinx counting skin as 100% buff (13.89)

T-42. Tomb King (13.89)

45. Black Coach (14.29)

46. Blood Knights (14.44)

47. Royal Warsphinx counting skin as 50% buff (14.74)

T-48. Morghast Harbingers (16.67)

T-48. Tomb King in Royal Chariot (16.67)

T-48. Konrad von Carstein (16.67)

T-48. Tomb Banshee (16.67)

T-48. Mourngul (16.67)

T-48. Crypt Ghast Courtier (16.67)

T-48. Crypt Haunter Courtier (16.67)

T-48. Casket of Souls (16.67)

T-48. Necrotect (16.67)

T-48. Tomb Herald (16.67) 

T-48. Varghulf Courtier (16.67)

T-48. Count Mannfred preventing 3 wounds with armour (16.67)

60. Coven Throne (18.06)

T-61. Bone Giant (18.52)

T-61. Necrosphinx counting skin as 50% buff (18.52)

T-63. Terrorgheist (19.05)

T-63. Count Mannfred preventing 2 wounds with armour (19.05)

T-63. Zombie Dragon (19.05)

66. Crypt Infernal Courtier (19.44)

T-67. Khalida (20)

T-67. Liche Priest (20)

T-67. Necromancer w/o transfer save (20)

T-67. Wight King with Baleful Tomb Blade (20)

T-67. Vlad von Carstein (20)

72. Vampire Lord on Zombie Dragon w/ Chalice (20.95)

73. Count Mannfred preventing one wound with armour (22.22)

74. Vampire Lord on Abyssal Terror (22.97)

75. Vampire Lord w/o Chalice (23.33)

76. Nagash (23.43)

T-77. Abhorrent Ghoul King on Terrorgheist (23.81)

T-77. Abhorrent Ghoul King on Zombie Dragon (23.81)

79. Settra (25)

80. Mortarch Arkhan (25.76)

81. Vampire Lord on Zombie Dragon (26.19)

82. Heinrich Kemmler without transfer save (26.67)

83. Mortarch Mannfred preventing 3 wounds w/ armour (27.38)

84. Mortarch Mannfred preventing 2 wounds w/ armour (29.49)

85. Mortarch Mannfred preventing 1 wound w/ armour (31.94)

86. Mortarch Neferata (33.33)

 

DISCUSSION

Spoiler

Some thoughts on Death units comparing only within the Alliance

Spoiler

A lot of these rankings are fairly expected, but I think there are a few that jump out as surprising and suggest that there might be a couple of underused and overused warscrolls. 

In terms of highlights, I was pleasantly surprised by a couple of units:

Dire Wolves stood out in particular as a unit that I don't see taken a lot but is very efficient. Even without a Corpse Cart in support, Dire Wolves are top 5 efficiency against all damage types. They stack up reasonably well on defense with skeletons and zombies -- they are more efficient at baseline, but they lack the ability to return models. They are straight up better on defense than most of the other fast but tanky options like bats or hexwraiths. On offense, they are mediocre but better than I expected. On the charge they are actually decent (for death). If you penalize the large infantry units for the likelihood that they won't be able to get more than 50-67% of their models in combat, dire wolves start to stack up reasonably well. Of course their big advantage over these units is speed. Dire Wolves are just great for tying up enemy heavy hitters and forcing them to "waste" good attacks on a defensively efficient target. Skeleton Chariots are an interesting competition for Dire Wolves. They both fill the fast niche, and both have medium offense on the charge. Chariots are worse after the charge though, and they have worse defensive efficiency. That is mitigated by their very strong banner effect, however, particularly when supported by a herald. I think Dire Wolf packs are more flexible because they are cheap, and when taken in MSU they likely result in some wasted attacks. Chariots are a more substantial speedbump and will take more effort to overcome, but a bit more of a liability if the enemy can muster enough offense to get around the banner.

Another unit that really surprised me are Ushabti. These guys are a bit more situational than Dire Wolves, but even against multi-damage weapons they still sit in the upper quartile of defensive efficiency. They max out at 8.33 points per effective wound against their worst matchups, which is still respectable. Against their best matchups, particularly when supported by a Necrotect, they are extremely efficient. Their .92 points per effective wound against single damage rend 0 attacks is by FAR the best in the grand alliance, more than 2.5 times as good as the runner up (Dire Wolves). What's especially nice is that these guys are actually good on offense too. Their WDR of .0887 is among the best in the Grand Alliance, particularly if you penalize the big blocks of infantry that have a lot of idle models. These guys have been overshadowed by Necropolis Knights, which feature a powerful banner ability and a better platform for buffs, but it's very likely that this will change with GHB 2.0. Right now I'd give these guys the "most underrated" award. 

Sepulchral Stalkers look better than expected as well, although their offense is medium-bad. That doesn't take into account their shooting attack though, which gives them a little bit of a boost. Defensively they are solid, and the deepstrike gives them some flexibility.

On the offensive side there weren't that many surprises, but I did find it interesting how much potential there is in the horde infantry. I'm suspicious of the numbers for ghouls mostly because they aren't that defensively efficient and they have a short combat range, so it's pretty hard to get a big block all stuck in. In smaller units though they are clearly the most offensive (pun intended) of the battleline infantry options. Big blocks of spear skeletons seem underrated as they rate highly in defensive efficiency and have very good (and more realistic given the 2" range) offensive efficiency. Even with a 20-33% penalty they are in the ballpark of .7-.8 WDR when fielded in a big block and supported with a hero. 

Grave Guard hit hard, as expected. They are especially damaging with Great Wight Blades, and they don't lose that much on defense either. If you routinely see a lot of R0 shooting, then the shields might matter more. Blood Knights also hit hard, which isn't a surprise. The problem with these units is that they are not so great defensively. Blood Knights are very solid against R0 but fall off quickly after that. This puts you in a bind -- you want to use their elite offense against a threatening unit, but at the same time they match up poorly on defense vs. rend.  

The Nighthaunt cadre (Spirit Hosts, Hexwraiths) remain interesting, and are pretty efficient especially against rend. My problem with them, however, is that they don't offer much offensive advantage over things like Dire Wolves/Skeleton Chariots but they carry a huge liability against mortal wounds (and to a lesser extent rend 0 attacks) while Dire Wolves retain their efficiency vs. mortals. Spirit Hosts do deserve a watchful eye though as their melee offense will improve a LOT if you can figure out a way to boost their hit rolls. Hexwraiths do deserve some consideration as they are a lot faster than Dire Wolves/Chariots and can fly.

As far as the heroes go, it's shocking how awful the options are for Death. The only two that stand out are the Tomb King with Shield and Cairn Wraith, both of whom put up OK offense while being defensively efficient (except against mortal wounds in the case of the Wraith). Kemmler is very bipolar, being either among the best defensive options with his 2+ transfer save or among the worst without it. Just about everything else is a huge defensive liability and not that great on offense either. The Wight King with Black Axe is not-terrible on defense but his offense is laughable. Konrad von Carstein is actually OK on offense as long as you get his silly-rule bonuses. Against chaff where he can reliably trigger Red Terror he's actually very good. He's medium to bad defensively.

The real shock for me was how utterly atrocious all of the big centerpieces are. The Mortarchs are embarrassingly bad. Granted they all have substantial support abilities (especially Neferata), but their defensive efficiency is atrocious and their offense is middling (Mannfred) to terrible. The problem with support heroes like this is that you may be boosting your other units but you are also offering up a hugely juicy target to your opponent who can wipe out a big chunk of your points with far less effort than if you spent them on almost anything else. The fact that you have to forego Ruler of the Night to make full use of these makes them even more of a joke. Settra is less inefficient than the Mortarchs and his support abilities are so powerful that he remains a very strong choice, but that could easily change when his points get nerfed. 

The next line of centerpieces are the AGK and Vampire Lord on Big Gribbly series. In terms of their raw stats, they are absolutely terrible. If you can go ham with their healing because your opponent can't muster enough offense to kill them, then they look a lot better -- but that's very much a "win more" scenario. If your opponent can't manage to kill your defensively inefficient point sink then you are pretty golden anyway. I do offer two caveats here, however -- first, the Cursed Book is very powerful, and you really don't have many other options to carry it. While the dinky Cairn Wraith and Tomb King with shield are more efficient, they are pretty easy to pick off and are also slowish, making them poor book carriers. Book or not you'll still get shot to hell, however. The other caveat is that many of the FEC units really need an AGK to function at peak efficiency. In this case I can see an argument for an AGK on Terrorgheist, although he's still a liability.

The soon-to-be-nerfed Royal Warsphinx is a bit better of defense, but its offense is bad. The VLoAT is also bad but his spell is so good that he's almost certainly worth taking (at least until he gets nerfed as well).

As far as the non-character monsters go, the Bone Giant, Terrorgheist, and Zombie Dragon are all intensely mediocre. The Coven Throne is also mediocre, but it does have the potentially powerful ability to help you get a double turn. Death is among the least prepared factions to take advantage of that, however. The Khemrian Warsphinx is respectable on defense but the offense is really awful. The Necrosphinx is better on offense but still really bad, and it's also really bad on defense.

I was a bit pleasantly surprised by the Mortis Engine. It has poor offense, but that could improve some with a hit buff. Defensively it's pretty respectable against all damage types. It's not fantastic, but assuming it doesn't get one shot and you actually get a chance to activate the Reliquary then it's pretty good. I also like that it has an ability that synergizes well with itself - it has a good number of wound and will likely benefit from its own heal. Multiple Mortis Engines healing each-other could actually get very efficient. The offensive side of the reliquary ability is also very strong, especially against MSU targets. It probably gets to be one of the best offensive units in your army for one turn per game. Its regular aura attack will be an all star against some opponents and pretty worthless against others. I'm not convinced that this unit is good yet, but it's the kind of thing that could be good under the right circumstances.

And finally we arrive at the elephant in the room: the Mourngul. I'm not going to try to convince anyone that the Mourngul is bad. It's not. My defensive calculations do not factor in the healing ability or the hit debuff aura, both of which are noteworthy. The heal is a lot better on the Mourngul than it is on the VLoZD/Mortarchs/AGKs mostly because the Mourngul gets much more value out of each wound than these other monsters do. The problem is that at baseline it's still not that efficient. If we count the hit debuff aura as a 20% bonus (which I think is generous given that it likely won't affect shooters), he starts to look better. If you factor in a couple of heals, then he looks a lot better and starts to get in the same ballpark as truly defensively efficient stuff. He will never actually get as efficient as your top options though. Even if he heals a full 30 wounds -- the maximum possible in a 5 turn game -- and we count his hit debuff as a 20% bonus, he still only reaches 2.67 points per effective wound against rend 0, putting it right between Dire Wolves with a Corpse Cart and Dire Wolves without a Corpse Cart. Of course, that's Magical Christmas Land thinking. You'd be lucky to heal 10-15 wounds total with him, and in many games you will heal far less. I'd say that the realistic range for a Mourngul in terms of defensive efficiency is likely a best-case-scenario of top-10ish and a worst case scenario of middle of the road. 

The problem, then, is that in terms of offense he is actually quite bad. His WDR of .0354 is poor even for Death. It's barely even better than a minimum sized unit skeletons with swords unsupported by a death hero. It's worse than Dire Wolves that aren't even charging. And for what it's worth I did calculate it as if you can generate extra attacks off the extra attacks like his warscroll says, assuming the warscroll overwrites the rule of one (which is probably wrong, and if so the Mourngul is even worse). 

All told, that still likely makes the Mourngul the best big-bad in the Death alliance. But that doesn't mean it's actually good. 

Before moving on to overall conclusions, I should include one caveat: damage density does matter. Board space is a limited resource, and your ability to put out damage will be constrained by your enemy's frontage. Behemoths are inefficient by the numbers, but they have the benefit of packing more punch into a smaller space than large blocks of infantry. They also have less frontage to allow your enemy to attack on. This is a significant tactical consideration that doesn't fit cleanly into the numbers. Of course, holding objectives is also a consideration and that one generally cuts the other way -- fitting a lot of models into a smaller space is ideal for holding territory. Both of these should be taken into account.

 

Having looked at all these numbers, I can't help but think that the conventional wisdom that Death needs to stack hit debuffs is a trap. Typically this involves a Hero on Big Gribbly plus a Mourngul and/or possibly Neferata (although Neferata is less common nowadays). The problem that I have with this strategy is that it means you are spending nearly half your points on models that are inefficient on offense and variably efficient on defense (with the upside on one being good and the other being merely OK, and a downside of mediocre for one and terrible for the other). The hit debuff bubble is quite small, so it will mostly only protect your two big things. The problem is that in most battleplans you need to win in two places, not just one. AGKoT/VLoZD plus Mourngul will be very hard to dislodge from one spot (except through mass shooting), but you likely will have trouble holding onto the other two. 

Some thoughts comparing Death to other Grand Alliances

Spoiler

I also included two pages in my spreadsheet that have similar calculations for a variety of common units across the other Grand Alliances. It's hardly exhaustive, but it should at least give a snapshot of how Death stacks up.

In terms of defense, Death looks OK-ish. It certainly has the most efficient options available. Death has some choices that don't get banner effects that are more efficient than anything I calculated, and when you factor in banners (and Ruler of the Night), Death's basic troop choices stack up well against efficient options from other GAs like Moonclan Grots, Liberators with Shields, Kurnoth Hunters, Ardboyz, and Freeguild Guard with sword and shield.

On the offensive end of the spectrum, Death's basic troops actually look pretty decent stacking up against the basic options from other GAs. Things like Liberators and 'Ardboyz are better than Death options in small units, but the Death Horde options are better.

Where things fall apart is when you look at elites and characters. The "elite" unit that looks similar to what Death has to offer are Swordmasters. They aren't really dissimilar to Grave Guard. As far as Retributors, Kurnoth Hunters, and Brutes go, only Ushabti really stack up against those and even that is tenuous. 

I was really shocked by the numbers for Tzaangors. Skyfires get all the flack right now, but Tzaangors are also hugely overtuned. They have respectable defensive efficiency (medium to good against R0 and R1, good to great against R2 and mortals) and their offensive efficiency is off the charts. Granted, they should take a couple of penalties - for one, they aren't realistically going to stay at +3 attacks. Even at "just" +2 attacks though they are horrfyingly good, competing with Brutes and Kurnoth Hunters and handily beating them if they happen to have an Arcanite Hero nearby. They deserve a small penalty for wasted attacks too as they lack range. However, a large part of this problem is mitigated by the design of the unit, where a disproportionate amount of the damage is done by a smaller set of models (the champion, mutants, and special weapons guys). About half the models do way more than half the total damage, so you really aren't losing a whole lot if a few of your shield guys can't fight. 

In terms of heroes, things like the Mawcrusha and the Bloodthirsters have the same problem as the death heroes. The Mawcrusha at least has decent (even great with battlebrew) offense, but it's a big liability defensively along the lines of the Mortarchs. The Frostlord on Stonehorn, on the other hand, is pretty ridiculous. Without battlebrew it's a bit better than most of the Death options on defense an offense (basically a Khemrian Warsphinx with some actual punch), but with battlebrew it becomes a complete killing machine that combines the combat efficiency of horde/elite infantry with the frontage of a behemoth. 

The Megaboss is a great example of a small hero that actually pulls weight, unlike basically anything that Death has to offer. He isn't strong on defense but he isn't a huge liability either, and his offense is quite decent without battlebrew and great with it. He far outclasses any death hero even without battlebrew, and he even provides some very valuable support abilities. 

If I had more time I'd take a look at some other smaller heroes like the popular Stormcast options, Slaughterpriest/Bloodsecrator, Tzaangor Shaman etc. I suspect that the full-support ones will probably fare similar to Death options (but with far more powerful support abilities), while the ones that are actually designed for combat will function a bit like the Megaboss (albeit not quite as strong, perhaps). 

 

So overall, having looked at all of this data, I think we can see the range of problems that Death faces. Death is likely the best Grand Alliance on defense, but it's not that far ahead of the others. Other Grand Alliances and subfactions have many choices that outclass what Death has access to. The only thing that Death has right now that can compete with the many solid options that other GAs have are Ushabti, a discontinued option. Death characters and behemoths are sorely lacking. They compare OK to options in other GA that are generally considered weak, but they have nothing that really stacks up to the actual good behemoths like the Frostlord on Stonehorn. A second problem is that Death has no strong internal synergy with the exception of Settra, who is likely getting heavily nerfed. A part of this problem is just that Death hasn't gotten any updated designs yet. While I am hopeful for the new sub-allegiance abilities in the GHB, I'm also concerned because the strength of the Death allegiance ability is the only thing that gives Death an edge (in this case, in defensive efficiency). So sub-allegiance abilities would need to actually be stronger, or the GA ability will get nerfed. Either way we'll need to see what happens to pass judgment, but I think there is some reason to think this might shake out the wrong way. Another aspect of this problem is the lack of any battletomes aside from FEC, so we don't have the battalion options available to other factions. Last but not least, Death is the only Grand Alliance with a major restriction (access to shooting). Death has basically no ranged damage capability. No other faction has a restriction like this, at least not to my knowledge. 

All of these problems are fixable, some with possible updates to the GHB and others if and when Death gets some modern battletomes. However, I think there is also some concern that things will go in the wrong direction and get worse before they get better. GW has a lot of incentive to nerf Tomb Kings, and it's likely that this will happen with the GHB2. If the shooting heavy metagame gets nerfed, some might think that this will help Death as they lack shooting ability to begin with and will thus be less affected. The problem with this thinking, however, is that to some extent the prevalence of character sniping means that all builds focusing on weak support heroes are somewhat suppressed. If this natural predator gets taken out of the metagame, then there may be an opportunity to go really support heavy. This will actually make things worse for Death, I think, because other factions have a much stronger support/buff game than Death has.

We'll see, of course! I certainly learned some new things doing this analysis and got some unexpected results. I think it suggests some promising new directions to take with Death, but it also validates a lot of the common complaints about Death as a faction. I hope others find this resource useful, and I really hope that GW is looking at this kind of data as part of the ongoing balance process. 

 

EDIT: forgot to link the spreadsheet

Link to comment
Share on other sites

Great write up, however the auditor in me wishes I could see the calculations behind the numbers assigned to each unit since the raw data doesn't show the calculations in the cells. Again, great write up though.  I have independently thrown some math down on skeleton warriors' weapon choices and unit size (using qualitative adjustments to factor in idle models) and from my math, the higher model count on spear units outshines sword units due to the reach from that second row.  

 

I'm going to look through this list, and your file a bit more to understand it all. Thanks for putting this together. 

Link to comment
Share on other sites

20 minutes ago, hot_boy_ronald said:

Great write up, however the auditor in me wishes I could see the calculations behind the numbers assigned to each unit since the raw data doesn't show the calculations in the cells. Again, great write up though.  I have independently thrown some math down on skeleton warriors' weapon choices and unit size (using qualitative adjustments to factor in idle models) and from my math, the higher model count on spear units outshines sword units due to the reach from that second row.  

 

I'm going to look through this list, and your file a bit more to understand it all. Thanks for putting this together. 

I completely agree on the spear issue. I mention in some of my writeup that one should probably handicap the horde infantry, particularly with 1" reach, but it's up to you to decide how much you think is appropriate as it likely varies a lot depending on opponent. If you are playing against a monster mash list you are going to have a LOT of idle dudes, whereas against another horde army you might be able to get most into reach.

As far as my methods go, I do explain that to some extend in the text but it's definitely possible that there are errors. For offense I merely calculated the expected value of the damage dealt for each damage type on a given warscroll and then divided by the points cost of the unit. I factored in champions and upgrades etc. when appropriate. For behemoths I also calculated the % dropoff per tier of wounds taken and put that in the notes. My "WDR" stat is a bit more complex, but I'll refer to the text in the original post where I explained how I came up with that.

For defense I calculated the expected wounds of the unit against incoming damage of a specific type. Basically I just calculated how many wounds with a given rend you would need on average to completely kill off the unit, and then divided the points cost of the unit by that number. So, for example, a 10 wound unit with armor save 5 that costs 80 points would have an effective wounds of 15 against rend 0, and thus points per effective wound of 80/15, or 5.33. It's pretty much that simple.

Link to comment
Share on other sites

Ok. Yeah thanks. Thats what I figured. I had to download the file and look at the notes to understand the multiple instances of values for some units. 

 

11 hours ago, swarmofseals said:

I completely agree on the spear issue. I mention in some of my writeup that one should probably handicap the horde infantry, particularly with 1" reach, but it's up to you to decide how much you think is appropriate as it likely varies a lot depending on opponent. If you are playing against a monster mash list you are going to have a LOT of idle dudes, whereas against another horde army you might be able to get most into reach.

I figured that you could expect most of a unit's models to be in range for smaller units, with less of a % in range as the unit gets bigger. Ex: at 30 models, maybe half or less are in range....and then maybe 50% more than that are in range if you have spears..

 

 

Do you have a copy of your spreadsheet with formulas intact? 

Link to comment
Share on other sites

2 hours ago, hot_boy_ronald said:

Ok. Yeah thanks. Thats what I figured. I had to download the file and look at the notes to understand the multiple instances of values for some units. 

 

I figured that you could expect most of a unit's models to be in range for smaller units, with less of a % in range as the unit gets bigger. Ex: at 30 models, maybe half or less are in range....and then maybe 50% more than that are in range if you have spears..

 

 

Do you have a copy of your spreadsheet with formulas intact? 

I know this is cringeworthy, but I didn't actually do the formulas in the spreadsheet at all. I did everything by hand and input it manually. And yeah, I completely agree. 10 man (or 20 with spears) units don't need any penalty at all, 20 man hand weapons (and 30 man spears) probably deserve a small penalty whereas 30 man hand weapon units probably deserve a pretty big penalty.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...