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lolwut

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Posts posted by lolwut

  1. On 7/21/2018 at 9:57 PM, swarmofseals said:

    @Sception I think you are overstating it a  bit. Assuming we're going with Great Wight Blades:

    Grimghast Reapers provide .0833 rend 1 damage per point against 5+ model targets and .0556 rend 1 damage per point against targets with fewer than 5 models.

    Against saves of -, rend 1 and 0 are the same. Against saves of 6+, rend 1 is 20% better than rend 0. Against saves of 5+, rend 1 is 25% better than rend 0. Against saves of 4+, rend 1 is 33% better than rend 0. Against saves of 3+, rend 1 is 50% better than rend 0. Against saves of 2+, rend 1 is 100% better than rend 0.

    So against Armor -, skeletons are clearly better on offense, and they are also slightly better against Armor 6+ and 5+. Against Armor 4+, Grave Guard are better and against 3+ and 2+  Grave Guard are VASTLY better. 

    Remember, too, that some units get a passive bonus to their save if the attack has 0 rend. Grave Guard having Rend -1 instead of Rend 0 means Skeleton Warriors go from 5+ to 7+ against Grave Guard. Also some models proc abilities on a save roll of 6. Rend -1 makes this impossible. 

    In regards to Grimghast versus Grave Guard - correct me if i'm wrong, but if you're running anything but a Nighthaunt army, Grimghast can't be a battle line, but Grave Guard can. 

  2. 2 hours ago, Carnelian said:

    Sometimes people don't take a double turn when they could, but had anyone ever chosen to give their opponents a double turn?

    Sometimes people might choose to be black in chess, that doesn't make it a good idea just because you have the choice. 

  3. 27 minutes ago, PJetski said:

    Previously, if you went first you had a 15/36 chance of winning a roll off. Now you have a 21/36 chance of winning - your success chance has increased by 40% (21/15 = 1.4)

    That's a big deal.

    The odds of winning a fair dice roll-off game with ties rerolled, converges to 50/50. 

    (15/36) + (1/6)(15/36) + (1/6)(1/6)(15/36) + ... + (1/6)^n*(15/36) +... =  (15/36) * ( (1/6) + ... + (1/6)^n +...). 

    This is just 15/36 multiplied by a geometric series, which converges nicely: 
    Sum (ar^k) /w a = 1, r = 1/6, and k being the exponent, and r < 1. With a set to 1, this converges to 1/(1-r). 

    So, 1/(1-1/6) * (15/36) = 1/2. 

    Now, it's theoretically possible that two gentlemen who sat down to play their first game of AoS back when it launched are still rolling off to determine who gets the next turn. But, it's pretty unlikely. 

    In essence it went from 18/36 to 21/36 (an increase by 1/6th, which makes sense, considering 1/6 of the time you're producing a tie). 

     

    EDIT - If you're confused by the answer given here, shoot me a private message, would be happy to explain in greater detail what is happening. I don't want to give an authoritarian answer like "it's 50/50!" without demonstrating why. 

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  4. I may not be reading you properly, but the odds of a tie on an fair dice game is 6/36, with each player having a 15/36 chance to beat the other. So the odds of winning goes up to 21/36, which is a nontrivial increase from 15/36. It does in effect reduce the double turn considering the choice is *always* to avoid the double turn if possible. That is also why I don't particularly like it is a mechanic. Despite the fact that i think alternating activation are better, it's difficult to conceive of a scenario in a fair and balanced game wherein one player would actively choose to let the other player take a double turn if they could prevent it. 

  5. 5 minutes ago, Skabnoze said:

    I agree with your other points, but personally I would loudly cheer the death of I-go-you-go.  Everyone has their own opinion on this, but after having played many many tabletop games since the late 80s - I really just don't like I-go-you-go much anymore.  I greatly prefer alternate-activation style systems (which Age of Sigmar already does in the combat phase), and even more I prefer interesting takes on the turn system like how X-wing or now Star Wars Legion handles it.  Your mileage may vary.

    I agree. I feel like Sigmar would lend itself beautifully to alternating activation. 

    My friend and I drafted some rules for multiplayer Sigmar games. In a free-for-all setting where you have 3+ players, the concept of i-go-you-go  falls apart pretty quickly, especially with the turn ordering reshuffling. In the first 5 turns in a 3 player game, it's entirely possible for you to have 1 turn. If each player turn takes 25 minutes, that means you're taking 25 minutes of turn out of the first 125 minutes. In other words, you're sitting there hemming and hawing for 100 minutes of the first part of this game. Ouch? Not fun. 

    In essence our rules are: 

    1. Hero + movement. Alternating activation here. You activate a unit and it can use all of its powers, and move. 

    2. Shooting. Alternate activation. 

    3. Charge. Alternate activation. 

    4. Combat - already alternating. 

    Personally I would like to split hero & movement, but we're playtesting this on my friend's strong opinion that these should go together. I don't agree, but, sometimes you just have to let people see the rubber meet the road to best understand your objections :)

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  6. 57 minutes ago, kuroyume said:

    Along with the Wizard. He is pretty good, great to have on the backline protecting your other Wizards/Priests/Shooters

    Yes, the Wizard would take 3 mortal wounds if she smashed all the flasks - my post was a bit satirical, but that is a very powerful ability, especially when you consider the level of access Sigmar has to mortal wounds in the first place, and that this attack is performed out of sequence, even if she is charged, she can perform this attack before any charging unit fights. 

     

  7. My goodness that wizard is incredibly powerful. I would assume this is an auto-include for Sigmar players. 

    Nagash surveyed the battlefield; sundered armor, shattered bone, his legions harvesting carnage with soulless efficiency.  Against the onslaught stood a small host of golden-clad warriors, felling skeletons effortlessly with casual strokes of the sword. "I shall break their lines..." Nagash focused his power and hurled a mighty arcane blast at the warriors. But it was not to be. "BRO! No way, bro. Like, get out of here with that! 100 100 100!" A fire-haired wizard lept in front of the spell and held up a fancy piece of paper, with a series of emojis on it. "HA! No spell, bruh, ya done get wrecked, you mad? YYYYYOOOOOOOU MADDDDD???" The wave of energy collided with the scroll, and was slowly absorbed. Nagash was furious; he channeled his rage, gripping at the souls leaving the battlefield, and infused them into the cracked and shattered bone which decorated the earth. Skeletons rose, alight with a green incandescence, beginning a deliberate march to the front. "LOOOOOOOLLLLLL bro, are you even serious with that? FLAAAAAAAAAAAAAAASK CITYY ******!" The wizard smashed 3 cans of Diet Coke, and the skeletons exploded into dust and air. 

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