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NoMaDhOoK

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Everything posted by NoMaDhOoK

  1. Ahh, You are right, I read the warscroll wrong. It's not on a 6. It's on any hit. You should be able to do D6 - 1 on a {the hit roll} (so 5 for rapid fire, 3 for single). Edit: I've attached examples of the 2 types of shots. The math does look correct by my quick calculations but I'll triple check and add it as a test case for the repo.
  2. If you are talking about the celestar ballista. You use the "exploding" modifier. Since the ability is d6 instead of 1 (and not D6 extra like most others). Just set the extra hits parameter to D6 - 1 Edit: this image is incorrect as I read the warscroll incorrectly. See my post below for updated
  3. Version 0.4.0 has now been released (see above post for full details). Along with the following bug fixes: Use React.memo and _.isEqual to avoid unnecessary re-renders when props Ensure that attacks, and damage characteristics never go lower than 1 Fix a safari specific bug which caused the modifier inputs to change order when their values changed Move from deprecated @babel/polyfill -> core-js and regenerator-runtime This was a larger release so please do let me know if anything looks off. FYI: @Planar, @Eevika this means you can now do proper dice notation Lastly, I have noticed that most screenshots seem to be of the bar graph, so I am attaching a poll for whether the graph order should change: https://www.strawpoll.me/19084784
  4. Yeah, sorry, I am going to work on an export as PDF option soon so hopefully it shouldn't be too long (just have some other low hanging fruit to get out first)
  5. Yeah the stances are really wack. This is stance comparison right now (for a unit of 3 models, all spirit swords) Maybe if the +1 damage was made baseline, and then the reroll all changed to reroll 1s to hit/wound, it would be better internal balance This does make them slightly more powerful fighting against 6+ saves. They could have even dropped the to_wound to 4+, and the falchions up to 3+ to hit (to actually make them worthwhile)
  6. So after gathering some feedback from this thread, reddit (and mentions in other threads). The current plan for the next 2 releases are as follows: Release 0.4.0 (the next one) [RELEASED] Full dice notation (e.g: `d3`, `2d3`, `3d6+2`, etc.) Reordering of units, profiles, and modifiers (Buttons for now, draggable will come later, once I have got through some of the more important changes) Graph axis labels Ability to switch between tabbed graphs, and a graph list for Desktop This is to make screenshots much easier until the next release, where I will tackle exporting as PDF Extra modifiers that are identified between now and then Some dark mode improvements to increase visibility (there is a dark mode currently, but it has some visibility issues) Release 0.5.0 [RELEASED]: Ability to export results as PDF, containing the following items Unit configuration Stats Table All 3 Graphs Extra modifiers that are identified between now and then Dark mode out of "beta"
  7. Not in the released build at the moment. To get the equivalent you can do d6 for attacks and add a bonus attacks modifier of another d6. In the branch I am currently working on I am added the functionality for 2d6 or d6+2 etc. So it shouldn't be long
  8. Awesome, thanks for the info. I'll dig into it some more tomorrow *Edit:* I can't replicate it in chrome. But got it replicated on Samsung browser. I think it is an incompatibility with some browsers I'll try get it all fixed up over the weekend. Thanks again.
  9. Thanks for checking it out and giving feedback There should be 3 separate modifier options for rerolls (reroll, reroll failed, and reroll 1s). Conditional modifiers are very new (since this afternoon). Maybe there is some combination that causes the error. If possible could you let me know the configuration you tried so I can replicate it
  10. AoS Statshammer: Over the last month, in my free time, I have been building a website that allows you to add units -> weapon profiles (with modifiers) and it will calculate the average damage that unit would do against various saves (2+, 3+, 4+, 5+, 6+, -). If you are interested in checking it out, the current URL for it is https://aos-statshammer.herokuapp.com/ Github repo: https://github.com/damonhook/aos-statshammer A reminder that there is a lot more to a unit than just their damage output. This is a tool, not a definitive answer of which unit is better Note: I am going to keep this thread updated with release notes. Current features include: Ability to add up to 5 different Units, with up to 8 profiles each Ability to add up to 5 modifiers per profile Results are in the form of a table, line chart, bar chart, and radar chart Dark Theme Ability to use dice values where applicable (e.g: D3, D6) Persistent storage for theme and units so a refresh won't lose all of your data Import / Export of unit data Export stats (table and graphs) to PDF Ability to add modifiers to target (e.g: Reroll 1's to save, FNP, ethereal, etc.) Planned Features include: More modifiers An actual domain name Ability to add modifiers to the unit as a whole (instead of just to each profile) Ability to optionally add points values to unit to give an average damage / 100 points for better comparisons Other notes: If you do this sort of math in your free time, and you notice that something is not right, please do let me know The repo is public, so you are free to contribute through PR's or creating issues for feature requests/bugs
  11. The unmodified 6's is innate to the unit. The 5+ spell I understand. I would still build the greatsword and just say to your opponent whether you are using it or not (before the game begins). I doubt anyone would care. Honestly I just hope the greatsword gets FAQ'd into a nadirite weapon
  12. It's not about a bonus to hit. It's unmodified 6's (5's with the spell) of nadrite weapons explode into 2 hits (1 extra) . This does not affect the greatsword as it is not a nadrite weapon (no exploding hits at all) It means mathematically with the spell (5+ exploding) normal swords do more wounds on average than greatswords
  13. You might find yourself RDP starved with only 2 guaranteed a round. I would maybe get yourself a Liege-Kavalos (200 points) to take you to 4 guaranteed (Liege gives you 1 on top of the hero 1). You would have to drop something though
  14. Honestly, if you end up building the greatswords (rule of cool), just let your opponent know before you start that you are not playing with the "upgraded" weapons. I doubt anyone would mind Kind of disappointing that pretty much all of our "upgrades" are worse than the normal weapons
  15. I am really liking the look of this army, and it is a good thing that building a list is so hard (varied lists are good for your mental health). However, It would have been nice to have some battleline if's for our more expensive heroes Nagash Morghast Harbingers/Archai as battleline (like LON) Probably won't use it, but its nice to have the option for more friendly games Katakros Necropolos Stalkers as battleline Immortis Guard are probably more thematic, but stalkers are probably more balanced
  16. The negative modifiers still apply after your rerolls, but it means you can still reroll it. E.g: you have a 3+ save and something hits you with -2 rend (so you need a 5+ to save) . - In the first case of "reroll failed x" (not mortek guard), you can only reroll 1, and 2's. And you need a 5+ to save - The second case of "reroll x" (like mortek guard CA) you can reroll 1,2,3, and 4's (those that would fail after rend). However, after the reroll you still need a 5+ to save
  17. You can reroll any (so you can reroll a 3 if you want). There are two types of rerolls in the game: - Reroll failed x - Reroll x The former means you can only reroll ones that fail (before any modifiers). The latter means you can even reroll successful rolls of you want to (essentially allowing you to reroll all those that would have failed after modifiers)
  18. True. But since mortek guard are 25mm bases, you can fight in 2 ranks with 1" reach weapons (swords). So 20 size units will probably benefit more from the extra rend. Though I will probably go 1 of each for variety as well
  19. No it isn't the exception. The designers note is not about the part about enemy wounds characteristic. But about the fact that if you look at the damage table, the modifier for cursed stele increases with the more wounds the catapult has taken (attacking model refers to the catapult, not the thing you are shooting)
  20. When a warscroll refers to a "characteristic" . It always refers to the number on the warscroll istself (unmodified and total wounds). This is in the core rulebook somewhere (I don't have it on me at the moment)
  21. No, you cannot bring back a unit with partial wounds. You can heal it (probably what they meant) but not bring back. The guard are 1 wound a piece so you can bring those back The harvester can bring back models with more than 3 wounds because if something with 10 or more wounds dies near it, it heals D6 wounds (so you could, on a roll of 6, bring back a stalker or morghast model) You also can't bring back models whose entire unit is completely destroyed
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