Thursday, August 27, 2009

Oh No, He Didn't...

I got what may be the start of a new facet of my gaming hobby today. My Captain Phineus Shae arrived today in the mail. Over the last few weeks I have become increasingly interested in Warmachine/Hordes and the Privateers in particular.

I haven't fully commited myself but I was thinking about starting a Talion Charter force for Warmachine and with Mk 2 coming out in January, now may be a good time to starting a new game. I love the look of the Privateer warjacks and was thinking of doing them in a "Bioshock" kind of way. The whole Steampunk + Sea going nature just fits perfectly and the heads of some of the jacks look a little reminiscent of the Big Daddy's.

In other news - the store is now fully up and running.

Wednesday, August 26, 2009

Theorycrafting - Spears vs Hand Weapon and Shield

There are always people wondering about what is best to arm their core regiments with. Many boxed sets come with the option of either hand weapons and shields or Spears and shields. On the surface, Spears seems the better option as they allow the second rank to fight and “hey more attacks means more wounds and more wounds mean better combat resolution right?” But under the current rules spears for foot troops are not all that great compared to the bonus given to the combination of hand weapon and shield.

Scenario 1
Let’s assume the generic unit has WS3; S3; T3 and no other equipment. This allows the direct comparison between the two weapon options to be compared.

Generic unit A of 20 with hand weapons and shields vs identical generic unit B of 20 with spears and shields. Both are ranked 5 wide and 4 deep. Both have full command.

If A attacks first then the combat will end up with 1.25 (1 through rounding) casualties caused on B. B then strikes back causing 1.67 (2 through rounding) casualties on A meaning that B will win combat slightly more often than A on the balance of probabilities. Combat resolution has B winning by 1.

If B attacks first then we will see a result of 1.83 (2) casualties to 0.83 (1). So we see there is even more likelihood that B will win combat. Combat resolution has B winning by 1. We can see that spears are slightly superior but there is not really much in it so the points could be saved and not affect the overall combat ability.

As spears cost more this is not a fair match up so we should give unit A light armour to compensate (usually costed the same).

Scenario 2
Unit A attacks first causes 1.25 (1) casualties as before and then takes 1.25 (1) casualties in return. Drawn combat.

Unit B attacks first causing 1.38 (1) casualties and then takes 1.04 (1) in return. Drawn combat again.

So for all that you have almost twice the number of attack coming in, the extra armour mitigates it.

Scenario 3
Bringing the generic units from before back (without the extra armour on A), let’s imagine them taking a charge from 5 light cavalry C with WS4; S3; T3 armed with spears.

Odds are C will charge A so we get 1.85 (2) casualties from the riders and 0.83 (1) from the mounts or 2.68 (3) total. A strikes back causing 0.83 (1) casualties. Due to banner, outnumber and ranks A wins by 2.

When C charges B we will see 2.22 (2) casualties from the riders and 1.04 (1) from the mounts for 3.26 (3) total. B strikes back causing 1.67 (2) casualties. Due to banner, outnumber and ranks B wins by 3.

Not a huge advantage to the extra cost spent on spears. Spend the same on light armour and the result would be A winning by 3, same as spears but the benefit to ranged defence is better.

Of course these are simplistic mathematical models and don’t take into account the wide variety of possible combinations available to a Warhammer general. In most case the option to arm with spears is offered to the core block infantry that is intended to win combat through static combat resolution rather than wounds in which case it is better to reduce the number of wounds received than increase the number of wounds caused.

Mathematically the chance to hit wound and kill with hand weapons vs spears is the same, spears just allows the 2nd rank to fight as well, increasing the number of potential hits. Most spear armed foot troops will only hit 1/3 to 1/2 of the time, wound 1/6 to 1/2 of the hits and with most opponents having at least a 5+ save kill only 4/6 of the wounds.

Best case scenario against an equal opponent an average trooper will only cause a casualty 1/6 to 1/8 of the time. Against superior troops this chance drops even lower. Whereas a +1 to armour save will mitigate an extra 1/6 of all attacks that hit and then wound. So if you are choosing between light armour or spears (generally the same points cost – around 1 pt per model) the extra save should be more valuable. Light armour, shield and hand weapon equates to 4+ (50%) save in combat and will swing the combat far more in your favour than shield and spear (6+ save) and 5 or six more attacks. Plus more armour will help out of combat; more models left alive means more to attack back as well.

In conclusion, when given the choice and under the current rule set, the marginal advantage that spears have over hand weapon and shield is not worth the cost. It is far better to give your core troops more protection than more attacks as most of the extra attacks will not have a noticeable effect.

Tuesday, August 25, 2009

The Secret Revealed... L,D & P Store is now open!

That's right, the reason I have not been posting as much the last few months is that J and I have been working on a new venture, a hobby store. Credit where it is due, J has been doing the lions share of the work whereas I have been running around with grandiose ideas.

The idea of the store is to offer OOP (Out-of-Production) and alternative miniatures, mostly focused towards GW games initially along with associated products including Love, Dice and Paintbrushes only merchandise (T-shirts, then who knows... I have a few ideas for custom dice that may be appearing very soon)

Rest assured I will not be turning the blog into a blatant advertising tool and I will not be making constant posts about the store. The Store will obviously have a link from the Blog and they share the same name but I will continue to just talk about general hobby issues as I have until now.

Website is at www.lovediceandpaintbrushes.com.au. So if you are looking for something a little different for your army, after some new dice, paintbrushes or want one of our cool T-Shirts come and check us out.

Tuesday, August 18, 2009

Tournament List, Take 2 - Breakdown - part 3

Special

Chaos Chariot 130
Mark of Slaanesh

4 Ogres 220
Full Command, Additional Hand Weapons
Mark of Slaanesh

5 Chaos Knights 200
Full Command
Mark of Slaanesh
War Banner

Nothing too ground breaking in the special choices. Just the hard hitters to inflict some pain on the enemy. Taking the War Banner just to give me the extra little kick so I don't get bogged down. I would prefer to break each unit on the first round if possible to keep the momentum up. Ogres are equiped with the additional hand weapon as they are the old Golgfag's Mercenary Ogres and that is WYSIWYG.

Total Special Points 635 (28.2%)

Rare

Spawn 75
Mark of Slaanesh

Taking the spawn as I have a soft spot for it and it does a good job of holding a flank against small annoying stuff.

Total Rare Points 75 (3.3%)

Monday, August 17, 2009

Tournament List, Take 2 - Breakdown - part 2

Core

18 Chaos Warriors 373
Full Command, Shields
Mark of Slaanesh
Banner of Wrath

My anvil regiment, this will form the centre of the line and should be able to take a charge and hold. The Banner of Wrath will draw out dispel dice and possibly give me few wounds.

15 Chaos Marauders 105
Full Command, Flails
Mark of Slaanesh

This regiment will act in tandem with the Warriors and hopefully will cause some damage. If I can take the charge with the warriors then get a flank charge with the Marauders I should be able to take down some big hitters.

14 Chaos Marauders 106
Champion and Musician, Shields and Light Armour
Mark of Slaanesh

The Generals bodyguard. The Sorcerer will be held in this regiment for some added protection from missile fire.

5 Chaos Warhounds 30

Diversion unit/screen for the Knights.

5 Marauder Horsemen 96
Musician, Throwing Axes and Light Armour
Mark of Slaanesh

General fast cavalry regiment, adds some mobility.

Total Core Points 710 (31.6% of total)

Sunday, August 16, 2009

Tournament List, Take 2 - Breakdown

Characters

Demon Prince 385
Level 1 Wizard
Mark of Slaanesh
Soporific Musk
Bloodcurdling Roar

The idea of the Demon Prince is to be my ready reserve. Able to fly, I can pick my battles with him and take on the weak spots, such as warmachines. Giving the magic level gives me an extra Dispel Dice and with Bloodcurdling Roar and the magic missile I can use him to snipe away and march block. I also hope that he will attract some attention and draw focus away from the slower units. Soporific Musk will pretty much mean I'll wipe out any units that I can cause to flee.

Chaos Sorcerer 160 General
Mark of Slaanesh
Dispel Scroll x2
Conjoined Homunculus

I have gone for a defensive magic phase. Unless I am willing to go with a level 4, I figure that it is best not to enter into a power war with magic. By taking two level 1's and two scrolls, I can try to limit the worst of the opponents magic and get off the occasional magic missile or other useful spell, the Homunculus is there to get me over the line if nessecary.

Exalted Hero 285
Battle Standard
Mark of Slaanesh
Chariot
Shield
Armour of Morrislieb
Biting Blade

Nothing too outrageous with my BSB. I just wanted a hard hittting combo that could really support my foot regiments as they advance. I will try to use it in combination with my Warriors and Marauders to smash anything that tries to break my line. The Biting Blade is to make his attacks magical to deal with any ethereal units around.

Total Character Points 830 (36.9% of total)

Dire Wolves


Been a while since I posted recently painted. But here are J's Dire Wolves (one of them in any case)