for evey unit in the battle that takes damage but is not destroyed they get a summoning point. so if a 10 wound unit takes 3 damage you get one but if they take 11 and die you don't. both you and your opponent
not great when you are made out of paper or if you are swinging into a heavy anvil like fire slayers
it takes 12 points to max out and 4 to summon anything
So it's no longer just heroes that generate DP then. That explains why everything is so expensive since literally everything can potentially generate points. Not sure how well that will work in practise, given that AoS generally revolves around maximizing damage and oneshotting things. But in theory that should mean a rather high volume of points being generated.
well yes hence the light mathhammer term. no one can spend 3 hours doing a full spread every time so we use 4.
O sure, you need to pick some convention. Just wouldn't have picked this convention personally.
um no, no buckets that's not how dice work. there is no .57 or 1.0001 on a dice there is only 1 2 3 4 5 6 when working with % you find the exact % chance. a unit will never do 1.75 damage it will only do 2 damage 32% of the time. there is only one "bucket" at then end as we are only working with 3 dice it's not a hard calculation to do all at once. you can tell how highly the difference is by seing which side of the %table has higher % of you have 1 28% 2 32% 3 18% then you know that the (ug) average is greater then 1 but less then 2 as getting 1 damage is more likely then getting 3
averages with dice are misleading as the average on 1d6 is 3.5 something you will never encounter. they do make easy bullet points but not good statistics.
I prefer having the real numbers (alongside standard deviation and such) as it tends to give a neater curve. It also shows a clearer distinction between say 1.5 and 2.49 both of which go into the discreet 2 bucket in your case.
1.01 would go in the 1 bucket as that is how rounding works so worst case it scews it .49 as a perfect .5 would have a perfect bell curve so you could tell that it was exactly .5
Different rounding, similar skewing due to the use of discreet buckets. Either way, you can a point difference simply by two examples falling just on the wrong side of the rounding. e.g. 1.49 v.s. 2.5 will fall into the buckets 1 & 3 this way, which makes it appear as if there's a two point difference, while really the difference is only 1 point.
chaos warriors are 5 for 90 and have the same defencive stats. their army also grants exploding 6s they have a weapon load out that does the same damage or a shield that grants MW protection. is mws on 6s to wound and the reroll saves always being on really worth 60 points? especially since a 4+ rerolling save is not that good a defensive unit heck twin souls are about at durable half the time(literaly) and they are similarly awful.
The myrmidons actually also have a slightly better hit (4+'s vs 3+ for greatblades) or better rend (- vs -1 for hand weapons), so they get slightly more for those 60 points. So totally worth it now
And like I mentioned earlier, I think they're paying a significant tax for the fact that literally everything generates DP now. If that's worth it or not in practise I'm not sure. But at least in theory I can see where they're coming from. I'm interested to see how that's going to play out.
i mean the heavy version isn't all that much better slickblades are 200 for 5 loose the double damage on the charge and the 4+ save in exchange for more wounds and a more consistent attack
God is everything expensive in this army. Anyway, they do seem to be better than the hellstriders. The blissbarbs and daemonic cavalry options also seem better. So imho the hellstriders just kinda suffer from there being too much cavalry on top of everything in this army paying a summoning tax.