Slann
Aginor
Fifth Spawning
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Hey y'all!
When I was working on my army list I stumbled over this question so I am going to try and find out if I solved it right or not.
Imagine I have 50 Skinks (I have only 48. Dammit why are they packaged in groups of 24 when you can only place them in increments of 10?) And I want them as two groups, for a Shadowstrike Starhost for example, equipped with shields and blowpipes.
1. Should I go 40 and 10 ?
2. or should I go 30 and 20 ?
3. Does a Skink Chief tip that balance (he can buff only one group)?
So let's start with the math:
Skinks have one attack each, 5/4/-/1
If they have 20 or more models in the unit that becomes 4/4/-/1
If they have 30 or more models in the unit that becomes 3/4/-/1
option 1:
group A is 40 Skinks. 40 attacks with 66% chance to hit, and those 50% chance to wound = 13.33 wounds on average.
group B is 10 Skinks. 10 attacks with 33% chance to hit, and those 50% chance to wound = 1.66 wounds on average.
So combined those make 15 wounds.
option 2:
group A is 30 Skinks. 30 attacks with 66% chance to hit, and those 50% chance to wound = 10 wounds on average.
group B is 20 Skinks. 20 attacks with 50% chance to hit, and those 50% chance to wound = 5 wounds on average.
So combined those make 15 wounds.
Interesting and not too unexpected, but let's check with the Skink Chief first before going to the conclusions:
option 1 with group A buffed:
40 attacks with 83.33% chance to hit, and those 50% chance to wound = 16,66 wounds on average.
10 attacks with 33% chance to hit, and those 50% chance to wound = 1.66 wounds on average.
So combined those make 18.3 wounds.
option 1 with group B buffed:
40 attacks with 66% chance to hit, and those 50% chance to wound = 13.33 wounds on average.
10 attacks with 50% chance to hit, and those 50% chance to wound = 2.5 wounds on average.
So combined those make 15.8 wounds.
option 2 with group A buffed:
30 attacks with 83.33% chance to hit, and those 50% chance to wound = 12.5 wounds on average.
20 attacks with 50% chance to hit, and those 50% chance to wound = 5 wounds on average.
So combined those make 18.5 wounds.
option 2 with group B buffed:
30 attacks with 66% chance to hit, and those 50% chance to wound = 10 wounds on average.
20 attacks with 66% chance to hit, and those 50% chance to wound = 6.66 wounds on average.
So combined those make 16.66 wounds.
Without the Skink Chief we get the same number of wounds with both options, so I'd tend to use option 1, because with that one I can lose 10 Skinks and still have the bonus for the rest of them, plus I have better bravery. If the situation (terrain and so on) allows it it seems the first option is better, although you have one unit of 10 Skinks that is almost useless with no real chance to put wounds on the enemy.
Looking at it defensively there might be one or two arguments (such as some artillery hitting big groups more easily) that speak for or against smaller groups. Battleshock favours big groups though.
Concerning movement smaller groups have it easier I guess.
With the Skink Chief (and if I did the math right, which is by no means guaranteed) the mathematically best option is number 2, and buff the bigger group. There is one real downside to it though. When you lose even one model in the bigger group you lose three possible wounds.
So I would tend to favor option 1 and buff the bigger group despite losing 0.2 wounds on average.
Perhaps the 10 Skinks unit can be used to claim objectives or as chaff...
So what do y'all think about that? I am pretty sure I wasn't the first person to do that math, and I may be missing something or did the math wrong. Either way, I am looking forward to your comments!
When I was working on my army list I stumbled over this question so I am going to try and find out if I solved it right or not.
Imagine I have 50 Skinks (I have only 48. Dammit why are they packaged in groups of 24 when you can only place them in increments of 10?) And I want them as two groups, for a Shadowstrike Starhost for example, equipped with shields and blowpipes.
1. Should I go 40 and 10 ?
2. or should I go 30 and 20 ?
3. Does a Skink Chief tip that balance (he can buff only one group)?
So let's start with the math:
Skinks have one attack each, 5/4/-/1
If they have 20 or more models in the unit that becomes 4/4/-/1
If they have 30 or more models in the unit that becomes 3/4/-/1
option 1:
group A is 40 Skinks. 40 attacks with 66% chance to hit, and those 50% chance to wound = 13.33 wounds on average.
group B is 10 Skinks. 10 attacks with 33% chance to hit, and those 50% chance to wound = 1.66 wounds on average.
So combined those make 15 wounds.
option 2:
group A is 30 Skinks. 30 attacks with 66% chance to hit, and those 50% chance to wound = 10 wounds on average.
group B is 20 Skinks. 20 attacks with 50% chance to hit, and those 50% chance to wound = 5 wounds on average.
So combined those make 15 wounds.
Interesting and not too unexpected, but let's check with the Skink Chief first before going to the conclusions:
option 1 with group A buffed:
40 attacks with 83.33% chance to hit, and those 50% chance to wound = 16,66 wounds on average.
10 attacks with 33% chance to hit, and those 50% chance to wound = 1.66 wounds on average.
So combined those make 18.3 wounds.
option 1 with group B buffed:
40 attacks with 66% chance to hit, and those 50% chance to wound = 13.33 wounds on average.
10 attacks with 50% chance to hit, and those 50% chance to wound = 2.5 wounds on average.
So combined those make 15.8 wounds.
option 2 with group A buffed:
30 attacks with 83.33% chance to hit, and those 50% chance to wound = 12.5 wounds on average.
20 attacks with 50% chance to hit, and those 50% chance to wound = 5 wounds on average.
So combined those make 18.5 wounds.
option 2 with group B buffed:
30 attacks with 66% chance to hit, and those 50% chance to wound = 10 wounds on average.
20 attacks with 66% chance to hit, and those 50% chance to wound = 6.66 wounds on average.
So combined those make 16.66 wounds.
Without the Skink Chief we get the same number of wounds with both options, so I'd tend to use option 1, because with that one I can lose 10 Skinks and still have the bonus for the rest of them, plus I have better bravery. If the situation (terrain and so on) allows it it seems the first option is better, although you have one unit of 10 Skinks that is almost useless with no real chance to put wounds on the enemy.
Looking at it defensively there might be one or two arguments (such as some artillery hitting big groups more easily) that speak for or against smaller groups. Battleshock favours big groups though.
Concerning movement smaller groups have it easier I guess.
With the Skink Chief (and if I did the math right, which is by no means guaranteed) the mathematically best option is number 2, and buff the bigger group. There is one real downside to it though. When you lose even one model in the bigger group you lose three possible wounds.
So I would tend to favor option 1 and buff the bigger group despite losing 0.2 wounds on average.
Perhaps the 10 Skinks unit can be used to claim objectives or as chaff...
So what do y'all think about that? I am pretty sure I wasn't the first person to do that math, and I may be missing something or did the math wrong. Either way, I am looking forward to your comments!