Slann
Lizards of Renown
Herald of Creation
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Show time! In this matchup we pit the Witch Elves against the Hell Pit Abomination.
Key rules in play:
- Witch Elves: ASF, Frenzy, Murderous Prowess, Poisoned Attacks
- Hell Pit Abomination: Regeneration (4+), Special Close Combat Attacks, Stubborn
In this matchup, the Hell Pit posed an interesting problem for the calculations. The Hell Pit has the rule "Special Close Combat Attacks", which means that it rolls a D6 to determine which of its special attacks it performs in that round of combat (like a giant does)...
- On a roll of 1-2: Feed
- On a roll of 3-4: Flailing Flesh
- On a roll of 5-6: Avalanche of Flesh
So each set of attacks has a 1/3 chance of being rolled for. The best way I thought to tackle this statistically is to have the Hell Pit do all three sets of attacks each round, but reduce the damage (unsaved wounds) it does to 1/3 of normal. This will provide us with the average damage that the Hell Pit would do. To facilitate this, you will notice that a new column (fourth from the left), called "Hell Pit Special Attacks Probability", was added to the table.
Important note: When the Hell Pit dies and provided that the Hell Pit did not lose any of its wounds to flaming attacks, it's "Too Horrible To Die" special rule takes effect. A dice is rolled:
- 1-3: Nothing else happens
- 4-5: D3 Rat Swarms are placed within 3" of where the Hell Pit was slain and at least 1" away from enemy units
- 6: The Hell Pit comes back alive with D6 wounds. It is placed within 3" of where it was slain and at least 1" away from enemy units
There is no way that I could think of to accurately and fairly incorporate this rule. As a result, the rule was simply ignored. So just keep in mind, that in this matchup there is a 1/6th chance that the Hell Pit could come back alive with D6 wounds!
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Updated table...
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And with that, the only two units that have yet to fight are the Savage Orc Big'Uns and the Soul Grinder. They'll be next up.
Most importantly... Thoughts? Concerns? Discussion!!![]()
Okay, so first off I think you did good on averaging out a very random attack phase from the Hellpit Abomination.
On it coming back alive, I think for purposes of averages you were right to discount it. Maybe on it's 6th fight it it comes back with 3 wounds? That would at least make it average.
This truly showed the power of additional attacks. Even with poisoned attacks only wounding automatically on a 6, with enough attacks you will hit enough and wound enough to get past a pretty awesome toughness and Regen save set-up.
This is where the Witch Elves differ greatly from the Black Guard and I need to revise my opinion about the witch elves in terms of where they will end up on the rankings. I think their number of attacks plus poison will ensure they rank in the middle/upper middle. But their non-existent defenses means (IMHO) that they will never be contenders for the title or even top five.
It's really funny to me on the monsters versus units point. I mean, I've always known that the game mechanics and math-hammer of their comparatively little attacks (compared to a infantry unit) will mean that they will usually come off worse for wear, but this exercise is really proving the point!
I think, @NIGHTBRINGER , that we will need to make each fight work out and result the subject of a separate thread to teach people about math-hammer. I think that it will end up being a really useful tool for teaching players how to think with the odds when they are working out their army composition and which close combat match-ups they want to create through their tactics.










