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Re: (My) Space Crusade Revamp (of Sorts) - Points System

Posted by Stevo on Dec 21, 2013; 1:16pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/My-Space-Crusade-Revamp-of-Sorts-tp6991079p7580535.html

Hi Kalrath,

It’s great to hear from you.  I had no idea how active people are on the forum and did not expect much feedback because your original post is a couple of years old.  So it is great to hear from the man that got me thinking about this subject.  It’s after mid-night now so I’ll post the logic over the next couple of days as I get my thoughts down on paper.

But to answer your immediate questions :-

These revised points have not been play tested yet in games; just tested by myself mucking around.  My group are all newbies and I’ll not expect any quality play for a couple for months so I think game testing will be on hold for that period.  But to be honest I have some faith in the formula.  All of the old 2,3,5 CER units and the 25,30,40,50 CER Dreadnoughts all produced the same values as the original game.  What the formula has done is separate the big bucket of 10 points units (Android, Exarch, Commander, HW Marine, EHW Marine, Tarantula) into unique values.  At present I have tested the Commander w/Power Fist and Power Sword  Vs the Dreadnought Mk VII (both worth 25 rCER) and it appears balanced, especially if the Dreadnought gets the first shots off.

As far as determining the expected hits for Ranged Fire, the target’s AV factor is not considered.  When determining the Ranged Fire value of the unit, you do not know what the enemy is yet.  If the target happens to have such a high AV that I cannot penetrate it, my RF value will still be the same, but the enemy’s cost will be high because of it’s high AV.  All the miniature knows before the game is the number and type of dice to roll and needs a point value to reflect just that.
I calculated the number of (potentially non-penetrating) hits this way.  If I roll 1w die six times, the range of outcomes are 0,0,0,0,1,2 so the average expected outcome is (1+2)/6= 0.5 hits. If I roll 1R die six times, the range of outcomes are 0,0,0,1,2,3, so the average expected outcomes is (1+2+3)/6 = 1 hit.  For all other combinations of dice the expected outcome is the sum of the 0.5 for each 1w and 1.0 for each 1R die rolled.  This then forms the basis for determining the points.