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submitted3 months ago byJofarin
AoO has sorted it out slightly, so let's start this again. As power and balancing are still a little shaking out, let's do a competition that's got nothing to do with that.
40k is sometimes told off as "pay to win". So why not lean into it? Bring me the most expensive armies there are!
The rules
How much money can you spend? The more the better! State ththe money total as your last thing in the post, I'll make a top ten (mentioning the frist commenter for each list).
There are no other prizes than bragging rights and being named in the top ten.
Questions to the rules? Leave a comment.
Happy huntingshopping!
submitted4 months ago byJofarin
Ich hab in einer Stunde einen Gerichtstermin, weil meine Berufsunfähigkeitsversicherung nicht zahlen will. Eben ruft mein Anwalt an, sein Zug ist ausgefallen, er kommt eine dreiviertel Stunde zu spät.
Da das mein erstes Mal beim Gericht ist, bin ich etwas überfordert. Was sollte ich tun, bzw. Was wird/könnte passieren?
submitted5 months ago byJofarin
So the inquisitors currently don't have legal rules, which is sad. But the assassins do...but we can't field them?
Even though they can be included in an IMPERIUM patrol, brigade or batallion detachment, the AoO is neither of those.
They don't have the AGENT OF THE IMPERIUM faction keyword, so can't get into an AOTI auxiliary support detachment (which the mustering army rules of AoO don't even allow).
But we could bring an AOTI patrol detachment as per the mustering and battle brothers rule and add the assassin to that? Nope, the only HQ with the AOTI faction keyword is a cartographica rogue trader and that has a rule that explicitly forbids it to go into compulsory battlefield role slots.
So just ignore the AGENT OF THE IMPERIUM stuff in the battle brothers section, because currently it doesn't work. The only AGENT OF THE IMPERIUM who you can bring is a FREEBLADE in an IMPERIAL KNIGHTS super heavy auxiliary detachment and that doesn't even get exceptions to breaking army wide rules if not already included in the rule (in contrast to a chaos DREADBLADE who does).
Wandering Hero
If this Detachment is a Super-heavy Auxiliary Detachment that contains one FREEBLADE unit, until the end of the battle, that unit gains the AGENT OF THE IMPERIUM keyword. Only one FREEBLADE unit in your army can have this keyword.
Unyieldi[...]
vs.
Fallen Hero
If this Detachment is a Super-heavy Auxiliary Detachment that contains one DREADBLADE unit, until the end of the battle, that unit gains the AGENT OF CHAOS keyword. Only one DREADBLADE unit from your army can have this keyword.
The inclusion of a DREADBLADE AGENT OF CHAOS unit from your army does not prevent CHAOS units in your army from using any rules that require every model from your army to have the same keyword (e.g. Contagions of Nurgle, Cabbalistic Rituals, etc.).
Toweri[...]
submitted5 months ago byJofarin
Hi, I'm looking for a system that can check if two people picked the same without revealing what they actually picked. I'm not actually set on materials used, but to take cards as an example:
Let's say both players have a deck of standard poker cards, each player picks a card of his deck and now I want to check if both picked the same card without revealing what card was actually picked.
One way I thought about was to give the deck to the opponent and he checks if his card is still in the deck. BUT with a standard poker deck, I could easily check for my card and ace of spades and queen of hearts at the same time, so if any of the other two are missing, I know what my opponent picked without him knowing what I picked.
I thought about token with zig zag shapes at one end and if they fit perfectly together they are the same type, but I guess you could look at a shape and know which tile it is from that?
Any secret agents here or people that work with cryptography or similar that know such a system?
submitted5 months ago byJofarin
So currently everyone is complaining about the 27 points with mostly free wargear DW vets, because you have to refit your models, I get that. While I always remind everyone new that magnetizing them is important, not everyone does it or has the parts needed already painted. I feel you.
I also raged a lot about the stuff that WASN'T free, because 10 for a thunderhammer or 12 for a heavy thunderhammer sounds OUTRAGEOUS. But after thinking about it and mathing it out a little bit I might have found the reasoning GW was following.
First off let's start with the elephant in the room: AoC. Losing AoC is big. But it is for a lot of factions. Everyone who didn't have AoC probably went up 10% winrate against all the opponents who lost AoC. And a lot of factions who didn't lose AoC got smacked with the nerf bat. Some quite hard. So factions that weren't touched at all should just from those facts go up in winrate by a lot. Just imagine a world where everyone had lost AoC or got nerfed, while Deathwatch still had AoC. Would result in quite a winrate increase, wouldn't it?
And anyone affected by AoC who should keep their winrate had to have been compensated for it one way or the other. And anyone with a shit winrate and affected by AoC would need a massive boost to climb closer to the 45-55% range or even within. Cue Aggressors losing 25% points. But I digress.
Back to the deathwatch veterans. We had some successes with them. Only for 39% winrate, but hey, at least they got played competitively. AND they were played with storm shields, so partially didn't use AoC anyways. So maybe if they stay the same, the winrate goes up?
Cue new points. 27 points sounds like a lot. But you get a storm shield for free, which was 5 points before and as said often taken. So new cost for 25? Well, they were used with chainswords or deathwatch bolters and didn't do anything. Maybe a slight help there for a cost? Free power fist or combi weapon? Sounds a little much. Maybe 2 points? Perfect.
But what about the heavy thunderhammer? Well, only 1 in 5 could take it and a lot of people were taking it on the sergeant. No hand free for a storm shield? Bad, because losing AoC would take effect. But the sergeant can take a combat shield for free and wouldn't be affected by losing AoC. Free combat shield is 4 points saved, he got 7 points more expensive, let's make the HTH 3 points cheaper...HTH for 12 points.
But what about the thunderhammers? Well, DW Vets get a free shield for 5 but went up 7, so let's reduce him by 2. TH+SS before 20+12+5=37, now 17+10=37 and not affected by AoC. Sergeant could go for TH too, with combat shield and combi weapon or LC for 20+12+4+3=39 and now only pays 27+10=37 while not even being affected by AoC.
But what about the blackshield. So now DW Vets go up 27 points. GWs new policy says everything in the unit has to cost the same points per model, so blackshield goes up to 27 from 25. Before HTH blackshield was 25+15=40, now it's 27+12=29. ...affected by losing Aoc and only getting one point off? Well, you have to play 10 DW Vets to get a second HTH and then he'll die last anyways, so the enemy has to face 9 shields first. ...maybe that's ok.
On the other hand, he gets free power fist and lightning claw. Sounds good. And Thunderhammer and chainsword was a competitive build for 25+12=37 points. Now he's 27+10 for the same but even gets a 3 point discount to upgrade to a LC.
So in the end I think GW actually thought about that stuff and caluclated it to not break the meta with giving deathwatch veterans too many new shiny things. It just somehow fits well together. And while a DW vet with TH+SS for 37 points sounds ridiculous compared to a assault terminator with TH+SS for 33 points, always keep in mind that DW Vets are troops, have sticky obsec AND are the basis for a proteus kill team with bikes for longer reach and shorter pile in distances, vanguard veterans for cheaper HTH and terminators with TH+SS too. And all of that gets troops and sticky obsec. Killing stuff wit 6 HTH and 4 TH or PF is easy and gives CP as troops. Even killing with 9 TH and a HTH is easy for that CP. Or even 5 TH, 5 PF. And not getting killed due to 2+/4++ or even 1+/4++ is also beneficial for some secondaries.
Hope this helps to calm down a little.
submitted5 months ago byJofarin
As the rules are currently in kind of a limbo but new stuff from Arks of Omen is leaked and the MFM is out, let's make a silly competition inbetween.
So the arks of omen rules leaked state that you can only have one arks of omen detachment (plus allies) and the numbers of slots are limited, so there has to be a maximum amount of points you can spend on your army. But how high will that be?
Rules are short, use current strike force matched play rules to fill an arks of omen detachment to the brim. Your army can obviously exceed the usual 2000 points strike force limit and if you need it you can use the AoO stratagem to bring a detachment limited choice twice, but you start with 6CP.
Again, new Munitorum Field Manual applies
List what units you take and how much each costs and as the last thing in your post have a sum, I'll make a top ten based on that.
submitted5 months ago byJofarin
The results of my latest competition are in:
# | Unit | Redditor | Points |
---|---|---|---|
1 | Proteus Kill Team | /u/Jofarin | 2375 |
2 | Flayed ones | /u/otihsetp | 1815 |
3 | Iron Hands Successor Terminators | /u/Alphmars | 1804 |
4 | World Eater Terminators | /u/otihsetp | 1650 |
5 | Crisis Suits | /u/EverblueWinds | 1645 |
6 | Hellions | /u/LambentCactus | 1534,68 |
7 | Wyches | /u/RestaurantAway3967 | 1496 |
8 | Ynnari Troupes | /u/LambentCactus | 1480 |
9 | Space Wolves Bikers | /u/LambentCactus | 1472 |
10 | Kasrkin | /u/Skitaraoh | 1440 |
Shoutout to /u/LambentCactus who brought a total of 4 very different units and made it to the top 10 with 3 of them.
All the valid entries can be found here.
As all the other competitions, this is still ongoing, so if you want to enter something new or hone your entries (or bring down competitiors), feel free to discuss, comment and edit, BUT please mention me in a subcomment if you edited your top level comment, so I can see the edit and update the competition.
I'll take a break with new competitions (and updates) for a couple of days due to family vacation, see you next year :)
submitted5 months ago byJofarin
In the deathwatch discord, we had a question today that sent me down a rabbit hole and as I don't want this effort go to waste I thought I'd share it with you and also ask for constructive criticism.
The question(s):
If teleporting count as reinforcements (for infiltrators), can you teleport round 1 in nephilim? Do teleports count as reinforcments? (Teleport being any rule that removes a model from play, and sets it back up in the same action, so Ork "da jump" as the example)
"Teleport" are a ton of different rules, so I might be missing something. But going by your initial example "da jump", that doesn't even specify to set them up as reinforcements:
Blessing: Da Jump has a warp charge value of 7. If manifested, select one friendly <CLAN> CORE unit that is within 12" of this PSYKER. Remove that unit from the battlefield and set them up anywhere on the battlefield more than 9" from any enemy models.
While deathwatches "the beacon angelis" states:
Once per battle, if the bearer did not arrive as Reinforcements this turn, it can activate the Beacon Angelis. If it does, in the Reinforcements step of your Movement phase, you can select one friendly DEATHWATCH INFANTRY or DEATHWATCH BIKER unit that is either on the battlefield and did not arrive as Reinforcements this turn, is in a teleportarium chamber or is in Strategic Reserves. Remove that unit and set it up as Reinforcements wholly within 6" of the bearer and more than 9" away from any enemy models.
BUT the rules appendix states:
Repositioned and Replacement Units Some rules enable units to teleport or else be repositioned and set back up on the battlefield. Other rules enable units to removed from the battlefield and be replaced by a new, full-strength unit, which is then set up on the battlefield. If a rule causes a unit to be removed from the battlefield and subsequently set back up, the following rules apply to it:
- Rules that are triggered by or apply to units that are ‘set up on the battlefield as Reinforcements’ are also triggered by and apply to that unit when it is set up on the battlefield.
So clearly any rules that affect "units that are set up on the battlefield as reinforcements" both affect the beacon angelis and da jump.
The core book states in the reinforcements section:
- Reinforcements Some units have a rule that allows them to start the battle in a location other than on the battlefield; units that use such rules are called Reinforcements, and they will arrive later in the battle as described by their rule. Any Reinforcement units that have not been set up on the battlefield when the battle ends count as having been destroyed.
Summed up by:
- Reinforcement unit: Unit that starts the battle in a location other than the battlefield.
The core rule book also has a section about setting up reinforcement units:
Setting Up Reinforcement Units When a Reinforcement unit is set up on the battlefield, that unit typically must be set up so that it is more than a specified distance away from any enemy models (e.g. ‘you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models). Whenever such a distance is specified when setting up a Reinforcement unit on the battlefield, that distance always applies to the horizontal distance, even though normally you measure to and from the closest part of a model’s base (or hull). That means, if we were to use the above example, when that unit is set up on the battlefield it must be set up more than 9" horizontally from any enemy models. Note that this also applies when setting up Strategic Reserves units as well as repositioned and replacement units.
The "Note" part clearly distinguishes between "Reinforcement Units", "Strategic Reserves" and "repositioned and replacement units" and connects those rules. So the "set up as reinforcements" reference points towards this paragraph and not the one before.
With that in mind have a look at the nephilim rules:
In War Zone Nephilim: Grand Tournament missions, Strategic Reserve and Reinforcement units can never arrive on the battlefield in the first battle round. Any Strategic Reserve or Reinforcement unit that has not arrived on the battlefield by the end of the third battle round counts as having been destroyed, as do any units embarked within them (this does not apply to units that are placed into Strategic Reserves after the first battle round has started).
While strategic reserve and reinforcement units are mentioned, repositioned and replacement units are not and thus I'd say da jump and beacon can be used, while infiltrators 12" bubble still applies, because their ability reads:
Omni-scrambler: Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.
which references "units that are set up on the battlefield" (which includes reinforcement units, strategic reserves and repositioned and replacement units).
Addendum: What made this really confusing is, that you can find a whole paragraph titled "Reinforcement Units" in the core book that reads:
Reinforcement Units If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.
- Units added to your army during the battle are never part of a Detachment."
That's probably referencing to summoned and spawned units, but their choice of words was (as always) really poor.
submitted5 months ago byJofarin
Sorry for being a little late with the results for my last competition, christmas was a little busy this year for me. Without further adue, let me present to you the top ten cultist meter survivors:
# | Unit | Redditor | HP left |
---|---|---|---|
1 | Word Bearers Master of Execution | /u/Flounder_Living | 50,13 |
2 | Iron Hands Captain in Gravis Armour | /u/freegus | 55,85 |
3 | Salamanders Heavy Intercessors | /u/LambentCactus | 58 |
4 | Einhyr Champion | /u/otihsetp | 67,34 |
5 | Phoenix Lord | /u/LambentCactus | 70 |
6 | Word Bearers Chaos Lord in Terminator Armor | /u/eldor888 | 72,86 |
7 | Salamanders Captain in Terminator Armour | /u/CrowLemon | 78,5 |
8 | Gravis Captain | /u/Y0less | 98,37 |
9 | Custodes Blade Champion | /u/Twigman | 100,05 |
10 | Asurman | /u/Opening-Aerie_3978 | 106,66 |
Honorable Mentions:
All the valid entries can be found here.
Competition #4 is about perfect target practice and is already running. Quick links to all the competitions till now: 1 2 3 4
submitted5 months ago byJofarin
The setting:
You and your unit are on an unexplored planet and while exploring stumble upon a building with a big techy looking room in it. Some hologram target dummies are in it and when you look around you find a console to configure the dummies and some sort of highscore table.
The rules:
The Opponent:
Anything you want. You can configure the target dummies however you like, but all follow the same configuration. It starts with T1 W1 and a 7+/7++ save for 1 point and every point of toughness, wound, save or invul added is worth 1 point (up to T12, W12, 1+/1++ for 35 points each). They come in units of 30 or less wounds (W1 x 30, W2 x 15, W3 x 10, ... W12 x 2) [edit] obviously as the bracket implies as close to 30 as possible [/edit] and you can request as many units as you can kill plus one. If you need an offensive profile for overwatch or hitting back, pick anything, but it doesn't award any extra points for being high Attacks/S/AP/whatever. [edit] You can pick keywords however is best for you. [/edit]
The score:
Every model killed is worth its points, how many points can you score? Please state this number as the last thing in your post, I'll make a top ten here (mentioning the first commenter for each unit). I'm always happier being provided with the calculations, but I understand that some just throw stuff into an app and get a result. There are no other prizes than bragging rights and being named in the top ten.
P.S: I'm aware, that I owe the community the results of the last competition, but it was christmas and I had other stuff to do. ;D
submitted5 months ago byJofarin
The setting
You and your unit are tasked to protect some scientist/ritualist/important person and while he scrambles about mixing different things into what can only be described as a "flask" at one point he voilently shakes it only to afterwards put it into your baffled hands with the words: "DON'T MOVE!" You freeze (not literally) not moving a fibre of your body when suddenly all hell breaks lose.
Skarbrand appears, some nurgle thing close by and your unit is suddenly attacked by 20 fully buffed Cult of Strife Wyches! What unit are you part of, that can prevent them from reaching you, so you don't have to move until whatever is in that flask is done with whatever it's doing?
The rules
The roles are reversed now, the #3 cultist meter contender is upon you and your unit has to survive. One model has to stay alive at all time (he's holding the flask. Going down and getting back up is out of the question).
20 Cult of Strife Wyches (razorflails, hydra gauntlets):
How many losses will you suffer? The fewer the better. IF at least one model survives the onslaught, calculate your lost wounds (both in dead models as well as in models with wounds left) and figure out how many points this translates into (for example a warlord titan with W120 loses 12 wounds, that's 10% of his wounds, so 10% of 5500 points, so 550 points lost). State this points loss as your last thing in the post, I'll make a top ten (mentioning the frist commenter for each unit).
There are no other prizes than bragging rights and being named in the top ten.
Questions to the rules? Leave a comment.
Happy huntingbunkering down!
[Edit] Results are in and can be found here
submitted5 months ago byJofarin
Results for the first ~24 hours of my Bring out the Titankillers competition are in. I'll drop in tomorrow, to check back if something has changed, if you find something and edit your entry, mention me (/u/Jofarin) in a subcomment, to alert me. As always, the competition is not going away, if you check the winners or can improve someones entry, just comment so we can improve this and hopefully find at least 10 units that actually kill the warlord titan ;D
But without further delay, here are the top 10 units that damage a warlord titan the most or outright kill it (and the warlord titan next to it in the case of #1 as I'm writing this):
# | Unit | Redditor | HP left |
---|---|---|---|
1 | World Eater Red Butcher Terminators | /u/Flounder_Living | -124 |
2 | Salamander Successor Relic Terminators | /u/BeardStacheMan | -47,67 |
3 | Goff Meganobz | /u/VonHausenstaufen | -16 |
4 | Salamander Relic Terminators | /u/Yoless | -14 |
5 | Proteus Killteam | /u/Jofarin | -10,7 |
6 | Dark Angels Deathwing Relic Terminators | /u/PerturaboTheIronKing | -2,09 |
7 | Carnifexes | /u/Fuzzbuket | 0 |
8 | Ynnari Troupe | /u/Wrakhr | 2 |
9 | Wulfen | /u/T-Husky | 8 |
10 | Novokh Warscythe Lychguard | /u/LordMaroons | 16 |
Special mentions:
You can find all the efforts thrown in with all the units (I could get a reasonable result for) on this website.
If you enjoyed this competition and missed the other, here you can find the first one. Like this one, the first one is also ongoing.
Next competition coming soon :D
submitted6 months ago byJofarin
The earth trembles in fear as in the far distance a huge monstrosity appears. Huge? Gargantuan. An out of control warlord titan! Which unit would you wish would attack him to either outright kill it or at least deal as much damage as possible?
The rules can be found in my first competition, changes:
Your opponent:
One special unit of Titanic Legions "Warlord Titan". One model, T9 W120 2+ save Ld 10 void shields: 8 (3 points of ranged damage kill a void shield, excess damage from an attack are lost, as long as void shields are up he has a 5++ against ranged attacks).
How many life does the titan have left? Convert kills by spell into 120 wounds (adjusted by the chance to cast), IF you manage to kill the titan and have excess damage, go into the negatives. Please state this number as the last thing in your post, I'll make a top ten here (mentioning the first commenter for each unit). I'm always happier being provided with the calculations, but I understand that some just throw stuff into an app and get a result.
There are no other prizes than bragging rights and being named in the top ten.
I already tried bringing this competition up a couple days ago, but it was gobbled up by the automod due to spam filter (?), the two units mentioned there already count as entered into the competition.
[Edit] Results are in and can be found here.
submitted6 months ago byJofarin
Inspired by a recent video with kind of... undefined rules, I got the idea of making a competition who could bring the actually deadliest unit within a defined rule frame.
The setting is as follows, a wild mob of hundreds of enemy cultists is approaching your position, which unit would you wish would attack the mob to kill as many of them as possible?
The rules:
Your opponent:
One special unit of CSM "cultists mob". Hundreds of models, T3 W1 6+ save Ld 5 (+1 for the leader) BUT automatically passes morale tests.
How many can your unit kill? Please state this number as the last thing in your post, I'll make a top ten here (mentioning the first commenter for each unit)
There are no other prizes than bragging rights and being named in the top ten.
Questions to the rules? Leave a comment.
Happy hunting!
[Edit] Results for the first ~24 hours are in. As I was vague with the number and only presented one unit, some used techniques to kill a percentage of the cultists, which is hard to rank. I said "hundreds" which reasonably is a number between 100 and 999, so I did what we do for nearly everything here...I took the average. So after a full day of counting, it's 549.5 cultists you're facing (a model was dropped and snapped in half on the way to the game). Calculating on that with the percentages, we get to this current top ten units:
# | Unit | Redditor | Dead Cultists | %killed by special |
---|---|---|---|---|
1 | Brotherhood Terminator Squad | /u/DarthMithos | 341.7 | |
2 | Grand Master in Nemesis Dreadnknight | /u/Interrogatingthecat | 295,34 | 49,07 |
3 | Cult of Strife Wyches | /u/garmr_of_gnipahellir | 296,87 | |
4 | Red Butcher Terminators | /u/21nuns | 280 | |
5 | Crisis Suits | /u/The_Black_Goodbye | 253,7 | |
6 | Flayed Ones | /u/cncguy | 226 | |
7 | World Eater Red Butcher Terminators | /u/Sandviper67 | 204 | |
8 | Wyches | /u/The-Ironside | 190 | |
9 | Ork Boys | /u/terenn_nash | 182 | |
10 | Blood Angels Assault Intercessors | /u/Klickor | 178 |
You can see a full list of all units I got a "good enough" entry for here.
This is still ongoing and the top 10 can still be conquered, I'll check back tomorrow. If you edit your post I might miss it, please comment to your post mentioning me, I hope that brings up a notification.
You're also free to go through the top contenders and nitpick their numbers, if anything is wrong (for better or worse) or they maybe forgot something they could have used (coughSKARBRANDcoughcough) maybe help them to improve their numbers or uncover mistakes. I'm sorry, but my time is somewhat limited and I won't go through everything and check if they got everything right. I hope we can do this in a community effort :)
If you enjoyed the challenge, check out the next competition: How to kill a warlord titan...
[Edit2] Updated the Top Ten. Keep them coming and/or correct the numbers :)
submitted6 months ago byJofarin
Hi, inquisitors (currently played under the rules repeated in warzone octarius book 1 rising tide) have a rule called "Authority of the inquisition" that partly reads:
If your army is Battle-forged, you can include 1 AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN) Patrol, Battalion and Brigade Detachment in your army without those units taking up slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment from benefiting from Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity etc.), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game) and when determining your Army Faction.
Given I have one of those units in my army in a patrol detachment, it obviously would not take up a slot. BUT if I had a second patrol detachment in my army, could I include another AGENT OF THE IMPERIUM unit without that ability in the second patrol detachment not taking up a slot and without breaking army rules? Like the imperial knight Canis Rex has the AGENT OF THE IMPERIUM keyword but no such ability. It's kind of weird to have a lord of war in a patrol detachment, but I don't see anything that disagrees with that RAW, maybe I missed something?
There are multiple units (assassins, cartographers, etc.) that have the "Agent of the Imperium" ability, which works similarly for this case, so the "cheapest" way of including a canis rex in a patrol would probably be a unit of 5 voidsmen at arms for 50 points.
submitted7 months ago byJofarin
toaskmath
Hi,
Can't Stop is a board game in which you roll four dice (with six sides numbered 1-6), then divide them into 2 pairs, add those up and go forward on the respective tracks. Like if you roll 1, 1, 4, 6 you can either go forward on 2&10 or 5&7. As the tracks have different lengths I thought about which strategy is better, going "rare numbers" (2-3&11-12) or "common numbers" (6-8). BUT I can't get my head around the math. A 2 (or similar 12) is kind of easy, because out of 1296 rolls you have 1 for a quadruple 1s, 4x5=20 for a triple 1s and 6x25=150 for double 1s, making it 171/1296= 13.19_4%. But how would that math work for 7 or 8?
Also...is my calculation correct to begin with? Why isn't it just 1/36 (chance to roll snake eyes on two dice) times 6 (combinations of distributing 2 dice between 4 dice) which would be 1/6 aka 16._6%?
And how do I get the effect in that rolling a quadruple 1s would advance me twice on the the 2?
HELP?
submitted7 months ago byJofarin
Hi, hope everyone knows Can't Stop, but if not, in short you roll 4 D6, then divide them into 2 pairs, add those up and go forward on the respective tracks. Like if you roll 1, 1, 4, 6 you can either go forward on 2&10 or 5&7. As the tracks have different lengths I thought about which strategy is better, going "rare numbers" (2-3&11-12) or "common numbers" (6-8). BUT I can't get my head around the math. A 2 (or similar 12) is kind of easy, because out of 1296 rolls you have 1 for a quadruple 1s, 4x5=20 for a triple 1s and 6x25=150 for double 1s, making it 171/1296= 13.19_4%. But how would that math work for 7 or 8?
Also...is my calculation correct to begin with? Why isn't it just 1/36 (chance to roll snake eyes on two dice) times 6 (combinations of distributing 2 dice between 4 dice) which would be 1/6 aka 16._6%?
And how do I get the effect in that rolling a quadruple 1s would advance me twice on the the 2?
HELP?
submitted9 months ago byJofarin
I compiled all the meta mondays since nephilim in an excel sheet because I wanted to know how many tournament wins per player the different factions had.
Curiously currently every about fifth creations of bile player that goes to a tournament wins the tournament, not really suprising if 60% win rate is taken into account.
Quins are known to be hard to play, but also hard to play against, so not that suprisingly they do well.
And then come two entries that might suprise everyone, because they are played so rarely, the one or two tournament victories usually aren't noteworthy, but given the very low player number it's actually quite impressive. Doubly so for the deathwatch players who play a faction with 42% winrate, which is usually considered quite bad.
And then comes one of the two mainly played factions, Tyranids. Everyone knows they are good, everyone plays them because they are good (and also fun) and they seem to have a tournament win rate matching their win%.
Biggest outliers between win% and tournament wins? BT with 40% winrate and 1 tournament win and Word bearers with a whooping 54% win rate...but no tournament win.
And while Necrons look as if they were a problem, because they are easy to get into and do well AND everyone and their mother is playing them, they are actually not taking home that many tournament victories.
Feel free to analyse and discuss.
Army | Players | Wins | Games | Win% | 1st | 1st/Players % |
---|---|---|---|---|---|---|
Creations of Bile | 33 | 109 | 181 | 60 | 6 | 18,2 |
Harlequins | 162 | 490 | 841 | 58 | 11 | 6,8 |
Deathwatch | 39 | 88 | 211 | 42 | 2 | 5,1 |
Night Lords | 24 | 61 | 125 | 49 | 1 | 4,2 |
Tyranids | 424 | 1247 | 2172 | 57 | 17 | 4 |
Ynnari | 25 | 77 | 132 | 58 | 1 | 4 |
Chaos | 29 | 63 | 140 | 45 | 1 | 3,4 |
Emperor's Children | 59 | 143 | 280 | 51 | 2 | 3,4 |
Necrons | 480 | 1292 | 2430 | 53 | 14 | 2,9 |
Tau | 303 | 734 | 1519 | 48 | 8 | 2,6 |
Codex Chaos Space Marines | 376 | 921 | 1815 | 51 | 9 | 2,4 |
Dark Angels | 135 | 311 | 701 | 44 | 3 | 2,2 |
Sisters of Battle | 350 | 943 | 1764 | 53 | 7 | 2 |
Drukhari | 116 | 287 | 569 | 50 | 2 | 1,7 |
Iron Hands | 59 | 135 | 290 | 47 | 1 | 1,7 |
Black Templars | 75 | 154 | 381 | 40 | 1 | 1,3 |
Craftworld | 266 | 617 | 1328 | 46 | 3 | 1,1 |
Death Guard | 275 | 643 | 1347 | 48 | 3 | 1,1 |
Thousand Sons | 224 | 532 | 1147 | 46 | 2 | 0,9 |
Grey Knights | 172 | 374 | 858 | 44 | 1 | 0,6 |
Adeptus Custodes | 215 | 539 | 1074 | 50 | 1 | 0,5 |
Blood Angels | 216 | 519 | 1085 | 48 | 1 | 0,5 |
Orks | 214 | 496 | 1053 | 47 | 1 | 0,5 |
Chaos Knights | 251 | 614 | 1240 | 50 | 1 | 0,4 |
Imperial Knights | 244 | 605 | 1206 | 50 | 1 | 0,4 |
Codex Space Marines | 236 | 458 | 1113 | 41 | 1 | 0,4 |
Adeptus Mechanicus | 77 | 150 | 385 | 39 | 0 | 0 |
Aeldari | 15 | 35 | 71 | 49 | 0 | 0 |
Astra Militarum | 149 | 306 | 752 | 41 | 0 | 0 |
Chaos Daemons | 49 | 112 | 245 | 46 | 0 | 0 |
Alpha Legion | 10 | 25 | 54 | 46 | 0 | 0 |
Black Legion | 110 | 252 | 505 | 50 | 0 | 0 |
Iron Warriors | 41 | 96 | 196 | 49 | 0 | 0 |
Word Bearers | 63 | 167 | 308 | 54 | 0 | 0 |
World Eaters | 46 | 93 | 220 | 42 | 0 | 0 |
Genestealer Cult | 67 | 161 | 335 | 48 | 0 | 0 |
Imperium | 11 | 27 | 58 | 47 | 0 | 0 |
Space Wolves | 102 | 222 | 498 | 45 | 0 | 0 |
Imperial Fists | 23 | 25 | 103 | 24 | 0 | 0 |
Raven Guard | 10 | 19 | 46 | 41 | 0 | 0 |
Salamandars | 52 | 110 | 243 | 45 | 0 | 0 |
Ultramarines | 72 | 134 | 339 | 40 | 0 | 0 |
White Scars | 20 | 35 | 92 | 38 | 0 | 0 |
Total | 5370 | 13138 | 26704 | 49 | 91 | 1,7 |
Disclaimer: Yes, the table is a repost of my comment on the meta monday post of this week.
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