So here is the 40K rules quiz they gave out this year at War Games Con, enjoy!
1) How many models must a 12-man unit of Chaos Space marines lose in one shooting phase in order to be required to take a morale test?
2) How close can a unit Scout towards an enemy unit?
3) Frag Grenades have what strength against vehicles?
4) A Leman Russ Battle Tank moves forward just over 8" to strike an Ork Battlewagon in the side. What is the strength of the Russ' ram against the Battlewagon?
5) An immobilized Space Marine Dreadnought, armed with the stock layout, has how many attacks in close combat?
6) What is the coherency distance for a War Walker squadron?
7) What is the coherency distance for an Attack Bike squadron?
8) What dice rolls normally result in Perils of the Warp?
9) Give three conditions that normally prevent regrouping.
10) The minimum cost of an Imperial Guard Infantry Platoon is how many points?
11) What are the name, strength and AP of the missiles fired by a Whirlwind?
12) A Wolf Lord armed with a Thunderhammer and Stormshield with the Saga of the Warrior Born destroys a Guardian squad, ending the enemy assault phase with 12 attacks. In his next turn, he charges a squad of warwalkers, inflicting 4 penetrating hits, 3 glancing hits, and 2 undamaging hits. How many attacks does the Wolf Lord get in the next round of close combat?
13) Without using psychic powers or near any friendly model, what is Mephiston's initiative on the charge?
14) A Wyche Archite with Combat Drug Dispenser, Agonizer, and Splinter Pistol get at most how many attacks on the charge?
15) What is the effect of Eldar Runes of Warding on a Psyker 25" away from the Farseer with the Runes?
16) What is the cost of a Grey Knight Justicar with Meltabombs, Frag Grenades, Sacred Incense, a Nemesis Force Weapon and Storm Bolter?
17) List the name of each Ork HQ Special Character in order of points cost.
Saturday, July 31, 2010
Friday, July 30, 2010
War Games Con Day 1 Photos
ZOMG WAR GAMES CON STARTS TODAY!!!!!!1!11!!!!TWO!
I'm ready for a fun-tastic fun-filled fun-venture with Dave Taylor today. I plan on getting down there early so I can take pictures before the "couples" tournament starts.
Pictures this evening.
Pictures this evening.
Monday, July 19, 2010
Audio Book Review: Heart of Rage
So I got my hands on another of Black Library's audio books. This time it is Heart of Rage by James Swallow.
The book details a Blood Angels squad entering a dead Tyranid hive ship in order to find an Adeptus Mechanicus team that had previously been sent in to the ship.
This book is read by Toby Longworth he reads all of the BL audio books and he does an excellent job. I was a little critical of some of his voices in Thunder from Fenris (because one of them sounded like a certain California Governor) but I really have no complaints in this one. He voices about 10 different people throughout the book and manages to make each of them pretty distinct.
As for the story itself, it is a little predictable, the Astartes are sent into the Tyranid ship which they are assured is dead, but lo and behold... not so much. Combat ensues... yadda yadda yadda.
I don't want to sound like I am detracting the story. It is a bit predictable, but I think it is well done. Perhaps it is the sound effects that go along with the audio book, but it did a good job of keeping me interested.
My big complaint, as with Thunder from Fenris was the length. If this book were in written format, it would be a short story, and I believe that this book would fit in nicely with one of the many anthologies that BL has put out, but this is a stand alone story, and instead of coming in a large book for about $13, it is by itself for about $20.
I went to the gym this morning, listen to the story while I worked out, and on the way home, I was done with it. Seems a bit too short for the money I spent.
I give the book three slaughtered Hive Tyrants out of five.
The book details a Blood Angels squad entering a dead Tyranid hive ship in order to find an Adeptus Mechanicus team that had previously been sent in to the ship.
This book is read by Toby Longworth he reads all of the BL audio books and he does an excellent job. I was a little critical of some of his voices in Thunder from Fenris (because one of them sounded like a certain California Governor) but I really have no complaints in this one. He voices about 10 different people throughout the book and manages to make each of them pretty distinct.
As for the story itself, it is a little predictable, the Astartes are sent into the Tyranid ship which they are assured is dead, but lo and behold... not so much. Combat ensues... yadda yadda yadda.
I don't want to sound like I am detracting the story. It is a bit predictable, but I think it is well done. Perhaps it is the sound effects that go along with the audio book, but it did a good job of keeping me interested.
My big complaint, as with Thunder from Fenris was the length. If this book were in written format, it would be a short story, and I believe that this book would fit in nicely with one of the many anthologies that BL has put out, but this is a stand alone story, and instead of coming in a large book for about $13, it is by itself for about $20.
I went to the gym this morning, listen to the story while I worked out, and on the way home, I was done with it. Seems a bit too short for the money I spent.
I give the book three slaughtered Hive Tyrants out of five.
Mathhammer: Wolf Guard with Mark of the Wulfen?
So I am planning on running a Space Wolf Scout Pack in my army. I love the fact that you can really trick out the scouts (although they can be a huge points sink). The thought of 10 dudes coming in from the back field with a melta, 2 power weapons and a MoW dude can be quite scary if your opponent leaves someone in the back field. Now what I am considering doing is attaching a Wolf Guard squad leader to come in with them, but I'm not sure what I want to outfit him with. I was thinking of Mark of the Wulfen because the only thing that really seems better than one crazy mother F'er is two! But I got to wondering if there were better options, that lead me to break out the old probability hammer and figure it out.
Now what I am looking at is pure close combat killing ability. I'm not worried about making this Wolf Guard capable of killing vehicles in the back field (with a PF, combi-melta, or meltabomb). This is all just, which weapon is better.
The reason I was leaning towards MoW as the best was the sheer number of rending attacks. The dude's attack characteristic becomes D6+1! Add in the extra attack for two CC weapons (assuming BPistol and CCW), and another attack because of charging, that is 4-9 attacks!
So I was thinking of how to do this, and it quickly became apparent that it was really impractical to see how the five different weapons I am looking at would do against every possible encounter, so I tried to pick some generic "dudes" that this crazy mother F'er might charge.
First out would be s S3, T3 and Sv 5+ guy, more commonly know as the Imperial Guard Guardsman. Attacking the Guardsman I came up with this table for the average number of unsaved sounds created.
Next I moved on to a basic Tac Marine. This gave me S4, T4, and a Sv 3+. This time I got the following.
Lastly, I looked at a Terminator to see what the invulnerable save would do to things.
So the MoW does well against the Guardsmen, but really starts to do poorly against anything "tougher," and it really loses it's punch when you toss in an invulnerable save. I was just about to wrap it up and say that the Wolf Claws were the way to go when I realized that I didn't take cost into account. A Wolf Guard with MoW costs 33 points. A Wolf Guard wtih Twin Wolf Claws costs 48 points. So the last thing I threw into the excel spread sheet was to devide the number of wounds by the cost of the weapon. When I ranked up the weapons I got something that looked like this.
So it looks like, when you bring cost into it, the power weapon is the clear winner. Now with all that said and done, I'm pretty sure I'm going to outfit my scouting Wolf Guard with a power fist and a combi-melta. But I'm a math nerd, so I really don't consider the time I spent calculating this wasted.
Now what I am looking at is pure close combat killing ability. I'm not worried about making this Wolf Guard capable of killing vehicles in the back field (with a PF, combi-melta, or meltabomb). This is all just, which weapon is better.
The reason I was leaning towards MoW as the best was the sheer number of rending attacks. The dude's attack characteristic becomes D6+1! Add in the extra attack for two CC weapons (assuming BPistol and CCW), and another attack because of charging, that is 4-9 attacks!
So I was thinking of how to do this, and it quickly became apparent that it was really impractical to see how the five different weapons I am looking at would do against every possible encounter, so I tried to pick some generic "dudes" that this crazy mother F'er might charge.
First out would be s S3, T3 and Sv 5+ guy, more commonly know as the Imperial Guard Guardsman. Attacking the Guardsman I came up with this table for the average number of unsaved sounds created.
Weapon | Wounds |
MoW | 2.17 |
Power Weapon | 1.78 |
Power Fist | 1.67 |
Frost Weapon | 2.22 |
Twin Wolf Claws | 2.96 |
Next I moved on to a basic Tac Marine. This gave me S4, T4, and a Sv 3+. This time I got the following.
Weapon | Wounds |
MoW | 0.90 |
Power Weapon | 1.00 |
Power Fist | 1.25 |
Frost Weapon | 1.33 |
Twin Wolf Claws | 1.50 |
Weapon | Wounds |
MoW | 0.54 |
Power Weapon | 0.67 |
Power Fist | 0.83 |
Frost Weapon | 0.89 |
Twin Wolf Claws | 1.00 |
IG | SM | Term |
PW | PW | PW |
MoW | FB | FB |
FB | PF | PF |
WC | MoW | MoW |
PF | WC | WC |
So it looks like, when you bring cost into it, the power weapon is the clear winner. Now with all that said and done, I'm pretty sure I'm going to outfit my scouting Wolf Guard with a power fist and a combi-melta. But I'm a math nerd, so I really don't consider the time I spent calculating this wasted.
Sunday, July 18, 2010
Outfitting Wolf Guard
So Wolf Guard are an intricate part of any space wolf army. Or at the very least they are in my Space Wolf Army. Now Grey Hunters are great because they can take just about any type of war gear in the Space Wolf arsenal from Terminator Armor to combi weapons to power weapons, frost weapons, wolf claws and even thunder hammers with storm shields.
Now I don't tend to drop a lot of points into my Wolf Guard. Most of them get a power fist, and thats about it.
One of the things I really don't understand is that while, Grey Hunters carry bolters and bolt pistols standard, Wolf Guard carry only one or the other. So because most of my Wolf Guard will be toting power fists, I'm thinking I'll be slapping bolters on them. The bolt pistol won't add an extra attack in close combat, and the bolter adds an extra shot if you are out of charge range, or you are trying to draw a charge from the foes of the Emperor.
Guess its time to break out a knife and chop off some bolt pistols.
Now I don't tend to drop a lot of points into my Wolf Guard. Most of them get a power fist, and thats about it.
One of the things I really don't understand is that while, Grey Hunters carry bolters and bolt pistols standard, Wolf Guard carry only one or the other. So because most of my Wolf Guard will be toting power fists, I'm thinking I'll be slapping bolters on them. The bolt pistol won't add an extra attack in close combat, and the bolter adds an extra shot if you are out of charge range, or you are trying to draw a charge from the foes of the Emperor.
Guess its time to break out a knife and chop off some bolt pistols.
Thursday, July 15, 2010
Mathhammer: 8th Ed. Casting
So with the new edition of WHFB coming out, we have new rules. All wizards are allowed to use as many dice as they like (suck it druchii) so you can have a level 1 Warlock Engineer throwing six dice at the Dreaded Thirteenth spell in order to get that 25+. And it might seem like a very good idea, I mean, who wants to miscast with your (possibly) very expensive level 4 wizard? The downfall of a miscast now is much more devastating that it was in 7th edition, so what are your odds?
When we look at rolling the dice and we look at rolling double sixes it is pretty easy to understand that when you roll two dice, the chance that you'll get a six on the first die is 1/6 and the chance you'll get a six on the second is also a 1/6. The rules of probability say that in situations like this, you multiply the two results, so the chances of getting an irresistible force/miscast on two dice is 1/36.
When you move on to three dice it becomes a bit more complicated. You could get a six on the first die, a six on the second and something other than a six on the third die. Those chances are 1/6, 1/6 and 5/6 respectively and this would give you a probability of 5/216. But this just tells you the probability of the first two dice being a six and the third being something else. We haven't accounted for getting a six, not six, and then a six, or even getting not six, six and six. Now the chances of each of these three separate situations occurring is 5/216, so because these three situations are the only ways you can get two sixes with three dice, these are the only ones we have to count. So probability becomes 15/216 or roughly 6.94%.
But this still does not cover what we need because we will still get an irresistible force/miscast if we throw three sixes so we have to add in that probability (1/216) for a total of 16/216 which is roughly 7.41%.
It becomes even more complicated with four dice as you have to account for rolling two, three or four sixes. Using what is called a cumulative density function (CDF) on a calculator I came up with the following table of values for the percent chance of an irresistible force/miscast depending on how many dice you throw.
When we look at rolling the dice and we look at rolling double sixes it is pretty easy to understand that when you roll two dice, the chance that you'll get a six on the first die is 1/6 and the chance you'll get a six on the second is also a 1/6. The rules of probability say that in situations like this, you multiply the two results, so the chances of getting an irresistible force/miscast on two dice is 1/36.
When you move on to three dice it becomes a bit more complicated. You could get a six on the first die, a six on the second and something other than a six on the third die. Those chances are 1/6, 1/6 and 5/6 respectively and this would give you a probability of 5/216. But this just tells you the probability of the first two dice being a six and the third being something else. We haven't accounted for getting a six, not six, and then a six, or even getting not six, six and six. Now the chances of each of these three separate situations occurring is 5/216, so because these three situations are the only ways you can get two sixes with three dice, these are the only ones we have to count. So probability becomes 15/216 or roughly 6.94%.
But this still does not cover what we need because we will still get an irresistible force/miscast if we throw three sixes so we have to add in that probability (1/216) for a total of 16/216 which is roughly 7.41%.
It becomes even more complicated with four dice as you have to account for rolling two, three or four sixes. Using what is called a cumulative density function (CDF) on a calculator I came up with the following table of values for the percent chance of an irresistible force/miscast depending on how many dice you throw.
Miscast CDF | |
Dice Used | Percent |
1 | 0.00% |
2 | 2.78% |
3 | 7.41% |
4 | 13.19% |
5 | 19.62% |
6 | 26.32% |
Wednesday, July 14, 2010
Review: Blood Money
C.L. Werner is fast becoming my favorite Warhammer Fantasy authors. Blood Money is the first book of the Brunner the Bounty Hunter Omnibus. It tells the story, oddly enough, of Brunner the Bounty Hunter.
Talk about the quintessential anti-hero. This guy is a total D-bag, but I couldn't help but love him. This book is a series of short stories that tell of Brunner's adventures in Bretonnia and the Border Princes, penned by a writer from the Empire.
I like the use of the short stories with Brunner as they give us many views of how he plies his trade and all the different ways he can be a bastard.
I think that what I like the most about Brunner is that he doesn't appear super-natural like many of the fantasy heroes such as Gotrek, and he doesn't rely on magic. What he does is use his mind as a weapon along with his very prodigious fighting skills.
I am very much looking forward to continuing to the next story Blood and Steal.
I give this book four collected bounties out of five.
Talk about the quintessential anti-hero. This guy is a total D-bag, but I couldn't help but love him. This book is a series of short stories that tell of Brunner's adventures in Bretonnia and the Border Princes, penned by a writer from the Empire.
I like the use of the short stories with Brunner as they give us many views of how he plies his trade and all the different ways he can be a bastard.
I think that what I like the most about Brunner is that he doesn't appear super-natural like many of the fantasy heroes such as Gotrek, and he doesn't rely on magic. What he does is use his mind as a weapon along with his very prodigious fighting skills.
I am very much looking forward to continuing to the next story Blood and Steal.
I give this book four collected bounties out of five.
Tuesday, July 6, 2010
Mathhammer: Gets Hot! Part 1
So as the resident math nerd, I figure I'd do a semi-regular article on the probability behind some of the things we see in 40k and WHFB.
This time I'm going to look at weapons that "Gets Hot!" So what I looked at was the chance of surviving firing one of these weapons. So for a "Gets Hot!" if you roll a 1 on the to hit roll, the weapon has overloaded and the firing model suffers a wound.
So in essence, we're looking at what is the probability of rolling a 1 on a d6, which is 1 out of 6, and then finding out the probability of passing the armor save.
What I've done is figured this out for the number of shots fired, and then the different armor saves possible. What I came up with is this:
Armor Save | ||||||
2+ | 3+ | 4+ | 5+ | 6+ | ||
Shots Fired | 1 | 97.2% | 94.4% | 91.7% | 88.9% | 86.1% |
2 | 94.5% | 89.2% | 84.0% | 79.0% | 74.2% | |
3 | 91.9% | 84.2% | 77.0% | 70.2% | 63.9% | |
4 | 89.3% | 79.6% | 70.6% | 62.4% | 55.0% | |
5 | 86.9% | 75.1% | 64.7% | 55.5% | 47.3% | |
6 | 84.4% | 71.0% | 59.3% | 49.3% | 40.8% | |
7 | 82.1% | 67.0% | 54.4% | 43.8% | 35.1% | |
8 | 79.8% | 63.3% | 49.9% | 39.0% | 30.2% | |
9 | 77.6% | 59.8% | 45.7% | 34.6% | 26.0% | |
10 | 75.4% | 56.5% | 41.9% | 30.8% | 22.4% | |
11 | 73.4% | 53.3% | 38.4% | 27.4% | 19.3% | |
12 | 71.3% | 50.4% | 35.2% | 24.3% | 16.6% | |
13 | 69.3% | 47.6% | 32.3% | 21.6% | 14.3% | |
14 | 67.4% | 44.9% | 29.6% | 19.2% | 12.3% |
So there you go, a model with a 2+ armor save has about a 67% chance of shooting 14 shots without suffering a wound, and a model with a 6+ armor save has about an 86.1% of surviving shooting once.
Now this of course really only applies to models with one wound. If you have multiple wounds you obviously have a higher probability of surviving. I'll be looking at that in Part 2.
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