Yes, which I'm excited about. It makes the Officers a lot more relevant.*CRAZYHORSE* wrote:-Does this apply to a squads skill being boosted to 1D8 by an officer?
I hadn't intended to change MOMs, but I'll give it some thought. A lot of MOMs don't have a Skill rating attached (like a rolling boulder for example), so there'd have to be some kind of balance between a unit's MOM and an inanimate object's.*CRAZYHORSE* wrote:-Do MOMs stay D6's?
I haven't done the math yet, but in a charge attack the damage will be sufficient almost every time, so the success or failure of the skill roll will be the determining factor almost entirely.*CRAZYHORSE* wrote:-What do the probabilities look like in a charge attack?
I was surprised also, but regular minifigs are what they're designed for. If these charts were measuring kill rates against Shielded enemies or vehicles, I think we'd see that other weapon types are more effective.*CRAZYHORSE* wrote:Also I didn't know two hand weapons had such a high weapon kill rate. I'm kind of surprised but I guess it still has it's disadvantages such as not being able to charge with them.
The real tradeoff is that if you have two hand weapons, you can't carry a pistol or a shield, for whatever that's worth.
Me too, but setting up the calculations takes a while. For this simple stuff I'm doing it in excel spreadsheets, but for anything more complicated it'll probably faster just to hack together some ugly brute force nested loops and have them crawl through all possible dice roll combinations.*CRAZYHORSE* wrote:Could we some more of these probability charts as I'm loving the insight they give on the actual game mechanics. Maybe we could see how the kill rate would change against an enemy trying to block with a shield or something.
Just for trivia's sake, what I've been doing up until now is just generating hash tables like http://www.roll3d6.com/archives/dice-odds.asp (but with more digits of precision) and running comparisons across them - 2d6 rolls X number this percent of the time, 2d10 beats X number this other percent of the time, multiply percentages, sum across the composite percentage results for all possible Xes.





