Extra Crispy | 09 Mar 2017 3:07 p.m. PST |
Okay so using a D10 you must roll your fire value or less to hit. So Fire value 1 = 10% chance to hit. If the target is in soft cover you must roll 2D10 and hit on both. So fire value 1 = 1% (0.10 * 0.10) chance to hit, fire value 5 = 25% (0.5 * 0.5) chance to hit. If in hard cover you roll 3d10 and must hit an all 3. So fire value 5 = 12.5% chance to hit (0.5 * 0.5 * 0.5) and fire value 9 = 72.9% chance to hit (0.9 * 0.9 * 0.9). |
advocate | 09 Mar 2017 3:25 p.m. PST |
Sounds right to me as far as the maths goes. |
Stryderg | 09 Mar 2017 3:26 p.m. PST |
According to my arcane Excel wizardry, yes, you've got them right. |
rmaker | 09 Mar 2017 5:11 p.m. PST |
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Extra Crispy | 09 Mar 2017 7:16 p.m. PST |
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Grimmnar | 09 Mar 2017 7:39 p.m. PST |
Holy you know what. I come to play my nerd games to have fun not to do nerd math. You sir made my head hurt. :-( Grimm |
CeruLucifus | 09 Mar 2017 9:42 p.m. PST |
Figure out the chance of missing. Each time you add a die, you deflate the hit chance by the chance of missing with the prior set of dice. The hit chance is always the miss chance subtracted from 100%. For FV5, 1 die: Miss(1) = 50% ; so Hit(1) = 100% – Miss(1) = 50%. 2 dice: Miss(2) = Miss(1) + Hit(1)xMiss(1) ----------------- = 50% + (50%x50%) = 50% + 25% = 75% so Hit(2) = 25% 3 dice: Miss(3) = Miss(1) + Hit(1)xMiss(2) ---------------------- = 50% + (50%x75%) = 50% + 37.5% = 87.5% so Hit(3) = 12.5%. Nerd games are more fun if you know the chance of your actions succeeding and failing. That way you can make intelligent risk assessments. Like real commanders are supposed to. |
advocate | 10 Mar 2017 12:22 a.m. PST |
The maths is correct, but odd at the extremes. Firepower 9 is 81 times better shooting at soft cover than Firepower 1. Much more extreme for hard cover. You might consider using a single 'cover' dice needing (say) 6 or less to hit soft cover, 3 or less if in hard cover. Then the firepower ratios stay the same when firing in the open or at cover. |
(Phil Dutre) | 10 Mar 2017 1:04 a.m. PST |
Yes, correct. BTW, I am running a series of articles (well, 2 so far), dealing with dice mathematics on my new blog: wargaming-mechanics.blogspot.be I am writing one about this specific topic: probabilities for scoring at least 1 hit, since that is an issue confounding to many people. |
CATenWolde | 10 Mar 2017 2:11 a.m. PST |
Yep. 1d10 (<=): FV1 = 10%, 5 = 50%, 9 = 90% 2d10 (both <=): FV1 = 1%, 5 = 25%, 9 = 81% 3d10 (both <=): FV1 = 0.1%, 5 = 12.5%, 9 = 72.9% Here's a link to a great dice probability tool, that has taken the headache out of my number crunching: link Cheers, Christopher |
Pertti | 10 Mar 2017 4:08 a.m. PST |
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pzivh43 | 10 Mar 2017 4:17 a.m. PST |
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Dwindling Gravitas | 10 Mar 2017 5:51 a.m. PST |
Nerds…. I was already sweating after "…using a D10" ,-) |
Marshal Mark | 10 Mar 2017 10:23 a.m. PST |
Correct maths but I agree it looks a bit strange. Firepower 1 shooting sat a target in soft cover is reduced to 10% of its normal effectiveness, whereas firepower 5 shooting at soft cover is only reduced to 50%. |
awalesII | 10 Mar 2017 3:19 p.m. PST |
"but odd at the extremes" agreed. Instead of repeatedly using the attacker skill add a defense die that is rolling against separate variable. Say soft cover has 50% blocks. Hard cover has 80% blocks. Attacker has to roll his number and NOT a block. Then it's easy to see the advantage of the different types of cover. |
Extra Crispy | 11 Mar 2017 7:34 a.m. PST |
Not my game I was just wondering if my maths were up to snuff… |