Post by WestRider on Jul 8, 2012 3:23:06 GMT
Almost all of the discussion of Charge Distances that I've seen has been talking about Average Charge Distances under various circumstances. While it has it's uses, I don't think the Average is the best tool for actually thinking about how this affects the decisions we make on the Tabletop.
After all, we can pre-measure now, so mightn't it be more useful to think in terms of the odds of a given Assault succeeding or failing?
First, the chances of succeeding at a given Charge Range with no other factors, the usual bell curve:
2" - 100%
3" - 97%
4" - 91%
5" - 83%
6" - 72%
7" - 58%
8" - 41%
9" - 27%
10" - 16%
11" - 8.3%
12" - 2.7%
I've rounded down in every case to encourage conservative estimation, rather than going for long shots.
Tending fairly strongly toward conservativism in this sort of thing, I wouldn't consider anything longer than a 5" Charge to really be reliable if you have no Re-Rolls on open ground. Anything over 7" is gambling, pure & simple.
Now, with a re-roll on both dice, the other simple form:
2" - Still 100%
3" - 99.9%
4" - 99.3%
5" - 97%
6" - 92%
7" - 82%
8" - 65%
9" - 47%
10" - 30%
11" - 15%
12" - 5.4%
Again, rounding everything down. Obviously, plenty of improvement all around, but not that much increase in what's really reliable. 7" is about the limit on the truly reliable Charges, and it goes downhill very fast indeed after that.
Partial Re-Rolls for Fleet and the effects of Difficult Terrain are too much work for me to do by hand. If someone can work them out in Excel or something, that would be awesome. I'm fairly certain that the option for partial Re-Rolls gives a bit more of a boost over a straight Re-Roll, but I doubt it adds more than an extra inch reliably. I'm not familiar enough with the "3d6, drop the highest" distribution to make any more than the most general prediction: It makes it worse.
Note also that you're usually going to want to factor an extra inch or two into your estimate of the total distance to take casualties from Overwatch into account. More if you're charging into something like a Guard Blob.
Finally, a note for those who claim that the possibility of 12" Assaults makes up for the possibility of failing 3" Assaults in clear ground: Because anything over 5-9" (depending on the circumstances) is a total gamble, and you have to take Overwatch Fire just for declaring the Assault, it's going to be much rarer that people even attempt Assaults outside of our previous Range. So the average range of successful Assaults is going to come down substantially.
For some Units, it got very noticeably worse: across clear ground, Raveners had a guaranteed 19" Threat Range before, while now they've got almost a 1/5 chance of failing what used to be a sure thing. They had a 1/6 chance of a 24" total distance, while now it's barely more than 1/20. And, again, that's not taking into account the odds of losing at least one Model off the front from Overwatch.
UPDATED:
Difficult Terrain:
Had a couple slightly different sets of numbers here. From Carnogaunt on The Tyranid Hive:
2" : 216/216 = 100%
3" : 200/216 = 92%
4" : 173/216 = 80%
5" : 138/216 = 63%
6" : 103/216 = 47%
7" : 69/216 = 31%
8" : 42/216 = 19%
9" : 22/216 = 10%
10" : 10/216 = 4.6%
11" : 4/216 = 1.8%
12" : 1/216 = 0.46%
And from Tarrasq on the 3++ Forum:
2 = 100%
3 = 93.5%
4 = 80.0%
5 = 64.3%
6 = 47.6%
7 = 31.9%
8 = 19.4%
9 = 10.6%
10 = 5.0%
11 = 1.8%
12 = 0.46%
The differences on a couple look greater than rounding error, but not enough to change the overall conclusion: Going for more than a 4" Charge through Cover is just Gambling.
Carnogaunt also supplied numbers for Difficult Terrain and straight re-rolls, for Jump Infantry and such:
2" : 100%
3" : 99%
4" : 96%
5" : 86%
6" : 72%
7" : 53%
8" : 35%
9" : 19%
10" : 9.0%
11" : 3.6%
12" : 0.92%
Better than a plain charge in open ground up until 6", then it crosses over and gets worse. 5" is still the longest truly reliable Charge here.
Fleet: Things start varying a bit more as people use different algorithms to decide what to re-roll when.
Tarrasq:
3 = reroll both 99.9%
4 = reroll both 99.3%
5 = reroll both 97.0%
6 = reroll both unless you get a four 92.9%
7 = reroll both unless you get a four or five 84.9%
8 = reroll both unless you get a four or better 71.0%
9 = reroll both unless you get a four or better 56.9%
10 = reroll both unless you get a four or better 39.8%
11 = reroll both unless you get a five or better 23.6%
12 = reroll both unless you get a six 9.3%
Maeloke on TTH used some approximations and came up with some slightly more conservative numbers, but still in the same ballpark:
2": 100%
3": 99.3%
4": 97.9%
5": 95.8%
6": 90.2%
7": 81.2%
8": 68.7%
9": 54.1%
10": 37.4%
11": 18.6%
12": 6.1%
Either way, Fleet takes you up to a pretty reliable 7" Charge.
Only Tarrasq rose to take on the Big Bad:
Fleet through Difficult Terrain:
2 = 100%
3 = 99.7%
4 = 98.2%
5 = 93.4%
6 = 77.6%
7 = 64.6%
8 = 49.7%
9 = 35.4%
10 = 20.7%
11 = 8.9%
12 = 2.6%
Very impressive numbers, really. Almost entirely better than a regular Charge across open ground. Not quite good enough for a reliable 6" Charge, but a rock solid 5" threat range.
Entirely separately, Purple Reign cranked a bunch of these numbers and made some Graphs and Charts that I found rather helpful getting it into my head:
- Basic Charges & Fleet
- More Fleet and Difficult Terrain Comparisons
Thanks to everyone who's pitched in on the discussion on 3++, Ordo Fanaticus, The Tyranid Hive, and The Imperial Guard Message Board. And sorry it took me so long to get it all collected together, I haven't been particularly with it the past few weeks.
After all, we can pre-measure now, so mightn't it be more useful to think in terms of the odds of a given Assault succeeding or failing?
First, the chances of succeeding at a given Charge Range with no other factors, the usual bell curve:
2" - 100%
3" - 97%
4" - 91%
5" - 83%
6" - 72%
7" - 58%
8" - 41%
9" - 27%
10" - 16%
11" - 8.3%
12" - 2.7%
I've rounded down in every case to encourage conservative estimation, rather than going for long shots.
Tending fairly strongly toward conservativism in this sort of thing, I wouldn't consider anything longer than a 5" Charge to really be reliable if you have no Re-Rolls on open ground. Anything over 7" is gambling, pure & simple.
Now, with a re-roll on both dice, the other simple form:
2" - Still 100%
3" - 99.9%
4" - 99.3%
5" - 97%
6" - 92%
7" - 82%
8" - 65%
9" - 47%
10" - 30%
11" - 15%
12" - 5.4%
Again, rounding everything down. Obviously, plenty of improvement all around, but not that much increase in what's really reliable. 7" is about the limit on the truly reliable Charges, and it goes downhill very fast indeed after that.
Partial Re-Rolls for Fleet and the effects of Difficult Terrain are too much work for me to do by hand. If someone can work them out in Excel or something, that would be awesome. I'm fairly certain that the option for partial Re-Rolls gives a bit more of a boost over a straight Re-Roll, but I doubt it adds more than an extra inch reliably. I'm not familiar enough with the "3d6, drop the highest" distribution to make any more than the most general prediction: It makes it worse.
Note also that you're usually going to want to factor an extra inch or two into your estimate of the total distance to take casualties from Overwatch into account. More if you're charging into something like a Guard Blob.
Finally, a note for those who claim that the possibility of 12" Assaults makes up for the possibility of failing 3" Assaults in clear ground: Because anything over 5-9" (depending on the circumstances) is a total gamble, and you have to take Overwatch Fire just for declaring the Assault, it's going to be much rarer that people even attempt Assaults outside of our previous Range. So the average range of successful Assaults is going to come down substantially.
For some Units, it got very noticeably worse: across clear ground, Raveners had a guaranteed 19" Threat Range before, while now they've got almost a 1/5 chance of failing what used to be a sure thing. They had a 1/6 chance of a 24" total distance, while now it's barely more than 1/20. And, again, that's not taking into account the odds of losing at least one Model off the front from Overwatch.
UPDATED:
Difficult Terrain:
Had a couple slightly different sets of numbers here. From Carnogaunt on The Tyranid Hive:
2" : 216/216 = 100%
3" : 200/216 = 92%
4" : 173/216 = 80%
5" : 138/216 = 63%
6" : 103/216 = 47%
7" : 69/216 = 31%
8" : 42/216 = 19%
9" : 22/216 = 10%
10" : 10/216 = 4.6%
11" : 4/216 = 1.8%
12" : 1/216 = 0.46%
And from Tarrasq on the 3++ Forum:
2 = 100%
3 = 93.5%
4 = 80.0%
5 = 64.3%
6 = 47.6%
7 = 31.9%
8 = 19.4%
9 = 10.6%
10 = 5.0%
11 = 1.8%
12 = 0.46%
The differences on a couple look greater than rounding error, but not enough to change the overall conclusion: Going for more than a 4" Charge through Cover is just Gambling.
Carnogaunt also supplied numbers for Difficult Terrain and straight re-rolls, for Jump Infantry and such:
2" : 100%
3" : 99%
4" : 96%
5" : 86%
6" : 72%
7" : 53%
8" : 35%
9" : 19%
10" : 9.0%
11" : 3.6%
12" : 0.92%
Better than a plain charge in open ground up until 6", then it crosses over and gets worse. 5" is still the longest truly reliable Charge here.
Fleet: Things start varying a bit more as people use different algorithms to decide what to re-roll when.
Tarrasq:
3 = reroll both 99.9%
4 = reroll both 99.3%
5 = reroll both 97.0%
6 = reroll both unless you get a four 92.9%
7 = reroll both unless you get a four or five 84.9%
8 = reroll both unless you get a four or better 71.0%
9 = reroll both unless you get a four or better 56.9%
10 = reroll both unless you get a four or better 39.8%
11 = reroll both unless you get a five or better 23.6%
12 = reroll both unless you get a six 9.3%
Maeloke on TTH used some approximations and came up with some slightly more conservative numbers, but still in the same ballpark:
2": 100%
3": 99.3%
4": 97.9%
5": 95.8%
6": 90.2%
7": 81.2%
8": 68.7%
9": 54.1%
10": 37.4%
11": 18.6%
12": 6.1%
Either way, Fleet takes you up to a pretty reliable 7" Charge.
Only Tarrasq rose to take on the Big Bad:
Fleet through Difficult Terrain:
2 = 100%
3 = 99.7%
4 = 98.2%
5 = 93.4%
6 = 77.6%
7 = 64.6%
8 = 49.7%
9 = 35.4%
10 = 20.7%
11 = 8.9%
12 = 2.6%
Very impressive numbers, really. Almost entirely better than a regular Charge across open ground. Not quite good enough for a reliable 6" Charge, but a rock solid 5" threat range.
Entirely separately, Purple Reign cranked a bunch of these numbers and made some Graphs and Charts that I found rather helpful getting it into my head:
- Basic Charges & Fleet
- More Fleet and Difficult Terrain Comparisons
Thanks to everyone who's pitched in on the discussion on 3++, Ordo Fanaticus, The Tyranid Hive, and The Imperial Guard Message Board. And sorry it took me so long to get it all collected together, I haven't been particularly with it the past few weeks.