By way of explanation...
Before I embark on the thread proper, I'm going to give a bit of introduction.
On Thursday a couple of weeks ago I was sitting at work, slack jawed, contemplating two important questions.
The first, which I was supposed to be thinking about, was how to model uncertainty in catastrophic earthquake risk in the Pacific Northwest. The second, and by far more important question, was how I was going to deal with being raided by Roid Rage in my Necromunda game that coming Sunday (my wife just told me that sounds weird, but I don't care).
My gang currently has the highest gang rating in that campaign, and almost everyone apart from me has a Ratskin Map. I'm not going to be picking scenarios any time soon.
The most likely scenario chosen against me would be an Ambush, with me defending. I took the stopper out of that genie bottle by racking up a big win with one back in the early days of the campaign, and since then it has been the lop-sided scenario of choice for all the underdogs.
But defending a Raid could still be on the cards. And a Raid does exactly what a hand-to-hand gang like mine fears most – it cripples your fighters in hand-to-hand.
Which got me thinking – once their weapon skill has been halved, as it is for sentries in a Raid, the difference between my best combat gangers and my worst is really only a point in weapon skill. The attacks characteristic on the other hand gets by unscathed.
I have a couple of gangers with WS5+ and A1, and I have a couple with WS3 and A2. When the sentry rules are in place this boils down to fighters with either WS3 and A1, or WS2 and A2.
In a Raid I dislike both situations almost equally, but which is better? There was only one way to find out.... FIGHT! No, actually, a much better way was to look at some simple stats
Which got me thinking again – what if I could come up with a few simple rules of thumb based on the underlying probabilities and statistics, which allowed me to rank characteristic and weapon combos like this in any situation. Wouldn't that be useful? And wouldn't it be more interesting than thinking about catastrophe risk uncertainty all the time (although, for the record, I really enjoy thinking about that as well).
So that's exactly what I'm going to look into in this thread (along with any other interesting Necromunda stats questions I come across on the way, e.g. how worried should I be about Ambushing my opponent and him/her getting the drop on me...).
First though, a couple of points.
Before I embark on the thread proper, I'm going to give a bit of introduction.
On Thursday a couple of weeks ago I was sitting at work, slack jawed, contemplating two important questions.
The first, which I was supposed to be thinking about, was how to model uncertainty in catastrophic earthquake risk in the Pacific Northwest. The second, and by far more important question, was how I was going to deal with being raided by Roid Rage in my Necromunda game that coming Sunday (my wife just told me that sounds weird, but I don't care).
My gang currently has the highest gang rating in that campaign, and almost everyone apart from me has a Ratskin Map. I'm not going to be picking scenarios any time soon.
The most likely scenario chosen against me would be an Ambush, with me defending. I took the stopper out of that genie bottle by racking up a big win with one back in the early days of the campaign, and since then it has been the lop-sided scenario of choice for all the underdogs.
But defending a Raid could still be on the cards. And a Raid does exactly what a hand-to-hand gang like mine fears most – it cripples your fighters in hand-to-hand.
Which got me thinking – once their weapon skill has been halved, as it is for sentries in a Raid, the difference between my best combat gangers and my worst is really only a point in weapon skill. The attacks characteristic on the other hand gets by unscathed.
I have a couple of gangers with WS5+ and A1, and I have a couple with WS3 and A2. When the sentry rules are in place this boils down to fighters with either WS3 and A1, or WS2 and A2.
In a Raid I dislike both situations almost equally, but which is better? There was only one way to find out.... FIGHT! No, actually, a much better way was to look at some simple stats
Which got me thinking again – what if I could come up with a few simple rules of thumb based on the underlying probabilities and statistics, which allowed me to rank characteristic and weapon combos like this in any situation. Wouldn't that be useful? And wouldn't it be more interesting than thinking about catastrophe risk uncertainty all the time (although, for the record, I really enjoy thinking about that as well).
So that's exactly what I'm going to look into in this thread (along with any other interesting Necromunda stats questions I come across on the way, e.g. how worried should I be about Ambushing my opponent and him/her getting the drop on me...).
First though, a couple of points.
- I'm not claiming any of this is new. I'm pretty sure it has been done a million times before, and probably in more depth. It might even be in a thread here already. It's not even hard to be honest. I'm pretty confident I've over-engineered a simple problem.
- One thing I started to notice is that I don't think any of the results here will change our accepted wisdom. I don't even want it to. It became clear to me that players' underlying intuition for what makes a combat a good or bad bet is quite close to what's given by the stats, which is pretty cool.
- This is for fun, not super-optimizing your gameplay. Even if it were useful for the latter, which I doubt, that's just not Necromunda.
- I might well get distracted before finishing. You know, life and all that. I already have quite a lot which is waiting to be posted, so progress in this thread will lag what I've done by quite a way.
- The usual disclaimer that my maths might be wrong. I'm also going to be light on the precise details, but feel free to ask.
- If you want the code and data used to do calculations just ask.
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