Unlucky number sevens...
We've all been there. The juve or ganger who just keeps getting 7's on the advance table.
You self-consciously laugh about deploying your meanest fighter when you place him on the table, to the politest of smiles from your opponent. But the joke is on you. He's a lemon, and everyone in the campaign knows it. While his fellow juves have flown the nest and grown into lethal brawlers and snipers, there he is, at the back, still on heavy meatshield duty as his experience clocks over to the 30s, 40s, 50s, as out of place in his role as a 17 year old at Legoland.
You live in perpetual fear of a successful leadership challenge, though you secretly court the uprising so your leader can put him out of his misery once and for all.
Such is the curse of the serial 7-roller.
At least, so I thought until recently. Then I started looking at these combat probabilities, and I'm starting to view the humble 7-roller in a different light.
As discussed in my last update, I think the importance of initiative in combat is undervalued by players. I don't want to speak for or about the community (but I'm going to do it anyway), but I think this is due to two factors:
a) Players just don't appreciate the potential impact it can have on combat.
b) I think players probably don't appreciate how common, or uncommon, initiative advances are. Even if you understand the impact of initiative on combat, it's hard to read much into that if you don't then know how common initiative advances are (e.g. I know that high initiative helps a lot in combat but I have a fighter with I4... what does that mean for me?).
For (a), I hope my last update started to redress that a bit. When I start talking about parrying strategies a bit more in a moment it will become even more clear (hint: parrying shifts a lot of a the probability from loses to draws for a fighter, which doesn't actually help you a lot if your opponent's initiative is higher than your own).
As for (b), well that's where I'm going now.
Without going into too much detail, here is my approach:
- Given my fighter has an advance, I know the probability that she will get an Initiative advance (it's the 1/6 chance of rolling a 7 on 2D6, followed by a 50:50 chance of getting Initiative over Ld, so a 1/12 chance overall). There is a caveat to this (see below) but it's a good approximation.
- But... that's just for one fighter, and assumes she has just the one advance. What if she has many advances?
- So... we have to model the probability that our fighter has 0-N advances. That is, how many fighters in our campaign have 0 advances, how many have 1, how many have 2 etc.
- But... for the same amount of experience gained, juves advance faster than gangers. What do we do about that then?
- But... gangs have a mix of gangers and juves, so how do we blend this all together?
So that's what I'm going to do here.
This differs from what I've done so far in this thread in one major way: this will be a model. So far, everything has been exact - it has been a pure combinatoric analysis of all possible outcomes in a combat (from 6^2 = 36 outcomes for two A1 fighters facing off, up to 6^8 = 1679616 outcomes for two A4 fighters). This time though, we need to make some assumptions. While there's no guarantee the results are 'correct', I've tried to quantify uncertainties to give conservative estimates, and will validate against real campaign data.
Anyway, the assumptions:
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Assumption 1. No advance leakage. This is the caveat I mentioned before. What does it mean? Well, advance leakage happens when you cap out one characteristic and any further advances to that characteristic 'leak' over into the other characterstic advance it is grouped with. In this case, if we have capped out our Ld we will be forced to increase Initiative instead. This means the probability of getting an Initiative advance isn't exactly 1/12, but when you do the full mathematics it comes out so close it doesn't really matter.
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Assumption 2. Distribution of advances. That is, how many fighers have 0 advances, how many have 1 etc.. I'm going to model this in 4 ways.
1) The first assumes a uniform distribution, so we have equal numbers of fighters with 1 advance, 2 advances etc.
2) The second assumes a modified normal distribution, so we have more fighters with a few advances compared to those with none or many.
3) The third assumes that we are in the early stages of a campaign and all fighters have one and only one advance.
4) The fourth assumes that we are in the late stages of a campaign and all fighters have reached 101 experience (i.e. 6 advances for fighter who started off as a ganger, and 10 for a juve). These last two assumptions will help quantify our uncertainty and give conservative estimates.
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Assumption 3. Distribution of gangers and juves. That is, in our campaign, how many fighters started out as gangers compared with how many started out as juves. For simplicity I'm going to assume 2 gangers to 1 juve, although the results don't change much if you go 3:1 or even 1:1.
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Assumption 4. No injuries, we're just interested in advances here. Any appeals to include partially deafened injuries will fall on deaf ears.
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Assumption 5. No heavies or leaders. I am only interested in your unwashed masses of gangers. Leaders have their own niche and skill benefits which set them apart, so we'll leave them out. As for heavies, my main motivation here is combat effectiveness, and we all know that chasing down that heavy into combat like a lion catching a tubby panicking gazelle is probably going to be worth it despite any feeble high initiative protests he might make.
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Assumption 6. We assume that fighters here don't have advances above 101 experience.
So, putting all that together, we get the following distribution of Initiative advances for fighters in a campaign.
What means what on the figure?
- The blue points show what percentage of the gangers in our campaign fall into the 0/+1/+2/+3 initiative advance groups.
- The green shows the same, but for juves. Note that juves are more likely to have more initiative advances than gangers at any point in a campaign.
- The red combines the two in a ratio 2G:1J, to get overall percentages for any generic fighter in a campaign, no matter what level they were hired at.
- For each of the above, the circles show numbers calculated when we assume fighters are equally likely to have any number of advances. The squares show numbers calculated when we assume fighters are more likely to have a few advances, and less likely to have lots or none.
- The grey area marks out the extreme ranges. "Early" gives numbers calculated when all fighters have just one advance. "Late" gives numbers calculated when all fighters in the campaign have reached 101 experience (but no higher! I told you it was a model). Roughly speaking, these mark out how high or low we could ever expect the number of fighters with 0/+1/+2/+3 initiative advances to go over the course of a campaign.
- The dashed line shows a mid-campaign rule of thumb which is fit to the data.
- The yellow triangles show actual data from two mature campaigns I'm currently playing in. There are a mix of gang ratings included, but gangs who have played only one game are excluded (they would unfairly bias the results towards zero advances). As I'm ignoring injuries, I just counted the number of initiative advances for a fighter even if they were partially deafened. In case anyone was interested, the campaigns have a total of 141 fighters which went into getting these numbers.
I was actually pretty impressed with myself (that happens a lot, mainly because I have to congratulate myself for performing everyday tasks most people can do without thinking, but this time I actually earned it) that the model predicts the real campaign data pretty well. Ok, it's mainly driven by that 1/12 probability I had no control over, but we couldn't get these results without making those assumptions as well.
Anyway, looking at the rule of thumb, roughly speaking 70% of our fighters will have no initiative advance at all, 25% will have +1I, 5% will have +2I, and an insignificant number will have +3I.
Put another way, seeing as everyone starts out with I3, this means that if my fighter has Initiative 4 he will probably win around 70% of his drawn combats, draw 25%, and only expect to lose around 5%.
In the very early stages of a campaign this would become 90/10/0/0, and in the late stages 55/35/10/0.
Still, one thing becomes clear. If you have I5 in a campaign, at any stage, you can be quite confident that you will win around 90%-95% of any drawn combats you encounter. Not bad, eh? And if you have I6 then relax in the knowledge that there are probably only a couple of other fighters out there who can challenge your supremacy.
On the other hand, if you have I2 you might as well take a massive weapon - parrying and getting more drawn outcomes probably isn't going to end too well for you anyway. Cling to that axe with both hands and hope for the best.
Anyway, I couldn't have predicted those results (I actually thought there would be far more I4 fighters in both the model and the campaigns I'm playing in), so I'm hoping at least some players will also find it useful.