Weaponskill can save the kill, but a charger lacks for want of attacks...
Ok, I'm postponing dealing with those combat skill strategies. Again. But only for a short while I promise.
Instead, I'm going to post a short (ha!) discussion on the relative effectiveness of Weaponskill and Attack advances.
I did actually address this in one of the first posts in this thread. My argument was as follows: roll one attack dice and your outcome follows a uniform distribution and is therefore very uncertain, but if rolling two dice you get an improvement in score about equivalent to +1WS, but because your outcome is no longer uniformly distributed your uncertainty decreases hugely.
So increasing your attacks from A1 to A2, in any way you can, is the first thing you should consider to improve combat effectiveness.
That is, broadly, true. It's also a massive lie. Ok, not a lie, but definitely misleading. It's actually true for one fighter's actual combat score.
But... if two opposing fighters roll one attack dice, although their individual outcomes are uniformly distributed and highly uncertain, the difference between them is not uniformly distributed at all! So while rolling one attack dice is certainly not as good as rolling two, it's not as bad as you might think.
But @enyoss, you might wail, why lie? Well, it was a convenient way of conveying what is, broadly, the right message. And, broadly, it conveys it in a kind of true and easy to understand way. Plus, I didn't have a load of handy plots to point to, which has now been remedied. So I'm now going to go beyond 'broadly', and explain a bit more.
I'm mainly dropping this post in now as I've seen a few comments in discussions here recently about how WS tends to put all other combat advances, e.g. Attacks, to shame. You might say that increasing your WS by +1 is always better than increasing Attacks by +1. But, as it turns out, that's not entirely true, at least for that primary A1 to A2 upgrade (it is almost always true for A3 and up though...).
Why not? Because, as it turns out, the effectiveness of WS and Attack advances is dependent on the baseline difference in WS between two fighters. And here is the most important bit: their effectiveness is dependent on the baseline difference in WS between two fighters, once it has been adjusted for other bonuses. The kicker here is that most common bonus of all: the charge.
Before going further, I'll point out that the findings are summarized at the end in some Rules of Thumb, for those who don't want to trudge through the detail (shame on you).
Anyway, I'm going to consider three experiments (Cases 1-3). For each case, we consider two fighters. Both fighters roll one attack dice and have equal WS, apart from the following exceptions:
A) Fighter1 has +1WS relative to Fighter2
B) Fighter1 has 2A
Each case then modifies things a bit more:
CASE 1: Fighter1 has an additional disadvantage of -1 to his combat score
CASE 2: Baseline. No further adjustments.
CASE 3: Fighter1 has an additional advantage of +1 to his combat score
For example, let's say both Fighters have WS3.
CASE 3 here might represent a Fighter1 having just charged his opponent, so he gets an extra +1 to his combat score.
CASE 3A would look at what happens if Fighter1 actually had WS4 instead of WS3 (as well as the charging bonus).
CASE 3B would look at what happens if Fighter1 has A2 instead of A1 (i.e. he rolls two attack dice).
Here's where those universal plots I put up in my second to last update come into play. Those, as it turns out, can tell us every outcome of these combats, and are used to get the numbers below.
I'm going to talk in terms of probability that Fighter1 wins combat, P(win), and probability that Fighter1 wins or draws combat P(win/draw). In this instance, I'm considering a draw to be any combat where the fighters are tied in their combat scores... let's worry about initiative later. I'll also show the equivalent numbers when Fighter2 bumps his attacks up to A2 (given in brackets), and give the baseline probabilities when both fighters are identical both having A1 or A2:
CASE 1A: P(win/draw) = 58% (45%), P(win) = 42% (31%)
CASE 1B: P(win/draw) = 55% (41%), P(win) = 40% (26%)
CASE 2A: P(win/draw) = 69% (60%), P(win) = 58% (45%)
CASE 2B: P(win/draw) = 69% (59%), P(win) = 55% (41%)
CASE 3A: P(win/draw) = 81% (73%), P(win) = 69% (60%)
CASE 3B: P(win/draw) = 82% (74%), P(win) = 69% (59%)
BASELINE_A1: P(win/draw) = 58%, P(win) = 42%
BASELINE_A2: P(win/draw) = 59%, P(win) = 41%
There's quite a lot to digest there, so I'll summarize:
).
The thing is, an awful lot of fighters in Necromunda bumble around with WS3 and I3. So, in many instances, WS modifiers, as I've called them, boil down to one thing - charging bonuses. We can therefore modify the above to give us some rough rules of thumb.
Rules of Thumb:
The caveat in (2) is thus: although I kind of lied before, increasing your attack dice from one to two does have a beneficial impact. It's better than rolling just one attack dice as it not only makes you more likely to win the combat, but it skews the probabilities of the outcomes such that they become more bunched up into the wins. To see the difference between CASE 2A and CASE 2B, imagine shifting the black curve in the following figure one point to the right (CASE 2A), and then compare with the red curve (CASE 2B).
Although they curves would be quite similar in terms of their mean, the red curve is more asymmetrical and slightly squashes down the losing probabilities and fattens up the winning probabilities. It's definitely a close run thing, but if all else is equal, this gives the A1 to A2 advance the edge here. So in (2), if you have I4+ you could go either way, but I would say A1-A2 is perhaps slightly better.
How does this work in a real game?
It means that your shooting type ganger, who is probably going to get charged more than they charge themselves, wants defensive WS advances rather than having A2 (just as well, because often they can't get the extra attack from wielding two weapons).
On the flip side, combat type gangers, who are probably going be charging quite a bit, want to make sure they get that A2 rather than +1WS (again, just as well, because they often get exactly this from wielding two weapons... and if you're not doing that, I hope you see why you should be).
What else? It also means that once your fighter has WS4, if you're charging into combat a lot and still rolling just one attack dice you should probably stop punching the air when you get a further +1WS advance – cross your fingers for Attacks next time, or arm yourself to compensate!
The bottom line: rolling two attack dice is still my most favoured advance, and once you start getting other WS advances it becomes even more important. It is definitely still the case that WS trumps rolling three or more attack dice though, and it is still a great advance for any H2H fighter.
Ok. enough of that. Next time it's definitely doing to be strategies for those combat skills
.
Ok, I'm postponing dealing with those combat skill strategies. Again. But only for a short while I promise.
Instead, I'm going to post a short (ha!) discussion on the relative effectiveness of Weaponskill and Attack advances.
I did actually address this in one of the first posts in this thread. My argument was as follows: roll one attack dice and your outcome follows a uniform distribution and is therefore very uncertain, but if rolling two dice you get an improvement in score about equivalent to +1WS, but because your outcome is no longer uniformly distributed your uncertainty decreases hugely.
So increasing your attacks from A1 to A2, in any way you can, is the first thing you should consider to improve combat effectiveness.
That is, broadly, true. It's also a massive lie. Ok, not a lie, but definitely misleading. It's actually true for one fighter's actual combat score.
But... if two opposing fighters roll one attack dice, although their individual outcomes are uniformly distributed and highly uncertain, the difference between them is not uniformly distributed at all! So while rolling one attack dice is certainly not as good as rolling two, it's not as bad as you might think.
But @enyoss, you might wail, why lie? Well, it was a convenient way of conveying what is, broadly, the right message. And, broadly, it conveys it in a kind of true and easy to understand way. Plus, I didn't have a load of handy plots to point to, which has now been remedied. So I'm now going to go beyond 'broadly', and explain a bit more.
I'm mainly dropping this post in now as I've seen a few comments in discussions here recently about how WS tends to put all other combat advances, e.g. Attacks, to shame. You might say that increasing your WS by +1 is always better than increasing Attacks by +1. But, as it turns out, that's not entirely true, at least for that primary A1 to A2 upgrade (it is almost always true for A3 and up though...).
Why not? Because, as it turns out, the effectiveness of WS and Attack advances is dependent on the baseline difference in WS between two fighters. And here is the most important bit: their effectiveness is dependent on the baseline difference in WS between two fighters, once it has been adjusted for other bonuses. The kicker here is that most common bonus of all: the charge.
Before going further, I'll point out that the findings are summarized at the end in some Rules of Thumb, for those who don't want to trudge through the detail (shame on you).
Anyway, I'm going to consider three experiments (Cases 1-3). For each case, we consider two fighters. Both fighters roll one attack dice and have equal WS, apart from the following exceptions:
A) Fighter1 has +1WS relative to Fighter2
B) Fighter1 has 2A
Each case then modifies things a bit more:
CASE 1: Fighter1 has an additional disadvantage of -1 to his combat score
CASE 2: Baseline. No further adjustments.
CASE 3: Fighter1 has an additional advantage of +1 to his combat score
For example, let's say both Fighters have WS3.
CASE 3 here might represent a Fighter1 having just charged his opponent, so he gets an extra +1 to his combat score.
CASE 3A would look at what happens if Fighter1 actually had WS4 instead of WS3 (as well as the charging bonus).
CASE 3B would look at what happens if Fighter1 has A2 instead of A1 (i.e. he rolls two attack dice).
Here's where those universal plots I put up in my second to last update come into play. Those, as it turns out, can tell us every outcome of these combats, and are used to get the numbers below.
I'm going to talk in terms of probability that Fighter1 wins combat, P(win), and probability that Fighter1 wins or draws combat P(win/draw). In this instance, I'm considering a draw to be any combat where the fighters are tied in their combat scores... let's worry about initiative later. I'll also show the equivalent numbers when Fighter2 bumps his attacks up to A2 (given in brackets), and give the baseline probabilities when both fighters are identical both having A1 or A2:
CASE 1A: P(win/draw) = 58% (45%), P(win) = 42% (31%)
CASE 1B: P(win/draw) = 55% (41%), P(win) = 40% (26%)
CASE 2A: P(win/draw) = 69% (60%), P(win) = 58% (45%)
CASE 2B: P(win/draw) = 69% (59%), P(win) = 55% (41%)
CASE 3A: P(win/draw) = 81% (73%), P(win) = 69% (60%)
CASE 3B: P(win/draw) = 82% (74%), P(win) = 69% (59%)
BASELINE_A1: P(win/draw) = 58%, P(win) = 42%
BASELINE_A2: P(win/draw) = 59%, P(win) = 41%
There's quite a lot to digest there, so I'll summarize:
- If you already have a WS modifier disadvantage from your opponent (CASE 1), adding an extra +1WS to your fighter is more effective than going from A1 to A2.
- If your two fighters are equally matched after all WS modifiers have been counted, +1WS is more effective than going from A1 to A2, but if you have high Initiative either advance is good.
- If you already have a WS modifier advantage over your opponent (CASE 3), going from A1 to A2 is more effective than adding an extra +1WS advantage.
The thing is, an awful lot of fighters in Necromunda bumble around with WS3 and I3. So, in many instances, WS modifiers, as I've called them, boil down to one thing - charging bonuses. We can therefore modify the above to give us some rough rules of thumb.
Rules of Thumb:
- If you have been charged by your opponent, or have low WS (<WS3), having an extra +1WS would be more valuable than going from A1 to A2.
- In ongoing combats having an extra +1WS is most valuable, but if you have I4+ then going from A1 to A2 is just as good or better (*see below...).
- If you have charged your opponent, or already have high WS (>WS3), going from A1 to A2 is more valuable than having an additional +1WS.
The caveat in (2) is thus: although I kind of lied before, increasing your attack dice from one to two does have a beneficial impact. It's better than rolling just one attack dice as it not only makes you more likely to win the combat, but it skews the probabilities of the outcomes such that they become more bunched up into the wins. To see the difference between CASE 2A and CASE 2B, imagine shifting the black curve in the following figure one point to the right (CASE 2A), and then compare with the red curve (CASE 2B).
Although they curves would be quite similar in terms of their mean, the red curve is more asymmetrical and slightly squashes down the losing probabilities and fattens up the winning probabilities. It's definitely a close run thing, but if all else is equal, this gives the A1 to A2 advance the edge here. So in (2), if you have I4+ you could go either way, but I would say A1-A2 is perhaps slightly better.
How does this work in a real game?
It means that your shooting type ganger, who is probably going to get charged more than they charge themselves, wants defensive WS advances rather than having A2 (just as well, because often they can't get the extra attack from wielding two weapons).
On the flip side, combat type gangers, who are probably going be charging quite a bit, want to make sure they get that A2 rather than +1WS (again, just as well, because they often get exactly this from wielding two weapons... and if you're not doing that, I hope you see why you should be).
What else? It also means that once your fighter has WS4, if you're charging into combat a lot and still rolling just one attack dice you should probably stop punching the air when you get a further +1WS advance – cross your fingers for Attacks next time, or arm yourself to compensate!
The bottom line: rolling two attack dice is still my most favoured advance, and once you start getting other WS advances it becomes even more important. It is definitely still the case that WS trumps rolling three or more attack dice though, and it is still a great advance for any H2H fighter.
Ok. enough of that. Next time it's definitely doing to be strategies for those combat skills
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