This article isn’t really one at all, it’s more of a
follow-up to the last one. In that article I talked a lot about Cave
Drakes, and how shockingly good they are at taking on heroes, especially S4
ones like Elrond. It generated lots of great discussion, some of which prompted
me to get my spreadsheet back out again and do some more maths. I’ve included
the conclusions from that maths in response to the relevant comments, but I
thought they were worthwhile compiling here for anyone else who was interested.
The first was in response to a question from U/ExaltedSlothKing as to when one might
use the Gaping Maw Brutal Power Attack. It’s an exceptionally niche rule, and
its sphere of application is even smaller than it first appears.
It is theoretically sometimes worthwhile when facing W3
models with no Fate on a turn that you don't charge. Specifically, it gives you
a ~67% chance to kill them, whereas Rending normally would only give you a ~59%
chance of doing so. That doesn't take into account Might being used on to-Wound
rolls, which would give the Rending option an ~87% chance of securing the kill,
but it does show that if you have to kill a W3 F0 model this turn AND merely
Wounding them won't give you any benefit AND you don't have any Might left,
Gaping Maw is an improvement. That's basically only going to happen if you
desperately need to kill an enemy hero on the very last turn of the game and
they've got no Fate left. Even a single Fate or Might point is enough to make
Rend better than Gaping Maw, as will be the case when scoring a Wound but not
killing them is an advantage (literally almost every possible circumstance
except the one I just listed).
The Stat Trek Binomial Probability Calculator is really useful for this sort of maths, btw
I think that its only genuine benefit is psychological
rather than real. If you've got a model that can insta-kill enemies running
around, then your opponent is more likely to let Wounds through on their heroes
and save their Fate to try and prevent this. That could let you sneak a Wound
onto an enemy leader if they don't think it through carefully or don't do the
maths to realise that you're never going to use Gaping Maw anyway. That's
basically the only use I can think of for it, although there may be other edge
cases where it would be relevant.
The second interesting bit of maths was suggested by
Tiberius from TMAT, questioning whether Elrond would be better off spending his
Might on duel or to-Wound rolls instead of Heroic Strikes. As it turns out, the
answer is a little complicated.
The benefits of spending Might on to-Wound rolls are fairly
easy to calculate, because it will basically let Elrond double his damage
output. That would definitely be an edge over Striking in terms of Wounds
dealt, letting him kill the Drake in around 10 or so turns instead of 17.
However, it would also mean that the Drake would eat him slightly sooner, and
he almost certainly would still lose overall.
Spending Might on duel rolls is a lot trickier. I assume that you'd only spend
it on turns where you lost combat by one, as using it when you both rolled the
same number would only boost up a 2/3 chance of winning the roll-off anyway.
When Elrond does roll just beneath the Drake he'd end up with a 2/3 chance of
winning the roll-off, which would be a swing from taking heaps of S7 hits to
dealing out a few S4 hits back. That seems like it'd be a pretty big deal, I
think.
The difficulty is that the odds of the Drake's highest dice being exactly 1
higher than Elrond's is about a 19% chance, and only in 2/3 of those will
Elrond actually win the roll-off. That means that using this would increase his
odds of winning the fight by a little under 13% and decrease the Drake's odds
by the same amount. Factoring that into my calculations was a bit tricky,
because the macros involved didn't really want to play nice with me tinkering.
It wouldn't have been too hard if I didn't have to calculate it all 3 different
ways for when Elrond was charging on horseback, when he was charging on foot
(for when he gets dismounted by the Drake), and when the Drake is charging.
It's also inevitably inexact, because it's impossible to predict exactly when
the Drake will dismount Elrond.
Lots of time playing with this spreadsheet (Jeremy Hunthor)
But after making some very generous assumptions in Elrond's favour on this
point (giving him a full three cavalry charges before being dismounted), it
turns out that after 6 turns of combat he will have done a little over 3 Wounds
to the Drake, and it will have averaged a whopping 7.4 back to him. So, he's slightly less outclassed than before, but not by much.
The one upside here is that he probably only had to spend Might modifying duel
rolls once in those six turns, so he probably had two Might left to burn on to-Wound
rolls. If he spent them to turn two 5's into 6's, that would take his average
up to just over 5 Wounds dealt, which is tantalisingly close! So if he manages
to roll just a bit more above average AND gets to charge first AND manages to
win the fight the first two times he's charged back then he can possibly take
on the Drake and win (if it fails its Fate roll).
The first insight I took from that somewhat gruelling bit of maths is that Tiberius’
instinct was right; Elrond should definitely spend his Might on duel and
to-Wound rolls. It seems to make the matchup a lot less one-sided than when he
Strikes, and a character like Bolg or Elendil might well be able to translate
that strategy into an actually positive matchup. The second insight was that
Elrond is still definitely in a bad position here. The assumptions I made in
his favour were very generous, and he was still realistically 1.5 Wound away
from victory. And I didn't even take into account the Drake spending its own
Might! So if you've got a S4 hero with no bonuses to Wound and your opponent
has a Cave Drake, you're probably best off running the other way.
Hope you enjoyed those little snippets of maths. The Cave
Drake seems to be an extremely efficient little monster, but Gaping Maw is
actually even worse than I had assumed it to be. I think you could get away
with forgetting it ever existed, although your best option is to talk it up to
your opponent as much as possible. Oh, and to hope they haven’t read this
article.
Until next week, may your Drake always get the charge!
Great write-up - and thanks for going through that. I've worked out a less difficult way of computing how likely someone is to win a dueling roll - makes me want to write it up and post it now that I know it might get used. :)
ReplyDeleteI'd definitely be interested! I've been using a few different spreadsheets I've found, but none have scope to include Might points being spent, and I haven't taken the time to modify one enough to incorporate it. I'd love to see what you've got!
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