Heroic Strike Sucks: A Clickbait Title for an Article on When to Call Heroic Strikes

First a clickbait title, then a punny image, can this article get any worse? Turns out yes: there's heaps of maths

Heroic Strike is universally recognised as one of the best Heroic Actions, and for good reason. Having the higher Fight value is a huge factor in winning duels between heroes, and being able to Strike allows you to tilt those odds far in your favour. However, in performing calculations for my Top Slayers of Middle Earth ranking for Evil (it’s coming, I promise!), I realised that the circumstances in which one should call a Strike are actually much more limited than I had first assumed. In fact, it turns out that you need quite a lot of factors to line up before it makes sense to Strike.

Before we dive into what those factors are, I’d first like to outline my methodology. I used a spreadsheet that I’ve spent a number of months tinkering with that calculates Duel probabilities with different forms of Might expenditure. This allowed me to compare combats between different heroes using their Might in different ways, and to draw some conclusions about what produces the best outcomes. If you want to play around with it (and you should, it’s great fun and I put a ridiculous amount of time into creating it) then watch this space, it’ll be made available soon. As it turns out, the spreadsheet recommends not calling a Strike in a shocking number of circumstances.

A screenshot of some especially messy calculations from that spreadsheet

I’d also like to give a quick math alert here. I’ve tried to avoid too many numbers or too much jargon, but some of it is unavoidable. If probability makes you want to claw out your eyes, then feel free to skim down to the bottom, where I’ve got a handy list of situations when it makes sense to Strike.

The fundamental reason why Strike is often a bad idea is that it’s less efficient than boosting Duel rolls. This makes sense intuitively once you think about it. Every time you Strike, that Might point may or may not help you win the Duel roll. You might not roll the ‘6’, or they might not, or you might not boost your Fight value high enough to matter. In any of those circumstances, your Might has done nothing for you. On the other hand, every time you boost your Duel roll to win a fight, it’s an immediate and guaranteed win (excepting tied Fight value weirdness, which makes Strike less efficient as well). However, depending on the number of dice involved and some other factors, you’re unlikely to get a chance to spend your Might points to efficiently boost Duel rolls every single turn. If a fight goes on long enough then you’ll be able to spend all your Might boosting Duel rolls, making that a better option than Striking. But if it only lasts one turn, then it doesn’t matter what’s more efficient in the long run, it matters what most helps you win this fight, this turn. The key question here is how many turns the combat will last, and how many it needs to last for boosting Duel rolls to be better than Striking.

If this guy is involved, then you may as well Strike, because you won't survive a lost combat (Michael Hanns)

Another way of looking at this is seeing Strike as an extremely expensive use of Might. That might seem less intuitive than the last statement Strike usually only costs one Might point to use, just like any Heroic Action— but hear me out. If you call a Heroic Strike, you’re guaranteed to expend one Might point, assuming there’re no fancy special rules kicking around. If a duel goes on for three turns, you’re now generally out of Might. On the other hand, if you decided to hold onto that Might point to spend it on boosting your Duel or Wound rolls, chances are good that you might not need to use it on a given turn. To expend Might on boosting your Duel rolls, you need the following circumstances to exist: you need to not roll a 6 in the first place, and for your opponent to roll close enough to your highest number that boosting your roll by one or two will actually make a difference. That means that holding onto a Might point to boost your Duel rolls will actually only require spending it every few turns, on average. As it turns out, the extra reliability in beating or tying your opponent’s score is frequently worth more than having the higher Fight value, and costs you much less Might on a per-turn basis. Similarly, having an extra Might point to spend on Duel rolls can be thought of as a free +2 Strength that you might get to use over multiple turns if you don’t roll exactly one less than the required Wound roll, which can make a huge difference to expected damage outputs.

The key point from both of these arguments is that every hero in the game actually has access to viable alternatives to Heroic Strike, and every circumstance in which you might Strike requires careful consideration of whether holding onto that Might to boost Duel rolls is a more efficient use of it. Boosting Wound rolls can also be a really efficient use of Might, but I won’t cover it as much here. Just bear in mind that it’s also another good way to spend Might to boost your damage output that doesn’t rely on calling a Strike.

With that fundamental tension between calling a Strike and spending Might on Duel/Wound rolls covered, let’s look at when the scales tip in one direction or another.

    

'Just tell them to spend the Might points on boosting Duel rolls instead.' 'What?' 'I may have misunderstood my job.'

We’ll start with the obvious situations. If you’ve already got the higher Fight value and your opponent can’t Strike, then, uh, don’t call Strike. Chill, Gil-galad, we don’t need to see you hit F10. Similarly, if you’re so far beneath their Fight value that even a Strike is likely to see you outmatched, then don’t bother. Durburz is great and all, but he’s probably best with a Defence if he’s facing Gil-galad. On the other end of the spectrum, if both sides are rolling bucketloads of dice to win the fight then you’re both extremely likely to get the natural six, at which point higher Fight value will probably be decisive. If you’ve got Hurin and a dozen warriors trapping the Watcher in the Water, then yes, call a Strike, because otherwise you’re going to lose some models. In contrast, if you’ve only got a couple of dice each, then the odds of both of you rolling the same highest roll are actually pretty low, so your Strike is unlikely to do very much. In general, if you’re rolling less than three dice to win the duel, it’s unlikely to be a good call to Strike up.

This guy hates enemies that can Strike (Sideshow Weta)

The general rule that we can start to build from these examples is that the more likely both sides are to get a 6, the more useful the Strike. However, we can go more specific than that. Let’s take a fairly common situation: two A3 characters with similar statlines and the same Fight value charge into each other. Imagine, say, Éomer v Lurtz, or Thrain v Imrahil. Traditionally, this has been seen as the classic Strike-off situation, where both leaders would smash into each other, call Heroic Strikes, and whoever rolls higher likely wins the fight. However, by my maths, this is actually not a great use of Might for either side. In fact, in either of those duels, the hero who held onto their Might to boost Duel rolls is predicted to beat the one who calls a Strike! Delving into the maths, we can see why: a Striking hero is likely to win the Duel roll about twice as often as their equivalently-statted adversary who spends no Might. So the Striking hero will probably win 2 out of the first 3 turns of combat. However, they’d actually get slightly better results from just hanging onto the Might point to boost Duel rolls, winning a marginally higher percentage of Duel rolls against an adversary with no Might! More importantly, you get that same benefit (winning 2 out of every 3 fights on average) while only needing to spend a Might point every 6 or so turns of combat. That means that you can comfortably sustain the expenditure for almost 18 turns, while a Striking hero would be out by the third turn! The eventual outcome of the showdown is therefore that the Striking hero has a slight edge for the first three turns of combat, winning abut 53% of those Duel rolls. However, they have a massive disadvantage after that, losing about 65% of Duels and thus receiving about twice as much damage as they’re dishing out.

Lurtz died because he ran out of Might after burning it all on Heroic Strikes

From this, we get another, more specific principle: in combats between two A3 heroes with the same Fight value, don’t call Strikes unless the combat is likely to be finished within 3 turns. If it is going to continue past the 3-turn mark, then you’re better off spending your Might on boosting Duel rolls. If, on the other hand, it all comes down to those first few turns (say, you’re a fragile foot character being charged by a mounted combat monster and if you don’t win the fight this turn you’re dead meat), then Strike is the better option to lock in those first couple of wins. In fact, in those circumstances you may as well commit to Striking AND spending Might on Duel rolls to get up to an 83% chance of winning the fight and surviving, albeit only for a couple of turns. Otherwise, if your opponent Strikes up, just ride out the first few turns and grind them down once they’re out of Might. As an additional note, if the characters in question have more dice to win the Duel, whether from banner rerolls or supporting spearmen, the main effect on the maths is that the ‘tipping point’ (the number of turns the combat needs to last for Striking to be worse than boosting Duel rolls) increases a little. At 5 dice, for example, the tipping point is at turn 6 of the combat, at which point the character burning Might on Duel rolls should have inflicted marginally more Wounds than their Striking opponent. The other thing to remember is that a hero spending Might on Duel rolls can probably afford to spend it on Wound rolls as well while still outlasting their opponent, and at that point they’re inflicting around twice as many Wounds in the first few turns as well. So if you’ve got the same Fight value and no one has an Elven-made weapon, only Strike if you really, desperately need to.

Shockingly, Strike probably isn't the right call here. Who knew? (Warhammer Community)

So that covers when the two combatants have an equal Fight value. But what about when one is a little higher, or has an Elven-made weapon? Here, things shift in favour of the Strike. This is mainly because a hero with the higher Fight value, who is free to spend Might points on boosting their Duel rolls, is going to win the fight almost every time. In fact, if they’re willing to spend Might to boost 4’s into 6’s (which they should be able to sustain for around 13 turns of combat), they will win a whopping 89% of combats, which translates into vastly more Wounds inflicted. So as the hero with lower Fight value, you basically need to Strike in order to force them to do the same. If they match you with a Strike, then you get almost 50% chances of winning the fight for the first three turns, then you’re down to 35% after both sides are out of Might— vastly better than the 11% odds you had before. If they decline to Strike up, then you’re likely to win 57% of the first three Duels. After that you’re back down to 11%, but at least you get those first few combats to hopefully inflict some Wounds or dismount them. So if you’ve got the lower Fight value in a combat between two A3 heroes, Strike up unless they’re already out of Might. If you’ve got the higher Fight, then it again comes down to how long you think the fight will last, with Striking being better for the first few turns and boosting Duel rolls better for the longer term. If both sides have the same Fight value but one has an Elven-made weapon, that has a fairly similar effect on the probabilities, with the non-Elf wanting to Strike and the Elf tossing it up based on how long the combat will likely last. However, because the Elf doesn’t automatically win tied rolls, just 2/3 of them, there’s a stronger argument for boosting Duel rolls instead of Striking.

You may as well Strike against this guy because he definitely isn't losing the fight any other way

One final point: if you’ve got the lower Fight value but your opponent has no Might, you actually probably don’t want to Strike unless you have lots of friends along. In a combat between Éomer and a Mordor Troll, for example, you actually have fairly equivalent odds of winning Duel rolls if you’re burning Might on boosting rolls instead of Striking up, and you can do so for the whole combat instead of ~ 1/3 of it. The numbers get a lot closer if you’re only one Fight behind, but they still likely come out in favour of boosting Duel rolls unless you’ve got other friendlies in the fight with you.

All the scary numbers are gone, they can't hurt you anymore

If you skipped all of the scary maths stuff, start reading again here.

We end up with a few general principles, and a few more specific ones. Generally, if both sides roll lots of dice (5 or more), Striking is more useful. If the combat is likely to last many turns (4 or more, roughly), modifying Duel rolls is better. If you’ve got the same Fight value and no one has an Elven-made weapon, almost certainly don’t Strike. If you’re likely to lose tied Duel rolls, then probably do if they have any Might remaining.

I’ve compiled all of this into a handy cheat sheet below, of when to Strike and when not to do so. Feel free to print this out and take it along to your games, as it’s quite useful as a method of determining the most efficient use of Might. It’s ordered from top to bottom, from situations where it’s extremely clear cut to situations where it’s a bit hazy. In any case, don’t take it too seriously; there will be heaps of circumstances where burning Might on a Strike is absolutely worthwhile, because you just have to win the fight this turn. Use your instincts and understanding of the game state to take these numbers with a grain of salt, but just remember that the Strike is probably less necessary than you think it is.

When to call a Heroic Strike

When not to call a Heroic Strike

It’s free (Master of Battle etc…)

You have the higher Fight value and they’re not Striking up

Whoever loses the Duel is likely to die this round or otherwise lose the game

You’re the same Fight value as your opponent, they don’t have an Elven-made weapon, and the fight probably won’t end this turn

Both sides are rolling absurd numbers of dice to win the fight (6 or more)

Grima is nearby (booooooo!)

You’re facing a hero with Might remaining who has a higher Fight value or an Elven-made weapon

You’re higher Fight value or have the Elven-made weapon advantage and they’re Striking

You’re facing a hero with the same Fight value and no Elven-made weapon and one of you will be dead by the time you’re out of Might

You have more important uses for the Might outside the Fight phase

You’re facing a model with higher Fight value but no Might AND you’ve got friends along to help

The combat will last a long time (more than 5 turns)

 You really need to win this combat or you'll lose your horse (who is worth a lot more than ten points)

They have higher Fight value but no Might and it’s a one-on-one Fight

 

If you take anything away from this article, take the fact that spending Might on Duel rolls is really, really good, and doing so is a good idea in an awful lot of situations. Alternatively, take it as read that Heroic Strike is a dumb Heroic Action for newbs, and you should never field anyone who can call it (please don’t actually believe that, Strike is great and you should almost always include models who can call it. Please don’t leave me angry comments).

I hope you enjoyed this article, and that it made you think a bit more about how to spend Might in combat. If you loved the maths in this article, stay tuned for the eventual release of my super spreadsheet that I’ve been slaving away at for months. If not, don’t worry, there’s lots of other less nerdy stuff coming down the pipeline.

Until next time, may your heroes always have the Might points they need!

Comments

  1. Great article as always and I am really astounded each and every time by how much work and actual knowledge you put into this kind of thing. Amazing and well done!

    ReplyDelete

Post a Comment