[Archive] Looking for some math-hammer

sam585:

So for the longest time, we have all wondered and debated what is the best equipment for Infernal Guard, and all I have seen so far is anecdotal evidence.

Thus anyone who can present for me a graph of some sort to show just which group of Infernal Guard are the best in a fight:

(horde) 40 Infernal Guard with handweapon shield vs (6x3) Nurgle CHW with halberds, (3x4) Ironguts, (4 Skullcrushers)

(horde )36 Infernal Guard with handweapon shield and razor standard vs (6x3) Nurgle CHW with halberds, (3x4) Ironguts, (4 Skullcrushers)

(horde) 31 Infernal with Greatweapons vs (6x3) Nurgle CHW with halberds and or (3x4) Ironguts, (4 Skullcrushers)

(horde) 28 Infernal Guard with Fireglaives vs (6x3) Nurgle CHW with halberds and or (3x4) Ironguts,  (4 Skullcrushers)

(Horde) 26 Blunderbuss with champion vs (6x3) Nurgle CHW with halberds and or (3x4) Ironguts, (4 Skullcrushers)

Anyone who can produce such a comprehensive graph shall receive all of my slaves, and likely a generous thank you from the community among extra slaves.

Spencer:

I took the Ironguts because I know them pretty well. Quickly made I found this:

40 IG (H&S) vs 12 Ironguts (3x4): IG attak first: 6-7 wounds (24 attaks); Ironguts minus 2 guys: 8-9 wounds (27 attaks) = -2

36 IG (H&S razor) vs 12 Ironguts: IG: 8 wounds; Ironguts �?" 2 guys: 8-9 wounds (27 attaks) = -1

31 IG (greatweapons) vs 12 Ironguts: IG: 14 wounds, Ironguts: 12 wounds (27 attaks) = +2

28 IG (fireglaves) vs 12 Ironguts: IG: 11 wounds; Ironguts �?" 3 guys: 12 wounds (27 attaks) = -1

26 IG (blunderbuss) vs 12 Ironguts: IG: 6 wounds (22 attaks); Ironguts �?" 2 guys: 8-9 wounds (27 attaks) ) -2-3

I put the number unsaved wounds of course and at the end the result. In this particular case the IG with greatwepons are the best ones. I hope I made no mistakes ^^

Anyway I wouldn’t make my stuff choice based on that kind of math-hammer because it always depend on the opponent you face and the role of your IG unit.

MadHatter:

Well, I cant count but generally:

Horded Fireglaives + razor for countering cav. is the best option imho. like the hellcannon they can fill different roles in the army. Its all so very situational and dependant on armycomposition and match-up!

Clear your mind of this “science” and trust in the Father of Darkness. What is numbers compared to a heart scorched by His touch? When you feel the power of Hashut radiating from your dice-rolls, thats where Daemonsmithing becomes frightening real. Glory to Hashut! Glory to the Dawi’Zharr! :hashut

Geist:

I can not produce a graph or a chart but I will put this forth right here.
Great weapons:
     Nurgle has a chance, but it really depends on how hot the nurgle player rolls and if you can get hatred spell or plus one to hit spell off.  Other wise you end up loosing that fight fairly well.

    Orges you have a chance but will suffer massive causalities due to high ST and your low armour plus being stomped.

    Skullcrushers, you just loose and you loose massive.  I wont even bother with numbers as the writing is on the wall in that one.  Maybe you stay steadfast for a turn maybe two?  Thats a full turn not  a player turn.

Fireglaives

    Nurgle, alot like the above but you kill less due to less ST.

   Orges assuming you get a half way decent stand and shoot you could be ok.  Main difference is you get to swing before stomps and that will save you some bodies.  Not sure it will be enough again.

  Skullcrushers, once again you just die but now more so as once again your ST is lower and they save even easier.

Hand weapon and Shield:

   Nurlge, you have a chance now and it is closer to a fair fight.  At this point you are hoping for more static RES than combat RES to see the day.  Having a 3+ save and a parry will prove to be massive.  This will grant you more chances to swing back needing 5’s base line unless you can get helper spell of some sort off.

  Orges, if you can increase your armour saves you might survive the fight, but you do swing first in this rare case so you have some luck.

  Skullcrushers, you save yourself every 6th model due to a parry, and something like every 1 in 3 due to armour being a 5+ after mods.  If you can get glittering robes off you have a chance a slight chance to break them with static res.  I would go 5 x 5 (or deeper still if the bodies are there) to try and win that way.  Not going to do it via hand to hand.

I wont go into as a complete break down with AP banner and blunderbusses but just say this.

AP banner with hand weapon and shield is alot like what I said above for hand weapon and shield with out it.  It ups your kill factor slightly against nurgle, but does not really matter against orges and is pretty much a net gain of nothing against the skullcrushers who are now on 3+ instead of 2+, but have already swung and murdered a dozen dwarfs.

Blunderbuss will be the big swing against the the nurgles and orges.  Assume you can get average shots against both of these before they charge so 40 on 5+ due to moving into postion, and then 40 once they charge you (26 in horde first two ranks shooting).

You hit with 1/3 roughly of the long range and half of the stand and shoot.  
So lets make it simple and say that this comes out to 32 hits.  Might be a lil high but it should be roughly correct.  (With a dice game exact numbers will be damn near impossible to recreate in practice).

Now I know what your saying I have not differentiated the two types of target units and what about the skullcrushers?  First off the skullcrushers are latter on in this coverage and second the orges and nurgles are exactly alike for purpose of hitting and wounding.  So carrying on before I was interrupted.  With both you need 5+ to wound with a reroll which is more like a 4+ to wound.  So out of 32 you wound half, which gives up 16 wounds.

Wounding process can now be separated.

  Orges loose 16 wounds unless they have heavy armour which I assume they dont but I could be wrong, if I am wrong just take out 3 wounds for saving on a 6+.  Other wise out of the 9 models there (3x4 I assume means 3 wide 4 deep creating 9 models with 3 wounds a pop) they then loose 16, so 93-16=11 or other wise called 3 dead and two floaters plus a panic check either in the charge phase or in the other phase when you moved up.  This will only matter if the orge player was sloppy and moved general and BSB out of range for such a critical check.  As he got off light (we assumed average roll never the high end or low end also dice can tend to roll higher than what we forecast, mine do it all the time for some reason in a good way).

  Nurlge warriors take 16 wounds which they then save on 4+ (unless they can have the option to not take them but last I checked they come with them no matter what).  So thats half of them which is 8.  Now this is pretty huge, the nurgle warriors assuming they do not panic and make the charge are hard pressed for combat as they almost lost half there number in a charge.  Of the 16 that charged in (6
3=18-8=10), they have 20 attacks, hitting on 3+ wounding on 3+ with our guys saving on 5+ and 6++.  So lets crunch that real quick 20-1/3 (hitting on 3), gives us about 15 hits give or take, now of that 15 1/3 wounds (wounding on 3+) so of that its fair to say its about 11 wounds.  So we save 1/3 of that so 3 saves, and then math gives us 1 for 6 on parries. So we are left with 9 wounds to parry save thats 2 more.  Seven dead dwarfs and we swing back.  Hitting on 5+ due to nurgle, wounding on 4+ and they save on 5+ period.  Not going to get all 19 dudes on them but should be 7 dudes (that sound about right?), 7*2=14+1 for unit champ.  So 15 attacks which means we get about 12 hits maybe 11.  Lets go with 12 (easier to math out), of those 6 wound, of that they save on 5+  Now bare in mind they only have 10 guys left.  So of the 6 wounds they should save 2.  That leaves 4 dead.  Nurlge warriors have a res of (banner, charge, 6 kills= 8-1rank, 1banner and 4kills back= 6) so a win by 2.  Next round they either all die or run.

Now then apologies for the wall of text but now we can do the math on the skullcrushers.
Up to this point the math was exactly the same so the crushers have taken a grand total of 16 wounds, now they take the armour saves.  Which goes from a 1 to a 2.  So ever 6 wound actually sticks by pure math.  We are 2 shy of 3 wounds so lets just call it 3 wounds.  Congrats you barely killed one (they have 3 wounds each correct?).  Ok now we die a very painful corn on the cob death. 3 of them left with 3 attacks each from rank and file at st 5 and 3 at st 6 from mounts. 
 
The riders alone produce a staggering 9 attacks at st 5 as the mounts produce a same number (9) at st 6.  Riders hit 1/3 so 6 hit and we loose 1/3 on saves so thats 2 saved on armour and then 1 more on parry.  So we are down 3 dwarfs right there.  Then the mounts attack and its the same numbers but we loose 4 as our saves are 6 followed by a 6 (armour reduced to a 6+ and parry).  We swing back with everyone who is left alive so 19 as we lost 7 of the 26.  Half hit, thats 9 hits roughly and then half again wound, so 5 wounds of which we are lucky to clear 1 wound.

Now yes I realize I was being generous with that 3 wounds in the shooting portion.  But given that the dawii are going to get rolled over I figured why not it wont matter in the end run.  Oh yah and take off 2 more dwarfs for stomps.  They win we hold, next turn we loose even more guys as the number of attacks back is less for us thus swinging the curve.

Apologies for the wall of text but you wanted a graph and since I cant do a graph I gave you a detailed break down of the part I could break down into great detail.

sam585:

So really, our core can only preform against the aforementioned opponents with magical support either with increasing our armor with metal, or debuffing the enemy with lore of death.

Greatweapons are not great seeing that the opponents that they would tear apart, we would tear them apart just as well with handweapons and shields. And against the likes of Ironguts, skullcrushers, and Chaos Warriors they just cant compete on the same level, buffing them with magic or debuffing the enemy though would definitely produce better results but handweapon and shield infernal guards would benefit just as much.

Now I do have a feeling that infernal ironsworn with the razor standard can likely win against a lot of these opponents with the increased weaponskill, str, and ability to keep a 3+/6++ ; however, Bullcentaurs are cheaper and likely would generate similar results?

I think starting this next year at the 2500 level (If my 2k list gets stomped) I shall run a list something like this:

Daemonsmith chalice

Daemonsmith scroll

Castellen with survivability

Khan

Khan

36 Hobs

36 Hobs

36 Hobs

32 Ironsworn with razorstandard

Magma

rocket

Hellcannon

Hellcannon

It has magical defense.

It has chaff.

It has flank protection.

It has apowerfull shooting phase.

It has tarpits

lastly it has an elite chaos dwarf unit that can actually get into a fight and win.

Most importantly though it still has that nice 7 deployment drops+ heroes.

Baggronor:

I realise that it can seem helpful to get some numbers on these things but mathhammer is generally unhelpful for making actual choices for real games.

It doesn’t reflect the complex interplay between units, the threats (both real and perceived) from other units and the likelihood of other rules interceding (buff spells, psychology, Crown of Command,  etc). It also doesn’t indicate affordability and practicality - just because one type of IG in one formation is great in a fight, doesn’t mean you can afford it in a competitive list, nor does it mean it will regularly find itself in its optimum situation (it basically won’t because M3 and low drop count).

For example, Nurgle Chosen; what is the value in comparing IG with this unit? Why would you ever send IG to fight Nurgle Chosen on equal terms, if at all? Our list has much better solutions for elite infantry, not to mention the likelihood of getting a one-on-one fight vs WoC is pretty slim when you consider how abundant their chariots and super-characters and other support units are.
Comparing to Ironguts is similarly misleading as it doesn’t take into account the inevitable front rank of Ogre characters who absorb all the damage.

Ultimately, the guidelines I go by are this: For IG (a pricey, mandatory  infantry unit) you need to do damage. You need to do damage because:

- You need to win combat. You are expensive, so if you lose, you are unlikely to be steadfast (Stubborn Castellans are nice, but they should be considered a bonus, I don’t rely on them). Therefore, to survive, you need to win in as many combats as possible, and in 8th edition, casualties win combats. Combat is also where the most VPs are scored.

- You are slow. You have fewer deployment drops than most armies. You won’t get to choose your fights, and due to the LoA list structure, IG are likely to be the main fighting blocks and hence often pitted against superior enemy units. You have few chaff/moblie units, so fleeing and faffing like Elves is not an option. You need to make sure your overpriced, overmatched Core can at least kill some of the enemy.

- You are not fighting in a vacuum. Your war machines and magic give you the capability to soften hard targets like Monstrous Cav, thin out large enemy units that might overwhelm you, and outright remove threatening single models such as Daemon Princes. If things are going according to plan, IG should not have to engage in equal fights. It doesn’t matter if Skullcrushers do tons of damage to you, you should only need to do a handful of wounds to them to wipe them out after you have softened them up. Or you should be in their flank after frenzy-baiting them with a wolf Khan. Almost every other army does head-to-head combat better than LoA due to numbers, buff spells, re-rolls, points efficiency, unit variety, etc.

- No one is scared of M3, Strength 4, 1A expensive infantry. No one. They’re not scared because if they can’t fight you, they don’t have to, they’ll just shoot you or avoid you; if they can fight you, they’ll just beat you.

- No good player is that worried about 12" range shooting from M3 troops, especially not ones that cost 18pts each. Same goes for 18" range BS3 shooting from 17pt models. Its just rubbish for the points.

Therefore, in all comers situations I use great weapon IG exclusively. They work, maybe not brilliantly, but they’re passable.

I would never consider Ironsworn. 17pts each for 1 Attack, and Special? Still M3 and stompable? Not for me.

Daemonsmith chalice
Daemonsmith scroll
Castellen with survivability
Khan
Khan
36 Hobs
36 Hobs
36 Hobs
32 Ironsworn with razorstandard
Magma
rocket
Hellcannon
Hellcannon

It has magical defense.
It has chaff.
It has flank protection.
It has apowerfull shooting phase.
It has tarpits
lastly it has an elite chaos dwarf unit that can actually get into a fight and win.
Most importantly though it still has that nice 7 deployment drops+ heroes.
It has 7 drops but I feel drop count is irrelevant here as it has only one tactic: shoot and wait. You know how it will deploy, and so does your opponent. It has only one combat threat, which although relatively decent costs a terrifying amount of VPs if destroyed. The general is likely to be deployed near the war machines, and while he has a good LoS roll, staying near the machines means the Hobgoblins can’t push forward if needed without leaving his Inspiring Presence, meaning you can’t play aggressively. He is also only a Lv2 so magic defence is actually shaky, and his spells are less likely to go off vs an enemy Lv4 (unless he 6 dices them, which invites miscasts - not the great friend of CD sorcerers). The shooting is undeniably good, but unlikely to score many VPs directly unless your opponent has lots of high cost single models that stay out of combat for several turns (unlikely as most expensive single model combat units are fast and you have no similar threats of your own, like a Destroyer or Taur’uks, to keep them at arm’s length). Overall, I don’t think it would do well and it could be boring for you to play :frowning:

In my efforts to get the most out of CDs, I use the below:

Daemonsmith Lv1 Metal with scroll and Charmed Shield
Daemonsmith Lv1 Fire with Enchanted Shield
Castellan BSB with Black Hammer, Dragonhelm, shield and 5+ ward
Khan on wolf
Khan on wolf
21 IG with great weapons, banner and musician
21 IG with great weapons, banner and musician
ID with Hellbound
Magma Cannon
Deathshrieker
Hellcannon
Destroyer

The Daemonsmiths 6 dice Fireball or Searing Doom every turn (yeah, they blow up occasionally but they’re not vital in this list), no one cares about the General’s Ld so he can deploy with the artillery; the Magma Cannon thins out enemy combat units, the Deathshrieker picks off single model units, the Hellcannon does a bit of both; the Khans redirect dangerous targets, threaten war machines, and also shepherd the Destroyer by intercepting enemy redirectors; the Destroyer projects massive threat wherever I want; the ID threatens enemy monsters with its Cannonades and blocks any units the IG can’t fight; the IG mop up the rest.

The ID/Destroyer combo allows me to play (very) aggressively if I want and it has led to the only really fun games I have had with LoA.

In short, I think its dangerous to become too fixated on making IG perform well on their own. They are overpriced and inefficient and need to be employed however best suits your army.

sam585:

But ancedotal evidence as well as graph evidence show that they Infernal guard with greatweapons don’t work, and if they did, handweapon and shield infernal guard would yield similar results. That is the point of this thread, math-hammer though I agree is not great, it allows for us to have an idea of the basic potential of our troops, and now we can see pretty clearly what all of their potential is and we can now infer what would be the case if we had buffs and hexes in those situations. You cannot tell me people do not pick Skullcrushers, and Gutstars without first thinking on their raw potential and staying away from things like forsaken or yheetes.

Baggronor:

But ancedotal evidence as well as graph evidence show that they Infernal guard with greatweapons don't work, and if they did, handweapon and shield infernal guard would yield similar results.
Have you tried them? The results are definitely not the same. I've used them with hand weapon/shield and great weapons over the past few years since Tamurkhan was released, both in tournaments and casual play, and have had the best results with great weapon blocks of 21-35. It should be noted that I generally don't take a Lv4 though, so if you have Soulblight available, hand weapon/shield troops probably become more feasible.
That is the point of this thread, math-hammer though I agree is not great, it allows for us to have an idea of the basic potential of our troops, and now we can see pretty clearly what all of their potential is and we can now infer what would be the case if we had buffs and hexes in those situations. You cannot tell me people do not pick Skullcrushers, and Gutstars without first thinking on their raw potential and staying away from things like forsaken or yheetes.
I certainly wouldn't say that, no - just that mathhammer can be misleading when relied upon too much. Skullcrushers and Gutstars are widely accepted as fantastic for their points costs, I would say the 'Hammerers or Ironbreakers?' debate is closer to what we have here. You can probably guess which one I prefer :)

Geist:

Many points and counter points. I will add this to my above statement. Knowing the mathematical probabilities can help you to no end and will be invaluable for purpose of choice making in the flux that is a game of warhammer. BUT there is one factor that will help more than any amount of math, that is knowing the mettle of the person you are playing. If you know he tends to over play X unit and under play Y, then the math factors in less. If you know he always goes for the bait of a charge never mind the odds, then you can set up a counter sink for him. The words of wisdom from Sun Tzu are massive:

Know yourself and your enemy and victory shall always be assured.

In modern terms this equates to understand the person your playing against.

sam585:

Have you tried them? The results are definitely not the same. I've used them with hand weapon/shield and great weapons over the past few years since Tamurkhan was released, both in tournaments and casual play, and have had the best results with great weapon blocks of 21-35. It should be noted that I generally don't take a Lv4 though, so if you have Soulblight available, hand weapon/shield troops probably become more feasible.

Baggronor
What do you mean by best? Because my idea of best and yours are likely vastly different.

I have tried greatweapons,I recall them  being bad so I switched them hand weapons and shields.  I have tried fireglaives, I have tried all of them, different unit sizes, formations, banner setups, what have you. The best results I have ever had with Infernal guard have been 30+ with razor standard, and 26-30 with blunderbuss. Every other option compared to them never came close to effectiveness in my experiences. The only thing I have not tried is an all hobgoblin core.

What are you using your greatweapon core against also? I agree they will perform well against certain opponents elves, lizardmen, undead, skaven, orcs, brets, empire, daemons. But a character shielded gutstar, pretty bad. Skullcrushers it becomes a luck game. Chaos Warriors same deal. Against similar Dwarf Core troops, yea it gets rough.

Do not forget the point of me starting this thread anyway, it was to move away from anecdotal accounts of effectiveness we got plenty of that on this forum I wanted to just see the math knowing it does help in figuring out lists and having a general understanding of what your unit can do in a bad situation and what he can do if you are lucky or in the best of situations.

EDIT: I am going to likely run great weapon infernals in my next tournament because I like the way the chaos warrior weapon pack looks on the forgeworld minis :P
EDIT EDIT: Staying steadfast for a turn or two additionally is plenty of time to flank charge with something that can kill said crushers/ironguts/chaos warriors

Malorndk:

Beware of replacing IGs with Ironsworns in a competitive environment. Host of the Eternity King is the new OP, and they will bring the Banner of the World Dragon, which makes the Ironsworns Magical Attacks counterproductive.

Baggronor:

What do you mean by best? Because my idea of best and yours are likely vastly different.
To me, 'Best' would indicate the set-up which contributed the most VPs to me in as many games as possible, and cost me the least VPs in as many games as possible. The most efficient use of my resources, basically, as well as looking cool. I found the two medium-sized great weapon blocks to fulfill this for me, within the framework of the rest of my army at least.
Host of the Eternity King is the new OP, and they will bring the Banner of the World Dragon, which makes the Ironsworns Magical Attacks counterproductive.
I think you may as well go to the bar if you get drawn against that army :cheers

Geist:

I do not know about most places but in my neck of the woods the ET, Elf madness will not be allowed at most of the Indy’s.

I know LoneWolf is not letting it fly.

Down south in Louisiana Paul’s Carnival of Chaos is taking a looking at each as time passes and I think they will say no.

Bayou Battles more than likely will say no.

Alamo I would be amazed if they let it in.

Twisted Dwarf:

I do not know about most places but in my neck of the woods the ET, Elf madness will not be allowed at most of the Indy's.
I know LoneWolf is not letting it fly.
Down south in Louisiana Paul's Carnival of Chaos is taking a looking at each as time passes and I think they will say no.
Bayou Battles more than likely will say no.
Alamo I would be amazed if they let it in.

Geist
The elf end times single handedly knocked all the end times books out of tournaments. If you can't have one the you can't have any is the consensus.

MadHatter:

The elf end times single handedly knocked all the end times books out of tournaments. If you can't have one the you can't have any is the consensus.

Twisted Dwarf
That's how I've reasoned myself for the two local tournaments I've arranged so far. Rulebook is modified with Lore of Undeath and 50% Lords and Heroes, that's quite enough imho.

TheHoodedMan:

The most popular comp system in Germany was recently updated. No End times allowed, no Lore of Undeath. 50% Lords and Heroes allowed. There will be a revision when all ET books are published.

Geist:

I have been asked to do some new math. Here is what I was asked to “do math” on.

Ironsworn (horde formation, and then 5 wide) versus 6x3 nurgle Chaos warriors with halberds, 3x4 Ironguts, and a rank of 4 skullcrushers?

And then do the same calculations with the razor standard?

SO here we GOOOO!!!

Horde IS VS nurlge warriors with halberds:

Warriors need 4+ to hit IS need 5++ to hit. Warriors will hit half of whatever they have so in a 6 wide 3 deep that should be 18 attacks assuming no unit chump. So thats easy half of 18 is 9, then 1/3 wounds, so 1/3 of 9 is 6. Then the warriors save with 1/3 on 5+ armour after mods and every sixth on parry. So of the 6 should net 2 armour leaving 4 so call it 1 parry? So of the 6 only 3 die. Return attacks should be fairly nasty, and for the sake of my fleeting sanity I wont break up the nurgles because in either case the nurlge warriors swing on all the IS be it 5 wide or 10.

IS coming back on nurgles.

5 wide gets you 10 attacks with out unit chump, which becomes 1/3 so whats 1/3 of 10? Three is the number, so for dice luck we call it 4 hits, then they wound on 3+ so of the 4 only 3 stick. Then we have nurlge saves which go from a 4 to a 6. So the nurlge warriors loose 2 in each round of combat.

10 wide gets you 20 attacks with out the chump, and since you hit on 5+ 1/3 of 20 is just double of the above roughly so we call it 8 hits. Well thats pretty much the same number of dead just take into account the every sixth one again. So 8 hits, 1/3 wound so thats 5 wounds, of which 1 should save as 1 out of 6. So being double wide nets you 4 dead instead of 2.

The fable from this lesson? Do not go horde with iron sworn the damage is about the same no matter what. The static will see you through also save you about a grand in points given how many iron sworn is in this equation. As to the razer standard in the above math, simple 3 dead in the first one and 5 dead in the second one. IE that 1 out of 6 lucky armour save goes poof due to no armour save.

Now we go against orge Ironguts. Right the orges it does not matter if we are horde or 5, as they once again will get all models in base to base. Orges will need 4+ to hit and 2+ to wound plus 3 stomps (assuming 3x4 means 3 wide 4 deep), personally if I was the orge player I would go 4 wide and 3 deep. Since that makes more sense to me I will do the math that way, as is my prerogative. So 4 wide 3 attacks each and another 3 in the back which gives us 24 attacks half hit which is 12 and damn near all of em wound. So for sake of ease and the fact that dice love to fuck you over, call it 10 wounds. No armour saves here, straight to wards of which you make 2 cause thats just the cookies. So 8 dead and then 4 stomps, half wond half save so 1. 9 wounds in total for the orges. Now its time to hit back.

IS on the orges and once again the 5 and 10 wide dont really matter overly much so I will go with 5 wide first. Thats 10 attacks and assuming you can pass a fear check (with LD9 you damn well better), you hit on 3+ and kill on 3+. Now 1/3 works in your favor, 7 hits, of that you get a further 5 wounds. The orges just loose a dude and over a dude and a half a dude. Not quite that good. You better have some ranks behind you in this case for the none horde. As you are down 4 in wounds, need 3 ranks and double banner (warbanner or bsb) to break even and beyond. BUT wait there’s always MORE!!! Now we try this in horde style.

IS horde style attacking back, whats 1/3 of 20? 14 (7 doubled up, keep the math simple and the bigger numbers are not as scary). So we got 14 hits, call it 10 for evens sake (plus the fact that dice are lil assholes like that). Now you have 10 wounds on the orges, which gives us 3 dead and fat bastard left a floater!!! So you in this case are looking at more of a even push now.

Something very very vital to keep in mind on this one. I did the orge numbers first. They would swing after the fact, so in the 5 wide case they do the 5 wounds before the orges swing. 4 by 3 orges gives us 12 orges loosing 2 orge attacks drops the number of wounds by about 3. The easy way to do this is just factor those 2 orges and subtract or add the number to the above total . Lemme do the math for you. Down two orges should net about 4 wounds. So subtract 4 wounds from the above 9. This takes it down to a smooth 5. So wounds on both sides are about even in the 5 wide vs orges. In the horde formation it puts the orges from 10 to 5, which puts them down to double 1 country quickly. Now why would I do the math in the wrong order?

1 I be tired.

2 You never know when you get hit with the ASL devices that orges seem to stock up on. So its good to know the numbers in the case of a simo!!! (both at same time).

3 Razer standard in this one? WHY!!! They get no armour and you cant make use of a flaming banner in case they have regen. Unlike the warriors of chaos we didnt get a faq stating we have magic attacks we have magic weapons which makes the flaming banner useless on IS. Sad but true.

Now onto the finally match its the BOSS MONSTER!!! Skullcrushers, these guys are the bane of CD the world over, there stats are beyond good, and chaos has chaff for days to redirect and make it so we cant handle them proper. But numbers is what was asked for.

Skull crushers assume you pass fear check with LD 9. Assume we been done charged. So they all hit on a 4+ and that the crushers swing at same time as our boys. So 4 jugger knights with 3 attacks each and no chump assumed again, so thats 12 attacks half hit, and 1/3 wound. So 6 hits and 4 wounds (cause again dice hate everyone equally). Of the 4 you can assume 1 armour and 1 parry. That leaves 2 dead. Juggers at same time are going to be 3 dead, st 6 just makes it 6 reroll. So you have 5 dead dwarfs and from stomps 1 more but closer to 2. Sure the dwarfs swing before the stomps but it aint going to change much. So lets call it 6 dead dwarfs. That should be close enough that the IRS wont come knocking.

We swing back with out razer banner in a 5 wide gives us 10 attacks half hit one third wound so of the 10 attacks 5 hit and of those 3 wound. They save on a 3+ giving 1 wound. With razer on a 5 wide does not affect the numbers at all expect the save mod which is -3 so instead of a 3+ they save on a 4+ which nets in a whooping 2 wounds.

So in the 5 wide you need deep ranks if your going to bust this nut. So lets say you have 3 ranks and double banner going on. They have 6 dead a charge and a banner for a smooth 8 res. We have I hope 3 ranks 1 banner 2 wounds and maybe a bsb or warbanner? We get a 7 to there 8. Down by 1 but steadfast. Should hold but aint going to win this war anytime soon. In the 5 wide case you got to soften them up. Have to have too.

10 wide horde. They still kill 6, but lets hope we have a second rank, didnt do this for the others but I shall assume there are at least 30 guys here for this. If there were to be more in the other examples lemme know and I can adjust the numbers. Anywho 30 dwarf’s attack down 6 so 24 attacks back 12 hit, 1/3 wound so instead of 6 add 3 calling it 9 wounds. With a minus 2 with out razer banner this works out to 3 wounds on a 3+ save. With razer standard every other wound sticks so its 5 wounds. If you have 30 models in a horde things look alot better here. They have the 6 wounds, charge banner for the smooth 8 again, but now we have 5 wounds with razer banner, 2 ranks and a banner giving us a 8. Mind you they will have a lil drummer boy so its a tie, so again you need 1 more pip some how, bsb or warbanner something.

Good god and hashut on a roast beef all you can eat sub that’s a giant wall of txt.