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Warhammer: Age of Sigmar point systems
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===offense + defense * bravery / 5=== The point calculation system I came up with goes like this: [(defense+offense)*bravery]/5 If the unit is a hero, monster or warmachine multiply the result by 2. Defense is calculated like this: wounds * save value The save value is based on the chance to actually get a save, from 1 to 6. *Offense is calculated like this: *[(average + rend) * damage] * attacks *The average is between to hit and to wound, again based on the chance from 1 to 6. *Rend is just the rend value, but positive (so -1 is a 1, -2 is a 2, etc.) *If a value is D3, D6, etc. you take the average result and round it up (so D6 attacks = 4) --- All right, so now lets take an empire state troop as an example and see how this works in practice: The state troop has 1 wound and a 5+ save (chance 2/6 to save). The state troop's sword has 1 attack, 4+ to hit and 4+ to wound (average 3/6), 0 rend and 1 damage. The state troop has 5 bravery. State troop's defense: 2*1 = 2 State troop's offense: [(3+0)*1]*1 = 3 State troop's point cost: [(2+3)*5]/5 = 5 So after all of this calculation we know that the state troop is worth 5pts. ====Pros==== *We now accomodate for to hit, to wound, rend and damage. lolli ====Cons==== *<strike>Dividing by 5 makes no sense, while anon might have good intentions, his mathematical literacy is doubtful.</strike>The final value is divided by 5 to give point values which are roughly equivalent to 8th edition, making it easier to visualize what a 500pts, 1000pts, 1500pts, etc. game looks like. *Bravery has an argueably huge impact *With the precision of the system comes also extra time consumption.
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