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Warhammer: Age of Sigmar point systems
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===The Angry Points System=== Buckle your seat belts because this is quite complicated. Points cost = toughness * damage * 10 * movement modifier + bravery/10 + special rules Always use any positive modifier a unit might be able to get, for example dark elf dreadspears can reroll saving throws of 1 against shooting and saving throws of 1 and 2 against close combat attacks. For the purpose of point cost, assume they always get this bonus. Similarly lizardmen temple guard gain +1 save, for a total of 3+ while within 8β of a character, for the purpose of points cost we assume temple guard always get this bonus.This also goes for bonuses units get when their unit numbers a certain amount of models. Toughness = number of wounds required to destroy the model Normally toughness = wounds * 6 / (save - 1) For example skinks have 1 wound and a 6+ save so toughness (skink) = 1 * 6 / (6 - 1)= 6 / 5 = 1.2 Units with re-rolls should use this following more complicated formula toughness with rerolls = wounds * 36 / (6 * (save - 1) - (7 - save) * saving throw numbers you can reroll) for example dreadspears have a 5+ save but can also reroll saving throws of 1 and 2. So there are 2 saving throw numbers you can reroll toughness (dreadspear) = 1 * 36 / (6 * (5 - 1) - (7 - 5) * 2) = 36 / (6 * (4 - 2 * 2) = 36 / (6 * 4 - 4) = 36 / (24 - 4) = 36 / 20 = 1,8 Damage = total attack damage. Attack damage is the amount of wounds each attack a model has averagely does. attack damage = attacks * (7-to hit) / 6 * (7-to wound) / 6 * 0,5 if missile weapon with range below 16β * 1,5 if missile weapon with range above 16β Ignore the following if the model is in a unit of 1 * 0,5 if melee weapon with range 1β and the model is on a 25mm or larger base * 1,3 if melee weapon with range 1β and the model is on a 20mm base * 1,3 if melee weapon with range of 2β or more and the model is on a 25mm or larger base * 1,5 if melee weapon with range of 2β or more and the model is on a 20mm base Movement modifier = 0,9 if move under 5 Movement modifier = 1 if move = 5 Movement modifier = 1,1 if move = 6 Movement modifier = 1,3 if move = 7-9 Movement modifier = 1,4 if move = 10 Movement modifier = 1,5 if move = 11+ Special rules: It is impossible to make a generic system for all special rules since they are so varied and do so many different things, you are on your own. Just try to point it as fair as possible, a good pointer would be, how would you feel if someone brought only copies of this unit against you? Once you are at a point level where you wouldnΒ΄t mind, you are good. Lizardmen Skink w. meteoric javelin (missile and melee) and star bucklers (special rule) toughness = 1 * 6 / (6 - 1) = 6 / 5 = 1.2 attack damage (javelin - range 8 missile) = 1 * (7-3) / 6 * (7-4) / 6 * 0,5 = 0,166 attack damage (javelin - range 1 melee 20mm base) = 1 * (7-6) / 6 * (7-5) / 6 * 1,3 = 0,0722 damage = 0,166 + 0,072 = 0,238 movement modifier (move 8) = 1,3 Points cost = 1.2 * 0,238 * 10 * 1,3 + 10/10 = 4,7128 skinks have a three special rules celestial cohort which gives them +2 to hit with their missile weapons when they number 30 or more models or +1 if they are between 20 and 30, this has been included in the attack damage for (javelin - range 8 missile) Star-buckler which makes them ignore rend -1, rend -2 works as normal. This is a rather small rule since their save is only a 6+ anyways. Wary fighters which allows them to withdraw 8 inches instead of attacking in close combat. This will usually serve very little purpose, the game is all about grinding out the opponent anyways. It allows you to focus one enemy unit and leave another one behind. The final price for a skink is 5 points. You could argue that since celestial cohort will come into play very little the unit should be priced at 4,5. This is where math falls short and you have to use your reasoning to achieve a fair price. Would you mind playing against an army of 4,5 point skinks? ====Pros==== *Features in everything on the warscroll. ====Cons==== *Takes a lot longer to figure out
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