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===Strength Vs Toughness=== The second barrier. This time +/- 1s matter. Many more things can modify it, including now mundane weapons and the poison rule. Less so than with Weapon Skill, You can invest too much depending on who you are attacking, using Great weapons for an S7 is a waste of points when the unit is expected to fight only T3 Emperial State troopers, whereas an Additional hand weapon would do better. From least to greatest, the to-wound roll is as follows: *6+: Defender's T is +2 >= of attacker's S *5+: Defender's T is 1 > of attacker's S *4+: Defender's T is == attacker's S *3+: Attacker's S is 1 > of Defender's T *2+: Attacker's S is +2 >= of Defender's T Strength and Toughness also have an interesting interaction with spells and abilities that reduce the value to 0, as it will outright kill the modle/unit (keep in mind most have a "to a minimum of 1" clause to prevent this kind of easy insta kill). Strength also affects your attack's inherent armor-piercing value (Str-3 = AP). A quick lineup by order of Strongest to Weakest: *S 0 or -: Terrain, Warmachine, Shrines *S 1: Most swarm and spell/abilities that score a ton of hits, also Blowpipes. May had two debuffs stacked on you. Only wounds most things on 6s but make up for this with a higher attack and sometimes the poison rule. *S 2: Snotlings & Bat swarms. Wounds the average man on 5s. *S 3: The average man and average bow strength. The majority of things are Strength 3. Wounds the average man on 4s and tougher troops on 5s, and the hardier monstrous things on 6s. *S 4: The average man who gets a strength boost from somewhere, either from a polearm or charge bonus, they are monstrous infantry or an elitist who works out a lot or run over by a weak chariot. Common Character Strength. Also, Crossbows, handguns/pistols, and rapid-fire guns. Wounds most other infantry on 3+ and things that are not full monster tough on 5s. Gets some AP(1) on the attack. Although Str 3 is the default, it's often easy to inflict for an offensive unit to inflict attacks that are Str4 or more. The only deviation is from Vollyfire bow spam or chaff that were only bought to buy time for as cheap as possible. *S 5: Human with a Greatweapon or lance, Orc with a spear, a weaker monster, an ogre of notoriety, other monstrous troop types with or without a weapon, the front end of a chariot blow. Rapid Fire warmachines are often this. With AP(2), this is the common can opener infantry most armies can field without additional magic support. It will cut open most things from other elite to monsters with the weight of attack that will often land. The trade-off is often these kinds of units can have low initiative and may not themselves be very tough and/or have a high cost, so chaff will often be able to massacre the smaller can-opener unit instead unless the said unit is some kind of monstrous blender. *S 6: Full-blooded monsters, Strong humans with Greatweapons or lances, Bolt Throwers, Heroes with decent Magic weapons, or monstrous units with weapons. Unless they have a ton of armour or just a decent ward save, each hit will land. *S 7: Strongest boys with or without a weapon. Monster killer strength. *S 10: Strongest you can go. Cannonballs and magic misfire table. The thing hit is supposed to die unless they get lucky. No armour, only wards.
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