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==Overview==
==Overview==
'''MathHammer''' at its most basic refers to the practice of calculating odds of unit A killing unit B. In the abstract, it refers to the application of statistics to judge army composition decisions.
'''MathHammer''' at its most basic refers to the application of statistics to judge army composition decisions or determining how many attacks of a given type you would need to apply to a unit to kill it on average or determining the likelihood of killing a unit given that you put a certain number of attacks into that unit.


As the name implies it's frequently used in 40k and Warhammer fantasy, but also applies to other RPGs. It can be very useful in determining the value of a unit, especially when factoring in points costs.
As the name implies it's frequently used in Warhammer 40k, but can apply to any chance-based game. The type of math we employ in Warhammer 40K is also known as Bayesian Probability.


=D6 mathhammer, the 216 method (7th Edition)=
=Causing an Unsaved Wound, the 216 method=
Being built around 3 successive rolls of 1d6 (To hit, To Wound, Save), 40k lends itself to a very quick and effective method for getting a % chance of killing a model, without having to resort to spreadsheets. The 216 method (6^3) simply totals up the chances of getting a result you want, then divides them by the total number of results that can occur, which for rolling 3d6 is 216.
Being built around 3 successive rolls of 1d6 (To hit, To Wound, Save), 40k lends itself to a very quick and effective method for getting a % chance of causing an unsaved wound, without having to resort to spreadsheets. The 216 method (6^3) simply totals up the chances of getting a result you want, then divides them by the total number of results that can occur, which for rolling 3d6 is 216.


This example will use a Chaos Marine attacking a Guardsman in close combat
This example will use a Chaos Marine attacking a Guardsman in close combat
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# Total the number of roll results that result in a FAILED save - 5+ so 4
# Total the number of roll results that result in a FAILED save - 5+ so 4
# Multiply them together: 4x4 = 16, 16x4 = 64, this is the number of possible dice rolls on 3d6 that result in what you want, i.e. a casualty.
# Multiply them together: 4x4 = 16, 16x4 = 64, this is the number of possible dice rolls on 3d6 that result in what you want, i.e. a casualty.
# divide the number you got from step 4 by 216, in this case 0.29~, which is the % of a kill.
# divide the number you got from step 4 by 216, in this case 0.29~, which is the % of causing an unsaved wound.


This gives a result of one attack having a slightly worse than a 1 in 3 chance of killing a guardsman in close combat.
This gives a result of one attack having a slightly worse than a 1 in 3 chance of killing a Guardsman in close combat.


For instances where one of the rolls is ignored, such as with a bolt pistol against a humble flak armour save, it becomes the 36 method (6^2), since there are 36 possible rolls for 2d6:
==Feel No Pain or Ignoring Unsaved Wounds==
# Total the number of roll results that result in a hit - 3+ so 4
Some units have abilities or can benefit from psychic powers that let them ignore unsaved wounds on a roll of 6+ or 5+. To calculate the effect of this divide 6 by the number of rolls that will go through the Feel No Pain ability, with a 6+ that would be 6/5=1.2 and with a 5+ it is 6/4=1.5. So assuming the damage of the weapon is 1 then a 6+ FNP increases durability by 20% and a 5+ by 50%.
# Total the number of roll results that result in a wound - 3+ so 4
 
# Multiply them together: 4x4 = 16,
With multiple damage it becomes a little more complicated. A given unsaved wound with a damage characteristic of x has a 1/6, 1/36, 1/216, 1/1296, 1/7776, 1/46656 of being reduced by 1, 2, 3, 4, 5, 6‬ damage by a 6+ FNP or 1/3, 1/9, 1/27, 1/81, 1/243, 1/729 by a 5+ FNP.
# Divide the number from step 4 by 36, in this case .44~
 
Let's say your Deathshroud Terminators with 2 wounds per model and a 5+ FNP fail 10 saves with D3 damage. The first wound will cause 3 damage 27/81 times, 2 damage 27/81 times and 1 damage 27/81 times.
 
:3 damage gets reduced to 0 damage 1/27 times, 1 damage 6/27 times, 2 damage 12/27 times, 3 damage 8/27 times.
:2 damage gets reduced to 0 damage 3/27 times, 1 damage 18/27 times, 2 damage 6/27 times.
:1 damage gets reduced to 0 damage 9/27 times, 1 damage 18/27 times.
:13/81 times the first wound does 0 damage, 42/81 times the first wound does 1 damage, 18/81 times the first wound does 2 damage, 8/81 times the first wound does 3 damage.
:To make up for the wounds that do no damage we multiply by (81+13)/81
:To make up for the wounds that cause 1 damage we multiply by (81+42)/81
:10*(81+13)/81*(81+42)/81=5.67 Deathshroud Terminators die on average.
 
==Re-rolls==
An ability to re-roll will multiply the number of results that result in a hit or a wound by (6+x)/6, where x is the number of facings on a hit roll you can re-roll, so if you re-roll 1s x is 1, re-roll 1s, 2s, 3s and 4s x is 4.
 
Chaos Space Marines within 6" of a Chaos Lord can re-roll 1s to hit so you multiply their number of results that result in a hit by 4*(6+1)/6=4.667


So a marine with a bolt pistol has a slightly worse than 1 in 2 chance of killing a guardsman.
The efficacy of re-rolls cannot be understated, a Chaos Lord increases the damage output of nearby units by 17%, that means that if you have 6 times the value of the Chaos Lord in nearby units then the Chaos Lord will be effective for his pts simply based on his Aura, note that as you lose units the Aura will become less and less effective and Characters are often less durable for their pts than other units, so while a Chaos Lord is amazing while you have 10 times the number of pts within range of his aura, if you only have 2 times the number of pts within range of his aura he needs to do more work himself to justify his pts cost and inclusion in your army.  


With these odds readily at hand, the decision to charge a guardsman unit with marines suddenly doesn't have any merit whatsoever, and conversely the guardsmen are probably in a better position if they [[awesome|charge the marines]].
==Required Attacks to Kill a Unit on Average==
Divide the number of unsaved wounds you want to cause by the chance of causing an unsaved wound with an attack, say you want to kill an Infantry Squad with 10 Guardsmen in melee with your Chaos Space Marine unit in melee you would divide 10 by 0.29 and get 34.48.


=D6 mathhammer, the 216 method (8th Edition)=
==Average Damage Output==
To calculate the average damage output of a unit simply multiply the number of attacks with a given weapon by the chance of causing an unsaved wound and the average damage of the weapon. Say you have a unit of 10 Chaos Space Marines with 21 attacks, you want to know how many Guardsmen they kill on average. 21*0.29=6.09.


Standard Bolters no longer have AP, so the Sternguard Special Issue Bolter is possibly the only way to replicate the .44~ from a bolt weapon used in the example above at 18 points per model + gun. Standard Bolters now have the same 33~% chance per shot as close combat attacks, but have the advantage that you can rapid fire and then charge, leading to 1 marine at 13 points having a combined rapid fire + close combat likelihood of guardsman murder of approximately 87%.
==Points per Wound==
To calculate the effectiveness of a given unit you can divide the average damage output by the cost of the unit. 10 Chaos Space Marines cost 130 pts, so each unsaved wound in close combat costs you 130/6.09=21.35 pts.  


12 points spent on 3 basic guardsmen under the same conditions have a 50~% chance of killing said marine with 9 s3 attacks (( 3 * 2 * 2 )/ 216), A guardsman with an overcharged plasma gun (11 points) gets an agreeable 75~% ((( 3 * 5 * 5 )/216) * 2) + 1 close combat attack, and a guardsman heavy weapon team with a heavy bolter ((( 3 * 4 * 3 )/216) * 3) at 14 points a slightly disappointing 72~% factoring even with 1 rapid fire lasgun and 2 close combat attacks.
You can go one step further and divide it by the cost of a wound on a model that you are killing. 10 Guardsmen cost 40 pts so 1 is 40/10=4 pts, 21.35/4=5.34.


It should be noted however this completely discounts the non-uncommon occurrence of hot dice, providing merely average performance grades. With more low value shots and bodies in play, the impact of a swing in your favor increases.
Now you can compare the squad to other units available to you, 5 Khorne Berzerkers for example pay 7.91 pts per unsaved wound they cause assuming they don't lose any models when the Guardsmen strike back before they can fight a second time. That means Khorne Berzerkers with chainaxes are 2,69 times as effective at killing Infantry Squads in melee compared to a Chaos Space Marine unit with chainswords. For this reason and because attacking twice also gives a lot of tactical flexibility Chaos Space Marines with chainswords are never used, on the other hand Khorne Berzerkers get used a lot more relative to the Chaos Space Marines. You also need to factor in how vulnerable a unit is, in this case Khorne Berzerkers pay 30% more per wound, but if you are paying for a Rhino to transport and protect your melee unit, suddenly you are paying very little extra to have Khorne Berzerkers instead of Chaos Space Marines and the durability issue is mitigated by the Rhino.


=Causing an Unsaved Wound, the dirty eyeball method=
If your in a hurry or have a lot of attacks to mathhammer at once you can instead use this methoid for a quick and dirty approximation. Since The odds of a dice landing any indivdual result is the same, then in theory if you rolled six dice you are expected to get one of each of the results. In practice your never that lucky but over an infinity amount of time that is the expected result.


==The drawback illustrated==
As such if you take the number of attacks and divide the number by six you have the expected out come for each results on a d6. As an example, if you had 60 attacks you'd expect 10 1's, 10 2's, 10 3's, 10 4's, 10, 5's and 10 6's. From there you can keep eye balling results as each gets winnowed down.


Since 7th edition games are won or lost in the army composition stage, not in the actual rolling of the dice, working from pure statistics is schmuck bait. Mathhammer can lead you down trails of endless disappointment if you leave out the other factors which, per game, can change wildly. It's vitally important to account for numbers such as shot volume, which can behave counter-intuitively - 1 shot at BS 4 is 1/4 the amount of shots hitting, on average, as 4 shots at BS 4, but nearly 1/2 (43.75%) the odds of at least one shot hitting.
For a more expansive example we will have 20 conscripts under the effects of First rank fire, second rank fire, shoot lasguns at rapid fire range at 20 chaos space marines, for a total of 80 shots. We will also have them be caidan's for reroll to one's and Hammer of the Emperor will be active so Sixes's will auto wound.


For example, these odds are at per-attack basis, so a marine with a bolt pistol has a 44% chance of killing a guardsman, a marine with a rapid-firing bolter has a ~44%+~44% chance, a little less than an 69% chance (odds of both missing would be 56%x56%=31%), almost a guaranteed kill on a single guardsman, and a reasonable chance to kill two of them (19% chance).  
#Divide number of attacks by 6, in this case 80/6=13.33 round down to 13. So we can expect roughly 13 of each results. Conscripts hit on 5 and 6 so 13 results are hits and 13 are hits that auto wound due to hammer of the emperor. Additionally 13 of those misses were on a 1 so those are re rolled. Repeating the step: 13/6=2.16 round down to 2. So 2 more of those to hit's are 5's and 2 more are sixes. (since again we are expecting 2 of each kind of result on a d6)
#Divide number of hits by 6. In this case we have 15 hits that need to wound, and 15 that have already wounded. 15/6=2.5 round up to 3. lasgun's wound on a 5+ so we can expect 6 wounds as the 3 fives and 3 sixes we can expect will wound meaning adding the 15 that have already wounded thanks to Hammer of the Emperor we have 21 wounds.*
# Divide the number of wounds by 6 again. 21/6=3.5 round up to 4. Since marine's fail on a 1 or 2 that's 8 unsaved wounds.
# If there is an ability that let's them ignore wounds then take the number of failed wounds and again divide by six to give you the number of expected results for each number, then take the number of brackets it ignores wound by that's you result. So back to the chaos marines 8/6=1.33 round down so if they ignore wounds on a 5+, then 2 of them ignore the wounds.


A Chaos Marine that's assault-optimized can get as many as 4 attacks on the charge, giving the guardsman roughly a .70~ chance of survival per attack, meaning 70% to survive the first melee attack, 49.5% to survive the second, 34.8% against the third, and 24.5% against the fourth. The single Chaos Marine from this example could reasonably be expected to kill 1 to 2 guardsman in a round of shooting his bolter, or firing a bolt pistol followed by a charge, 2 to 3 guardsman in a turn, though could kill as many as 5 even though it's statistically unlikely.  
This method is quick and dirty with the final number being far less precise then the 216 method. However rather then telling you the odds of any individual lasgun shot killing a marine, this method can give you the rough expected out come of a lot individual attacks happening at once. It fails however if at any point in the process you need to divide by less then 6, since again we divide by six to let you know how many of each result we can roughly expect to happen. So it can't tell you the odds of a single lascannon wounding or hitting but works better for large volume's of attacks.


Bearing in mind, if, say, a squad of 5 marines is going against a squad of 20 guardsman, that's a little less than a 2% chance to be hurt by a shot, per shot, on overwatch, but with 40 shots means a 74% chance that one of those marines goes down.
*This method also show's why any ability that auto hit's or wounds is powerful since it completely skips a step thus preventing results from being reduced either by failed BS or To wound rolls.


=Why you would want to do this=
=Why you would want to do this=
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=External Links=
=External Links=
*[http://www.heresy-online.net/combatcalculator/shooting.php An online shooting outcome calculator]
*[https://www.unitcrunch.com UnitCrunch (40k MathHammer web app)]
*[http://mathhammer.blogspot.co.uk/ method 216 in detail]
 
*[http://mathhammer.thefieldsofblood.com another calculator]
*[http://www.mathhammer8thed.com/ another another calculator]
[[Category:Warhammer_40,000]]
[[Category:Warhammer_40,000]]

Latest revision as of 11:22, 22 February 2025

Overview[edit | edit source]

MathHammer at its most basic refers to the application of statistics to judge army composition decisions or determining how many attacks of a given type you would need to apply to a unit to kill it on average or determining the likelihood of killing a unit given that you put a certain number of attacks into that unit.

As the name implies it's frequently used in Warhammer 40k, but can apply to any chance-based game. The type of math we employ in Warhammer 40K is also known as Bayesian Probability.

Causing an Unsaved Wound, the 216 method[edit | edit source]

Being built around 3 successive rolls of 1d6 (To hit, To Wound, Save), 40k lends itself to a very quick and effective method for getting a % chance of causing an unsaved wound, without having to resort to spreadsheets. The 216 method (6^3) simply totals up the chances of getting a result you want, then divides them by the total number of results that can occur, which for rolling 3d6 is 216.

This example will use a Chaos Marine attacking a Guardsman in close combat

  1. Total the number of roll results that result in a hit - 3+ so 4
  2. Total the number of roll results that result in a wound - 3+ so 4
  3. Total the number of roll results that result in a FAILED save - 5+ so 4
  4. Multiply them together: 4x4 = 16, 16x4 = 64, this is the number of possible dice rolls on 3d6 that result in what you want, i.e. a casualty.
  5. divide the number you got from step 4 by 216, in this case 0.29~, which is the % of causing an unsaved wound.

This gives a result of one attack having a slightly worse than a 1 in 3 chance of killing a Guardsman in close combat.

Feel No Pain or Ignoring Unsaved Wounds[edit | edit source]

Some units have abilities or can benefit from psychic powers that let them ignore unsaved wounds on a roll of 6+ or 5+. To calculate the effect of this divide 6 by the number of rolls that will go through the Feel No Pain ability, with a 6+ that would be 6/5=1.2 and with a 5+ it is 6/4=1.5. So assuming the damage of the weapon is 1 then a 6+ FNP increases durability by 20% and a 5+ by 50%.

With multiple damage it becomes a little more complicated. A given unsaved wound with a damage characteristic of x has a 1/6, 1/36, 1/216, 1/1296, 1/7776, 1/46656 of being reduced by 1, 2, 3, 4, 5, 6‬ damage by a 6+ FNP or 1/3, 1/9, 1/27, 1/81, 1/243, 1/729 by a 5+ FNP.

Let's say your Deathshroud Terminators with 2 wounds per model and a 5+ FNP fail 10 saves with D3 damage. The first wound will cause 3 damage 27/81 times, 2 damage 27/81 times and 1 damage 27/81 times.

3 damage gets reduced to 0 damage 1/27 times, 1 damage 6/27 times, 2 damage 12/27 times, 3 damage 8/27 times.
2 damage gets reduced to 0 damage 3/27 times, 1 damage 18/27 times, 2 damage 6/27 times.
1 damage gets reduced to 0 damage 9/27 times, 1 damage 18/27 times.
13/81 times the first wound does 0 damage, 42/81 times the first wound does 1 damage, 18/81 times the first wound does 2 damage, 8/81 times the first wound does 3 damage.
To make up for the wounds that do no damage we multiply by (81+13)/81
To make up for the wounds that cause 1 damage we multiply by (81+42)/81
10*(81+13)/81*(81+42)/81=5.67 Deathshroud Terminators die on average.

Re-rolls[edit | edit source]

An ability to re-roll will multiply the number of results that result in a hit or a wound by (6+x)/6, where x is the number of facings on a hit roll you can re-roll, so if you re-roll 1s x is 1, re-roll 1s, 2s, 3s and 4s x is 4.

Chaos Space Marines within 6" of a Chaos Lord can re-roll 1s to hit so you multiply their number of results that result in a hit by 4*(6+1)/6=4.667

The efficacy of re-rolls cannot be understated, a Chaos Lord increases the damage output of nearby units by 17%, that means that if you have 6 times the value of the Chaos Lord in nearby units then the Chaos Lord will be effective for his pts simply based on his Aura, note that as you lose units the Aura will become less and less effective and Characters are often less durable for their pts than other units, so while a Chaos Lord is amazing while you have 10 times the number of pts within range of his aura, if you only have 2 times the number of pts within range of his aura he needs to do more work himself to justify his pts cost and inclusion in your army.

Required Attacks to Kill a Unit on Average[edit | edit source]

Divide the number of unsaved wounds you want to cause by the chance of causing an unsaved wound with an attack, say you want to kill an Infantry Squad with 10 Guardsmen in melee with your Chaos Space Marine unit in melee you would divide 10 by 0.29 and get 34.48.

Average Damage Output[edit | edit source]

To calculate the average damage output of a unit simply multiply the number of attacks with a given weapon by the chance of causing an unsaved wound and the average damage of the weapon. Say you have a unit of 10 Chaos Space Marines with 21 attacks, you want to know how many Guardsmen they kill on average. 21*0.29=6.09.

Points per Wound[edit | edit source]

To calculate the effectiveness of a given unit you can divide the average damage output by the cost of the unit. 10 Chaos Space Marines cost 130 pts, so each unsaved wound in close combat costs you 130/6.09=21.35 pts.

You can go one step further and divide it by the cost of a wound on a model that you are killing. 10 Guardsmen cost 40 pts so 1 is 40/10=4 pts, 21.35/4=5.34.

Now you can compare the squad to other units available to you, 5 Khorne Berzerkers for example pay 7.91 pts per unsaved wound they cause assuming they don't lose any models when the Guardsmen strike back before they can fight a second time. That means Khorne Berzerkers with chainaxes are 2,69 times as effective at killing Infantry Squads in melee compared to a Chaos Space Marine unit with chainswords. For this reason and because attacking twice also gives a lot of tactical flexibility Chaos Space Marines with chainswords are never used, on the other hand Khorne Berzerkers get used a lot more relative to the Chaos Space Marines. You also need to factor in how vulnerable a unit is, in this case Khorne Berzerkers pay 30% more per wound, but if you are paying for a Rhino to transport and protect your melee unit, suddenly you are paying very little extra to have Khorne Berzerkers instead of Chaos Space Marines and the durability issue is mitigated by the Rhino.

Causing an Unsaved Wound, the dirty eyeball method[edit | edit source]

If your in a hurry or have a lot of attacks to mathhammer at once you can instead use this methoid for a quick and dirty approximation. Since The odds of a dice landing any indivdual result is the same, then in theory if you rolled six dice you are expected to get one of each of the results. In practice your never that lucky but over an infinity amount of time that is the expected result.

As such if you take the number of attacks and divide the number by six you have the expected out come for each results on a d6. As an example, if you had 60 attacks you'd expect 10 1's, 10 2's, 10 3's, 10 4's, 10, 5's and 10 6's. From there you can keep eye balling results as each gets winnowed down.

For a more expansive example we will have 20 conscripts under the effects of First rank fire, second rank fire, shoot lasguns at rapid fire range at 20 chaos space marines, for a total of 80 shots. We will also have them be caidan's for reroll to one's and Hammer of the Emperor will be active so Sixes's will auto wound.

  1. Divide number of attacks by 6, in this case 80/6=13.33 round down to 13. So we can expect roughly 13 of each results. Conscripts hit on 5 and 6 so 13 results are hits and 13 are hits that auto wound due to hammer of the emperor. Additionally 13 of those misses were on a 1 so those are re rolled. Repeating the step: 13/6=2.16 round down to 2. So 2 more of those to hit's are 5's and 2 more are sixes. (since again we are expecting 2 of each kind of result on a d6)
  2. Divide number of hits by 6. In this case we have 15 hits that need to wound, and 15 that have already wounded. 15/6=2.5 round up to 3. lasgun's wound on a 5+ so we can expect 6 wounds as the 3 fives and 3 sixes we can expect will wound meaning adding the 15 that have already wounded thanks to Hammer of the Emperor we have 21 wounds.*
  3. Divide the number of wounds by 6 again. 21/6=3.5 round up to 4. Since marine's fail on a 1 or 2 that's 8 unsaved wounds.
  4. If there is an ability that let's them ignore wounds then take the number of failed wounds and again divide by six to give you the number of expected results for each number, then take the number of brackets it ignores wound by that's you result. So back to the chaos marines 8/6=1.33 round down so if they ignore wounds on a 5+, then 2 of them ignore the wounds.

This method is quick and dirty with the final number being far less precise then the 216 method. However rather then telling you the odds of any individual lasgun shot killing a marine, this method can give you the rough expected out come of a lot individual attacks happening at once. It fails however if at any point in the process you need to divide by less then 6, since again we divide by six to let you know how many of each result we can roughly expect to happen. So it can't tell you the odds of a single lascannon wounding or hitting but works better for large volume's of attacks.

  • This method also show's why any ability that auto hit's or wounds is powerful since it completely skips a step thus preventing results from being reduced either by failed BS or To wound rolls.

Why you would want to do this[edit | edit source]

So why exactly would you want to recreate statistics 101 in your hobby time? Because GW didn't. Running Mathhammer against your army list will show up the truly junk options that were crammed in your codex, and in turn the absolutely insane power breaks that have no bearing on units points cost. It can however be very useful in avoiding trap units, and putting together viable counters if you are struggling with army composition.

Beware![edit | edit source]

Mathhammer, like employing the power of the warp, can be a force for good when used with discipline and restraint. But reckless mathhammer is a step on the path to damnation.

External Links[edit | edit source]