CountDorku
Since: Jan, 2001
#2: Mar 4th 2013 at 10:43:27 AM
You would be *amazed* how much Mathhammer I've done over the years.
Usually disproven by my dice hating me, but there you go.
#3: Mar 4th 2013 at 11:10:51 AM
yeah, I've come to enjoy using anydice.com for this. Great for crunching dice curves.
#4: Mar 4th 2013 at 5:38:58 PM
I owe you one for that. Thanks!
How dare you disrupt the sanctity of my soliloquy?
#5: Mar 5th 2013 at 9:30:40 AM
My pleasure.
Achaemenid
HGW XX/7
from Ruschestraße 103, Haus 1
Since: Dec, 2011
Relationship Status: Giving love a bad name
#6: Mar 6th 2013 at 3:15:10 PM
You can use Pythagoras to estimate ranges for guess-range weapons.
Schild und Schwert der Partei
Total posts: 6
In which we discuss the application of mathematics in analyzing and designing wargames, RP Gs, et cetera.
Off and on for the past few weeks, I've been revamping my old medieval/fantasy wargame rules. I decided that in order to devise a balanced combat system, I'd have to look at the rates at which different troop types inflict damage on one another. For instance:
12 spearmen attack 8 knights with a 1/9 kill chance (5+ to hit, 5+ to pierce armor), while the knights responds with a 1/4 kill chance (4+ to hit, 4+ to pierce armor). So the decline in the spearmen's strength over t turns is ds/dt= -(1/4)k and that of the knights is dk/dt= -(1/9)s. Since k=(2/3)s, you get ds/dt= (-1/4)(2/3)s = (-1/6)s. So the spearmen lose 1/6 of their number each turn. You can do the same thing for the knights.
Now, to figure out how to factor in set morale-check casualty marks and use that to determine the average turn length of a round of such combat.
So...does anyone else take nerdiness to the next level by combining math with tabletop games, or am I alone in this?
How dare you disrupt the sanctity of my soliloquy?