New points system for your perusal

Complete fantasy mass-combat wargame system

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jimbeau
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New points system for your perusal

Postby jimbeau » Sun Feb 11, 2007 1:30 am

As of right now, I am freezing the point formula unless there's a huge outcry.

________________________________

Okay, Zerloon has me inspired today.

I rewrote the point formula. Well, at least I revised it. The basic idea is still there, square root of Orat * Drat but there's a significant change to commanders.

I assume and hope there will be questions. I can justify all the values mathematically, and for most I have in another post, but if you want to see my calculations, I will, of course post them for you to investigate. Please do check me out, especially you statisticians out there, I am not a professional mathematician so my calculations need as much help as they can get.

Unit Cost

Combat Value
(ORat * DRat * SpecialMultiplier)^0.5 ** Change back to ^0.5 **

SpecialsProduct
Product of all Specials Multipliers

ORat
(Movement + 1) * MeleeMultiplier + (RangedMultipler * Range ^ 1.25)

DRat
DefenseMultiplier * Wds * MoraleMultiplier

SpecialMultiplier
MagicMultiplier * QtyMagicDice * SpecialsProduct * UnitTypeMultiplier

The tables are as follows:

Specials Multipliers
same as FtM I, we'll deal with those if we see huge disparities in practice. I can't say as I've ever seen one that really was too far off.

Multipliers
MeleeMultiplier

1d4 1.3
1d6 1.5
1d8 2.0
1d10 2.5
1d12 3.0
2d4 2.0
2d6 3.0
2d8 4.0
2d10 5.0
2d12 6.0
3d4 4.0
3d6 6.0
3d8 8.0
3d10 10.0
3d12 12.0

RangedMultipler

1d4 0.65
1d6 0.75
1d8 1.0
1d10 1.25
1d12 1.5
2d4 1.0
2d6 3.0
2d8 4.0
2d10 5.0
2d12 6.0
3d4 4.0
3d6 6.0
3d8 8.0
3d10 10.0
3d12 12.0

UnitTypeMultiplier

Artillery 1.25
Cavalry 2.00
Infantry 1.00
Monster Size 1 1.00
Monster Size 2+ 1.25
Personality 1.00

DefenseMultiplier

0 1
1 7
2 15
3 25
4 50
5 100
6 200

MoraleMultiplier *** Significant Change here ***

1+ 10
2+ 9
3+ 8
4+ 7
5+ 6
6+ 5
7+ 4
8+ 3
9+ 2
10+ 1

I flattened the curve here because I felt like there wasn't enough of a difference between a 3+ and a 7+.

MagicMultiplier
(1 + MagicRange) * MagicValue

MagicValue
d4 3.75
d6 5.25
d8 6.75
d10 8.25
d12 9.75

Command *** Significant change here ***
I changed it back the the old way, again, but made Movement part of the formula.

CmdPointValue
CmdMultipler ^ NumberCmdDice * (CmdRange * (CmdRange + Movement)) + 1

CmdMultipler
d4 2.5
d6 3.5
d8 4.5
d10 5.5
d12 6.5
Last edited by jimbeau on Sun Nov 04, 2007 6:06 pm, edited 4 times in total.

RiflemanIII
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Postby RiflemanIII » Sun Feb 11, 2007 1:45 am

Hmm, I'd have to play around with this in a spreadsheet before I could actually give an asessement.

Zerloon
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Postby Zerloon » Mon Feb 12, 2007 10:30 pm

I beg for pardon, but I don't understand how work Command points... could you do an example?

jimbeau
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Postby jimbeau » Tue Feb 13, 2007 12:59 am

Surely, take, for example the Boreal Large Horde

1 Horde Master (General) 84
1 Hero (Personality) 56
1 Hero (Personality) 42
1 Shaman of K’Syaad (Personality) 216
1 Warriors (8 Elements) 584
1 Warriors (6 Elements) 438
1 Javelins (6 Elements) 696
1 Horse Warriors (8 Elements) 1224
1 Zealots (5 Elements) 610
2 War Mammoths (Monster 3) 424
1 Yeti (Monster 2) 123
1 Giant Polar Bear (Monster 1) 63
4,560

Command dice
Horde Master 2d6/8 CmdValue = 54.4
Hero 1 d6/8 CmdValue = 22.4
Hero 2 d8/8 CmdValue = 27.2

Total = 104
# units = 13

104 / 13 = 8

8 x 4560 = 36480 force total

okay, maybe some of the values need a little adjusting, but that's how I envisioned it.

I guess the commanders force multiplier will have to go back to the drawing board ;)

underling
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Postby underling » Tue Feb 13, 2007 2:37 am

jimbeau wrote:Command dice
Horde Master 2d6/8 CmdValue = 54.4
Hero 1 d6/8 CmdValue = 22.4
Hero 2 d8/8 CmdValue = 27.2
Total = 104
# units = 13
104 / 13 = 8
8 x 4560 = 36480 force total
okay, maybe some of the values need a little adjusting, but that's how I envisioned it.
I guess the commanders force multiplier will have to go back to the drawing board ;)

It seems like you're making this way harder than it needs to be.
;)
Kevin

jimbeau
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Postby jimbeau » Tue Feb 13, 2007 12:40 pm

and your suggestion is...

underling
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Postby underling » Tue Feb 13, 2007 1:33 pm

jimbeau wrote:and your suggestion is...

Let me crunch a few numbers to see if what I'm thinking will work actually does work.
I'll get back to you.
Kevin

underling
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Postby underling » Tue Feb 13, 2007 3:52 pm

underling wrote:
jimbeau wrote:and your suggestion is...

Let me crunch a few numbers to see if what I'm thinking will work actually does work.
I'll get back to you.
Kevin

Refresh my memory...
What is the maximum number of command dice a commander can have?
Kevin

jimbeau
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Postby jimbeau » Tue Feb 13, 2007 4:26 pm

They range from d4 to 2d12 (though theoretically there's no limit)

I'm looking for a way to value commanders in their effect on the force as a whole.

Remember that in FtM II any unit can move once for free (if they don't accept points from commanders)

underling
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Postby underling » Tue Feb 13, 2007 5:15 pm

jimbeau wrote:They range from d4 to 2d12 (though theoretically there's no limit)
I'm looking for a way to value commanders in their effect on the force as a whole.
Remember that in FtM II any unit can move once for free (if they don't accept points from commanders)

If every unit can move at least once, even with the restriction of not being able to receive command points, then I'd cap the number of command dice a command stand can have (and probably have that cap at 2d12).
I'll run some numbers using the assumption that command dice are capped at 2d12.
Kevin


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