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Home » Great Library at Hoeth » Book of Warfare » General » StatisticsHammer 2: Break Tests.
| StatisticsHammer 2: Break Tests. |
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I ran a fairly simple statistical run on the chances of a unit breaking based off their modified leadership. As should be obvious, you should strive to bring your opponent's leadership down into the red area (greater than 70% chance of breaking), and keep any combats you expect to lose in the blue if possible (less than 30% chance of breaking).
Modified Leadership / Chance of Breaking (normal)
2 / 97.2%
3 / 91.7%
4 / 83.3%
5 / 72.2%
6 / 58.3%
7 / 41.7%
8 / 27.8%
9 / 16.7%
10/ 08.3%
Modified Leadership / Chance of Breaking (battle standard bearer or other retest)
2 / 94.5%
3 / 84.0%
4 / 69.4%
5 / 52.2%
6 / 34.0%
7 / 17.4%
8 / 07.7%
9 / 02.8%
10/ 00.7%
Modified Leadership / Chance of Breaking (lizardman or single die reroll)
2 / 92.6%
3 / 80.1%
4 / 64.4%
5 / 47.7%
6 / 31.0%
7 / 19.4%
8 / 10.6%
9 / 05.1%
10/ 01.9%
Modified Leadership / Chance of Breaking (lizardman with BSB or other retest)
2 / 85.7%
3 / 64.1%
4 / 41.4%
5 / 22.7%
6 / 10.2%
7 / 03.8%
8 / 01.1%
9 / 00.3%
10/ 00.0%*
*Obviously, there is some chance that a Lizardman unit with leadership 10 and a retest will break, but it is less than 0.1% (more like 0.03%).
I'm putting this up to be a handy tool for anyone trying to break their opponents. Feel free to choose your own safety margins instead of using my preferred 70% chance of breaking/30% chance of holding. Either way, knowing how much you are looking to win the combat by before you charge in can sometimes help make the decision on whether or not it is really a good idea to engage the enemy unit at all. Similarly, the choice between trying to hold a charger or fleeing and later redressing your lines can also be made easier. |
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