Friday, December 4, 2015

Extending the Dwarf Holds with Missing Profiles - Legendary Formations [Part 6c/13]

As mentioned in the previous posts, this third part of Missing Profiles for the Dwarf Holds will consist of the new Legendary Formations for the army list.

Here are the subset of the profiles from the Dwarf Holds that have become Legendary Formations:
  • Thorin's Company
  • The King's Herald
  • Thrain the Broken
These new profiles add two new Monsters and a company of Heroes. This nicely fills the gap in the Army list; especially with the inexpensive Monster, Thrain the Broken, adding a little bit of a random element as well (similar to Denethor - but with more "concern" due to his Special Rules: Hard to Kill and Striking Order (Monster)).

NEW LEGENDARY FORMATIONS FOR DWARVES
  1. Thorin's Company
  2. The King's Herald
  3. Thrain the Broken

1) THORIN'S COMPANY

Following suit with other Legendary Formations that are contained within other lists (i.e., The Fellowship, The White Council, The Nine are Abroad, etc …) we now introduce the formation of Heroes for the Dwarf Holds - Thorin's Company. This represents the Dwarves as they embark on their journey to reclaim Erebor.



(There is actually another page with the rest of Gandalf's Spells on it - but I've left that out of the image...)

2) THE KING'S HERALD


Here is a cool Monster Hero … This model is a Dwarf Monster and an Army Banner (which there are not very many of these within any Army List in the game). He is a natural tank just due alone to his stat line, but combining him with one or more of the King's Champions, and they become a force in-and-of-themselves to be reckoned with!

3) THRAIN THE BROKEN

We made Thrain a Monster (even though he doesn't have the larger base) so that we could give him the Special Rule Shattered Spirit. This special rule allows the opposing player to control Thrain, so he had to be his own formation for that mechanic to work properly.


His Shattered Spirit Special Rule means that if he rolls double 1's, double 2's or double 3's when taking his Courage Test then he will be controlled by the opposing player. Let's go through the probability of this happening:

Count of possible dice roll combinations [C(n)]:

  • C(2) = 1
    • This means there is only one possible combination to get the total of a 2 on two dice:
      • Rolling a 1 on die 1 and rolling a 1 on die 2.
  • C(3) = 2 
    • This means there are two possible combinations to get the total of a 3 on two dice: 
      • Rolling a 1 on die 1 and rolling a 2 on die 2 or
      • Rolling a 2 on die 1 and rolling a 1 on die 1.
  • C(4) = 3 
    • This means there are three possible combination to get the total of a 4 on two dice:
      • Rolling a 1 on die 1 and rolling a 3 on die 2 or
      • Rolling a 2 on die 1 and rolling a 2 on die 2 or
      • Rolling a 3 on die 1 and rolling a 1 on die 2.
  • C(5) = 4
    • This means there are four possible combinations to get the total of a 5 on two dice:
      • Rolling a 1 on die 1 and rolling a 4 on die 2 or
      • Rolling a 2 on die 1 and rolling a 3 on die 2 or
      • Rolling a 3 on die 1 and rolling a 2 on die 2 or 
      • Rolling a 4 on die 1 and rolling a 1 on die 2.
  • C(6) = 5
    • This means there are five possible combinations to get the total of a 6 on two dice:
      • Rolling a 1 on die 1 and rolling a 5 on die 2 or
      • Rolling a 2 on die 1 and rolling a 4 on die 2 or
      • Rolling a 3 on die 1 and rolling a 3 on die 2 or 
      • Rolling a 4 on die 1 and rolling a 2 on die 2 or
      • Rolling a 5 on die 1 and rolling a 1 on die 2.
  • C(7) = 6
    • This means there are six possible combinations to get the total of a 7 on two dice (ironically the most commonly rolled value on two-dice … of course):
      • Rolling a 1 on die 1 and rolling a 6 on die 2 or
      • Rolling a 2 on die 1 and rolling a 5 on die 2 or
      • Rolling a 3 on die 1 and rolling a 4 on die 2 or
      • Rolling a 4 on die 1 and rolling a 3 on die 2 or
      • Rolling a 5 on die 1 and rolling a 2 on die 2 or
      • Rolling a 6 on die 1 and rolling a 1 on die 2.
  • C(8) = 5
  • C(9) = 4
  • C(10) = 3
  • C(11) = 2
  • C(12) = 1


Total number of possible combinations is the sum of all the individual combinations: 
  • 1+2+3+4+5+6+5+4+3+2+1 = 36

The Probability of getting a given roll on the dice is the count of combinations for that given roll divided by the total number of all possible combinations. For example, the probability of rolling an 11 on two dice is:

  • P(11) = C(11)/C(Total) = 2/36 = 0.055555 = 5.56% of the time.
The Probability for rolling a 7 on two dice, is:

  • P(7) = C(7)/C(Total) = 6/36 = 1/6 = 0.16667 = 16.67% of the time.
The Probability of rolling either a 7 or an 11 on two dice is found by adding the two respective probabilities together to get the total probability:
  • P(7) or P(11) = C(7)/C(Total) + C(11)/C(Total) = 6/36 + 2/36 = 8/36 = 0.22222 = 22.22% of the time (which is almost a 1 in 4 chance), and cool - now we understand how the game of Craps works!
Let's get back to looking at the probability for Thrain getting controlled by the opposing player via his Special Rule Shattered Spirit, again:

The four possible conditions that could occur (from best case scenario to worst case scenario) for Thrain via his Special Rule are:

1) Thrain passes his courage test by rolling doubles and gains the bonuses to Fight, Strength, Attack and Courage for the Round.
  • With a Courage Value of 3, in order to pass his Courage Test, Thrain would have to roll a value of 7 or more on two dice.
  • If he has to roll doubles to get the benefit of this case, that means he would have to roll double 4's (a value of 8), double 5's (a value of 10), or double 6's (a value of 12).
  • The number of possible combinations for a value of 12 via rolling a 4 on die 1 and rolling a 4 on die 2 (double 4's) is 1, likewise for double 5's and double 6's.
  • The Probability of rolling this case is then:
    • P(dbl 4's) + P(dbl 5's) + P(dbl 6's) = 1/36 + 1/36 + 1/36 = 3/36 = 1/12 = 0.08333 = 8.33%

2) Thrain passes his courage test on anything but rolling doubles and can behave normally with no bonuses.
  • Again, this means that Thrain would have to roll a 7, 8, 9, 10, or 11 on two dice (baring the double rolls for an 8 or a 10).
  • The Probability of rolling this case is then:
    • P(7) + P(8) - P(dbl 4's) + P(9) + P(10) - P(dbl 5's) + P(11) = 6/36 + 5/36 - 1/36 + 4/36 + 3/36 - 1/36 + 2/36 = 18/36 = 0.5000 = 50%
3) Thrain fails his courage test on anything but rolling doubles and cannot move or act for the round.
  • This means tat Thrain would have to roll a 6, 5, 4, or 3 on two dice (baring the double rolls for a 6 or a 4).
  • The Probability of rolling this case is then:
    • P(6) - P(dbl 3's) + P(5) + P(4) - P(dbl 2's) + P(3) = 5/36 - 1/36 + 4/36 + 3/36 - 1/36 + 2/36 = 12/36 = 0.33333 = 33.33%
4) Thrain fails his courage test by rolling doubles and is controlled by the opposing player.
  • With a Courage Value of 3, in order to fail his Courage Test, Thrain would have to roll a value of 6 or less on two dice.
  • If he has to roll double to get this case, that means he would have to roll double 3's, double 2's or double 1's.
  • The number of possible combinations for a double 3's is 1, likewise for double 2's and double 1's.
  • The Probability of rolling this case is then:
    • P(dbl 1's) + P(dbl 2's) + P(dbl 3's) = 1/36 + 1/36 + 1/36 = 3/36 = 1/12 = 0.08333 = 8.33%
Notice that the sum of the probabilities for all 4 cases adds up to 100% (as we would expect that it would).

So, there is just over an 8% chance that Thrain will either get his bonuses to his stat line or will be controlled by the other player and then a 50% chance that he will behave normally, and a 33% chance that he will not be able to move. Also, notice that this means that just under 60% of the time the controlling player will roll case 1 or 2 … and just over 40% of the time he will roll case 3 or 4. Now we see why he is pointed at 50 points, as well … because approximately half of the time you won't be able to use him as a monster, and one-twelveth of the time he will be used against you! With most Trolls costing around 100 Points, this makes even more sense, in the fact that just over 40% of the time you can't use him, and he costs 1/2 the points of a Troll (of course with a smaller contact base, as well). Nice!










LINKS TO OTHER PARTS OF THE SBG TO WOTR CONVERSION SERIES

  1. Describing the Process [Part 1/13]
  2. Creating the Full List of Needed Profiles and Assigning WotR Armies [Part 2/13]
    1. Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]
    2. Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]
  3. Extending the Gondor & Arnor List [Part 3/13]
  4. Extending The Kingdom of Rohan List [Part 4/13]
  5. Extending The Elven Kingdoms List [Part 5/13]
  6. Extending The Dwarf Holds List [Part 6/13]
    1. Sneak Peak at the Profiles for Thorin [Part 6a/13]
    2. Common Formations [Part 6b/13]
    3. Legendary Formations [Part 6c/13]
    4. Epic Heroes [Part 6d/13]
  7. Creating The City of Dale List [Part 7/13]
  8. Extending The Forgotten Kingdoms List [Part 8/13]
  9. Extending the Mordor List [Part 9/13]
  10. Extending The Fortress of Isengard List [Part 10/13]
  11. Extending The Misty Mountains (Moria) List [Part 11/13]
  12. Extending The Fallen Realms List [Part 12/13]
  13. Extending the Angmar List [Part 13/13]
    1. Common and Rare Formations [Part 13a/13]
    2. Legendary Formations [Part 13b/13]
    3. Epic Heroes [Part 13c/13]

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