Showing posts with label Dwarves. Show all posts
Showing posts with label Dwarves. Show all posts

Tuesday, August 23, 2016

WFMC Mobile - Art for Dwarves' Companies and Formations of Various Supported Types [Part 4/11]

Next up is a couple of the Dwarf Formations, showing one or more of each type of formation that is supported in the current Dwarf Holds list.



The Dwarves are the list that has had the most updates to it (mostly due to the fact that they have a lot of profiles from the Hobbit that have been created).

Let's start at the top left and work around again ... In the top-left (within the water) is Thorin Oakenshield the Epic Hero, using his Barrel Rider Upgrade and Special Rule. Down from him is the formation of Thorin's Company - notice that they have a special base (as specified in their profile) and have the Company of Heroes rules, which makes it look even more intimidating. Recall that Thorin's Company and the Epic Hero Thorin Oakenshield are unique, so technically cannot be in the same army - but are shown here since they are "different" types supported in the army list, only. Down and to the right is a 3x1 Configuration Formation of Dwarven Ballistas. Up and to the Right is a 3x2 Configuration Formation of 5 Companies of Dwarf Warrior Kinband. They have their standard equipment of Shields ... with no other upgrades, but remember that they could have exchanged wither shields for two-handed weapons ... or upgraded their armor to heavy or mithril for extra points per company. Finally on the far right is a King's Champion Monster Hero.

So there we have it for Dwarves, everything else in the list is either an infantry or small monster (like the King's Champion - e.g., The King's Herald or Thrain the Broken).




LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
Help make WFMC Mobile get released to the Apple App Store with a donation!


    LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES

    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
    • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
    • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
    • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
    • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
    • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
    • Using WFMC to Verify Movement Examples [Part 23/23]


    LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

      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]

        Wednesday, November 25, 2015

        Extending the Dwarf Holds with Missing Profiles - Common Formations [Part 6b/13]

        The next Army List to be extended is The Dwarf Holds. Recall from Part 2/12 that the set of missing profiles for the Dwarf Holds Army List included the following:
        • Thorin Oakenshield
        • Thorin Oakenshield, King Under the Mountain
        • Dwalin the Dwarf
        • Dwalin, Champion of Erebor
        • Balin the Dwarf
        • Balin, Champion of Erebor
        • Dori the Dwarf
        • Dori, Champion of Erebor
        • Nori the Dwarf
        • Nori, Champion of Erebor
        • Ori the Dwarf
        • Ori, Champion of Erebor
        • Oin the Dwarf
        • Oin, Champion of Erebor
        • Gloin the Dwarf
        • Gloin, Champion of Erebor
        • Bifur the Dwarf
        • Bifur, Champion of Erebor
        • Bofur the Dwarf
        • Bofur, Champion of Erebor
        • Bombur the Dwarf
        • Bombur, Champion of Erebor
        • Fili the Dwarf
        • Fili, Champion of Erebor
        • Kili the Dwarf
        • Kili, Champion of Erebor
        • King Thror
        • King Thrain
        • Erebor Warrior Kinband
        • Grim Hammer Kinband
        • Thorin's Company
        • Thrain the Broken
        • The King's Herald
        • Dwarf King
        Each of the SBG profiles were considered carefully and determined the best means by which they would be integrated into the WotR list. It was finally decided that there would be 2 new common formations (the Erebor Warrior Kinband and the Grim Hammer Kinband with their respective captains), 3 new legendary formations (Thorin's Company, The King's Herald, and Thrain the Broken), and finally 28 new Epic Heroes from the list above. Also, there are updates for several other of the Dwarf Profiles to make them more in line with the intent of their army list - being defensive foot units.

        It turns out that due the number of changes that are included in the updates to the Dwarves one post would be too large to attempt to cover everything, so to mitigate that to some degree I've split it up into multiple sub-parts. The first part was technically the "sneak peak" for Thorin's profiles (by the way, they have since been finalized). This part will deal with the Common Formations that have been added and the minor changes that have been updated. The third part will be the new Legendary formations and finally the forth part will cover a sub-set of the Epic Heroes.

        Might as well get on with it ...

        As mentioned above, the Dwarves are intended to be the slow but hard "tanks" of an Army List. To allow for this to be accomplished, we have given the majority of the common formations an ability to "upgrade" their armor to be more robust. Here is an example of Dwarves that are wearing Standard Armor in their profile - and now have the ability to up to Heavy Armor or Mithril Armor (this could be an upgrade that would make the dwarves more apt to tackle that Dragon head-on):


        Furthermore, the Shieldbearer has always been a rather "boring" command hero - We have upped his special rules to be more in line of a worthy hero and increased his point cost accordingly.


        UPDATED COMMON FORMATIONS FOR DWARVES
        1. Dwarf Warrior Kinband

        The Dwarves within Vanilla WotR are initially armed with Two-Handed weapons. We have changed it to make the profile easier to read - and to be consistent with other profiles to start them with Shields and allow them to exchange their shields for Two-handed weapons for free as an Upgrade Option. Also, as mentioned above, the new upgrade options for Heavy Armor and Mithril Armor are also available to the formation. The Shieldbearer has been given his new rules to make him more of a viable hero and the Dwarf King has also been added as a command hero (with the "now standard" Heroic Strike Special Rule that Kings have seemed to acquire across factions). All-in-all, I think that this has finally made the dwarves a great core unit ... adding in an Epic Hero with Bestow Pathfinder (Mountain) and possibly Bestow Terror - with their upgrade to Mithril Armor - and 6 companies strong ... they could be a real scary force to recon with, now!

        NEW COMMON FORMATIONS FOR DWARVES
        1. Erebor Warrior Kinband
        2. Grim Hammer Kinband

        1) EREBOR WARRIOR KINBAND

        The Erebor Warrior Kinband is a rather straight forward core unit of Dwarves - with the exception that they are armed with Pikes.


        Due to their anti-Cavalry charge equipment they do not get the upgrade option for armor, but I am sure they are more then capable then holding their own.

        2) GRIM HAMMER KINBAND



        The Pick Hammers of the Grim Hammers is very reminiscent of the Mob Rule special rule that evil rank-and-file armies have (i.e., Goblins and Orcs). This will allow them to be more effective in spite of their smaller Company Size Limits (4). Combined with the +1 to hit from their Two-handed weapons, this small but destructive force will bring down some major damage!

        There we have it for the Common Formations - after Thanksgiving we will get into the other parts, so stay tuned!





        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]

            Monday, November 9, 2015

            Extending the Dwarf Holds with Missing Profiles - Sneak Peek at the Profiles for Thorin [Part 6a/13]

            I know that everyone is getting excited about the Dwarves updates getting published, so I figured that I would give a highlight to Thorin's profiles (so to give everyone a little taste of what is to come)!

             

            As you can see, Thorin Oakenshield is a great addition to the Dwarf Army List! The dwarves are now more resilient and can wreck havoc on basically all the enemy races.


            I really like this version of Thorin, too. There is nothing that says that each Dwarf Hero MUST have Bestow Pathfinder (Mountains) - so to save a few points, it wasn't added. Plus he has the "anti-Azog" flair that was intended with this profile, as well.



















            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]


              Wednesday, September 23, 2015

              Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]

              As promised, here are the current progress that I have made for putting together the new army lists with the updated profiles that have already been created for the missing models in WotR. It may be a little eye-straining, but the profiles are listed along the left column - grouped by Common Formations, Rare Formations, Legendary Formations, & Epic Heroes (exactly how they will show up in the "books" of profiles for each Army List). The missing profiles are those that are marked purple. Across the top are listed all the items that I am QA'ing (checking for quality assurance) as I am reviewing the files as they progress. The headers include:
              • Order Correct
              • Name Correct
              • Points Correct
              • Image Correct
              • Image Text Correct
              • Stats Correct
              • Type Correct
              • Company Size Ranges Correct
              • Wargear Correct
              • Command Correct
              • Special Rules Correct
              • Updated H2Kill Rule Used
              • Monster Striking Order
              • Cavalry Striking Order
              • Cavalry Charge
              • Unique Character/Unique Weapon
              • Heroic Actions Included
              • Epic Actions Included
              • Magic Included
              • Profile Proofread
              • Borders Correct
              Each cell is marked with a Red No, a Green Yes, or a Yellow N/A. If the header item hasn't been implemented or verified it is marked Red, if it is completely correct it is marked Green - and if the profile does not have any applicability to a header (i.e. the profile is not a monster or cavalry) then they are marked Yellow.

              1) Gondor & Arnor


              Here is a close-up of the profile list on the left:


              As you already know (from the previous post) Gondor & Arnor's Army List is 100% complete. When finished it turned out be a 39 page document! Everything has been written and the only remaining thing to do is to create it and secure it via PDF and put it up on the downloads page. I'm considering putting up two versions - one that will be the colored version with mark-up and a second that will be "clean".

              The current completion status for the 37 profiles within Gondor & Arnor: 100%

              2) The Kingdom of Rohan


              Here is the profile list for the Men of Rohan:


              The profiles for The Kingdom of Rohan are also 100% complete. Everything has been written and added to the document. It turned out to be 30 pages long with all the profiles included in the PDF. I still need to get it generated via a secure PDF and put it up on the downloads page . Go here to see the profiles that have been added!

              The current completion status for the 25 profiles within The Kingdom of Rohan is: 100%

              3) The Elven Kingdoms


              Here is the profile list for Elves:


              The Army List for Elves is now complete. I have updated the profiles for the Guardians of the Havens, Haldir's Epic Hero, Celebrian and Celebrimbor. All new profiles have already been merged into the Army List.

              The current completion status for the 47 profiles within The Elven Kingdoms is: 100%

              4) The Dwarf Holds


              Here is the profile list for Dwarves:


              The Army List for the Dwarves is the most incomplete right now for good armies - mostly because they have the most impact for new profiles that need to be merged into the list. The vanilla profiles for the Legendary Formations and Epic Heroes are already in, but there is still quite a bit of work to be done on this list. Truth be told - I suspect that this will be the list that everyone is most interested in.

              The current completion status for the 51 profiles within The Dwarf Holds is: 76%

              5) The Forgotten Kingdoms


              Here is the profile list for the Forgotten Kingdoms:


              This is another list that requires a lot of updates. It surprises me that there were never even any profiles for Bilbo, Frodo, or Sam (other than in the Legendary Formation of the Fellowship).

              The current completion status for the 44 profiles within The Forgotten Kingdoms is: 31%

              6) The City of Dale


              Here is the profile list for the City of Dale:


              This is an entirely new list. Originally, I had included these profiles in with the Dwarves - but that just didn't make sense ... since they were men and not dwarves ...While the list is relatively short, it is still a pretty awesome list none the less - and with the new models it'll be a beautiful and contemporary looking army on the battlefield.

              The current completion status for the 8 profiles within The City of Dale is: 100%









              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]

                Tuesday, April 14, 2015

                The Dwarf Holds Epic Heroes' Special Rules [Part 4/10]

                Next in the queue is The Dwarf Holds' Epic Hero List. It appears that within the list for the Dwarves there is a plethora of Bestow rules - it looks like their primary focus is to augment the companies and formation in which they are included:





                There we have it ... If we look at the applicability column, it is interesting to see that the following spread exists:
                • Only the Hero - 1/22
                • Hero's Company - 7/22
                • Hero's Formation - 9/22
                • Target Enemy - 3/22
                • All Friendly Formations within Range - 1/22
                • Target Friendly Hero - 2/22
                This would appear that The Dwarf Hold's Epic Hero Special Rules are targeted to augmenting the hero's company and formation. So, long story short - even if you are not playing with the Dwarves directly, it would seem to be worth the investment to bring a few Dwarf Heroes along as allies just to get the company and formation bonuses.




                LINKS TO OTHER SPECIAL RULE EVALUATION POSTS
                1. Gondor & Arnor Epic Heroes' Special Rules [Part 1/10]
                2. The Kingdom of Rohan Epic Heroes' Special Rules [Part 2/10]
                3. The Elven Kingdoms Epic Heroes' Special Rules [Part 3/10]
                4. The Dwarf Holds Epic Heroes' Special Rules [Part 4/10]
                5. The Forgotten Kingdoms Epic Heroes' Special Rules [Part 5/10]
                6. Mordor Epic Heroes' Special Rules [Part 6/10]
                7. The Fortress of Isengard Epic Heroes' Special Rules [Part 7/10]
                8. The Misty Mountains (Moria) Epic Heroes' Special Rules [Part 8/10]
                9. The Fallen Realms Epic Heroes' Special Rules [Part 9/10]
                10. Angmar Epic Heroes' Special Rules [Part 10/10]

                LINKS TO OTHER UNIT COST ANALYSIS POSTS

                Wednesday, April 8, 2015

                WFMC - Formations Look Like REAL WotR Formations and Groundwork for Reconfiguration Costs Put in Place [Part 4/11]


                Time is just flying by, it seems. Two more weeks have come and gone ... I've made some interesting changes over those last two weeks - hopefully everyone else will agree.

                WHERE WE LEFT OFF WITH PART 3/10

                Here is what the application looked like on the 23rd of March 2015. Where we left off with it from the Part 3/10 post is shown below:


                It was looking really good (granted still being a little cramped) - and I had gotten in the formation reconfiguration combo box - and had it drawing to the OpenGL View.

                Furthermore, I had hoped to make progress in the following areas over these last two weeks:
                • Hornblower/Drummer applicability to units based upon upgrade capabilities.
                • Add the math to do the reconfigurations
                • Add the math for rotation based upon configuration dimensions
                Let's go through some of the changes that HAVE been made, and see what you think ... I think you will be pleasantly surprised!

                MORE PROGRESS THAT HAS BEEN MADE

                First off, having disabled fields to "force the workflow" through the application, it was a little difficult to see "what to do next" within the application. To help facilitate this, instead of simply having blank combo boxes that would enable - I've added the text "Select ..." to the next combo box that is intended to be used in the workflow. So, when the application is first launched, the Desired Faction combo box has the text to indicate that that is the first selection that should be made.

                 

                Once a Desired Faction is selected, the Desired Unit combo box enables (as it did before) and is now populated with the "Select ..." contents to indicate that that is the next selection to be made.



                Similarly, once the Desired Unit is selected, then the Unit Type, Move Value and Number of Companies are populated (as before). Likewise, the Formation Configuration combo box is enabled and labeled to indicate that it is the next selection point.


                Something else to mention at this point. As I had set for a goal from the list above, I wanted to enable and disable the "Simulate Hornblower" checkbox based upon the profile for the selected Desired Unit. I went through and for each unit determined if there was a "hornblower/drummer" option for the unit - and if there is (within the WotR core rules) I enabled the use of the field. If the unit had no command upgrade option for a hornblower, it was unchecked and disabled - and finally if the unit was a Legendary Formation that had a hornblower in the base cost for the command company, it is disabled and checked. 


                All that is working properly, now ... and I consider that a pretty big accomplishment in-and-of itself. In the case of the Oathsworn Militia that were selected above, they have the option for a hornblower to be included in the command company, so that option is enabled and unchecked to allow the selection to be made (as desired)
                Selecting one of the valid configurations from the Formation Configuration combo box really starts to "bring on the sexy" from the last two weeks' worth of work...

                The View no longer simply draws blue "empty" boxes, but actually draws the companies as if they are the literal bases in play. Here is the formation of Oathsworn Militia (an Infantry Formation) comprised of the 9 companies that make it up.
                Similarly, here is a formation of Cloud of Bats (a Cavalry Formation) comprised of the 9 companies that make it up.
                Both are drawn to scale and formations are comprised within the selected configuration. I personally think this gives the view a lot more of a "realistic WotR feel" and makes it seems more "tangible" (as if it were actual units being simulated).
                Notice in both of the cases above, the "Baseline Config" line (just under the Formation Configuration combo box) has been updated (since it is effectively the next piece in the workflow). It is implying that the sliders should be adjusted to put the formation in the initial desired position, rotation and configuration and then baseline (using the "Set Baseline ..." button) to establish where the formation is going to be located for the first round.
                 Clicking on the "Set Baseline ..." button brings up a pop-up that indicates that baselining will set the current location of the formation and set the Round Number to be 1 (meaning that the formation is in its first round's position). Here the formation of 9 companies of Oathsworn Militia have been rotated and moved - and the Baseline has been set. Notice that the baseline configuration for the formation is populated and the round number (just above the move distances under the OpenGL View) has also been set to 1 (as indicated in the pop-up). I still need to reset the expended move value to be 0 and reset the Remaining move value back to the stat for the unit (plus/minus any movement modifiers that are checked) after the baseline has been set.

                The point of baselining is so that when the formation configuration is changed after the baseline is established, the difference between the baseline configuration and the reconfiguration can be determined and the movement cost associated with the change can be calculated. For example, here is the same formation - and it has been changed within the Formation Configuration combo box to now be in 2x5 Configuration.

                Making this change from 4x3 Configuration to 2x5 Configuration requires a move value of 6.41".


                I've updated the database to have the full set of reconfiguration costs for any configuration to another. This ended up with over 450 rows for all the different permutations for Infantry and Cavalry. This was the "guts" of this entire application - since the intent is to provide a quick means to determine feasibility and cost for movement … Now that that's done, I still need to do something with pushing the value to the expended move cost … or checking to ensure that there is sufficient remaining move value available to accommodate the reconfiguration request. I have a feeling that doing such will be little harder than it simply sounds.

                Another thing is - setting the Baseline now is the trigger for enabling the Reset Round button and the End Round button. Since the baseline has been saved, the Reset Round button now has something that it can "look up" and return the formation back to a given state. It will always look for the highest Round Number record to reset back to, as well.

                The End Round button now also launches a pop-up. Clicking on OK will add to the Round Number by 1 (incrementing it to the next round) and save the location and configuration of the formation at its new updated location and configuration.


                So, here the End Round button has been pressed after reconfiguring the formation to be in 2x5 Configuration. Notice that the Round Number under the View has been updated to 2 and the Baseline Configuration for round 2 is now the updated Formation Configuration that was selected - so now if another configuration is selected it will be compared against the 2x5 Configuration for determining move value expended cost.


                One more note … Notice the button down at the bottom-right. When the application is closed it is not persisted - in other words, every time that you re-launch the application it basically makes you "start over"; however, since the Baseline button, Reset and End Round buttons are saving the state, I can get back to the last saved state by loading the highest round number for the formation. It works effectively like the Reset Round Button - but allows the user to pick back up where they left off, if they so desire. One thing to keep in mind, though - if a different faction/unit is selected and that is baselined - all other historical records are "blasted away" for the new baseline.

                WHERE TO GO FROM HERE

                So there is still a lot to do! I got 2 of my 3 goals done, plus I got the "bonus sexy" look and feel implemented as well (so that's a plus). I think the thing I'll shoot for next is resetting move values based upon baselining, reseting, and ending rounds - and then apply the reconfiguration costs from the table to actual expended move value … that sounds reasonable.

                Stay tuned! I'll continue to provide updates as it goes on!







                  LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES


                    LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES




                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
                    • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
                    • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
                    • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
                    • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
                    • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
                    • Using WFMC to Verify Movement Examples [Part 23/23]


                    Monday, January 12, 2015

                    The Dwarf Holds Unit Cost Analysis

                    The final good army to be analyzed is The Dwarf Holds. It wasn't intentional to save them for last - and I am fairly sure that a lot of people are probably interested in how we are going to handle the Epic Rampage rule for Gimli. In fact, I still remember my formation of Minas Tirith Warriors with Aragorn and Gimli running head first into the rear end of a formation of Urukhai Pikemen - calling the Epic Rampage for the first time - with +2 to hit from Aragorn's Sword - just wiping out company after company of Uruks … It felt good … It felt like cheating … It kind of was for only expending a single Might Point.

                    Well - let's get right to it, no sense in waiting.

                    DWARVEN WARRIORS
                    • (R) [A] Dwarf Ballista - Underpriced by 25%
                    • (L) [I] Drar's Hunters - Underpriced by 13%
                    • (C) [I] Dwarf Archer Kinband - Accurately Priced (0% deviation)
                    • (C) [I] Dwarf Ranger Kinband - Accurately Priced (0% deviation)
                    • (R) [I] Moria Expeditionaries - Accurately Priced (0% deviation)
                    • (L) [I] Murin's Guard - Accurately Priced (0% deviation)
                    • (L) [I] Durin's Guard - Accurately Priced (0% deviation)
                    • (R) [I] Iron Guard Kinband - Overpriced by 11%
                    • (R) [I] Vault Warden Kinband - Overpriced by 17%
                    • (C) [I] Iron Guard Ancients - Overpriced by 20%
                    • (R) [I] Khazad Guard Kinband - Overpriced by 25%
                    • (C) [I] Dwarf Warrior Kinband - Overpriced by 33%
                    • (R) [MH] King's Champion - Overpriced by 35%
                    • (R) [I] Ered Luin Rangers - Overpriced by 50%
                    Sorting the Dwarf Warriors under the template from cheapest (weakest stat-wise) to most expensive (most powerful) gives:
                    • 30 Points per Company:
                      • (C) [I] Dwarf Warrior Kinband
                    • 35 Points per Company:
                      • (C) [I] Dwarf Archer Kinband
                      • (C) [I] Dwarf Ranger Kinband
                    • 40 Points per Company:
                      • (R) [I] Khazad Guard Kinband
                      • (R) [I] Ered Luin Rangers
                      • (L) [I] Murin's Guard
                      • (L) [I] Drar's Hunters
                    • 45 Points per Company:
                      • (R) [I] Iron Guard Kinband
                      • (R) [I] Moria Expeditionaries 
                    • 50 Points per Company:
                      • (C) [I] Iron Guard Ancients
                      • (L) [I] Durin's Guard
                    • 60 Points per Company:
                      • (R) [I] Vault Warden Kinband
                    • 80 Points per Company:
                      • (R) [A] Dwarf Ballista
                    • 130 Points per Company:
                      • (R) [MH] King's Champion
                    DWARVEN HEROES
                    • (C) Shieldbearer IGA - Underpriced by 67%
                    • (C) Shieldbearer ME - Underpriced by 58%
                    • (C) Ironhelm Ancient IGA - Underpriced by 52%
                    • (L) Mardin - Underpriced by 45%
                    • (C) Shieldbearer IGK - Underpriced by 44%
                    • (C) Shieldbearer DAK - Underpriced by 38%
                    • (C) Shieldbearer KGK - Underpriced by 38%
                    • (C) Expedition Master ME - Underpriced by 38%
                    • (C) Ered Luin Captain - Underpriced by 41%
                    • (E) Balin, Lord of Moria - Underpriced by 35%
                    • (C) Ironhelm IGK - Underpriced by 33%
                    • (L) Durin - Underpriced by 30%
                    • (C) Shieldbearer DWK - Underpriced by 29%
                    • (C) Dwarf Ranger Captain DRK - Underpriced by 29%
                    • (C) Captain of the Guard KGK - Underpriced by 23%
                    • (C) Dwarf Captain DAK - Underpriced by 17%
                    • (L) Murin - Underpriced by 17%
                    • (C) Dwarf Captain DWK - Underpriced by 9%
                    • (L) Drar - Underpriced by 5%
                    • (E) Floi Stonehand - Accurately Priced (0% deviation)
                    • (E) Dain Ironfoot, King Under the Mountain - Overpriced by 5%
                    • (E) Gimli, Son of Gloin - Overpriced by 6%
                    It is interesting how many underpriced Heroes are in the Dwarf list ... and even those that are technically "overpriced" are only off by a 5-10 Points. It seems like this list is probably one of the more bargain Hero lists (at least with respect to the command heroes in the formations). Sorting by the cost calculated by the template from cheapest (weakest stat-wise) to most expensive (most powerful):
                    • Heroes that should cost 35 Points:
                      • (C) Shieldbearer DWK
                    • Heroes that should cost 40 Points:
                      • (C) Shieldbearer DAK
                      • (C) Shieldbearer KGK
                    • Heroes that should cost 45 Points:
                      • (C) Shieldbearer IGK
                    • Heroes that should cost 55 Points:
                      • (C) Dwarf Captain DWK
                    • Heroes that should cost 60 Points:
                      • (C) Dwarf Captain DAK
                      • (C) Shieldbearer ME
                    • Heroes that should cost 65 Points:
                      • (C) Captain of the Guard KGK
                    • Heroes that should cost 70 Points:
                      • (C) Dwarf Ranger Captain DRK
                    • Heroes that should cost 75 Points:
                      • (C) Ironhelm IGK
                      • (C) Shieldbearer IGA
                    • Heroes that should cost 80 Points:
                      • (C) Expedition Master ME
                      • (C) Ered Luin Captain
                    • Heroes that should cost 90 Points:
                      • (L) Murin
                      • (E) Floi Stonehand
                    • Heroes that should cost 100 Points:
                      • (L) Drar
                      • (L) Mardin
                    • Heroes that should cost 105 Points:
                      • (C) Ironhelm Ancient IGA
                    • Heroes that should cost 135 Points:
                      • (L) Durin
                    • Heroes that should cost 155 Points:
                      • (E) Balin, Lord of Moria
                    • Heroes that should cost 165 Points:
                      • (E) Gimli, Son of Gloin
                    • Heroes that should cost 190 Points:
                      • (E) Dain Ironfoot, King Under the Mountain

                    Similar to what we did the Elven Heroes, the Dwarf Heroes have some special rules that should have the "Bestow" pre-appended to them to explicitly indicate that the special rule is applied to the Epic Hero's company or formation.


                    EPIC RAMPAGE


                    Notice that the rule has been pretty substantially made "less effective"; yet I think that this does the job of brining it in line with other Epic special rules. In fact, this almost has the same effect of Crippling Strike on Monsters (which reduces Resilience by 1) - so it's not completely out of the realm of what this now accomplishes. Hopefully this will bring the rule more in line - and not provide such a game breaking mechanic as it used to.



                    LINKS TO OTHER UNIT COST ANALYSIS POSTS

                    1. Gondor & Arnor Warriors
                    2. Gondor & Arnor Heroes
                    3. The Kingdom of Rohan Unit Cost Analysis
                    4. The Elven Kingdoms Unit Cost Analysis
                    5. The Dwarf Holds Unit Cost Analysis
                    6. The Forgotten Kingdoms Unit Cost Analysis
                    7. Mordor Unit Cost Analysis
                    8. The Fortress of Isengard Unit Cost Analysis
                    9. The Misty Mountains (Moria) Unit Cost Analysis
                    10. The Fallen Realms Unit Cost Analysis
                    11. Angmar Unit Cost Analysis