Showing posts with label Miniatures. Show all posts
Showing posts with label Miniatures. Show all posts

Tuesday, September 22, 2015

Extending the Gondor & Arnor List with Missing Profiles [Part 3/13]

The first Army List to be extended is Gondor & Arnor. Recall from Part 2/12 that the set of missing profiles for the Gondor & Arnor Army List included the following:
  • Knight of the White Tower
  • Aragorn, King Elessar
  • Dunedain of Arnor
  • Faramir, Captain of Gondor
  • King of Men
  • Ranger of the North
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 4 new command upgrade heroes and 2 new epic heroes from the list above.

NEW COMMAND HEROES FOR GONDOR & ARNOR
  1. Knight of the White Tower
  2. King of Men
  3. Dunedain of Arnor
  4. Ranger of the North
1) KNIGHT OF THE WHITE TOWER

The Knight of the White Tower is now a common hero upgrade option for the following formations:
  • Minas Tirith Warriors
  • Minas Tirith Archers
  • Minas Tiirth Knights
  • Citadel Guard
  • Guards of the Fountain Court
The Knight of the White Tower has a new Heroic Special Rule. This is the White Sword of Gondor. It allows the Knight of the White Tower to be more deadly in Heroic Duels.

2) KING OF MEN

A King of Men is now a common hero upgrade option for the following formations:
  • Minas Tirith Warriors
  • Numenorean Warriors
  • Warriors of Arnor

Furthermore, the King of Men has been given a new Heroic Special Rule. This is Heroic Strike. The intent of Heroic Strike is to be similar to Epic Strike, just less potent.


3) DUNEDAIN OF ARNOR

The Dunedain of Arnor is now a common hero upgrade option for the following formations:
  • Rangers of Gondor
  • Rangers of Arnor
They provide Terror to the formations in which they are including. This provides more opportunity for Gondor & Arnor to have access to that special rule.

4) RANGER OF THE NORTH

Similar to the Dunedain of Arnor, the Rangers of the North are also common hero upgrade option for the following formations:
  • Rangers of Gondor
  • Rangers of Arnor
The Rangers of the North will provide the ability to use the Take Aim! Heroic Special Rule.


    UPDATES TO LEGENDARY FORMATIONS FOR GONDOR & ARNOR

    In order to be consistent with his SBG profile, Duinhir has been given his special rules for Go for the Eyes! and Critical Strike. These make this formation the "monster-killer" that they should be.



    NEW EPIC HEROES FOR GONDOR & ARNOR
    1. Aragorn, King Elessar
    2. Faramir, Captain of Gondor
    1) ARAGORN, KING ELESSAR



    2) FARAMIR, CAPTAIN OF GONDOR

    The existing profile within vanilla WotR has had its name changed to distinguish it from the new profile for Faramir. Likewise, the "correct" model is now shown in the profile as well - Faramir wearing Heavy Armor of Gondor; riding off to perform his Epic Sacrifice.














    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 24, 2014

      Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 2-3 Companies [Part 2/23]

      MOVEMENT TYPE 3: RECONFIGURATION MOVEMENT

      Any time that a formation is comprised of more than a single company it has the potential to reconfigure the companies within the formation into a new configuration. Some configurations are more strategically advantageous while others are more efficient for mobilization or dealing more direct damage to an opponent.

      Within the current rule baseline, GW basically considers this type of movement to be effectively "free". For example, here is a snippet of the rules from page 32:


      Ironically, right after specifying the rule as written above, within the caption for the image at the bottom of page 33 they immediately put another "informal rule" on the reconfiguration movement:


      It seems that they intended reconfiguration to be part of the Move cost, but didn't have a good way of measuring the movement other than saying that no individual company can move further than their individual Move Value.

      It looks to me like there wasn't much more than a passing thought put into the implications of this type of movement and what it would impact and how people would try to play it. In fact, they just try to glaze over all the types of movement by simply putting in an over-arching rule on page 32:


      That's actually easier said then done ... especially if the formation has more than 4 companies within it! The difficulty arises when trying to keep all those movements in your mind and make sure that none of them break the rules. There have been several instances when I have attempted to move a formation and one of the companies broke the Move Value and then I tried to "put them back in their original position" to try to do it again!

      In fact, we have found that the easiest way to move a formation is by first reconfiguring the formation to the desired configuration (up to the maximum move distance available to the formation), second deducting the cost of the reconfiguration from the total Move Value to determine the remaining available distance, third rotating the formation to the desired angle about the center of the formation (up to the remaining maximum move distance available to the formation), fourth deducting the cost of the rotation from the remaining available distance, fifth traversing the formation in a straight line to the desired final location (up to the remaining maximum move distance available to the formation).

      Now for the "nitty-gritty" detail of reconfiguration movement...

      The distance consumed via reconfiguration movement is highly dependent upon the base size of the companies, the current configuration, and number of companies within the formation. In fact, if the formation has a lot of companies within it, it will be substantially more expensive to reconfigure than a formation that only has 2. Also, the more companies within a formation the more permutations of reconfigurations are available - giving multiple cases that need to be considered for each variation of those permutations (no wonder GW did not try to go down this path, lol). Starting with the easiest case available - a formation of infantry comprised of 2 companies. There are only 2 possible permutations of configurations of which these 2 companies can comprise. (Note in each of these examples, company #1 is the command company that would hold heroes, banners, hornblowers, etc…). I have noticed that it is often useful to have a copy of the most common reconfiguration maximums so that I can quick reference them when taking my Move Phase - maybe I will include a cheat sheet for that at then end of these posts.

      One thing to keep in mind is that the formation as a whole inherits the most expensive move for each company within the formation. That is to say, since company 2 has moved via the reconfiguration 4.93" already that means he only has 1.07" of movement remaining - and even though company 1 has not moved any distance, he must remain with the rest of the formation and cannot move more than 1.07", either - the most expensive move of 4.93" is inherited to company 1. Suddenly, the extra 1" move bonus from horn blowers is seeming more-and-more useful.

      I think a lot of the confusion for the standard GW rules comes from the fact that players only consider forward motion to count against the Move Value; however, since the reconfiguration keeps the command company in place and the other companies are the ones that are "doing the movement", they actually contribute to "backward" movement first and then the remaining movement can be used for rotation or translational movements.

      Considering what we have above, here. If the player had a formation of Minas Tirith Archers that were in the 1x2 configuration (the one on the bottom of the picture) and they wanted to maximize the number of archers that could shoot during the Shoot Phase (i.e., if they were in the 1x2 configuration then company 2 would be support and not direct meaning 9 dice to roll - but if they are in the 2x1 configuration on top then all archers can contribute meaning 18 dice to roll!) But look - the rules say that if a company moves more than 1/2 its Move Value during the Move Phase, they cannot shoot … and reconfiguring from 1x2 --> 2x1 for the archers requires a 4.93" of their 6.0" move … meaning that they cannot reconfigure and shoot during the same round! This puts a new spin on things - considering that it slows down the game and requires more strategic planning for formations' configurations. In fact, it almost makes sense to arrange archers in the nx1 configuration during deployment since reconfiguring could require multiple rounds to get flat again.

      For formations comprised of 3 companies there are three permutations of configurations that can exist. Let's go through each of these three individually (Case 3-1, Case 3-2 and Case 3-3).



      So, for Case 3-1 it appears that the worst case movement is Company 3. So reconfiguring in this fashion would require a Move of 4.93".
      



      For Case 3-2, the worst case is Company 2 ... so again this would require 4.93" of the Move Value to perform this reconfiguration.



      Now, this is interesting ... in order to reconfigure from 1x3 <--> 3x1 the distance required for the reconfiguration movement of Company 3 is 6.41"! This means that this type of reconfiguration movement is not possible for a formation of 3 companies that does not have a hero that can call "At the Double!" or a Heroic Move (they simply do not have enough Move Value to perform this reconfiguration - and they would have to do two separate reconfigurations over two rounds [reconfiguring via case 3-1 first round and then via case 3-2 on the second round).

      As you can guess - the necessity of requiring "At the Double!" or a Heroic Move is only going to get more common with the larger formations comprised of 4, 5, 6, 7, 8 or even 9 companies!

      INFANTRY RECONFIGURATION SUMMARY (thus far)


      GOING FORWARD

      In part 3 I will cover another set of the infantry formation permutations (probably 4 and 5 companies per formation) and then in 4 I will cover 6 infantry companies in formation and look closely at the examples provided on page 33 of the book. Then 5 and 6 will probably be covering cavalry formations and their Reconfiguration Movement Limits.


      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]

        Sunday, November 2, 2014

        Legendary Formations and Point Costs

        When my buddy and I first started playing WotR, the first controversial conversation that came up was actually the question of how much Legendary Formations actually cost. I wanted to put in my Gondor Army a formation of the Dunedain of Arnor. Their profile cost is listed in the book as "75 Points + 35 per Company". Of course, I wanted to maximize the number of companies that I had in my army, so I read this as the first company was the command company and contained Arathorn and 7 Dunedain which cost 75 Points and the second and third company cost 35 Points each … totaling 75+35+35 = 145 Points. My buddy refuted … No, the 75 Points is only for Arathorn and the first company costs the 35 additional points, so for 3 full companies of Dunedain would be (75+35)+35+35 = 180 Points.

        Great, so how do we resolve this?

        Well, using the information that we have addressed thus far it makes it easy!

        Based upon the profile for the Legendary Hero Arathorn:
        • Cst = 6 (Legendary)
        • F = 5
        • R = 2
        • C = 5
        • Mt = 3
        • Ar = 1 (Standard Armor)
        • XWpn = 1 (Longbow)
        • SpR = 2 ("Pathfinders (Master)." and "Take Aim!")
        Plugging all this into the equation gives:

        COST OF HERO PROFILE = {[(Cst)*5]+[(F-4)*5]+[(R-2)*5]+[(C-4)*5]+[(Mt-2)*10]+[(Ar)*5]+[(XWpn)*5]+[(SpR)*10]}

        = {[(6)*5]+[(5-4)*5]+[(2-2)*5]+[(5-4)*5]+[(3-2)*10]+[(1)*5]+[(1)*5]+[(2)*10]}
        = {[30]+[(1)*5]+[(0)*5]+[(1)*5]+[(1)*10]+[5]+[5]+[20]}
        = {[30]+[5]+[0]+[5]+[10]+[5]+[5]+[20]}
        = 80 Points

        Based upon the profile for the Dunedain:
        • Mv = 6
        • F = 4
        • B = 3
        • S = 4
        • D = 4
        • A = 8
        • R = 1
        • C = 3
        • Ar = 1 (Standard Armor)
        • XWpn = 1 (Longbow)
        • SpR = 1 ("Pathfinders (Master).")
        ++ NOTE: The Special Rule "Take Aim!" doesn't count against the Dunedain, since this is a special rule that applies only to Arathorn.

        Plugging all this into the equation gives:

        COST OF PROFILE = (0.5) * {[(5)*5]+[(6-6)*5]+[(4-3)*5]+[(3-4)*-5]+[(4-3)*5]+[(4-3)*5]+[(8-8)*5]+[(1-1)*5]+[(3-3)*5]+[(1)*5]+[(1)*5]+[(1)*5]}

        = (0.5) * {[25]+[0*5]+[1*5]+[-1*-5]+[1*5]+[1*5]+[0*5]+[0*5]+[0*5]+[5]+[5]+[10]}
        = (0.5) * {[25]+[0]+[5]+[5]+[5]+[5]+[0]+[0]+[0]+[5]+[5]+[5]}
        = (0.5) * {60}
        = 30

        Rounding up to the nearest 5 ... gives 30 Points for this profile.

        So, this means that for the first company, I would pay 30 points for the company and then adding Arathorn for 80 points would make the first company total 110 points; and then each company that I would add after that would be an additional 30 points. 

        Using the adjusted point cost: 3 companies of Dunedain of Arnor = (80+30)+30+30 = 170 Points Total

        Likewise, if the profile mentions that the command company includes a banner bearer or a horn blower, then simply add them into the first company's cost as well as the hero that is included in the company.

        This should clear up some of the confusion that the listings introduced by the strange notation without any description.
         

         
        Example from above:
        • King Arvedui = 55 Points
        • Malbeth the Seer = 30 Points
        • 1x Company of Royal Guard of Arnor = 30 Points
        • Banner Bearer = 25 Points
        Therefore, the command company costs: 55+30+30+25 = 140 Points and each additional company costs 30 Points each.




        LINKS TO OTHER RANDOM POSTS
         

        Thursday, October 30, 2014

        Hero Baseline Profile Analysis

        Similar to what was done for the Warrior Baseline Profile Analysis Post, it looks like there was also a base profile for hero characters in War of the Ring .

        Command/Legendary Hero Baseline Profile:

        Cst | Mv | F | B | S | D | A | R | C | Mt | Ar | XWpn | SpR
        -------------------------------------------------------------------
          6  |    -   | 4 |  -  | - |  -  |  -  | 2 | 4  |  2  |   -  |      -      |   0


        Epic Hero Baseline Profile:

        Cst | Mv | F | B | S | D | A | R | C | Mt | Ar | XWpn | SpR
        -------------------------------------------------------------------
         10 |    -   | 4 |  -  | - |  -  |  -  | 2 | 4  |  2  |   -  |      -      |   0

        Key:
        • Cst = Cost of a single legendary/epic hero
        • Mv = "-" Implies that the Hero inherits the Move value of the formation in which he is currently residing
        • F = Fight value of the hero [Range: 1 .. 10]
        • B = "-" Implies that the Hero inherits the Ballistic value of the formation in which he is currently residing
        • S = "-" Implies that the Hero inherits the Strength value of the formation in which he is currently residing
        • D = "-" Implies that the Hero inherits the Defense value of the formation in which he is currently residing
        • A = "-" Implies that the Hero inherits the Attack value of the formation in which he is currently residing
        • R = Resistance value of the hero [Range: 1 .. 4]
        • C = Courage value of the hero; which if greater than the courage of the company in which he is currently residing will overwrite the courage for THAT COMPANY (not the entire formation)
        • Mt = Might value of the hero [Range: 0 .. INF]
        • Ar = "-" Implies that the Hero inherits the Armor level of the formation in which he is currently residing.
          • For Command Heroes and Legendary Heroes - they receive the armor level indicated in their participating profile's wargear listing:
            • 0 = No Armor
            • 1 = Light Armor (Typically called "armour" in a profile and provides a +1 bonus to the Defense Value for the company in a formation)
            • 2 = Heavy Armor (Typically called "heavy armour" in a profile and provides a +2 bonus to the Defense Value for the company in a formation)
            • 3 = Special Named Heavy Armor (Sometimes called something special, like "mithril-forged heavy armour" for Hurin within the Wardens of the Keys; provides a +3 bonus to the Defense value for the company in a formation)
          • For Epic Heroes this value will always be 0
        • XWpn = "-" Implies that the Hero inherits the Extra weapons of the formation in which he is currently residing;
          • For Command Heroes and Legendary Heroes - they receive the number of extra weapons that are equipped indicated in their participating profile's wargear listing:
            • 0 = Hand Weapon only
            • 1+ = Any other additional wargear listed within the profile (i.e., If a legendary profile, like Blackroot Vale Archers, has "Each company has hand weapons, heavy armour and longbows" this would imply that the number of extra weapons would be 1 ... 0 for the hand weapon and 1 for the longbows.)
          • For Epic Heroes this value will always be 0
        • SpR = Magic Spells, Epic Actions & Special rules that are assigned specifically to the hero
          • For all heroes, regardless of level, it appears that Heroic Actions are not counted as special rules - and are effectively free
            • 0 = At the Double!, Heroic Move, Heroic Shoot, Heroic Charge, Heroic Fight & Heroic Duel (see pages 64-67 of the rules manual for details)
          • For Command Heroes & Legendary Heroes - they receive the number of special rules that are specific to the hero. Usually these are listed in the special rules and have the hero called out explicitly by name
          • For Epic Heroes this value will always be the total count of Magic Spells, Epic Actions & Special rules that are assigned to the hero
            • 0 = No magic spells, epic actions or special rules (only Heroic Actions)
            • +1 for each magic spell (not discipline), epic action or special rule available to the profile
            • The "Mighty Hero" special rule appears to count as 4 SpR points by itself

        When hero profiles are created it seems that statistics adjust the cost up or down by a set number of points:
        • Fight = +/- 5 points per value point above or below 4
        • Resistance = +/- 5 points per value point above or below 2
        • Courage = +/- 5 points per value point above or below 4
        • Might = +/- 10 points per value point above or below 2
        • Armor Value = +/- 5 points per armor level
        • Extra Weapons = +/- 5 points per extra weapon
        • Special Rules = +/- 10 points per spell, special rule, or epic action 
        COST OF HERO PROFILE = {[(Cst)*5]+[(F-4)*5]+[(R-2)*5]+[(C-4)*5]+[(Mt-2)*10]+[(Ar)*5]+[(XWpn)*5]+[(SpR)*10]}

        Example:



         Based upon the profile for the Epic Hero Isildur:
        • Cst = 10 (Epic) [Although I think GW originally used 7 (Legendary+) for his profile...]
        • F = 6
        • R = 3
        • C = 6
        • Mt = 3
        • Ar = 0 (Epic Hero)
        • XWpn = 0 (Epic Hero)
        • SpR = 2 ("Epic Strike." and "Inspiring Leader (Men).")
        Plugging all this into the equation gives:

        COST OF HERO PROFILE = {[(Cst)*5]+[(F-4)*5]+[(R-2)*5]+[(C-4)*5]+[(Mt-2)*10]+[(Ar)*5]+[(XWpn)*5]+[(SpR)*10]}

        = {[(10)*5]+[(6-4)*5]+[(3-2)*5]+[(6-4)*5]+[(3-2)*10]+[(0)*5]+[(0)*5]+[(2)*10]}
        = {[50]+[(2)*5]+[(1)*5]+[(2)*5]+[(1)*10]+[0]+[0]+[20]}
        = {[50]+[10]+[5]+[10]+[10]+[0]+[0]+[20]}
        = 105

        This gives 105 Points for this profile - it appears that he is a little under priced for his functional contribution (notice some of the edits in the profile above that we had already made to accommodate for this).

        It was noticed that hero profiles are probably the most unbalanced and arbitrarily set values throughout War of the Ring. In fact, it almost appears that there were random adjustments given to heroes based upon their popularity and GW's price point for the physical models. [** List has been updated - I found some discrepancies in my calculation spreadsheet from the previous version. **]

        Sorting the Gondor & Arnor hero profiles from most underpriced to most overpriced produced the following results.

        Key: (C) = Command Hero, (L) = Legendary Hero, (E) = Epic Hero
        • (C) Captain of the Dead Warriors - Underpriced by 70%
        • (C) Captain of the Dead Riders - Underpriced by 70%
        • (C) Knight Champion KoDA - Underpriced by 40%
        • (L) Halbarad - Underpriced by 40%
        • (E) Faramir - Underpriced by 39%
        • (L) Damrod - Underpriced by 38%
        • (L) Madril - Underpriced by 36%
        • (C) Knight Champion FKoDA - Underpriced by 30%
        • (E) Isildur - Underpriced by 24%
        • (C) Knight Champion MaA of DA - Underpriced by 17%
        • (C) Captain of Rangers of Gondor - Underpriced by 10%
        • (L) Arvedui - Underpriced by 10%
        • (L) Arathorn - Underpriced by 7%
        • (E) Prince Imrahil of Dol Amroth - Underpriced by 4%
        • (E) Boromir - Underpriced by 3%
        • (C) Captain of Rangers of Arnor - Accurately Priced (0% deviation)
        • (C) Guard Captain Citadel Guards - Accurately Priced (0% deviation)
        • (C) Guard Captan GotFC - Accurately Priced (0% deviation)
        • (L) Malbeth - Accurately Priced (0% deviation)
        • (L) Hurin - Accurately Priced (0% deviation)
        • (E) Aragorn, Isildur's Heir - Overpriced by 5%
        • (L) Forlong the Fat - Overpriced by 7%
        • (L) Angbor the Fearless - Overpriced by 7%
        • (L) Duinhir - Overpriced by 7%
        • (L) Beregond - Overpriced by 8%
        • (C) Captain of Minas Tirith Warriors - Overpriced by 10%
        • (C) Captain of Minas Tirith Archers - Overpriced by 10%
        • (C) Captain of Minas Tirith Knights - Overpriced by 10%
        • (C) Captain of Numenor Warriors - Overpriced by 10%
        • (C) Captain of Numenor Archers - Overpriced by 10%
        • (C) Captain of Arnor Warriors - Overpriced by 10%
        • (L) King of the Dead - Overpriced by 14%
        • (L) Lieutenant Cirion - Overpriced by 21%
        • (E) Peregrin Took, Guard of the Citadel - Overpriced by 27%
        • (L) Denethor - Overpriced by 30%
        • (E) High King Elendil - Overpriced by 31%
         So, comparing this with the warrior point balancing for most underpriced Gondor & Arnor companies the most awesome "cheap armies" using pure War of the Ring ruleset with Epic Heroes would be:
        • For the 3rd Age Themed Army
          • Minas Tirith Warriors (Underpriced by 20%) with Faramir (Underpriced by 39%)
        • For a Fiefdoms Themed Army
          • Axemen of Lossarnach (Underpriced by 20%) with Minas Tirith Warriors (Underpriced by 20%) and Prince Imrahil of Dol Amroth (Underpriced by 4%)
        • For a 1st Age Themed Army
        • Warriors of Arnor (Underpriced by 20%) with Isildur (Underpriced by 24%
        If we would apply the template and sort by the cost calculated by the template for Gondor & Arnor heroes, we get the following heroes from cheapest (weakest stat-wise) to most expensive (most powerful) - as would be expected the command heroes should be the cheapest and the epic heroes should be the most expensive:
        • Heroes that should cost 30 Points:
          • (L) Malbeth the Seer
        • Heroes that should cost 35 Points:
          • (L) Denethor
        • Heroes that should cost 45 Points:
          • (C) Captain of Minas Tirith Warriors 
          • (C) Captain of Minas Tirith Archers
          • (C) Captain of Minas Tirith Knights
          • (C) Captain of Numenor Warriors
          • (C) Captain of Numenor Archers
          • (C) Captain of Arnor Warriors
        • Heroes that should cost 50 Points:
          • (C) Captain of Rangers of Arnor
          • (C) Guard Captain Citadel Guards
          • (C) Guard Captan GotFC
        • Heroes that should cost 55 Points:
          • (C) Captain of Rangers of Gondor
          • (L) Damrod
          • (L) Arvedui
          • (E) Peregrin Took, Guard of the Citadel
        • Heroes that should cost 60 Points:
          • (C) Knight Champion KoDA
          • (C) Knight Champion FKoDA
          • (C) Knight Champion MaA of DA
          • (L) Beregond
          • (L) Duinhir
        • Heroes that should cost 70 Points:
          • (L) Forlong
          • (L) Angbor
        • Heroes that should cost 75 Points:
          • (L) Madril
          • (L) Hurin
          • (L) Cirion
        • Heroes that should cost 80 Points:
          • (L) Arathorn
        • Heroes that should cost 85 Points:
          • (C) Captain of the Dead Warriors
          • (C) Captain of the Dead Riders
        • Heroes that should cost 95 Points:
          • (L) King of the Dead
        • Epic Heroes that should cost more that 100 Points:
          • (L) Halbarad [105 Points]
          • (E) Isildur [105 Points]
          • (E) Faramir [125 Points]
          • (E) Prince Imrahil of Dol Amroth [130 Points]
          • (E) High King Elendil [155 Points]
          • (E) Boromir [180 Points]
          • (E) Aragorn, Isildur's Heir [190 Points]

        Monday, October 27, 2014

        Warrior Baseline Profile Analysis

        From what I can tell, it looks like there was a base profile that was intended to be created and adjustments to that base profile would increase or decrease the respective cost of other profiles.

        Warrior & WarMachine Baseline Profile:

        Cst | Mv | F | B | S | D | A | R | C | Mt | Ar | XWpn | SpR
        -------------------------------------------------------------------
          5  |   6   | 3 | 4  | 3 |  3 | 8  | 1 | 3  |  0  |   0  |      0     |   0

        Key:
        • Cst = Cost of a single company in a formation
        • Mv = Move value of the formation of companies [Range: 0 .. INF]
        • F = Fight value of the company in a formation [Range: 1 .. 10]
        • B = Ballistic value of the company in a formation [Range: 1 .. 6]
        • S = Strength value of the company in a formation [Range: 1 .. 10]
        • D = Defense value of the company in a formation [Range: 1 .. 10]
        • A = Attack value of the company in a formation [Range: 1 .. 10]
        • R = Resistance value of the company in a formation [Range: 1 .. 4]
        • C = Courage value of the company in a formation [Range: 1 .. 10]
        • Mt = Might value of the company in a formation [Range: 0 .. INF]
        • Ar = Armor level of the company in a formation
          • 0 = No Armor
          • 1 = Light Armor (Typically called "armour" in a profile and provides a +1 bonus to the Defense Value for the company in a formation)
          • 2 = Heavy Armor (Typically called "heavy armour" in a profile and provides a +2 bonus to the Defense Value for the company in a formation)
          • 3 = Special Named Heavy Armor (Sometimes called something special, like "mithril-forged heavy armour" for Hurin within the Wardens of the Keys; provides a +3 bonus to the Defense value for the company in a formation)
        • XWpn = Extra weapons that are equipped for the company in a formation
          • 0 = Hand Weapon only
          • 1+ = Any other additional wargear listed within the profile (i.e., If a profile, like Minas Tirith Archers, has "Each company has hand weapons, heavy armor and bows" this would imply that the number of extra weapons would be 1 ... 0 for the hand weapon and 1 for the bows. For the Knights of Dol Amroth: "Each company has hand weapons, heavy armour, shields and lances", this would imply they would have Ar = 2 and Xwpn = 2; 0 for the hand weapon, 1 for the shields and 2 for the lances.)
        • SpR = Special rules that are assigned to the company in a formation
          • 0 = No special rules
          • +1 for each special rule available to the profile

        When Warrior (e.g., Infantry & Cavalry) non-hero profiles are created it seems that it was originally intended to use 25 points as the base cost and then add or subtract a 5 point adjustment for any of the set of statistics up or down, and finally halving the resultant value and rounding up to the nearest 5's.

        For War Machines (e.g., Artillery & "Monsters") profiles, it seems that they follow the same model, but do not half the final resultant value.

        COST OF NEW WARRIOR PROFILE = (0.5) * {[(Cst)*5]+[(Mv-6)*5]+[(F-3)*5]+[(B-4)*-5]+[(S-3)*5]+[(D-3)*5]+[(A-8)*5]+[(R-1)*5]+[(C-3)*5]+[(Ar)*5]+[(XWpn)*5]+[(SpR)*5]}

        COST OF NEW WARMACHINE PROFILE = (1.0) * {[(Cst)*5]+[(Mv-6)*5]+[(F-3)*5]+[(B-4)*-5]+[(S-3)*5]+[(D-3)*5]+[(A-8)*5]+[(R-1)*5]+[(C-3)*5]+[(Ar)*5]+[(XWpn)*5]+[(SpR)*5]}

        ++ NOTE: The adjustment for the Ballistic value is negative - since it is inverse beneficiary. Also, Might will always be 0 for a rank-and-file unit (so it is not in the equation).

        ++ NOTE 2: Recall that the order of operations goes: "Please Excuse My Dear Aunt Sallie"

        Example:

        Based upon the profile for the Outrider Eored:
        • Mv = 12
        • F = 3
        • B = 2
        • S = 3
        • D = 4
        • A = 2
        • R = 2
        • C = 3
        • Mt = 0
        Wargear: "Each company has hand weapons, thrown weapons, armour and bows."
        • Ar = 1 (The Wargear entry has "armour" contained within it.)
        • XWpn = 2 (The Wargear entry gives: 0 for the hand weapon, 1 for the thrown weapons, and 2 for the bows.)
        • SpR = 1 (The Special Rules has "Expert Riders." listed.)
        Plugging all this into the equation gives:

        COST OF PROFILE = (0.5) * {[(5)*5]+[(12-6)*5]+[(3-3)*5]+[(2-4)*-5]+[(3-3)*5]+[(4-3)*5]+[(2-8)*5]+[(2-1)*5]+[(3-3)*5]+[(1)*5]+[(2)*5]+[(1)*5]}

        = (0.5) * {[25]+[6*5]+[0*5]+[-2*-5]+[0*5]+[1*5]+[-6*5]+[1*5]+[0*5]+[5]+[10]+[5]}
        = (0.5) * {[25]+[30]+[0]+[10]+[0]+[5]+[-30]+[5]+[0]+[5]+[10]+[5]}
        = (0.5) * {65}
        = 32.5

        Rounding up to the nearest 5 ... gives 35 Points for this profile.

        This produces some interesting results when applied to the various profiles within the book. About 48 of the profiles come in exactly at the correct points that GW assigned to the profile. Those fall within the factions of Gondor & Arnor, Rohan, and Isengard (ironically the most often played factions for WotR). The factions that deviated the most from this model are Elves, Dwarves, Forgotten Kingdoms, Mordor, Moria, Fallen Realms, and Angmar (interestingly the most often complained about unbalanced factions for WotR).

        Analyzing the average deviation from the models within several of the factions produced the following:

        • Gondor & Arnor - Consistently about 6% higher than the results of the template.
        • Rohan - Followed the template pretty well. Only about 2% lower than the template.
        • Elves - Regularly 10% higher than the results of the template.
        • Dwarves - Regularly 9% higher than the results of the template.
        • Forgotten Kingdoms - About 22% higher than the template. Quite erratic in their points - and apparently hobbits are quite expensive.
        • Mordor - About 18% higher than the template
        • Isengard - About 6% higher than the template

        Also of interest is that by sorting the Gondor & Arnor profiles from most underpriced to most overpriced produced the same results as the previous post!

        Keys:

        (C) = Common Formation, (R) = Rare Formation, (L) = Legendary Formation
        [I] = Infantry, [H] = Cavalry, [A] = Artillery, [M] = "Monster"
        • (R) [A] Avenger Bolt Thrower - Underpriced by 30%
        • (C) [I] Minas Tirith Warriors - Underpriced by 20%
        • (C) [I] Warriors of Arnor - Underpriced by 20%
        • (R) [I] Axemen of Lossarnach - Underpriced by 20%
        • (L) [I] The Grey Company - Underpriced by 19%
        • (L) [I] Osgiliath Veterans - Underpriced by 14%
        • (C) [I] Numenorean Warriors - Underpriced by 10% [Rounded down to nearest 5 instead of up.]
        • (L) [I] Blackroot Vale Archers - Underpriced by 10% [Rounded down to nearest 5 instead of up.]
        • (R) [I] Clansmen of Lamedon - Accurately Priced (0% deviation)
        • (L) [I] Rangers of Ithilien - Accurately Priced (0% deviation)
        • (L) [I] Royal Guard of Arnor - Accurately Priced (0% deviation)
        • (C) [I] Men-at-Arms of Dol Amroth - Accurately Priced (0% deviation)
        • (C) [I] Rangers of Gondor - Overpriced by 8% [Due to round up to the nearest 5.]
        • (C) [H] Minas Tirith Knights - Overpriced by 10% [Due to round up to the nearest 5.]
        • (R) [A] Battlecry Trebuchet - Overpriced by 10% [Due to round up to the nearest 5.]
        • (C) [I] Foot Knights of Dol Amroth - Overpriced by 11%
        • (C) [I] Citadel Guard - Overpriced by 14%
        • (R) [I] Guards of the Fountain Court - Overpriced by 14%
        • (L) [I] Denethor's Guard - Overpriced by 14%
        • (L) [I] Dunedain of Arnor - Overpriced by 14%
        • (C) [I] Minas Tirith Archers - Overpriced by 17%
        • (C) [I] Rangers of Arnor - Overpriced by 17%
        • (C) [H] Knights of Dol Amroth - Overpriced by 20%
        • (C) [I] Numenorean Archers - Overpriced by 25%
        • (L) [I] Court of the Dead - Overpriced by 29%
        • (R) [I] Warriors of the Dead - Overpriced by 33%
        • (L) [I] Warden of the Keys - Overpriced by 33%
        • (R) [H] Riders of the Dead - Overpriced by 38%
        If we would apply the template and sort by the cost calculated by the template for Gondor & Arnor, we get the following companies from cheapest (weakest stat-wise) to most expensive (most powerful) - as would be expected the common formations should be the cheapest and the rare/legendary formations should be the most expensive:
        • 25 Points per Company:
          • (C) [H] Minas Tirith Knights
          • (C) [I] Numenorean Archers
          • (C) [I] Minas Tirith Archers
          • (C) [I] Rangers of Arnor
        • 30 Points per Company:
          • (C) [I] Numenorean Warriors
          • (L) [I] Blackroot Vale Archers
          • (C) [I] Rangers of Gondor
          • (C) [I] Minas Tirith Warriors
          • (C) [I] Warriors of Arnor
          • (R) [I] Axemen of Lossarnach
          • (R) [I] Clansmen of Lamedon
          • (R) [I] Rangers of Ithilien
          • (L) [I] Royal Guard of Arnor
          • (C) [I] Citadel Guard
          • (R) [I] Guards of the Fountain Court
          • (L) [I] Denethor's Guard
          • (L) [I] Dunedain of Arnor
        • 35 Points per Company:
          • (C) [I] Men-at-Arms of Dol Amroth
        • 40 Points per Company:
          • (L) [I] Osgiliath Veterans
          • (R) [H] Riders of the Dead
          • (C) [I] Foot Knights of Dol Amroth
          • (C) [H] Knights of Dol Amroth
          • (R) [I] Warriors of the Dead
        • 45 Points per Company:
          • (L) [I] Court of the Dead
          • (L) [I] Warden of the Keys
        • 50 Points per Company:
          • (L) [I] The Grey Company
        • 65 Points per Company:
          • (R) [A] Avenger Bolt Thrower
        • 90 Points per Company:
          • (R) [A] Battlecry Trebuchet
        Interestingly enough, this almost implies that the true "cheapest" strength of Gondor & Arnor from a stat perspective is actually Knights and Archery, followed by shield walls (which makes sense given their high defense stat).

        <NOTE: I've moved the Elves' Analysis to their own post.>

        I'm curious how this will match up with the point adjustments that others in the WotR arena have adjusted based upon their individual analysis.


          Friday, October 24, 2014

          Such a Large Collection of Stuff

          I've been playing Games Workshop games for a very long time. In fact I remember painting Orc miniatures for Blood Bowl with my cousin - in fact I think I still have them downstairs in my collection. My brother and I went through a phase of Warhammer Fantasy, also. He had a Skaven army and I was building a Tomb Kings army.

          I also had my share of wins/losses playing Hero Quest, Battle Masters (that battle mat was AWESOME), Advanced Hero's Quest, etc...

          All that said, the game that I really latched on to was GW's Lord of the Rings Strategy Battle Game. I had a full set of Gondor and Isengard warriors and heroes and scatterings of various other armies. I would spend the entire evening after work painting my miniatures and building terrain pieces. In fact when I acquired the Fellowship of the Ring Supplement Book it had a template to build Ammon Hen/Weathertop and I put that together - it turned out really cool.



          I must have bought every book published under the Lord of the Rings line, and when I found out that War of the Ring was going to be released as new game system I was excited and anxious to give it a try.

          My friends and I played the game every chance that we had. When we heard that it was not going to be a continually supported game, our hearts broke.

          I have collected a lot of notes and modifications and ideas over the years that we played and even did some modeling via code. I plan to share a lot of this information with the greater community in attempt to keep it alive and to have a repository online.

          I hope that others that enjoy the game and hobby will find this and make use of the time that has been invested.








          LINKS TO OTHER RANDOM POSTS
          1. GW WotR Unit Cost Controversy
          2. What About Banners and Hornblowers in Profiles?
          3. Legendary Formations and Their Point Costs
          4. The "About Face!" Errata - More Game Changing than Expected
          5. What Would a WotR Blog be without a Discussion of Epic Strike?!?
          6. Blog Introduction
          7. WotR Army Roster Sheet - Available for Download 
          8. WotR Army Roster Example 1000 Point Gondor Army
          9. Ideas for iPad Simulator of WotR