Posts

Calculating the Odds: Effective Health and Legion

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       Earlier this year a different game I dabble with was having a debate.  There was an option that gave a unit a second armor save on a 5+.  The common response was this meant it had 33% more health.  A better response was 50%.  These are both incorrect.  To hit that conclusion took a bit of math, and I was also curious how to apply these calculations to Legion.   [Math Section Begins]      Effective health is essentially the health of the model taking into account its armor save.  Armor saves are a quasi-infinite chain.  As long as you keep making them, you don't lose health.  You can model this as a series of events: This is a geometric series.  It can be expressed more succinctly as: Thankfully, as the odds of an armor save are always lower than 1 it also converges!  This means that it nicely collapses down to this: Finally,  I was curious about Dodges here too: The real wrinkle with dodges is you do have a chance to be overkilled.  This effectively makes the dodge worthless

LVO Legion Lessons Learned

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Did poorly I did Pretty much as the title says!  0.  Turn Zero:  Important      I need to do a better job with turn zero, specifically the scenario card.  While the other cards could be annoying the scenario card itself easily was the most important of the three.  Questions to ask:  is their list better at range?[vaps]  Is their list more mobile?[bombing run/breakthrough] Can they force payload?  1. Naked Troopers: Bad      10 activations is important but getting there by including more than 1-2 naked troop units while playing with all your toys isn't great.  It results in too large a part of your army that isn't doing any lifting.  Better to cut back the toys to make sure the foundation is strong.  Most armies can't make up for that deficit(Padme Yoda Saber can die in a fire)   2.  Dice Fixing: Good     Much like playing with and without Aggressive tactics for CIS, it was really impressive to see what an aim token or two and precise could do(Kalani and Ion Spiders were inc

2015 Retrospect

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So my extended second "holiday" is now over, posting to this blog has been disrupted thanks to work, and I've been enjoying reading retrospects in other blogs.  So how has 2015 been in gaming personally? Miniature Games: Warmachine/Hordes: * This deserves a far larger post, but this was a really awful year for WM/H.  All the factions I care about either didn't get anything or had a boat load of horrible releases.  As an example, who thinks for one release cycle what Khador really needs is all jacks and half of them should be MAT 5?   Even then it was actually giving eZaal a fair shake was the straw that broke the camel's back.  I shouldn't get annoyed playing a game I'm supposed to enjoy and WM has sadly reached that point.  Currently I'm taking a break to see if that helps. Malifaux:  *** I played a little Mk2 back in DFW but it never really caught on then as too many of the models weren't released.  In SC I've now gotten about ha

Shadowfist

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It was a nice surprise to actually find a Shadowfist group in SV soon after I moved here.  For all its faults and age Shadowfist has actually been a lot of fun to play multiplayer.  Much like EDH, this would have never worked with my gaming groups in DFW and EDH was something I was interested in trying for some time. So what do I enjoy about Shadowfist?  Sure nostalgia plays a big part but I also enjoy the setting and at this point the depth of the card pool.  My three favorites: Architects When it comes to its settings Shadowfist is a bit of a mess that only 90s gaming could produce.  For example:  The Architects.  Rulers of the far future juncture who use said junctures to travel back in time, capture ancient demons and genetically engineer them into super soldiers.  These go down the line and hit all my archetypical favs when it comes to factions.  Sadly they aren't supported in Modern :/(another typical occurrence for factions I enjoy). Decks I've enjoyed with

Malifaux: Settling on a Faction

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So recent events have me dabbling in Malifaux again.  The difficulty here has been settling on a faction.  There are three primary problems:  1. There isn't a single faction with both strong and broad appeal, 2. My traditional method for deciding upon a faction/MMO character class/etc. haven't really worked out, 3. Faction ADD is real.  While I already own much of what is below Malifaux is detailed enough that focusing on a faction and a few masters to really grok seems important.  Current thoughts: Neverborn   Across every Master in Malifaux, the above two masters are personal favorites.   Darby and Not-Char are both cool thematically and I enjoy their playstyle too.  The real issue is the rest of the Neverborn.  I can't really say I like the look of any of their other masters and many of the other options in the faction leave me cold(teddy bears = no, horrors = yes). What the Neverborn have going for them is they are a traditional power faction. If the abov

State of Gaming, August 2015: Walkabout

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Warmachine/Hordes( - - ) I could go into a list of details but eZaal was really the straw that broke the camel's back.  I shouldn't get annoyed at a game I spend my time, money and energy on and he sadly pushed it to that point.  After playing him for a bit I just couldn't work up the energy to finish painting anything Warmachine either which isn't a good sign.  Even the 6 year late Errata didn't rekindle my interest. It's more of a trial separation at this point.  I'm off into the miniature gaming wilderness away from the current Holy Trilogy to discover what I find out there.  It's been 2-3 weeks.  Part of me wishes I could say I miss WM. Doomtown ( + + ) Outside of some shake ups with when DT is played and dealing with the fall out from that, I'm still really loving DT.  The new factions are great and I'm happy enough puttering about with side decks after Gencon(Turns out DR Hucksters is still good because when push comes to shove you

Nightmare at Noon Review

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A review of the just released Nightmare at Noon. Stolen completely from stim hack, the follow metric will be used: 5 – Great One of the strongest cards in the game: it’s powerful and always useful. It’s surprising to see a deck that doesn’t play this card in-faction. 4 – Good A good card that sees plenty of play. It’s not necessarily the best choice for every deck, but you can put it in your deck and know that it will do something for you. 3 – Playable You can’t just throw this card in any deck and expect it to do something for you, but it can be good in the right context. 2 – Weak This card isn’t good enough to be worth playing. The decks it fits tightly into are not well suited for competitive play. The stars might align such that it fits into a competitive deck, but even then it’s generally worse than a more straightforwardly good card. 1 – Bad This card sucks. doomtown db  should eventually have the full spoilers up. Junior DG - 3 If only his ability t