Predicting the Future - The Basics of MathHammer

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foreign [Music] ER podcast episode 73. I'm your host Brad this is your professor for the week Dr Eric yeah without a doctorate but how's it going you're a nuclear physicist it's fine same thing it's more concerning that nuclear physicists don't require a doctorate degree we're not curing anybody some would say we do the exact opposite a decent amount of times I also got tickets to see Oppenheimer and on this episode we're going to be covering math but don't turn the episode off just yet we're going to make it fun I promise yeah and uh for all of you British listeners these are maths time yes we're doing quick Maths for our British audience but without any further Ado let's jump into this sounds good so I guess to start things off with something interesting to keep your attention let's talk about the tool we're going to use for this episode yeah there's a pretty cool website unit Crunch and actually quite a powerful option to show you different loadouts and what to expect also has pretty graphs and charts which is always good yeah and we're going to use it to show off a bunch of basic math Hammer but before we kind of get all the way into it quick word of caution statistics is fun but it's always going to lie to you there's so many ways to look at statistics that math says is right and get the wrong expectation out of it it's okay just don't put money down on it because it'll lie to you I would say the number one mistake people make when they look at a chart for like expected damage output or something is as humans you go where's the 50 mark That's the average and then you go cool five damages the Ave average I will do five damage you're not going to do five damage every time sometimes you may do zero and you can't go but the maths that I would do five right and there's a lot of times that that happens I mean it comes up very commonly in a game XCOM where it's like you have a 96 chance to hit them and you miss and it's like oh my God the game's rigged it's like well no you still had a four percent chance to miss and it just happened to hit that so yeah no statistics all right with that out of the way let's go through a couple very Basics these are things that everyone should be aware of when they go into math in a D6 system ones are bad sixes are good sure but let's say a D6 if you roll a D6 the average is 3.5 which is obviously not a face on a D6 but it means on average you either are going to roll a three or a four it actually works out a little bit better if you roll two dice then you kind of get rid of the half of uh integer kind of thing yeah so when you roll two dice the average is seven but because of how 2d6 Works seven is also the most common number you roll Yep this is where you start getting into bell curves where you look at a curve and you go it is far more likely to hit the middle of this curve than any other point on it and luckily most things when it comes to Rolling dice are normal nice looking curves they look like Bells yes and dice in general when you're trying to figure something out in a D6 system whenever you're moving up or down one number you're essentially moving statistically 16.6 repeating 16.7 percent for a much quicker version of that you can basically add 16 or 17 to your current chance of doing something and you should be pretty close so let's say you had a 50 chance to hit because four five or six hit you've got a 50 chance we move it so that four valid numbers work so three four five or six you now go up 16.7 percent chance to 66.7 percent yeah it's one of those that I think a lot of people are able to intuitively understand 16 or 17 percent versus 1 6 we generally deal with percentages more often in normal day-to-day life than one-sixths yeah well it's a lot easier when you get to you know like a four up save it's a 50 50. I understand a coin flip in my head a three up ballistic skill two out of three shots land I can understand that if I've got you know nine shots in this unit I can expect approximately six of them will hit when I'm ballistic skills three yeah and these are all just kind of tricks to estimate quickly what to expect and a lot of times these are things that you'll just kind of intuitively gain when you just play more and more one thing you'll get used to in my opinion is looking at a combat and realizing you're going to do far less damage than you may first think you're going to do when you initially look at it and you're like I'm gonna pick up a whole bunch of dice and then you're like oh right but I have to hit and then I have to wound and then the guys saves and it's like okay maybe this isn't just a stomp Fest and I guess one last thing is the idea of re-rolling this one is easiest to comprehend it like having a four up to hit but re-rolling everything you can visualize it as a coin flip and if you get a tails you can flip it again so you end up with a 75 chance to hit instead of a 50 chance all right so those are kind of like some quick ideas to keep in mind but one of the nice things that 10th edition has done for us is they've tried to unify a lot of things and so they've given us keywords we have a weapon profile that is a normal profile and then it has an ability attached to it and a lot of them change the math expectations yeah so the first one would be like lethal hits which means a critical hit which is a six naturally and can be modified will automatically wound the target so you skip entirely having to check for the wound roll which can be very good especially on tougher targets where you have have a smaller chance of wounding getting to skip over that step becomes infinitely more powerful the tougher your target becomes in a similar style sustained hit is if you get a critical hit you get X additional hits but it's kind of the opposite because you're not automatically wounding on those you still have to get the wounds you're just if you are already a good chance of getting wounds you have more of them so you want to have higher strength versus your lower toughness type thing and then you get more out of it and then devastating wounds is critical wounds again a six naturally will cause mortal wounds instead of your opponent having to do a save roll which means for low AP weapons this is incredibly strong or against very tanky things like if they've got a two up save naturally getting to skip having to wound them and just making them take The Mortals is a huge damage bonus so another one is twinlinked which allows you to re-roll all wounds and I mean we kind of talked about what that's like in the re-rolls but it's obviously quite nice when you're not expected to get the wound gives you another chance at it kind of thing and the last of these Global ones would be torrent which is automatically hit it's usually combined with like a random amount of attacks in the first place so you get a random amount of hits and again skipping a hit roll is one more roll you don't have to make which is always great when you're trying to get some reliable statistic at the end yeah that is one of the things with torrent is it helps you have more reliability and less Randomness which means you can plan for it better you don't have as much of the I got the small slice of the pie as opposed to what I expected which was the large slice and it's always nice and as a bonus it sounds weird to say but it is better when you have a worse chance to hit this doesn't tend to come into play much other than OverWatch where everyone is stuck at a six to hit torrent becomes incredibly powerful in OverWatch which again is quite the attic of you know using the flamers to stop the guys charging you it is kind of a thing in 40K but there's also a bunch of more situational keywords yeah keywords that don't do anything in certain scenarios but if something happens they do something yeah so an example would be heavy is you add one to the hit roll if you didn't move blast adds an extra shot to your shot count for every five models in the enemy unit there's also the entire anti-something X and anytime you got a wound roll of extra higher it automatically gets a critical against that thing which again with like devastating wounds is an incredible combo because then devastating wounds triggers at a lower number so you can have something like Haywire attacks which have anti-vehicle and devastating wounds to Mortals to vehicles on a reliable role and then the last of these is melta which gives you bonus damage if you're within half range and and Rapid Fire which gives you extra shots in half range both of those you can understand when you're in half range you get a bonus those are pretty nice and easy there's a few others that do matter but they're much more binary they're kind of an on or off a functionality keyword rather than one that changes the math behind the weapon right it just lets you do the thing like assault lets you shoot if you Advanced pistol lets you shoot if you're in engagement otherwise you wouldn't so you would have zero for your chance and these won't come up when we show math like later on for your expected damage output but like if you're in engagement range it would have been zero but you have a pistol so you get the number instead right Precision would be another one where technically a weapon having Precision doesn't change anything about it but it means you can Target leaders directly yeah so there's a lot more Nuance to the game than just hey look at some math but it is nice to be able to look at these modifiers and see some Type of expectations and if it's good in comparison to something else yeah so without any further Ado let's get into some fun examples to help get these into our heads so that we can remember them later special thanks once again to Dix Hewitt for his amazing website unit crunch I have spent countless lunch hours using this so I have some familiarity with it hopefully we can use it to our advantage today yeah so let's start off with a few smaller things let's work our way up to the uh more big fancy weapons okay let's do termagons which I have saved which I guess is an introduction to unit crunch you make profiles for attackers or Defenders or both once the profile is created you can then use it and then do statistics on it and do modifiers to it so you can see what would happen if you have to take a minus one to hit or things like that or buff it using one of your stratagems and it can show you how that changes the outcome of your attacks this is a really good learning tool and a fun way to waste half an hour on occasion but let's start things off with some termagons and let's fire at some Space Marines this is 10th edition so sounds right so I've got three different weapons here that the termagons can equip you've got flush bores where it has one attack they always hit on fours for all three of these weapons they've got a strength of five an AP of zero and a damage of one that means they hit Marines on four they wound them on three the Marines get a three up save and you only deal one damage and you only get one shot per gun it's not embarrassing but uh but it's nothing crazy either yeah then we've got spine fist which actually have two functional keywords which are assault and Pistol meaning you can advance and still shoot them and you're able to shoot them even in combat they pay for this by being only a 12 inch range which is much shorter than the 18 inches The Flash borers and devourers get but you get two attacks out of every term of God using the spine fists they still hit on fours they only have strength three meaning they'll wound Marines on fives and Marine and still get a three up save because it's got zero AP and it still only does one damage but it has a key ability on it called twinlinked which is going to change a bunch of math in a minute because it means you wound Marines on fives but you can re-roll everything so you actually wound better than you think you do yeah again it's one of those if your strength versus their toughness is not good twin length helps quite a bit gives you a second chance at it then we've got the last option which is the Devourer the Devourer has an 18 inch range it doesn't have any keywords you get to fire two attacks for everyone with a Devourer they've still got the ballistic skill of four they've got a strength of four meaning they wound Marines on fours an AP of zero and a damage of one so if we load them up into unit Crunch and we put them against five space Rings we can see what is expected to happen if you used each of the weapons so flashbars fire 10 times you hit statistically 5 out of 10 because it's a 50 chance to hit on a ballistic skill for three of those tend to wound because again you've got a three up to wound and then space Rings unfortunately are saving on threes against those meaning only about one of them will actually go unsaved to deal damage so if you fire 10 termagons flash borers into submarines you take off one wound naturally without any extra bonuses sounds right actually yeah it's not ideal no no it's not now before we start getting into Buffs we'll continue with the other two spine fists and devourers both fire 20 shots they both hit 10 times because they've got the exact same ballistic skill and here's the fun part spine fists wound on fives but re-roll everything math-wise this is essentially identical to wounding on fours which is what the Devourer does so they both get Five Wounds out of it which works out to approximately two-ish wounds that actually go through the Space Marine save and you end up killing one Marine if you use spine fists or devourers that's uh a bit better yeah and I mean like you said the spine fist also had some extra utility options to it with just the downside of being a lower range so you know there's always positives and negatives there yeah it's harder to recommend the flesh bore and it's going to get harder when we start playing around with extra bonuses but the spine fists and devourers are pretty 50 50 in my opinion on which one I would want to take because extra range is nice especially if you're trying to hold like mid or back points with termagons but spine fists are nice because of the whole assault and Pistol keywords on them which give you a lot of quality of life in exchange for six inches of range so let's add some keywords and we can see how everything changes yeah I think that uh it's a good idea to show the cascading effects so luckily Space Marines being infantry could get the swarming instincts hyper adaptation used against them if you chose that which is when a tiered and model with this hyper adaptation makes an attack that targets an enemy infantry or swarm unit that attack has sustained hits one so every critical gets an additional attack so I can go down for Global modifiers and we can see what happens if we were to use this hyper adaptation we give ourselves sustained hit one now the flesh borers hit seven times instead of five the spine fists and devourers hit 13 times each realistically by the time you Cascade those through wounding and then saving roles you end up with the exact same amount of damage dealt which is a little bit awkward so let's go for a different buff we'll remove this one and let's say we're next to a turvagon instead so the turvagon gives us lethal hits that means our sixes will automatically wound and wow now we're getting four wounds with the flash bore and we're getting seven with spine fists and devourers unfortunately once you get through saving rolls it statistically doesn't really matter but what if we did both hey there you go now we see we get those seven hits with the flesh bore because of the exploding hits the spine piston devourers still get 13 and some of those automatically wound in addition which upped our wound count and nothing happened to the flesh Wars final damage however the Devourer in the spine fist each end up dealing an average of three wounds instead of two so you get one and a half Marines if you have both Buffs but that is 50 more damage than you were doing originally so wow yes wow indeed not sure the return on investment on that one and to be fair the return on investment is not that bad either because one of these is just your Detachment rule which is matchup dependent and the other one is a turvagon who does an aura so you could be affecting you know 80 term accounts with that Turf against Aura and we're only looking at 10 of them right and we're looking at the median so there's a bit more that you can expand through in you know following through the graphs in the charts below or looking at the mean to see if okay maybe I'm a little bit higher on the chance kind of thing yeah so median is your most likely 50 outcome which for the flush bar is flat one which is why we didn't see any change even when we got better if we go to mean technically we went from one damage to 1.7 damage so we're almost to 2 damage on average but we're not there yet so it doesn't round up to two on the of median right and since we're trying to look at quick expectations it's a good idea to look at the median as its initial idea but keep in mind that there is a bit more that you can drill down into yeah and to bring this up if you were to look at the graphs below the median tells you the exact middle point of your data that you'll hit most likely but if you were to look at the actual curves the flashbar has a less reliable curve than the other two because it has less attacks in total to even out the odds yeah so go with like the more attacks you have the more reliable the bell curve yeah you're less likely to hit an extreme number yeah and again if you look Below on the graphs you'll see that the more chances you have the more regular the Curve will be and the less chance for an extreme result so like there's an 18 chance you do zero damage with flush bores and only a 5 chance or a six percent chance with the other two weapons yeah so it's not just oh let's look at what the end result is sometimes it's a good idea to look at where are the weaknesses of this profile and not only is The Flash board doing less damage but it also has a substantially higher chance of doing nothing yeah unbuffed three out of every ten times you do this you get no damage on Space Marines using flesh bores and this will continue to come up it's more and more important when you're looking at the high damage low fire account weapons that if you miss you only had the one shot so that's zero yeah and when we get to things like a last Cannon you can feel that real bad when you see how high your chance to not do anything is right all right so let's get into another profile terminal gaunts were great for like explaining all of the basics of this but they're not very fun let's get some fun in here okay okay let's throw some Immortals in here and let's just shoot at some more Marines because they're just good targets okay I kind of was with you on the uh let's celebrate 10th with the Space Marine versus the tyranid but uh all right we won't go with a basic marine how about Thunderbolt Cavalry I'm not sure that changes much in the expectation there all right let's let's fight wolfen then really Bjorn yes Brad let's do Bjorn that's so much different I like to shoot at space levels okay yeah it seems like it we won't do space holes let's do uh black Templars and Pulsar okay I mean you do hate Space Marines so why not let's shoot a special impulsor and second thought let's just stick to the Space Marines okay just generic Space Marine that's a good starting point yeah let's let's keep it basic so the match-up to end all match-ups Immortals versus Space Marines so we can do Tesla or Goss technically Goss is probably better but I'm ignoring that because Tesla is cooler so let's look at Tesla Immortals okay unbuffed Immortals shoot 20 shots hit on Threes And every six double explodes because it's got sustained hits too math wise this means every attack you make you should get one hit out of because for everyone you miss you have a 50 of chance of that of getting two hits extra that's cool as a starting point but let's get a little weird with it we've got a plasmancer as one of our options for a leader just having a leader in our default index gives us plus one to hit so we can add that to the profile and then plasmancer has a fun thing where Critical Hits happen on fives not sixes as we talked about before it's not that something happens on a six is that it happens on a critical right which means you can modify what criticals are and it helps out just that much more so by adding both of these Buffs on average when you fire 20 Tesla carbine shots 30 of those 20 hit that sounds right yeah necron technology I ain't gotta explain yeah I uh I mean it's Tesla it's zappy zappy and approximately 20 of them wound because we're targeting generic Space Marines here as Eric can attest from last week's game sometimes 24 of them wound sometimes yeah that was uh unexpected little kink in my plan pretty sweet way to lose almost five Marines in one go it was only four got lucky but uh so just from having a leader in our index attachment you end up adding 3.4 hits which again is awfully close to that 16.7 percent we talked about plus one giving you right and obviously it's easy to look at these numbers and go like yeah right 16 but uh when you're actually at the table it's pretty easy to do 15 of something and then just go a little bit more kind of thing so adding the extra three point whatever to the chance of hits sounds about right is what you would expect yeah you wound 20 times out of 20 attacks when you do this trick which is pretty hysterical and then because we're saving on like a three up here and we've got no AP without spending CP on it or anything only seven of those wounds actually go through which is still a fair amount of dead Marines this is actually even higher because Immortals reroll runs to wound and if you're standing on objectives they re-roll all wounds so like if we go for a best case scenario here if you're standing on a point and we re-roll all our wounds you end up with 27 wounds on average from 20 attacks it's not too bad you average nine wounds going through those saves even without giving them an AP from a strat or some other buff or whatever yeah it's not too bad at all okay so we've hit the poor Space Marines quite a bit let's move on to a little bit of a tougher Target okay let's fight a vehicle let's try to blow up a Lehman Russ I thought you were gonna say like an impulsor or something like that and I was gonna be like no we're not doing that a Lehman Russ sounds good let's have some custodians beat on it all right so shooting wise we're not that interested it's not going to do anything their shooting is not very good for this but in melee oh boy so without counting extra rules into this like catas or anything you're already with four basic custodians taking six damage off of the Lehman Russ which is almost half of it it's not bad but we can do better and I'm just assuming you've got four random custodiums with Spears the minimum Squad Loadout whatever yeah it makes sense they're uh two up to hey they've got decent strength and damage in AP so yeah the strength is actually very important to point out these Spears are S7 string seven is a super important number in 10th edition the reason is a lot of vehicles are either T10 t11 T12 okay some of them are T9 but we'll focus on the 10 11 12 tyranid monsters guard Vehicles war dogs armatures all of those fall all in that Spectrum a lot of the things that you're looking at as like tank equivalents that are expected to be kind of tough are in that General range so let's say we're targeting something like T12 like a knight if you were strength six 12 is W meaning you only wound on sixes if your strength seven twelve is now only better than you but not double so you wound it on fives it's twice as good it is twice as good it is a 16.7 percent better damage on the whole spectrum and yes it's twice the amount of successful wounds than you would have gotten had you had strength six right and it's substantially better to have two outcomes that are good instead of just one but strength six lets you do it to things that are T10 and t11 and strength seven lets you do it to things that are T12 and t13 which is essentially the entire game it's kind of the high end cap that you need to actually worry about there's always going to be these cut off points that matter more though those are the important ones yeah and it's a lot easier to upgrade from you know a strength five to a strength six or a strength six to a strength seven than it is to upgrade randomly into strength 12. so that you can wound on fours it's usually easier to get a mass wave to wound on fives then you know a few shots to wound on fours right but back to the math in general for this half of the Lehman Ross isn't too bad but again we haven't even factored in having qatars yet yeah I think custodies have a couple Buffs that they have options for one or two in the Codex yeah I've heard something like that so we're not gonna get crazy with like character combos or anything let's just add the basics and see how good we are okay so katas allow us to either choose a defensive one or we can add sustained hit one or lethal hits just to visualize the difference here where we know lethal hits math wise should be better because we're trying to wound something that's harder to wound let's add each one and see what it does right sustained hits one we go from like the 5.6 is your true midpoint to 6.6 is your midpoint it's not nothing it's obviously better but it's not something I would really go out of my way to bank on whereas if we take lethal hits we jump up to 7.8 immediately which is a much more substantial boost yeah and it makes sense it's one of those kind of intuitive things of it's more difficult to get the wound so so skipping wounding is better and this does show that off pretty nicely and let's say we really want this thing dead let's pay a CP for Slayer of nightmares here which adds one to our wound Rule and suddenly we're up to 10 damage dealt not quite dead yet but uh very possible and this is a Min Loadout basic custody Squad with no external Buffs just them walking around with their army Rule and using a CP right and if you go to the damage dealt graph you can see like what the chance of actually killing it would be yeah and it's still 20 percent chance so one out of five attempts of doing this you just get to kill the Lehman rust from Full wounds yeah and it's obviously not the expected outcome or more at 10-ish or so but as you can see the graph is a more reliable kind of graph as you would expect nice Randomness to give you so there is a decent chance of actually killing it all right I think we've hit most of the basics let's have some fun with some Wombo combos all right yeah I mean this custody stuff we started seeing some glimpses of the more options you can put on things the more interesting it can be but let's push it all right so we've got some Terminators they're pretty popular you're back to the space man but I accept that a Terminator is a nice Target to try and figure out so again some Terminators let's take some Gene Steeler Cults and rise up against our oppressors so we've got 10 of them with some hand flamers which is torrent meaning we ought to automatically hit but we our strength 3 against toughness five so we only wound on fives it works out to like an average of 35 attacks because again 3.5 times 10 35 math checks out they all automatically hit but then we lose a bunch when we go to wounds which means we only get 12 wounds through for a total of then the Terminator saving on twos against them and getting like two-ish wounds dealt basically nothing yeah so not ideal no not really but let's let's combo a little bit so the hybrids could hop out of a truck and the truck uses its ability the fire support ability which means it shoots the Terminators and gives the hybrids full wound re-rolls the rest of the phase or twin linked if you want the keyword for that that's always good when your strength is low compared to the toughness yeah and we can have an Achilles Ridge Runner shoot at it too which gives us an AP All right so they don't basically auto save out all the time laughs so then we're tripling our damage output and averaging more like two dead Terminators out of these little hybrids plus all the damage by the vehicles but we're not getting into that fair enough so we've tripled our damage output just by utilizing combos in our army list right like none of that is specific list building it's just like yeah these work out well together so do it yeah I'm going to put my dudes with flamers into the transport yeah and then they're gonna get out of the transport and blow something up I'm going to fire my support unit at the tanky things so that I get more AP against it yeah it all works out well but it does show that like these Buffs can go from like do nothing to that's actually kind of a problem and this is without even like getting into leaders or spending CP of which you can do a lot of dirty stuff when we get into Gene sealer cult combos there's some really cool ones to buff up things like hand flamers yeah it's really fun to think up combos like this when you're looking at your index and then math them out and see is it like actually doing much for me running against some different units and see what it actually does and in this case yeah it does a lot for you we literally tripled our damage output against a pretty juicy Target to be shooting at and it was not pretty to start with so it's really nice to end up with two dead Terminators for our hybrids to get just in shooting yeah and in this we've kind of talked about this a bit previously so I don't want to go into too far because it is kind of off topic but when you're doing these things each of your units have expected goals that they're trying to do you're not gonna throw these hybrids at a night because that's not their intended targets but let's say we did what happens that's the fun of unit crunch you're right and these are the types of things that like you can try and figure out where the units can actually Thrive and where they're going to have more difficulties in actually accomplishing the goals that you put them in the Army for honestly I expected worse than this it still does an average of five damage yeah I mean all that put together is solid for what hybrids are it was not their intended purpose no but it does show that I guess if you're up against the night it's not just a waste of time to roll the die laughs although if we didn't have the combo it's two so that might be a waste of time to roll that many dice but it would be a fun amount of dice to roll so screw it that's true and I mean at a certain point like we're here to roll the dice yeah it is one of those that the math expectations can kind of help you figure out what your units are going to be good at and try and actually make it so that your battle plan as it uh evolves goes to your unit's strengths not their weaknesses all right before we get out of here let's do one last one just to humor me oh this is gonna be the uh nonsense thousand suns thing that you're talking about earlier isn't it yes okay this is one I have no idea on I am fascinated to see what you're going to do with it okay this will be easier if we don't Target an infantry because then I have to explain more things okay fair enough so we're gonna get Vengeance for Prospero and we're going to delete some Thunder wolf Cavalry okay okay so if we take 10 kitted out Scarab occult Terminators we're doing an average of like eight damage to thunder wolf Cavalry that's okay it's not great it's okay but we can buff them ah good I see this kitted out and I was like if this is the thing that you were talking about I'm disappointed you should try and choose a different Defender to show it off no the kid out means they have their missile racks and they have their soul Reaper Cannon and I can give them their melee profiles it's my standard what I have for 10 Scarab called Terminators when I use a brick fair enough I was like yeah that seems not bad Brad but uh maybe we should uh lower our expectations when we're trying to sell this one no this gets slightly complicated and gives me two seconds to rant warp Smite is a pistol you cannot fire a pistol and a non-pistol so I have to choose between firing my Bolter or firing my psychic ability and I hate that welcome to 10th and that's why we're going as Thunder wolf Cavalry so I don't have to change my math here and make it so I'm using my warps mic because it would be very good first infantry right because for up any inventory devastating wounds yeah that seems fine yeah especially when we start buffing all right so let's begin the Buffs we haven't really done devastating wounds yet so I guess let's choose Wrath of the immaterium for our Kindred sorcery this means that all of our psychic weapons will have devastating wounds hint I'm going to be giving everything psychic so we don't have to worry about that we can just universally apply devastating wounds okay devastating wounds good it's a nice start so let's spend a CP uninscrawled infusion which is obviously re-roll a hit until end of phase all infernal bolt pistols infernal bolt guns infernal Combi boltas and infernal Combi weapons equipped by models in this unit have the psychic ability and a strength of five alright so psychic so this is how we're making that work but actually a strengthened Edition we can also spend a CP on devastating sorcery to give us full re-rolls on hits and wound rolls with all of our psychic attacks that's always good we'll also be in half range because we're Rapid Fire 2 weapons so that's an extra bunch of shots we'll have Magnus nearby so we'll be able to have plus one to hit and wound roll with all of our psychic attacks and we can be led by a thousand Sun sorcerer in Terminator armor to give us lethal hits on everything in the squad alright so that's uh quite a few Buffs let me look here real quick we've got uh plus one to hit plus one to Boon twin Lane through your re-rolling Rapid Fire 2 in addition to it all okay yeah so everyone's shooting four shots because we're within half range yeah and devastating wounds and lethal hits which while it's always an unfun nombo they are mathematically better to have both than just one of the two yeah it is one of those things with devastating wounds and lethal hits on I wish there was a cleaner way that they interacted together but it's fine yeah so this brings us from what eight damage originally to a very humble 21 damage going through we will avenge Prospero wow yeah I think that does its job pretty well there's a few things that are like Let's Line everything up into magical Christmas land but not unreasonable for it to all be put together it's less insane than you would think just because you can deep strike them so as long as you have a Target that you like within 12 inches of your deep strike and Magnus is nearby that's all you need for this combo the rest is just spending resources it's not probably the most efficient way to play your thousand suns list but I'm going to be doing it semi-regularly because it's hilarious yeah I'm glad to have been part of this uh explanation because I expect to see it happen to me and honestly against a knight I still take 18 wounds off it with this combo it's not the ideal Choice here but we'll take it what's it look like against Terminators you know just uh random not because I'm worried or anything yeah 20 as long as you squat up in 10 some of them will live [Laughter] all right then so I think this does kind of uh wrap things up for this episode because uh it's pretty obvious you can get into the weeds and uh just look for big numbers it's fun to find your combos like this is entertaining at least to me I hope it's entertaining to other people when they try to do it with their armies yeah and even if you're not fishing for this kind of thing it's still a useful tool to get more familiar on some expectations and all of this with a huge grain of salt of Statistics don't mean it always happens it just means that these are the likelihoods yeah so hopefully people learned something hopefully are more experienced people at least got some fun entertaining numbers out of the deal and I'm definitely looking forward to the combos that you send me on like oh look at this so if anybody else has found some interesting combos let us know yeah as a final wrap-up thing I highly recommend trying out unit crunch totally free you could support Dixie with on unit crunch he has a patreon and stuff that he just started up if you love us we have one as well I'm just saying wow someone has to feed the editor and it certainly won't be me there's a fat joke there but you should have gone for it that would have been pretty but yeah I get a lot of fun out of math I just want to share my love of it with others I know Eric is very much the same which is why we both kind of unanimously decided this would be an amazing topic to start off with 10th edition I'm sorry if math scares you and I really hope that we helped make you feel more comfortable with the idea of it if we didn't I'm sorry and I promise next week will be something that is not math related whatsoever no we're gonna make sure that the next time I decide to uh bring math on it's when you're gonna least expect it all right but that does it for us this week if you're on YouTube please just drop us the YouTube pleasantries it helps out a bunch otherwise let's get out of here sounds good [Music] thank you foreign [Music]
Info
Channel: Poorhammer
Views: 63,615
Rating: undefined out of 5
Keywords: Warhammer, 40K, space marines, necrons, tyranids, thousand sons, genestealer cults, custodes, MathHammer, UnitCrunch, How to Play
Id: OPP2lmEVtZY
Channel Id: undefined
Length: 39min 55sec (2395 seconds)
Published: Thu Jul 06 2023
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