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Army analysis system:
Vigilant
(version 1.0)
By Brother_LutherINDEX
PAGE
PROLOGUE 2
1. INTRODUCTION: A CRITICAL VIEW 5
2. MOBILITY 6
3. Toughness 11
3.1. Protection 11
3.2. Toughness 14
3.3. Armour 15
3.4. Total toughness 17
4. NUMBER 18
4.1. Units 18
4.2. Figures 19
5. FIREPOWER 22
5.1. Rate and class of weapons 23
5.2. Balistic skills 24
5.3. Static and dynamic range 27
5.4. Anti-infantry firepower 31
5.5. Armour piercing capacity 38
5.6. Anti-tank firepower 40
6. ASSAULTS 50
6.1. Ability to impact and number of attacks 50
6.2. Ability to wound damage 52
6.2.1. Light infantry 55
6.2.2. Heavy infantry 57
6.2.3. Light vehicles and walkers 60
6.2.4. Heavy vehicles and walkers 63
6.3. Initiative 67
7. MORALE 68
8. EXAMPLE 72
PROLOGUE
Congratulations, if you are reading this words is because, one way or another, this special article (a mix of strategy and analysis) is t your hands and, probably, you want to deep in the art of this kind of table board games. Not in vain, to teach players, beginners or veterans, is the objective which I have written it. I hope it would bring to you many answersbut I will be more satisfied If, once you have finished it, the number of new questions is higher.
As you know, a great number of table board game systems exist, and my intention with this article is to introduce some of the most important aspects for the generation of any army in Warhammer 40K. With this idea, we will try to deep in knowing the possible attributes that compose them and learn to valuate them.
This manuscript is not created with any commercial interest, but I have to advice that all rights from the names and marks included in this article belong to their legal owners.
We know that perception is a singular phenomenon that is difficult to share or explain to other people. Nevertheless, to give a greater analytical interest to this article, I will try to establish some suppositions to quantify as easy as possible the attributes or characteristics of an army. In summary, we will establish a serial of parameters that help us to transfer an intuitive knowledge, which anybody could have, to a numerical value to compare different armies. Obviously, this is a very complex task and always far from perfection due to the random nature of the selected player dependent parameters. In spite of it, these will be the parameters and suppositions that I have chosen, and through them we will get a rule system that can help us to compare the power of two armies. I hope in the future other players could follow this example and can make it even better.
Finally, I have to say that this system, known as Vigilant, is only a tool. An instrument that will help us to know faster and with more precision those factors that we calculate when looking a combat force. The final objective is to give form to that abstract thought to a number, and then it will be easier:
1) To modify the army in order to get what youre really looking for.
2) To know your army and use it correctly in the battlefield.
With nothing more to say, we can start with the development of the system. I hope you enjoy it.
Brother LutherTHE CRITICAL VIEW
Like the proverb says Tell me what are proud of, so I will tell you what you lack. This idea remember us the inexistence of the perfect army. This is hard to believe for anyone making an army, but it is a reality we must know and, the most important of all, to understand why it is that way.
Each army has some attributes that give it unique characteristics, which is converted on advantages and disadvantages. Due to this, to know in what aspect you are good is as important as to know in what you are not. To ignore any of both put us on great risk to achieve a fatal concatenation of losses.
So, if we pay attention on any army, the next list of attributes can be useful to characterize it:
1) Mobility
2) Toughness
3) Number
4) Fire power
5) Assault
6) Morale
Truly exists more or less attributes than these ones, but these will be the ones we will use. Next, my intention will be to study each attribute and decipher which factor condition it. In this way, we will establish a serial of rules by means of which we can quantify these attributes, and thanks to this, we will have a better knowledge of them. Only by this way we could modify easily those attributes including some kind of equipment or units, doing it much better and with more precision than using your intuition.
So, thanks for your patience, we will focused now on each one of these aspects.
CHAPTER 1: MOBILITY
The capacity of an army for moving on the battlefield. To quantify Mobility we have to divide units in seven blocks:
Table 1: Mobility units factors.
MOBILITYFACTORUNITSExtreme5Jet bikes and fast gravitatory vehiclesReal High4Fast vehicles, bikes and infantry transported on fast gravitatory vehicles Real Low3Jump-packs, Jet-packs, cavalry and infantry transported on fast vehicles Apparent High2Vehicles and infantry transported on vehicles
Apparent Low1.5Barrage weapon mounted vehicles, walkers, monstrous creatures and infantry with any kind of special deployment (drop pods / deep strike / infiltration / scouts)Null High 1InfantryNull Low0.5Infantry with sweeping advance, artillery
In this way, to calculate the mobility of your army, you have to:
Sum separately all units of each class of Mobility.
Multiply the number of units of each class for its factor.
Sum all the results obtained.
Divide this value by the total number of units.
Transports
When you are calculating which units can be transported, you wont always find units with vehicles attached. You should keep in mind that to determine the mobility of your army, you can only apply to one infantry unit the transport bonus for each vehicle with transport capacity. Of course both, squad and vehicle, count as two independent units to calculate the total.
Example:
You include one Land Raider in a Deathwing army with some Terminator squads. In this situation you can count with the Land Raider as an Apparent high mobility unit, but due to be a transport vehicle, you can consider one Terminator squad (normally classified as Apparent Low) to be Apparent high. It will be count as infantry with transport vehicle.
Example:
A Deathwing army composed by:
H.Q. (Belial
Troops (4 Terminator squads
Elite (1 Dreadnought
H.S. (2 Predator
We have 8 units in total. We can check table 1 and see that all have Apparent low mobility except the Predators (Apparent high). Therefore:
1) The sum of all units with apparent low mobility is 6.
The sum of all units with apparent high mobility is 2.
2) Multiply each one for its factor. 6 x 1.5 = 9 2 x 2 = 4
3) Sum both values. 9 + 4 = 13
4) Divide by the total number of units. 13 / 8 = 1.62
Therefore, we can conclude that the Mobility of this army is 1.62.
This was an easy example; lets compare it with a battle company army. To make it easier to understand, we will point the class of mobility close to each unit:
Example:
Our army of the 3rd Company is composed by:
H.Q. (Interrogator Chaplain Lemariont (null high)
Troops (Tactical squad Nathiel with rhino (apparent high)
Tactical squad Moyo in drop pod (apparent low)
H.S. (Predator A (apparent high)
Predator B (apparent high)
Devastator squad Matrix (null high)
F.A. (Assault squad Rauel (real low)
Land Speeder typhoon A (extreme)
Land Speeder typhoon B (extreme)
We have 9 units in total. If we look at table 1 we can check the mobility factors:
1) The sum of all units of mobility extreme is 2.
The sum of all units of mobility real low is 1.
The sum of all units of mobility apparent high is 4.
The sum of all units of mobility apparent low is 2.
The sum of all units of mobility null high is 2.
2) Multiply each one for its factor. 2 x 5 = 10
1 x 3 = 3
4 x 2 = 8
2 x 1,5 = 3
2 x 1 = 2
3) Sum all values obtained. 10 + 3 + 8 +3 + 2 = 26
4) Divide by the number of units. 26 / 11 = 2.36
Therefore, the Mobility of this army is 2.36.
By this way, we can assure that the second army is slightly more manoeuvrable than the first. This fact, which can be seen with a simple gaze, is reflected with one value. This makes it easy to see if you are in advantage or disadvantage during the battle.
Combat squads
Is important to emphasize that the calculation of the Mobility factor can be influenced by the deployment of your army, like when separating marine squads in combat squads. For a better comprehension lets see what happened in the army showed before if we separate some squads.
Example:
Our army of the 3rd Company is composed by:
H.Q. (Interrogator Chaplain Lemariont (null high)
Troops (Tactical Nathiel combat squad A with rhino (apparent high)
Tactical Nathiel combat squad B (null high)
Tactical squad Moyo in drop pod (apparent low)
H.S. (Predator A (apparent high)
Predator B (apparent high)
Devastator Matrix combat squad A (null high)
Devastator Matrix combat squad B (null high)
F.A. (Assault squad Rauel (real low)
Land Speeder typhoon A (extreme)
Land Speeder typhoon B (extreme)
Now we have 11 units in total. If we look at table 1 we can check the mobility factors:
1) The sum of all units of mobility extreme is 2.
The sum of all units of mobility real low is 1.
The sum of all units of mobility apparent high is 4.
The sum of all units of mobility apparent low is 2.
The sum of all units of mobility null high is 4.
2) Multiply each one for its factor. 2 x 5 = 10
1 x 3 = 3
4 x 2 = 8
1 x 1,5 = 3
4 x 1 = 4
3) Sum all values obtained. 10 + 3 + 8 +3 + 4 = 28
4) Divide by the number of units. 28 / 13 = 2.15
Now, the Mobility of this army is 2.15.
As we can see with this example, not only the army, the way to deploy or assign troops could modify very much its action capacity.
CHAPTER 2: TOUGHNESS
This attribute indicate your adversary the difficulty to annihilate your army. Therefore, it is determined by different characteristics like toughness armour and saves (armour or special) of the units that composed it. Due to the complexity of this parameter, it is necessary to start with the calculus of the following 3 sub-attributes.
Protection
Figures protection is theirs capacity to negate wounds once they has been produced. Armour saves are the most common, but exits special saves...and even some units have both of them. To study this aspect we will distinguish between armour protection and special protection. Therefore, you should check table 2 and use one or other factor depending of your units.
Table 2: Armour/invulnerable protection units factors.
FactorSaveSimpleWith Feel No PainWith Re-Roll2+4.174.584.863+3.334.174.444+2.503.753.755+1.673.332.786+0.832.921.53-0.002.500.00
When you have figures with Feel no pain universal rule, I shall recommend calculating the protection (armour and special) twice: one considering you can use FNP and a second when not. Doing this the user will know the performance of that unit in the best and worst combat situation.
Example:
A terminator has a 2+ armour save and an additional 5+ special save. This figure has an armour protection factor of 4.17, while its special protection factor is 1.67.
A scout has only 4+ armour save. This figure has an armour protection factor of 2.5, while its special protection factor is 0.
A marine apothecary (power armour plus Feel no pain), has an armour protection factor of 3.33 4.17, while its special protection factor is 0 2.5. The first value means the protection for those situations when he cant use the FNP rule.
In this way, to calculate the protection of your army, you have to:
Sum a point for each figure with each class of Protection.
Note: All figures with more than one wound that can suffer instant death count as +0.5 points for each additional wound. Figures immune count with one point for each wound.
Multiply the number of points of each class for its factor.
Sum all the results obtained.
Divide this value by the total number of points.
Example:
In a Deathwing army composed by:
H.Q. (Belial
Troops (4 Terminator Squads
Elite (1 Venerable Dreadnought
H.S. (1 (10 men) Devastator squad
For calculating protection we discard the dreadnought, due to it is classified as a vehicle. Then, we ha 32 points in total (10 from devastators, 20 from terminators and 2 from Belial for his 3 wounds (1+0.5+0.5)). If we look at table 2:
-Terminators and Belial have an armour protection factor of 4.17, while its special protection factor is 1.67.
-Devastators have an armour protection factor of 3.33, while its special protection factor is 0.
We calculate the total armour protection:
1) The sum of all points of figures with armour factor 4.17 is 22.
The sum of all points of figures with armour factor 3.33 is 10.
2) Multiply each one for its factor. 22 x 4.17 = 91.74 10 x 3.33 = 33.3
3) Sum both values. 91.74 + 33.3 = 125.04
4) Divide for the number of total points. 125.04 / 32 = 3.91
We can conclude that the armour protection of this army is 3.91.
We calculate the total special protection:
1) The sum of all points of figures with armour factor 1.67 is 22.
The sumo f all points of figures with armour factor 0 is 10.
2) Multiply each one for its factor. 22 x 1.67 = 36.74 10 x 0 = 0
3) Sum both values. 36.74 + 0 = 36.74
4) Divide for the number of total points. 36.74 / 32 = 1.15
We can conclude that the special protection of this army is 1.15.
In agreement with the obtained results, we can see that our army has a high capacity to avoid wounds, but against weapons that negate armour it is very much reduced.
Toughness
This attribute shows the capacity of any figure to negate wounds once it has suffered an impact. Like we did for protection, we will classify wh40k units in 7 classes depending on their toughness attribute (Table 3).
Therefore, to calculate armys toughness we have to:
Sum one point for each figure of each class of toughness.
Note: All figures with more than one wound that can suffer instant death count as +0.5 points for each additional wound. Figures immune to instant death count with one point for each wound.
Multiply the number of points of each class for its factor.
Sum all the results obtained.
Divide this value by the total number of points.
Table 3: Toughness units factors.
ToughnessFACTOR8 or higher574.5645342312 or less0.5
Example:
In the previous army:
H.Q. (Belial
Troops (4 Terminator Squads
Elite (1 Venerable Dreadnought
H.S. (1 (10 men) Devastator squad
For calculating toughness we discard the dreadnought, due to it is classified as a vehicle. Then, we ha 32 points in total (10 from devastators, 20 from terminators and 2 from Belial for his 3 wounds (1+0.5+0.5)). If we look at table 3, we can see that all these have toughness 4, and therefore their factor is 2.
1) The sum of all points of figures with toughness factor 2 is 32.
2) Multiply each one for its factor. 32 x 2 = 64
3) As we have only one toughness factor there is only one value to sum.
4) Divide for the number of total points. 64 / 32 = 2
We can conclude that the toughness of this army is 2.
Armour
Armour attribute of vehicles or walker shows the capacity of these figures to negate any damage once they have suffered an impact. Like we did for protection or toughness, we will classify wh40k vehicle/walker units in 8 class depending on the sum of the 3 values given by their armour attribute (Table 4).
Therefore, to calculate armys armour we have to:
Sum one point for each figure of each class of armour.
Multiply the number of points of each class for its factor.
Sum all the results obtained.
Divide this value by the total number of points.
Note:
Figures with any kind of special rule that enhances its survival (holofield, night shield, organic armour, holy hull, venerable) are classified one level up to the one indicated for its armour.
Open-topped vehicles are classified one level immediately below to the one indicated for its armour.
Table 4: Armour unit factors.
Armour (sum of 3 values)FACTORSuperior540+4.538-39436-37334-35232-331.530-311Inferior0.5
Example:
In the previous army:
H.Q. (Belial
Troops (4 Terminator Squads
Elite (1 Venerable Dreadnought
H.S. (1 (10 men) Devastator squad
For calculating armour we must only consider the dreadnought (12/12/10 = 34). So we have one vehicle/walker in total. If we look at table 4, we can see that this unit has a factor of 2. However, this dreadnought has the venerable special rule that makes it harder to kill. We have to classified it in onu level above, so finally it has a real factor of 3.
1) The sum of all points of figures with armour factor 3 is one.
2) Multiply each one for its factor. 3 x 1 = 3
3) As we have only one armour factor there is only one value to sum.
4) Divide for the number of total points. 3 / 1 = 3
We can conclude that the armour of this army is 3.
Finally if we calculate the average of these attributes (Protection, toughness and armour), we can obtain a value that shows the armys general attribute of TOUGHNESS.
Example:
In the previous army:
H.Q. (Belial
Troops (4 Terminator Squads
Elite (1 Venerable Dreadnought
H.S. (1 (10 men) Devastator squad
We know that the attribute of armour protection of this army is 3.91.
We know that the attribute of special protection of this army is 1.15.
We know that the attribute of toughness of this army is 2.
We know that the attribute of armour of this army is 3.
The average is:
(3.91 + 1.15 + 2 + 3) / 4 = 2.52
Therefore, the attribute of TOUGHNESS of this army is 2.52.
CHAPTER 3: NUMBER
Number is another important attribute for every army. According to the number of your combat force, greater will be your options to do simultaneous actions, or have a greater capacity to absorb punishment when suffering losses. Therefore, the first one is determined by the number of units, while the second depends on the number of figures.
Number of units
This aspect is very useful to know how many enemy units you can attack or objectives claim in the same turn. For this reason, in general, a higher number of units have a positive effect in the composition of an army.
To calculate this factor we must sum all units of you army that can act independently (including transports or independent characters) and check table 5.
Table 5: Number of units factors.
Number of unitsFACTOR16+513-154.5124113.510392.58271.56150.53-40
As the attribute of mobility, this factor can be influenced by the deployment in squads or combat squads. Obviously, to split squads increases your options to do different actions at the same time.
Example:
In the previous army:
H.Q. (Belial
Troops (4 Terminator Squads
Elite (1 Venerable Dreadnought
H.S. (1 (10 men) Devastator squad
We sum all units, 7 in total. Therefore, according to table 5 the units factor of this army is 1.5. But if you split your devastators then you have 8 units. This enhances the situation slightly, keeping a factor of 2.
Number of figures
This attribute is crucial, as long as a greater amount of troops is in relation to a higher number of separate wounds, which make your army harder to annihilate. A compact army usually is tougher, but each loss produces a great effect in its performance. A horde, however, can absorb many losses and keep fighting almost completely operative.
To calculate this factor we must sum al figures included in the army (include all infantry or vehicles) and check it at Table 6.
Table 6: Number of figures factors.
Number of figuresFACTOR100+585-994.570-84460-693.550-59340-492.535-39230-341.525-29120-210.519<0
Example:
In the previous army:
H.Q. (Belial
Troops (4 Terminator Squads (5 men each)
Elite (1 Venerable Dreadnought
H.S. (1 (10 men) Devastator squad
We sum in total 32 figures. According lo table 6, the number of figures factor is 1.5. This army has a low value, because it is composed for many elite troops very well equipped.
Thus, to get the final attribute of NUMBER of our army, we have to calculate the average between both values (units and figures).
Example:
In the previous army:
H.Q. (Belial
Troops (4 Terminator Squads (5 men each)
Elite (1 Venerable Dreadnought
H.S. (1 (10 men) Devastator squad
We know that the units number factor is 2.
We know that the number of figures factor is 1.5.
The average will be:
(2 + 1.5) / 2 = 1.75
Therefore, the attribute of number of this army is 1.75.
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