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Showing posts with label R1H4. Show all posts
Showing posts with label R1H4. Show all posts

Friday, November 13, 2015

Star Wars Armada - Stats Analysis: Vader vs Screed

Wave 1 gave the Imperial Fleet one of the most popular commanders in the game: Admiral Screed. Wave 2 brings the Imperial Fleet one of the most iconic commanders in Star Wars: Lord Vader. But the debate over "who's better" has been going on ever since Vader's ability text was revealed.

Today, we're going to throw some math at the debate and see what sticks. It's:

VADER vs SCREED

MATH DEBATE

(the most exciting of all debate formats)

First, let's start with the card text.


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Friday, October 30, 2015

Star Wars Armada - Stats Analysis: Critical Effects

By Eric "R1H4" Riha

Welcome back to R1H4's mathematical breakdown of Star Wars: Armada.


In my previous article we talked about expected damage outputs given particular sets/colors of dice. Between articles, I've managed to create an Excel spreadsheet that can run these kinds of calculations dynamically, based on user input. I am proud to present the R1H4 Armada Attack Roller, courtesy of Google Drive.

In this article, we'll look at our chances to trigger Critical Effects. If we take a look at our dice chart again, we can see the chance to trigger a Critical Effect is (thankfully) the same across all dice.
 
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Monday, October 19, 2015

Star Wars Armada - Stats Analysis: Expected Damage

"Sir, our algorithms are failing!"
By Eric "R1H4" Riha

Now that I've completed my consciousness transfer from The Mathemagician into the R1H4 Battle Computer, it's time to delve into my favorite topic again: MATH.

Star Wars: Armada's unique dice arrangement - both in facing and in color - makes calculating "Expected Results" extremely difficult or super fun(!) depending on how you look at it. Defensive abilities that modify those dice directly (rather than simply modifying the final result) add a layer of complexity that makes Armada a highly variable (and super fun!) game to play.

Today, we are going to talk strictly about Expected Outcomes from each set of dice in the quantities we see from Capital Ships - specifically in terms of damage output. We will also look at these outcomes through the lens of a basic Pareto analysis; that is to say, which outcomes are greater than 80% reliable. We all know there's a chance we can roll 4 blanks on 4 black dice, but how common is it? Should the rare chance of that occurring impact how we make decisions? Using this "80% Rule" allows us to make decisions based on reasonable outcomes when chance/risk is involved.

Unlike the world of Flames of War or other games where the outcome of a die roll requires additional "calculations" (skill + modifiers = required value to hit), Armada's dice deliver results that are applicable across all (or nearly all) scenarios. For example, if I am firing out of the front arc of a Nebulon B using 3 Red Dice, the outcome of my attack roll is the same regardless of what my target is. Different targets may have different mitigation profiles (defense token sets), but the initial attack roll always has the same probability to damage, crit, accuracy, etc.

Let's start our analysis with a single Red Die.

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