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Saturday, March 31, 2012

Behind the Scenes of the Live Podcast

At Cold Wars, held at the Lancaster Host Resorts on 3/8/12 the WWPD team held a live podcast. The typical crew of Steven, Luke, and Dirty Jon hosted the podcast and were joined by fellow WWPD staff, Chris H., Chris M., and Big Ted. The full album is located on my dropbox account here: http://bit.ly/FOpuqW

Here are a few selected pictures from the Podcast:



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Friday, March 30, 2012

Flames of War Statistics 101 (pt 2)

Post by Eric Riha
Hello Again Everyone,
I’m back again to continue our conversation on FoW Statistics. Last time we talked about Expected Values in Flames of War, how to calculate them, and how these values can help us make better tactical decisions on the battlefield. Today I’m going to talk about the lesser known, but often better ‘remembered’ Potential Value.


If you need a quick refresher on Expected Value, you can find the previous article here.
Much like Expected Value, Potential Value is exactly what it sounds like: the ‘potential’ number of successes or failures out of a set of conditions. Potential Value helps us make tactical decisions in two ways: proving certain shooting options are better than others, and providing the foundation for ‘tactical pessimism’.


The first point relates to certain shooting/tactical options one usually has with American Tanks (Stabilizers) or any other situation where you have the option to fire two shots at 6’s to hit or 1 shot at 5’s to hit.


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Thursday, March 29, 2012

Magnetized ISU 152/122 Regiment Completed!


This is a follow up to this post, so I'm not going to revisit the history of the ISUs.  Instead, I'll briefly talk about magnetizing them and show off pictures of the complete unit!

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Flames of War Statistics 101 (Pt 1)

Hey Everyone,
Eric Riha reporting for guest article duty!
A friend of mine sent me a link to Tom De Mayo's excellent "Tank on Tank Love" article and I enjoyed seeing the oft forgot FoW Math on display – so much so that I felt the community could use a follow-up article (or three). The concepts explored in Tom’s article are very important in FoW, and provide a great lead-in/opportunity to talk about two other key concepts in the world of FoW Statistics: Expected Value and Potential Value.
In this first article of the series, I'll cover what Expected Value is and how to calculate it. In future articles, I'll talk about how it relates to Potential Value and (the important part) how to translate both of them into applicable tactics on the FoW board. I'm also going to cover this from the very ground up, so bear with me if I start too slow for you!

Expected Value is exactly what it sounds like it is - what you should expect to roll out of a set of dice. Since we know there are only 6 results possible for each die roll, we can predict the Expected Value or Result of an action based on a certain set of conditions.

For example, let's take a quick look at infantry saves. The only condition in this setup is that infantry save on a 3+. On your standard 6-sided die (which is all we use in FoW - no d8's allowed!), that means you pass a save on a die roll of 3, 4, 5 or 6 and fail on a 1 or 2. Statistically, this means your possible rolls result in a fail 2 out of 6 times (or 1/3rd) and a success 4 out of 6 times (or 2/3rds).
Individual Expected Values don't tell us much (an expected save of .66666~ doesn't really mean anything), but it allows us to make educated guesses regarding what to expect in a set of dice. For instance, if someone shoots at me and hits 3 infantry teams, I should Expect to roll 2 infantry saves and 1 failure.

Now, most of you probably already figured that last part out, but things start to get more complicated as we add more and more conditions to our equation. And calculating Expected Values are important because they give us a roughly 'average' result. If I have 5 stationary Sherman 76's shooting at a platoon of 4 StuG G's, concealed and at long-range; how many StuG's should I expect to kill? Is moving to close range with reduced RoF, but lower To-Hit numbers and Armor saves better for me? It is here that we can see where these calculations pay off. I should also mention that these types of equations should all be worked out before each game - taking 10-20 minutes to figure out the exact odds in the middle of a round might negatively impact your Sportsmanship score!

So let's use that first situation as another example. What are the conditions the bound this scenario?
5 Stationary Sherman 76's = 10 Shots
Sherman 76 Main Gun = Anti-Tank 12, Firepower 3+
Confident, Vet StuG = 4+ to Hit, +1 for Concealed, +1 for Long-Range = 6 to Hit
StuG G = 7 Front Armour, +1 for Long-Range = 8 Front Armor

Now, let's walk through the steps in FoW from shot to killed tank:
First, we roll to hit. Based on the above conditions, we have a 6 to hit which means we will score a hit on the StuG 1 result out of 6 possible results.

Next, out opponent rolls an armor save. Based on the above conditions, we have a 12 AT to an 8 FA. Since we are looking for kills, we will ignore Bailed Results (ties). [As a brief aside, it is always best to ignore bails in your calculations as you should ALWAYS expect your opponent to roll to remount his tank.] This means our shot will penetrate the armor of the StuG when our opponent rolls a 1, 2, or 3 - 3 results out of 6 possible results.

Lastly, we must successfully roll a Firepower test to destroy the StuG G after its armor is penetrated. With a 3+ Firepower, we know that 4 out of 6 possible results will destroy the tank.
Now that we've walked through the steps in the game, creating Expected Values for each step, we need to combine those values together to produce a singular result. We do this by multiplying the fractions created by each step.

Now, multiplying fractions is actually easier than is sounds. Split the top numbers (numerators) and the bottom numbers (denominators) into separate equations. Multiply each set of numbers separately to get the numerator and denominator of the cumulative Expected Value. Now stick those last two numbers into your calculator to get your final result.



Based on our calculations, we should expect to kill .05556 StuG G's for every 76mm Sherman round. With 10 shots from 5 stationary Sherman 76's, we would expect to kill .5556 StuGs - or a little over "half a StuG". Terrible odds indeed! In 'on-table' terms, we should not expect to kill anything in that StuG G platoon.


Moving to close range (with the StuG's still Vet + Concealed) gives us the following equation:
So we would expect to kill .14815 StuG's for every 76mm round. At 5 shots, that gives us an Expected Value of .74 killed StuGs - better, but still not all that great.




Since none of the options above result in a single dead StuG, we know that if the above situation pops up in one of our games - we probably shouldn't take either of them! However, we can see that moving to close range (-1 to hit, -1 to armor saves) usually makes up for a reduced RoF and can use this as a general rule going forward.

And that's what Expected Values are really for - building a set of 'general rules/guidelines' for maneuver on the FoW board. By calculating these scenarios ahead of time, we provide ourselves with an expected result for each of our actions. Most ‘real-world’ scenarios on the FoW board will never match exactly with what you work out 'in theory'; however, the general concept of each mock engagement remains the same a majority of the time.
Calculating Expected Values also helps us re-align our expectations with reality, since we all 'usually' remember about "that one time where that one 105mm battery took out, like, 5 Panthers and it was really awesome - and I can't understand why it's not working this time....."

And since there are SO MANY different combinations of the above scenario (Panthers vs IS-2's, Sherman 75's vs Panzer IV's, Cruiser Mk IIIa vs. Panzer IV F, Concealed vs. Open, etc.), it is best to work them out for your specific army list vs. your generally expected opponent(s).
It is also a good idea to see where the 'turning point' is - what does it take to make each scenario "worth it"? Do you need more Shermans to get that StuG kill? Do you need to wait until they move out of cover? How many shots do you need to get that 1st Expected dead StuG?

So try some on your own, and join me next time when I talk about our next topic: Potential Value!

Eric Riha
FoW Mathamagician

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Wednesday, March 28, 2012

US 3rd AD vs Gepanzerte Panzergrenadier


Sean was eager to try out the Gepanzerte Panzergrenadiers in V3 on the Western Front, and over the excitement of the pending Blood Guts & Glory, I was anxious to try my hand at US armor once again! We rolled for the mission and got "Counterattack".

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New World of Tanks Clan Logo!



As a clan, WWPD 1st Panzer Div. has never implemented a clan logo mainly because of lack of need. It was mentioned in several patches that logos would be placed on tanks but this was never actually an option... until now!

A stealth patch occurred (server side that is) on March 27th that finally enabled the long awaited logos to be featured on the tanks. Originally, clan member Stealth_Eagle had a few rough designs, but with the logo never appearing on tanks, progress on his end was halted. Thanks to quick spotting of clan members that the logos were finally enabled, Darqueling (myself) and VonChoker (assistant leader) took it upon themselves to quickly create a sharp image that represented both WWPD in style and meaning. The result is the image above, the US 2nd Armor emblem modified and recolored by Darqueling with ideas from VonChoker. The colors are those of the WWPD logo with tweaks in the lightning bolt and lettering for visibility reasons.

We now proudly display the logo on our tanks in all battles and are quickly prepping for our first venture into Clan Wars!



In the garage, the logo is displayed next to the player's name along the top as well as on the front of all tanks so everyone knows what clan you are a part of! It looks beautiful on the front of my E-75.



Some enemies tried to scratch the newly painted logo off the front of my T-34 (American) but quickly became 4 more "kill rings" on my gun's barrel.
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New World of Tanks Clan Logo!



As a clan, WWPD 1st Panzer Div. has never implemented a clan logo mainly because of lack of need. It was mentioned in several patches that logos would be placed on tanks but this was never actually an option... until now!

A stealth patch occurred (server side that is) on March 27th that finally enabled the long awaited logos to be featured on the tanks. Originally, clan member Stealth_Eagle had a few rough designs, but with the logo never appearing on tanks, progress on his end was halted. Thanks to quick spotting of clan members that the logos were finally enabled, Darqueling (myself) and VonChoker (assistant leader) took it upon themselves to quickly create a sharp image that represented both WWPD in style and meaning. The result is the image above, the US 2nd Armor emblem modified and recolored by Darqueling with ideas from VonChoker. The colors are those of the WWPD logo with tweaks in the lightning bolt and lettering for visibility reasons.

We now proudly display the logo on our tanks in all battles and are quickly prepping for our first venture into Clan Wars!



In the garage, the logo is displayed next to the player's name along the top as well as on the front of all tanks so everyone knows what clan you are a part of! It looks beautiful on the front of my E-75.



Some enemies tried to scratch the newly painted logo off the front of my T-34 (American) but quickly became 4 more "kill rings" on my gun's barrel.
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Tuesday, March 27, 2012

After Hours Episode 17- Post Biscuits and Gravy

After Hours 17- After recording episode 34, we keep rockin' and rollin'!  We talk a lot about TV and movies, lists we plan to run in V3, and generally shoot the breeze.  We also continue making fun of Luke for dropping the "H" out of 'UGE.  We won't give up on that, sorry dude!


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Monday, March 26, 2012

WWPD News From the Front Episode 34

"Double Dipthongs."


The dudes have a new intro and a new outlook!  They're joined by Jasper Oorthuys from Wargames Soldiers and Strategy Magazine, talk some Bood Guts & Glory, and other Various Version 3 goodness!


TABLE OF CONTENTS:
  • 0:00 ACT I: Intro, What We've Been Up To, Blood Guts & Glory Preview Discussion
  • 0:40 ACT II: Interview w/ Jasper Oorthuys from Wargames Soldiers & Strategy
  • 1:08 ACT III: NooB Zone (warrior teams), Terrain in V3, Modeling Hills, Painting Flesh
Download this week's episode directly: 
http://ia601201.us.archive.org/2/items/WwpdNewsFromTheFrontEpisode33_523/Episode34.mp3
Subscribe via iTunes: http://itunes.apple.com/us/podcast/wwpd-news-from-the-front/id398903039
Subscribe with other: http://feeds.feedburner.com/WWPDPodCast
Links discussed in this episode:
http://www.odms-club.com/convention/
http://www.flamesofwar.com
http://www.wssmagazine.com/cms/


 EDITOR'S NOTES:
It was nice to be back in the studio and settling back into our usual routine after Version 3.  I promise we'll talk "crunch" from Blood Guts & Glory soon!
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Sunday, March 25, 2012

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