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#13
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Re: Consistency vs. Variance in Ability
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![]() Points definitely do matter, Isamu will win out over many other units, consistent, or not, because of his point value! Quote:
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However, the question still stands: In your opinion, what makes a higher variance unit more competitive? Is it simply one factor, such as the stats or points, or is it many factors? Be polite: Don't put politics or religion in your signature! --->Join HeroScape Delta today! <--- --->Post your Delta/+ Battle Reports HERE!<--- My HeroScape Debut- 3/19/2011! |
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#14
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Re: Consistency vs. Variance in Ability
I don't think it's all variance.
Fen Hydra, Q9, Nilfheim, Isamu, (pretty much any Hero really) are all high variance units. What makes Cyprien good is how he can lock down games in some cases, and outright win with a lucky roll in others. What reduces his tournament viability isn't his variance in the d20, but his variable utility in a double blind environment where you can just run into a bad match-up where he's less useful against important enemy units. What made Venocs bad for awhile was that they had 0 defense and no range. Gorillinators are low variance, but also not the best deal for the price. I wrote too much about this awhile ago... Last edited by Jexik : July 10th, 2012 at 09:33 AM. |
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#15
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Re: Consistency vs. Variance in Ability
I don't think I'd agree that Q9 is high-variance. Sure, he can whiff and die quickly, but he's not particularly prone to that. It's also basically impossible to put Q9 in a position where he can't attack in a useful way, unlike most other unique units.
This may sound weird coming from me, but for this reason, I actually don't think Q9 benefits as much from deathreavers as several other units do. Obviously, it's a strong combo, because hey, Q9 and deathreavers, but Braxas/Nilfheim/Airborne/et al get a greater benefit from that screen. Tournament Armies Played (Gencon Championship: 2010/2011) Customs: D&D Minis/Everything Else Maps/Blog Colorado Heroscape Events/Online Heroscape! How to eat brains/SotW #49/Gimp for MSE tutorial |
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#16
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Re: Consistency vs. Variance in Ability
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Looking for a way to get casual players involved in Heroscape? Do your opponents lack the interest or knowledge to build/draft their own armies? If so, check out Project 500! |
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#17
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Re: Consistency vs. Variance in Ability
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When analyzing figures without a high variance power things get more tricky. I think the best way to determine that type of figures value is to use your own personal experiences as well as other and the card attributes to determine how well and poor that figure can conceivable perform in a double blind competitive environment. After that you must approximate the percentages of a poor of good performance occurring, with that information you can create a rough point value for a unit. If your new point value is above the stated point value then that figure will generally performer well competitively. I do not assert that I do this exactly on a conscious level but I do do it on a subconscious level and I don't think I'm alone. All that being said I generally try to avoid analyzing figures individually, because Heroscape is not fought in a one on one gladiatorialesque(word?) combat. Which leads me to the 5th variable that I did not think of earlier, and that is ease in which figures with without any synergies benefit the unit. When making an army with a high variance unit the goal should always be decreasing the potential of a poor performance and increasing there potential for a good performance. The Airborne Elites are a good example, they are one of the highest variance squad figures in the game but combined with rats there variance is decreased greatly and there potential is also increased, which should be the goal of all armies using high variance figures. Great article X, it really made me think. Last edited by infectedsloth : July 11th, 2012 at 06:24 AM. |
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#18
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Re: Consistency vs. Variance in Ability
Well met!
With the addition of Elaria and, especially, Myrddin to the "official" canon, another level of complexity is added to the question. For instance (quoting from a blog comment): "Kaemon in for Runa. Black Elarians 210 Drow x 3 130 Kee-Mo-Shi 120 Kaemon 90 Myrddin 60 Elaria 10 Isamu 750, 14 spaces I played a couple of turns with them, and realized that the best OM efficiency I could create would be to have the Drow and Elaria operate in unison, have Kee-Mo-Shi and Myrddin do the same nearby, with Kaemon and Isamu for cleanup/backup. Runa was redundant with Kee-Mo-Shi in this build." It could be argued that a more competitive way to go about it would be to play Kee-Mo-Shi/Myrddin or Drow/Elaria, and fill in with the usual A-A+ ranged suspects. Even so, in this scenario, they have lots of opportunities to shine. In this army: Myrddin's Imperials 200 Arashara 200 Romans x 4 100 Marcus 100 Mindflayer 90 Myrddin 50 Me-Burq-Sa 10 Isamu 750, 23 spaces Myrddin has a myriad of units to support, with much easier OM management. Again, it could be argued that replacing Myrddin/Mindflayer with Ne-Gok-Sa/Syvarris (or Mindflayer/Isamu for the AE, unavailable in this scenario due to no flying) would be more competitive. My question: At what point does a consistent number of game breaking opportunities trump general consistency? Last edited by kolakoski : July 11th, 2012 at 05:24 PM. ![]() When I build an army in Delta/Delta+, it just feels right! |
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#19
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Re: Consistency vs. Variance in Ability
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If he were to cost 270 points, he'd be more of an appropriate gamble. |
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#20
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Re: Consistency vs. Variance in Ability
I think that a unit is only truly high variance when it has a power that you wouldn't necessarily expect to function at least once per game. Is Braxas high variance? Not really. You can count on her nailing a couple of squaddies per OM and a hero over the course of the game should she survive long enough. Her weakness is large and huge figures (and that 3 defense).
Is Deadeye Dan high variance? Absolutely! Who knows if he'll take down a single figure in a typical game? Cyprien wounds consistently with his d20 power in addition to having otherwise useful abilities. NeGokSa is a damage sump and a threat even if he never gets in a single mindshackle roll. KeMoShi, on the other hand is too fragile to get enough d20 attempts to know what she can do in a typical game. That's why large quantities of Venoc Vipers make them good. You've taken a high variance question of whether or not they'll get enough frenzies and made the answer "yes" simply by ensuring enough d20 rolls. So in a way, the real question is how do I give high variance abilities enough opportunities to function to make them consistent? ~Aldin, smoothing the curve |
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#21
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Re: Consistency vs. Variance in Ability
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Isn't that what I said? ~kolakoski, whose curve was already smooth ![]() When I build an army in Delta/Delta+, it just feels right! |
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#22
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Re: Consistency vs. Variance in Ability
When that figure can successfully use it's power enough to get his points back consistently, the hard part is figuring out which unit can get there points back consistently or the course of many games not just one or two.
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#23
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Re: Consistency vs. Variance in Ability
Depends on which special is being used. A single attack die with no defense is going to kill a squaddie half the time it is used, and it has that obscene range to go with it. There are a lot of (all) baseball players who would love to get a hit 50% of the time. Sharpshooter is indeed a high variance power, but his Ullar Enhanced Rifle Special Attack is pretty reliable.
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