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#13
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Re: The Average Survival (AS) of Heroscape Figures
It definitely scales down. You just take his current life and defense to the table. For example if he has 7 Life left then his AS is 15.5, with only 1 life left his AS is 2.1.
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#14
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Re: The Average Survival (AS) of Heroscape Figures
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But, eh hem, I do have to correct a possible error in your post, Sarpedon, it seems like your saying: a) Deathreaver dies b) Other deathreaver covers glyph on the scatter. I thought this at one time, but was corrected. You scatter BEFORE you take any dead deathreavers off of the board. So if one dies you can't just move right onto his space. Kevin |
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#15
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Re: The Average Survival (AS) of Heroscape Figures
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My opponent lost an order marker because I then whiped out Q9 pretty quickly and he didn't check the table. Of all the posts I've written on strategy I think this is potentially the one that is most useful. It's only a statistic, but it can be an important one. Quote:
But outside of tournament preparation, I think these tables do make one important point. They show that we should always augment the defense of already strong units. I didn't realize that before, and I'll definitely be using that in the future. |
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#16
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Re: The Average Survival (AS) of Heroscape Figures
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If I come up against Charos, but haven't memorised the numbers, do I play less than optimally? I'm not sure. A wider context is needed---what alternatives do I have? So, suppose I come up against Stingers and Charos. I can imagine sitting down with these numbers, considering both attack and defence including whatever units I have, to fine-tune decisions and make marginally better decisions. I can't imagine doing this in-game, for two reasons: I won't have memorised the necessary starting data and I won't have the time or mental arithmetic ability to make the necessary calculations even if I knew the data. Before this is useful in-game I think it needs condensing to rules of thumb (such as my Deathwalker example above or your claim that it's always better to augment the defence of already strong units---see below). Quote:
Again, with the "always augment strong units" rule. I'll go with a "usually augment strong units" rule of thumb, but exceptions based on in-game considerations, or special abilities, or glyphs, or... are not hard to imagine. Heh, I went all negative again, sorry. As I said at the start, I think this is cool, just not the ending point of the questions it raises. Quote:
Edit. Link. Edit 2. The important post: Last edited by ollie : October 14th, 2009 at 09:11 AM. |
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#17
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Re: The Average Survival (AS) of Heroscape Figures
I like the way mccombju said it. Although the dice has more skulls than shields, it's eaiser to kill than to save. So, normally, even when you have 7-9 defence dice, you would usually get more skulls than defence (or more blanks than shields, depending on which dice you use). I would predict that the averaged figure would last about 3 rounds out on the battle field. But, a very good player would go into the field and die within 3-5 rounds; or if you're lucky: 5-7 rounds.
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#18
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Re: The Average Survival (AS) of Heroscape Figures
More thoughts on the always-boost-the-strongest argument.
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You seem to slip seamlessly from "high AS" to "strong". I argue that AS is only half of strong. When placing Thorgrim's spirit it's strength we want to enhance, not AS. We want to put it in the place that will cause the greatest increase in damage done to our opponent. High AS increases this, but damage done does not solely depend on this. A case can easily be made for putting Thorgrim somewhere that is not optimal in AS. For example, Braxas is a great spot for the spirit. The rate of damage she causes (against most armies) is such that a shorter increased survival time can result in more damage compared with massively increasing the survival time of a unit with less offensive output per turn. In short, we want to increase expected-total-damage and this can be broken down into expected-damage-per-turn times expected-additional-turns. Does this make sense, or am I missing some key component of what is going on here? |
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#19
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Re: The Average Survival (AS) of Heroscape Figures
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So, what you are saying, Kroc, is that you Scatter after defense dice have been thrown but before wounds are assigned? That is in no way obvious from the wording on the card. Can anyone provide me with a link to the relevant ruling/discussion? The Book of Deathreavers is lacking this clarification. Aside: If the above assessment by Kroc is correct, then I don't see why you can't just Scatter away a Deathreaver that was just attacked (i.e. "Last In First Out" would cancel the attack b/c a Deathreaver that is out of range couldn't have been a valid target and the attack "fizzles"). EDIT: I agree with Ollie that Scatter happens contrary to the way that Kroc presented. The official order of events: |
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#20
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Re: The Average Survival (AS) of Heroscape Figures
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However I am surprised to realize that probably the best use of Thorgrimm is to put him on Q9. I would have figured that for a waste of time until I did the math. And about your other point, is this statistic useful if you don't have the table with you? Yea, OK, so you're not THAT much of a math fanatic. If you aren't going to keep them with you then I guess you would just have to memorize them. BTW, I am SO psyched to know I can remove my rat before scattering. Woo Hoo! Kevin |
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#21
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Re: The Average Survival (AS) of Heroscape Figures
Quote:
Perhaps the rule of thumb should be to put Thorgrim on the most expensive figure (assuming the costing is done well, which I think it is, and that you adjust for any wounds taken). Actually, the figure with the highest IGPV is the one to go for. Quote:
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#22
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Re: The Average Survival (AS) of Heroscape Figures
BTW, I am SO psyched to know I can remove my rat before scattering. Woo Hoo!
Kevin[/quote] Apology accepted! LOL |
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| Heroscape Strategy Articles: Heroscape Strategy Articles with discussions. Including Order Markers, Units, Game Play, etc. | |||||||
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