(Reposting this as a full post)

I have been doing a little bit of research on the to-wound table. The current version goes back to 1986, Warhammer Fantasy 3rd edition.

Currently, there is not very much variation in the Resistance of units, compared to the size of the min and max possible values. It has been hypothesized that the small amount of variation in Res (and in Str) is because of the high gradient of the to wound table, i.e. 16.7% probability change per point of difference between the attacker's Str and the defender's Res. To hit has a gradient that is 3 times smaller, because it usually takes 3 points difference in (Off - Def) to change the probability by 16.7%.

So I decided to do a little experiment. How does the table affect the range of stat values that exist in the game?

I quickly estimated the distribution of Res and Str in the game:

Once you have that, you can assume, as a first approximation, that models with a given

So, between

Pretty much the same thing happens with Str:

What Can we do about this? Well, we could change the to-wound table. This is what the to-wound table looks like right now:

We can change the table to have a less steep gradient, for example to something like this:

The results are a striking change in the viability of different Str and Res values:

It's amazing. Even without changing the distribution of Str values, each point of Res increase is roughly equally powerful, and corresponds to approximately a 10% survivability increase. It's like having a D10 system, but with the convenience of a D6 system. Str is similar:

Of course in this new paradigm, Str and Res values would also change.

There would be fewer units with Res 3 and 4, and more would branch out to the lower end (Res 2 would be a much more usual thing to see on rank and file units) and Res 5 and even 6 would be seen on rank and file units much more often. In fact it is likely that we will see the need for Str and Res values up to 12 in this new system, in order to accommodate expansion of the range of values in the game.

The To Wound table is a relic that holds us up, the only thing that hasn't changed since roughly when we were born. Rolling to wound is a ritual that is central to the game, but not very much information is actually contained in the Res of a unit because it's often 3 or 4 (just two values out of 10!). We have started putting too much of the work of defending our models into the

I have been doing a little bit of research on the to-wound table. The current version goes back to 1986, Warhammer Fantasy 3rd edition.

Currently, there is not very much variation in the Resistance of units, compared to the size of the min and max possible values. It has been hypothesized that the small amount of variation in Res (and in Str) is because of the high gradient of the to wound table, i.e. 16.7% probability change per point of difference between the attacker's Str and the defender's Res. To hit has a gradient that is 3 times smaller, because it usually takes 3 points difference in (Off - Def) to change the probability by 16.7%.

So I decided to do a little experiment. How does the table affect the range of stat values that exist in the game?

I quickly estimated the distribution of Res and Str in the game:

Value | Proportion of units with that Res | Proportion of units with that Str |

1 | 0% | 1% |

2 | 1% | 2% |

3 | 40% | 30% |

4 | 40% | 30% |

5 | 10% | 20% |

6 | 5% | 10% |

7 | 2% | 2% |

8 | 2% | 1% |

9 | 0% | 1% |

10 | 0% | 3% |

Once you have that, you can assume, as a first approximation, that models with a given

*Res*value get hit by*Str*X roughly in proportion to the number of units with*Str*X, and so you can work out the probability of a given*Res*value NOT being wounded overall. And this is what the graph of that looks like:So, between

*Res*2 and*Res*5, there is a very large increase in survivability per unit of Res. So large, in fact, that we cannot use Res to differentiate between units, because the smallest possible change (+1 Res) has an effect that's just too much. But then up at Res 7, 8,9,10, adding more Res has much less effect.Pretty much the same thing happens with Str:

What Can we do about this? Well, we could change the to-wound table. This is what the to-wound table looks like right now:

We can change the table to have a less steep gradient, for example to something like this:

The results are a striking change in the viability of different Str and Res values:

It's amazing. Even without changing the distribution of Str values, each point of Res increase is roughly equally powerful, and corresponds to approximately a 10% survivability increase. It's like having a D10 system, but with the convenience of a D6 system. Str is similar:

Of course in this new paradigm, Str and Res values would also change.

There would be fewer units with Res 3 and 4, and more would branch out to the lower end (Res 2 would be a much more usual thing to see on rank and file units) and Res 5 and even 6 would be seen on rank and file units much more often. In fact it is likely that we will see the need for Str and Res values up to 12 in this new system, in order to accommodate expansion of the range of values in the game.

The To Wound table is a relic that holds us up, the only thing that hasn't changed since roughly when we were born. Rolling to wound is a ritual that is central to the game, but not very much information is actually contained in the Res of a unit because it's often 3 or 4 (just two values out of 10!). We have started putting too much of the work of defending our models into the

*Arm*stat, which is causing a power creep war between*Arm*and*AP*.The post was edited 2 times, last by Warboss_R'ok ().