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Posted by : LeonDelgado Sunday, October 2, 2022

  

With all the core rules set (some changes have come recently) Im starting now the daring task of bringing to the table all the soldiers, we want to see in our battles. For this, I had to build a “point system” to calculate a base to start measuring the models.

 

The Golden Rule: Use the Human marine as a starting point, use these “rules” to calculate points, and then playtest, if you see is too weak decrease points if the opposite increases them.

 

The secrets of the dice: We use 2d6 to make all the attacks in HT, so is important to understand the bell curve that these dice tend to follow. The most common result when you roll 2d6 is 7 (58%) so, the “standard” defense is 7 and the lowest Attack value is +0. This will means that half the time standard attacks will hit a standard defense.

 

Statistics of 2d6

 

Roll a…

Probability

2+

1/36 (100%)

3+

3/36 (97.222%)

4+

6/36 (91.667%)

5+

10/36 (83.333%)

6+

15/36 (72.222%)

7+

21/36 (58.333%)

8+

26/36 (41.667%)

9+

30/36 (27.778%)

10+

33/36 (16.667%)

11+

35/36 (8.333%)

12

36/36 (2.778%)

 

 

With these In consideration, I made a set of Stats that are the “basic” non-specific model, this unit then will be modified to math our intentions.

 

“The basic Guy”

Speed: 5/5

Defence: 7/7

Attack: +0/+0

Damage: 1/1

Health: 1/1

 Note: Damage = health/2

  

THE FORMULA

Initially I made a formula to define the cost of the models:

 

Base cost = (Healthx2) + (2xDef bonus) + (Attack bonus) + Sp Bonus = Round to the closest multiple of 5

 

 After some testing this formula we dropped out of the window and when for the “classic” approach: Marine vs Unit.

 

 

 

 

MARINE VS UNIT



The standard marine (UNSC) is the cornerstone of the system, he will have a cost of 10 pts and all new units will be measured against him. So if a unit can easily kill a marine, it will cost more than 10, and if is defeated by the marine the cost will be lower. In essence, we will seek “how many marines” we need to defeat a new unit.

 


With this approach we started to set a new value to the units, we still use the formula (above) as a starting point, but then we measure in combats (always using the basic weapon of the faction) and set the value in this way.

 

THIS IS AN ART

Note that setting points to a model are not 100% perfect, as many external factors can improve the chances of a model in battle. For example, Grunts are really bad at attacking with a +1, but in big groups, they get a +2 and even better with an adjacent covenant ally with a higher combat value.

 

This may seem like the Covenant having a big advantage, having cheap troops that can be really powerful in groups, but these can be counteracted with grenades and area attacks (something that the UNSC has).

 

FINAL NOTES

These are the ramblings of how we will be doing the new points for the units, I hope we can build a fun and challenging game for all.

 

 

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