billiv15 wrote:
Dont misunderstand my zeal here as a lack of mathematical insight. I most certainly understand the concept of math in squad construction. I design most of my squads to eliminate dice as much as possible in many instances.
Gotcha, I too try very hard to make it so that I either look at very high numbers to succeed and not worry about lower numbers (the Alderaan swarm only cares about 19-20s) or the reverse (Vader JH can hit just about anything on a 4). I also have been developing squads that forces opponents to roll and me not to (missile swarms and the like), unfortunately... that tends to fail when you go up against Dr I never fail a save Divot.
Quote:
Case in point once again. Maul vs Bane. Do I roll 4 numbers 3 or higher? Can I do it twice? If yes, I win, if no I lose. Odds are in Maul's Favor. Doesnt mean he will really win though.
Well, why not run the statistics... assuming Maul takes no damage and bases Bane at the end of a round with Wicket within 6:
Chance of winning first init against a non-MTB: 97.5%
Chance of Maul then landing 4 attacks needing a 3: (17/20)^4 = 52.2%
...Then assuming then Bane just sits there and does not LS Assault and back off to not get the quad or back off and throw Wicket...
Chance of winning second init: 97.5%
Chance of Maul then landing another 4 attacks needing a 3 is a further 52.2% (actually 48.8% of the time the FPRR is not possible since you need all 4 to hit should you miss any of the first rolls, but having access to one does throw these numbers off and frankly I am not going to compute this fully so lets just estimate the number of success on the second run to somewhere near 55-60%)
I would not say they are in Maul's favor here. Each quad is a coinflip that he will miss *at least* one attack, plus you assume the Bane player does not LS Assault and back up (or kill Wicket and really hurt your number chances, or ignore everything and kill activations in hope that the MTB has to kill Maul).