Evil and Chaos wrote:
Sure there are some outliers in terms of probability, but there's no denying that going to 2+ represents a 17% downgrade in average number of hits generated per unit.
You're overvaluing the average. If 5 hits wins me the combat, which it often can, I'm a lot more worried about wiffing and rolling below average. The odds of actually hitting the average are pretty poor anyway (22.5% for 2x4+ and 40% for 2+).
Of course, I'm wondering if Dave's math isn't a bit off in other ways. Given that
http://onlinestatbook.com/java/binomialProb.html is actually correct I get an 80% chance of at least 5 hits, which is greater than the 74% for 5+ (giving a decrease of 10%, not 17%).
It's something that's been bugging me for a while - I constantly get surprised in assaults when I calculate what should, on average, happen, because it never does. A 2-point swing is very significant in epic assaults, and 2-point swings happens all the time with this math. I often see people use the expected outcome to compare stats between different number of dice, and I think that's too narrow.
Basically, it depends on the situation - the underdog wants swingy stats, as it increases his chance to win the assault while the favorite wants as little variance as possible. The "swinginess" of attack stats and saves should be kept in mind when designing units, not merely the average.
In the case of 'stealers, it means that 2+, while still inferior to 2x4+, is closer than the 17% drop given by the expected value indicates. Unless you're in the habit of "charging uphill" with them or getting them attacked in CC of course.