MagnusIlluminus wrote:
This looks really nifty. Sorry for not commenting before, but I've been ... busy.
You do have a mathematical error and a logical error in your first post.
The logical error is that you state that a unit that has an attack with a TSM of 0 has no effect on the cost. Then you state that a TSM of -1 has a modifier of x1, which is the same as saying it has no cost. This seems odd to me, as a TSM of -1 is significant, so it should have a cost. Therefore, I suggest adjusting all TSM cost modifiers up by 1. Thus a -1 would have a modifier of *2, and so on.
The mathematical error comes in the computation of the Tactical Marine's cost. In the section about the cost of an Attack Die, you say 5 points per, but the calculation uses 1 point per. Thus your calculation should return a value of 37 for the Tactical Marine.
I've done a quick study of this system, and while I know that you said that the values above are just for example, they may work well. However, you have left off a few things that are fairly basic. (I apologize if any of this has been gone over already, but nothing has been posted, so here we go.)
First, if the unit requires a "chain of Command" system of any type, it should have a base value of zero (Guard, Orks, Tyranids, etc). Not requiring such a system (Marines, Eldar, Squat, etc) should have a cost. I'm using 1 point at the moment.
Under Movement types you left off Jump Packs and Teleport. Having Jump is better than walking, but not quite as good as actually being a Skimmer, so I'd guess +5. While Teleport is really useful, it is generally only used once per game, so perhaps +10 for that.
A few things that modify weapons:
Ones with Ignores Cover: *1.5
Psychic: *1.5
a Barrage that combines fire with other like units: *1.5
Turret: *1.5
must fire at same target as another weapon: *0.5
You left off an entry of "-" from the Morale table. I'm considering that to have a value of 15.
Thus, using your system as presented and the few modifications I have suggested above, I've gone through the Astares and calculated preliminary values. I'm not certain if I've incorporated any recent errata, so I'll have to double check that before posting anything, but most of the values I'm getting so far are very similar to the GW ones. I consider that a good sign.
Hi!
I still have to post the special ability table and the related cost, so that is why things like "jump packs", "teleport" and the relative value of command was not addressed, since I think those things are "Add-ons" to the basic formula of things all units share. Which were mentioned in the original post.
I agree on the TSM difference. My first impulse was to give TSM of zero a cost bonus (multiply by 0.5 of something like that). I may still go there, but I'l hold off until the special abilities list is done.
Now the special abilities cost table will vary from straight flat cost additions to multiplies depending on the use and relative worth on the tabletop. You've touched upon a few like (jump packs and teleport), all I need to decide is whether those abilities are an "Additive effect" of "multiplicative" effect.
I'm mostly going on my experience during play trhough out the years to decide, but some fine tuning will no doubt be needed.
Thanks for the analysis Magnus, much appreciated! I hope you'll have more time to review and discuss these points.
Primarch