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Working out the cost of new units?
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=20027
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Author:  Angor [ Wed Jan 12, 2011 3:19 pm ]
Post subject:  Working out the cost of new units?

Hi guys i was wondering if EA works on any kind of formula for costing units? Or are the points just assigned on the potential of the unit then tweaked a little?

Author:  Mephiston [ Wed Jan 12, 2011 3:23 pm ]
Post subject:  Re: Working out the cost of new units?

In my experience the later, but others may have a formula.

Author:  Evil and Chaos [ Wed Jan 12, 2011 3:29 pm ]
Post subject:  Re: Working out the cost of new units?

There's no set formula, as even the context of what units are allowed in a particular army list is can affect synergetic relationships between units, increasing or decreasing their utility even though their stats, strategy rating, initiative rating, formation size etc. might be the same between two different army lists.


For example, in the Codex Space Marines army list, Assault Marine formations cost 175pts.

However you could make a very persuasive argument that if there were no Thunderhawk Gunships in the army list, they would only be worth 150pts.



So points are assigned both based on the potential of the unit/formation in question, and also its relationship to other units/formations within its army list.

Author:  Angor [ Wed Jan 12, 2011 3:35 pm ]
Post subject:  Re: Working out the cost of new units?

Okay I will take my plans over to Necron forum for help with costing there.

Thanks for the help

Author:  nealhunt [ Wed Jan 12, 2011 5:52 pm ]
Post subject:  Re: Working out the cost of new units?

Find a close approximation and then apply the Square Root Rule for a good starting point on cost.

===

Square Root Rule - the Square Root Rule is an axiom of military planning that says that doubling the firepower of a unit does not double the effectiveness of a unit because the same amount of damage can still take it out of commission. It improves the unit by roughly the square root of 2. The reverse is true for making something twice as tough - it only puts the same amount of fire downrange. In order for it to be twice as effective, it would need to be twice as shooty and twice as tough.

This has obvious implications for point-based systems and if you examine units in established armies, you will find they stick pretty closely to this kind of formula.

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