Oh, Break Point already is a part of the formula. It just is not as accurate as I think it should be.
Right, what I have so far for the next tweak is detailed below. I'd like people to read through it and give feedback.
The changes to Movement, Pinning Class costs, etc I am very happy with as those models with negligible (or negative) costs have increased nicely to still have low, but now meaningful (and positive) costs. Also models with very high costs (Titans, many Flyers, etc) are reducing by a fair amount. They are still high, but not quite as mind-numbingly high as before. I'm not going to post these numbers as yet as I want to work out the adjusted formation costs (from the BP change) first.
The changes to Break Point I am mechanically happy with (I think - I haven't actually run the numbers yet on those changes) but not entirely happy with the wording. If anyone can come up with a way to simplify the explanations I'll consider them. Of course, I'll be thinking about that myself as well. _________________________
The beginning of the formula will change to: _____
The total cost of a model is made up from several factors, each based on a basic stat of the model. These stats are:
A: Model Type (the Pinning Class of the model) B: Movement (how fast the model can move modified by how it interacts with terrain) C: Armor Save (how resistant the unit is to taking damage) D: Close Assault Factor: CAF (how good the unit is in Close Combat) E: Ranged Weapons (shooting foes) F: other (any other Special Ability not already taken into account above)
Calculated costs for each of these stats are added together to determine the final cost of the unit. No rounding of values takes place until the final value for the Formation is determined and then only to the nearest whole number.
A: Model Type
The basic cost of a model is determined by it's type. This is the same thing as it's Pinning Class for NetEpic Gold, and these categories are:
1. Infantry & Light Artillery 2. Cavalry & Walkers 3. Vehicle & Heavy Artillery (includes most Flyers, except any that specify otherwise) 4. Super Heavy & Knights 5. Praetorians & Titans
Since each category can pin that category and any lower, the cost for each level is that level's number and the numbers of each lower level added together. Thus Model Type costs are:
Infantry & Light Artillery: 1 Cavalry & Walkers: 3 (1+2) Vehicle & Heavy Artillery: 6 Super Heavy & Knight: 10 Praetorian & Titan: 15
B: Movement
Movement cost consists of three factors. Terrain Access, Movement rate, and Move type. Once the values for each of these is determined, they are multiplied together.
_ Terrain Access
Terrain Access rates how well that model interacts with the terrain on the battlefield, based on the Movement Restrictions chart on page 30 of the Core Rules. In that chart, each green box is valued as +0.5, each yellow as +0.25, and each red box as 0. One "imaginary box" is added to each Model Type to simulate "normal" terrain and this is considered green for all types.
Infantry & Light Artillery: 2.75 (4 Green, 3 Yellow, 1 Red) Cavalry, Walker, & Knight: 2 (2 Green, 4 Yellow, 2 Red) Vehicle & SH, Heavy Artillery: 1.75 (2 Green, 3 Yellow, 3 Red) Titans & Praetorians: 3 (6 Green, 0 Yellow, 2 Red)
Barricade, Trench, & Minefield are counted as one box. Same with Light & Standard Building and Fortification.
_ Movement rate.
Take the Move of the unit in cm and divide by 5. To put that another way, this value is 1 point per 5cm of Move. _____
All other category letters will be advanced one place. The section on CAF would change as follows: _____
D: CAF
The CAF is added to the unit's roll in Close Combat. As the CAF value is more useful for a model that is faster, more maneuverable, or of a higher Pinning class, the base value is dependent on these values. Specifically, add together the value for Model Type, Terrain Access, Move Rate, and Move Type, then subtract five. [We subtract five to keep this value from being ridiculously large and 5.75 is the lowest likely total value of these four entries.] Once this value is determined multiply by the CAF value, then multiply by all of the following modifiers that the model may have. _____
The section on Break Point would change as follows: _____
__ Break Point: _ The value of the formation is adjusted by its Break Point. Break Point should be the last thing one does for calculating a formation's cost. _ Split the models in the formation into two sub-groups. The first sub-group consists of a number of models equal to the Break Point value and the second group is the remaining models. For example, if the BP is 2/3 then the first group is 2 models and the second group is 1 model. If the BP is 15/29, then the first group is 15 models and the second group is 14 models. Command models & their transports (if any) always fall into the second group. If the formation consists of more than one type of model (for example, Infantry stands and transport Vehicles) then split them in the same ratio they are found in the formation. If there are odd model slots left over for the first sub-group, fill them with a model of the most expensive non-Command model type. For example, a Space Marine Tactical Company has 1 Marine HQ stand, 1 Command Rhino, 18 Tactical stands, and 9 Rhino with a BP of 15/29. As the Tactical stands are in a 2 to 1 ratio with the Rhino, the first group would consist of 10 Tactical stands and 5 Rhino (15 models), while the second group would be 8 stands, 4 Rhino, 1 HQ, & 1 Cm.Rhino (14 models). _ First sub-group. For the value of this group, take the average of the BP ratio (expressed as a decimal) and 1 and multiply by the value of the models. For example, a formation with 10 models that has a BP of 5 (IE half) would adjust (0.5 + 1 = 1.5 / 2 = 0.75) the value of this group by 3/4ths (IE by multiplying it by 0.75). Common BP ratios and their adjustment value are: _ Break ___ multiply _ Point ____ by __ __ 1/1 _____ 1 __ 2/3 _____ 0.833 __ 3/5 _____ 0.8 __ 4/7 _____ 0.786 __ 5/9 _____ 0.778 _ half* ____ 0.75 Half should include any BP ratio that is higher than 5/9 (IE: 10/19, 15/29, etc) as those will steadily get closer to the 0.75 value and that level of precision should not be necessary. _ Second sub-group. The value of this group is determined by the Morale of the models, as their Morale score is what determines how likely they are to be useful once the formation hits it's BP. You pay 10% per point of Morale for each model in this group. Models that do not count at all toward BP cost half of what their Morale would otherwise indicate (generally this will be limited to transport Vehicle(s) in Special Formations, but there are a few others). _ Morale __ Cost per _ score ____ model ___ 6 _______ 10% ___ 5 _______ 20% ___ 4 _______ 30% ___ 3 _______ 40% ___ 2 _______ 50% ___ 1 _______ 60% __ -- _______ 70% Note that different models in this group may have differing relative costs. Command models almost always will at the least. _____
_________________ Net Epic Coordinator
Last edited by MagnusIlluminus on Fri Apr 17, 2015 4:12 am, edited 1 time in total.
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