Arrahed

29-04-2016, 12:11

I created this thread to continue the discussion on how to deal with the effects of animosity effectively while keeping the T9A clean. :)

I will start by addressing the points from this post in the T9A thread:

As a non-orc&Goblin player, I am going to point out all the ways you can mitigate or just plain prevent that 1/36 event from ever hurting you in 8th edition.

1. Black Orc Character in the unit with the mage.

Yes this is more expensive but so what? You're not limited on the numbers you can take and a basic black orc hero is 92pts, not that expensive and a handy bodyguard for the mage.

If you only have 3 units he's going to be in one of them anyway, may as well be the one with the mage that you don't want squabbling.

A Black Orc is a dedicated melee character. He will help to solve the animosity issue but is also effectively doubling the point costs of a Goblin Shaman. I think this would make Goblin Shamans the most expensive Wizards in the game.

It surely is an option but a very expensive one. I would rather spend my limited Character points on something else.

2. More units.

With 3 units, that 1/36 chance will crippled 2/3rds of your army, with a measly 1/3 chance the mage unit isn't harmed.

With 10 units, that 1/36 chance will cripple just 1/5th of the army, with an 8/10 chance the mage unit isn't harmed.

I will assume that 2/3 of the units have the animosity rule for this estimation:

3 units have a 1/18 chance of crippling 2/3 of my army each turn.

If I take 10 units I will have a chance of roughly 1/5 that I will roll a double one for one unit. Over the course of 5 turns it becomes very likely to happen.

An army with 10 units is also very tightly packed (which is necessary anyway for a low leadership army) making it very unlikely that the unit rolling the double one is not within 12" of an allied unit.

It is also very likely that at least one unit cannot act freely each turn. That makes it very problematic to maintain an effective battle line.

3. Make sure the Mage unit isn't the closest to any of the other Animosty suffering units.

This should be obvious, the 1/36 bad result only harms the nearest unit, so if you're not the nearest then it's impossible for it to hurt you.

Being half an inch further away stops you being the nearest.

Say you have 3 units, the middle one rolls a double 1.

Which unit does it hurt, the one to the right which is 3" away, or the one to the left which is 3.1" away?

The one to the left obviously as it's closer by 0.1".

That sounds obvious on paper but is very difficult in practice.I would guess its manageable in the first turn, challenging in the second and almost pure luck in the subsequent turns. You have to take care that a unit with limited mobility stays out of charge and shooting arcs of the enemy, keep potential shooting and magic targets within range and LoS and keep charging lanes open for your own units. I think that is enough.

I will start by addressing the points from this post in the T9A thread:

As a non-orc&Goblin player, I am going to point out all the ways you can mitigate or just plain prevent that 1/36 event from ever hurting you in 8th edition.

1. Black Orc Character in the unit with the mage.

Yes this is more expensive but so what? You're not limited on the numbers you can take and a basic black orc hero is 92pts, not that expensive and a handy bodyguard for the mage.

If you only have 3 units he's going to be in one of them anyway, may as well be the one with the mage that you don't want squabbling.

A Black Orc is a dedicated melee character. He will help to solve the animosity issue but is also effectively doubling the point costs of a Goblin Shaman. I think this would make Goblin Shamans the most expensive Wizards in the game.

It surely is an option but a very expensive one. I would rather spend my limited Character points on something else.

2. More units.

With 3 units, that 1/36 chance will crippled 2/3rds of your army, with a measly 1/3 chance the mage unit isn't harmed.

With 10 units, that 1/36 chance will cripple just 1/5th of the army, with an 8/10 chance the mage unit isn't harmed.

I will assume that 2/3 of the units have the animosity rule for this estimation:

3 units have a 1/18 chance of crippling 2/3 of my army each turn.

If I take 10 units I will have a chance of roughly 1/5 that I will roll a double one for one unit. Over the course of 5 turns it becomes very likely to happen.

An army with 10 units is also very tightly packed (which is necessary anyway for a low leadership army) making it very unlikely that the unit rolling the double one is not within 12" of an allied unit.

It is also very likely that at least one unit cannot act freely each turn. That makes it very problematic to maintain an effective battle line.

3. Make sure the Mage unit isn't the closest to any of the other Animosty suffering units.

This should be obvious, the 1/36 bad result only harms the nearest unit, so if you're not the nearest then it's impossible for it to hurt you.

Being half an inch further away stops you being the nearest.

Say you have 3 units, the middle one rolls a double 1.

Which unit does it hurt, the one to the right which is 3" away, or the one to the left which is 3.1" away?

The one to the left obviously as it's closer by 0.1".

That sounds obvious on paper but is very difficult in practice.I would guess its manageable in the first turn, challenging in the second and almost pure luck in the subsequent turns. You have to take care that a unit with limited mobility stays out of charge and shooting arcs of the enemy, keep potential shooting and magic targets within range and LoS and keep charging lanes open for your own units. I think that is enough.