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| Fantasy General Discussion Talk about anything Warhammer related, from Kislev to Lustria. |
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#61 |
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Commander
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#62 |
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Librarian
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What you have done is failed to communicate an idea effectively. You don't even need a real example, a hypothetical one would do. You could also discuss issues and problems, even if its just to acknowledge their existence. And explain how you think the game would change. Remember, we only have partial knowledge of your intent, so if there is any misunderstandings our interpenetration will be based off of that, not what you were actually intending. So go back to the begining, explain your idea, logic and maths clearly, using examples and acknowledge issues and effects, and you'll get a better response. |
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#63 |
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Chapter Master
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We're not idiots.
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Plan B kill it with fire Meat is Murder tasty, tasty murder My avatar is a girl holding her underwear in her mouth...she has black lipstick on. Please dont guess, it just exposes your twisted minds. |
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#64 |
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Librarian
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Its a dice game... anything ********* thing can happen...
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Chaos Warriors, Chaos Daemons, Dark Elves, High Elves, Vampire Counts, Empire, Chaos Space Marine (Coming Soon round Theaters Near you.) |
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#65 |
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Chapter Master
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It does mean they aren't equal though, one side will always have a direct advantage over the other.
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#66 |
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Chapter Master
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#67 |
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Commander
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ps. if you want people to know you're joking, try being funny. if you are incapable of that, the right smiley should do the trick in a pinch
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`(¯-¯)` ~warfucious says, "one man's cheese is another man's whine." .(\__/). ~warfucious asks, "why is most important rule the least remembered rule?" Last edited by rtunian; 06-11-2009 at 13:44. |
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#68 |
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Chapter Master
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This is a fundamental principal of the game at certain competitive levels and is why the person playing white is supposed to be randomised. The jest (not humour) was in the way I phrased it as a rebuttal to your example.
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#69 |
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Commander
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dictionary time!
http://dictionary.reference.com/browse/jest edit: "the white player has an advantage" is not even close to the same meaning as "the white pawn is better than the black pawn". more importantly, this is irrelevant to the thread, so if you'd like to continue, feel free to pm me
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`(¯-¯)` ~warfucious says, "one man's cheese is another man's whine." .(\__/). ~warfucious asks, "why is most important rule the least remembered rule?" Last edited by rtunian; 06-11-2009 at 15:51. |
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#70 |
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Brother Sergeant
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Thats why I said, in reply to your FIRST post: Charging is NOT always the best thing. It depends on the context. I have never resisted to explain, had you actually asked I could have explained in another thread or in a PM. What I was getting were people saying it does not work, for various invalid reasons (like me not keeping it to the correct context). I am sure though that most people know that it is possible to do an analysis. Whether I can do it or not should really not matter. I started creating the program because I know the price setting in WH is not done correctly. GW makes several mistakes. Many have very litte effect on balance, but some have bigger impact. The main issue is that increasing a certain stat will have non linear effects, depending on the other stats. Example: Additional weapons upgrade often cost the same, although the benefit from it is clearly much greater if the unit has higher strength. The effect is greater, but the price is the same, leading to an imbalance. Another eror the've done is to set prices per unit on upgrades that clearly give each individual model increased performance. This is very bad, since it makes that upgrades price floating compared to unit performance. Example: Lets give my goblins toughness 4 instead of 3. I give this as a fixed unit bonus, instead of an upgrade per individual. Buying many models will mean the price per model goes down, and suddenly what Ive got is extra cheap orcs (well almost if you look to how well they perform). This way of price-setting per unit instead of per model does not always lead to imbalances, but often it can (Murphys law as you said). Thats why its wrong. Price setting per model cannot go wrong in that sense. As I've said, these effects are often marginal, but sometimes they are not. Especially with characters. Buing item A might mean item B becomes underpriced compared to the effects (and therefore overpowered) People have tried to come up with formulas for this. And quite frankly, I think that will not work, because it is not rational to do it in that way. In THAT case it is very hard to keep it to the context, and to forsee the outcome of special cases. And even harder to include it into the pricing formula. But there are another way of doing it, which is what i try. This is based on the assumtion that you can measure a units performance. By performance I mean, to begin with, ONLY statistically calculated combat result in the first round of combat. The unit can either charge or be charged. Now you probably think , BUT you are not keeping to context! Units can perform differently in different situations. TRUE! But what I do is only to set up a special definition of how GOOD or BAD th unit are in close combat ONLY. This is how you actually do stuff when analyzing. You break it down into smaller parts. Then you evaluate the smaller parts, by themseleves, and later together to get the whole context. Think of it like this. When you charge another unit, you do it because of some purpouse. When you do it you know on beforehand how good/bad your unit are (by judgement). For example are they likely to win, hold, or loose? How they perform in the task you've set them out to do is a different kind of performnance, but your initial estimation of how good/bad they are is what I mean by performance. Example: I have the chance to charge khorne nights in the back with snotlings. I want to charge because I want to win. Snotlings wont perform good in combat, so in context they will perform bad. On the other hand if I want to charge becuase I want to sacrify, or since snotlings are stubborn, maby hold (the chance is small, but compared to price it could be worth it). Probably the snotlings will perform good in context. Performance in context differs very much, but statisical performance IN battle does not. This still matters much. Because of another assumtion I make. Namely that unit performance in battle MUST be related to its price. This might not be obvious to some, but try and think of the effects if this were not true. An extreme example would be if those snotlings above were priced the same but actually had the upper hand against the knights. This clearly leads to imbalances. Furthermore, much of the sacrifial tactics are derived from this assumption. A units close combat performance gives you what to expect from that unit. But the payoff is price. Performing good IN combat means nothing if you are never in combat, or if your investement in points dont yield back at least an equal amout of points (or rather victory points). So , back to the beginning. I have two assumtions: Units perfomance (still in combat) can be measured. Units performance must correspond to its price. Then you calculate one specific unit when charging, against all others, and so get a combat score for all of those combinations. If you add All those scores toghether and divide by the total number of units you will get the mean value of how that unit performs. The division part is not strictly nessecary, but good to do to get the score back to a comparable combat result. This is the mean combat result against all other units, for that particular unit you are testing. Sure, certain units perform better in certain situations, but at the moment we are looking at only one, rather general situation. More about this later. Then we can calculate a mean combat result for every unit, and so get a long list, which can be sorted from worst to best. What information does this list contain? Well, actually not very much in a tactical viewpoint. However, the important thing, is that from the assumption that unit price should correspond to perfomance, we get the conclusion that this list, if ordered from worst to best performance, should also be ordered from cheapest to most costly. Here we can make another assumtion. Namely that GW has done pricing right for the most part. If thats true, the long performance list will mostly be priced correctly. Therefore, using the units in the list as samples, with a price, and a power-performance as variables, we can actually calculate a pricing formula using regression analysis. The IMPORTANT thing to note here is that this pricing formula does NOT directly set price from stats. It instead uses statistical performance to set the price. Example: Take a unit A with identical stats abilities and all to a special dwarf unit B. The only difference will be that dwarfs hate greenskins, while unit B does not. This will make unit A and B get almost exactly the same score in all cases except for greenskins, and so unit B will place a little higher in that performance list. When deciding price form the regression, this difference might be enough to motivate a higher price in unit B. What is good to know is that even the smallest effect of abilites is taken into consideration in this way. However, tactically, in a large context, it does not mean the particular unit will always perform better than those lower ranked. And certainly not performing as the score indicate depending on other tactics involved. Example: If the context is that unit B, who hates greenskins, actually fights greenskins, then of course, unit B will perfom better than its score indicates. But this does not mean that the price of unit B is not right, in an even larger context (fighting ANY army). Furthermore, as a pricing formula this is NOT set by variables (stats, equipment and abilites), but rather the combined effect of them. This means the actual price and the price range is very easily corrected. This makes this method EXCELLENT for adjusting prices for tactical purpouses (tactical purpouses here means in the largest possible context). Example 1: We want to increase the total power of close combat, compared to ranged or magic. We have a pricing span from the regression. Prices are easily tweaked by lowering max and min values of the pricing span. In effect making close combat units cheaper (and therefore more price worthy), while still maintaining ther indivitual power relationships Example 2: We want to make the more powerful units less valuable by making them more expensive, maby to discourage death starts or something. We can adjust the curve from the regression from being strictly linear (if that is what is is), to an exponetial curve, making more power cost exponentially more. In all, it is NOT a pricing formula, strictly speaking. It is a way to consistantly set prices in a uniform way across every army. Now to the trickier parts. I have so far only been takling about a score derived from probability when one unit charges another. Even though this contains lots of information (as i have tried to explain above), it is a rather limited comparision. We cannot expect every type of unit to fit into that list that is generated from that score, simply because it has other tactical uses. Example: Cavalry, having great mobility, are mostly used to charge with (when they get into a fight). There are other cases, but lets just for the moment focus on the tactical charge value. This means for example, cavalry can often pick whom to charge, more often so than infantery at least. This clearly falls outside of the performance score I described previously. But wait! Actually choosing whom to charge is a tactical desicion. Having a greater chance to get the charge in is something that affects the performance IN battle statistically. It is important to separate these two. Actual performance value, and tactical value. The performance value can be calculated, and WILL give cavalry better scores that equally strong infatery. As I described above, the tactical value is something set by the game designers. If we wanted a game dominated by cavalry or infatery, we would make the price cheaper/more expensive for the extra tactical value of cavalry. This would be done as described before by an non linear curve. So BOTH tactical values are controllable in the analysis. Both the added tactical value of deciding whom to charge, and the extra combat value of having a greater chance of actually getting the charge in. How to calculate that chance? Well I do it by an approximation formula, just to get a result. The formula might not be exact, but as an approximation I would say its better than nothing. I am aware of this problem, but i do not feel it is a great problem, because it's "more right than wrong", and it a fast and easy way to get started. If someone is bothered by this, there is an VERY easy way to correct it, and that is actually gathering statistical data. In that way you will get a CORRECT formula. The actual formula I use is simple. I start with an rough estimation, saying that a if a unit has greater movement it will have greater chances of getting the charge in. If the movement is equal the units obviously have equal chances, so the starting condition is 50%. One difference I say is 75% Two is 87,5% and so on. Hey you might think. What about tarpitting, subsequent fights and charging in the side? How to get that into the charge chance formula? Simply, I dont. Because that is another thing I measure in another score. Its important to break things down to smaller peices when analyzing. The power of hammer and anvil tactics for example, lies not in the unit charging in the flank, because that charge is given to it "for free" by the unit holding the enemy so it can be charged. So what does this give? Well since i now have a formula for calculating charge chance based on movement, I use that for wheighting the combat score I talked about earlier. This is done by (charge chance) * (combat score) - (chance to be charged) * (score if opponent charges) This total list of unit comparisions given in this way is more accurate than the list i described first. And on a whole, ther is no big errors, since the chargechance estimation is roughly correct. So far, I have only been talking about units and not taken ranks into consideration. This can easily be done by comparing equally priced units. If using the same price for both units, we get a differance in number of models, and if that differance makes up for an additional rank, then we just add a combat result of 1 to the rankbonus. While doing this we quickly see that there is no point in calculating a score for flanking, or rear attacking, since that bonus will not change in any way depending on unit. (well actually some units may have special bonuses for that, but those cases are so special it is no real point in having them in the analysis. It could be done though). There is also the power score of actually recieveing a charge. Spear units obviously excel at this, but their power performance must still be measured to give a correct pricing. This is done by simple only calculating the score when the opponent charges. Now, instead of one list we have 4. Combat score Hold score Combat score - when ranked Hold score -when ranked What is the difference when comparing ranked, and non ranked? Maby not obvious, but Combat score defines combat performance without regards to ranks. Importat for example when analyzing cases always using full ranks, or when negating ranks. What i do with these lists, is to indicate for each unit which list it performs best in. From that I make another assumption. For the price to be balanced it needs to be set by the category in which a unit performs best in. That may sound strange, because units that are good in several categorys obviously have a greater tactical value. The reason for the assumption is that if that increased tactical vaule makes the unit price higher, it will make that particular unit overpriced compared to units that are designed to complete a single task. And overpriced will from an optimization perspective equal not being used. My thoughts on how to handle it is to use the special, and rare choices for those types of units, because thats what it's about. It have a special tactical value. There are more to it than this though. For example how to calculate a score for subsequesent combat. You calculate the chance the unit has to loose by one for example, and multiply the chance the unit has to succeed a Ld test by loosing by one. Then lastly you add the chances togeter for succeding Ld tests depending on different combat outcome. Actual calculating of chances are done ONCE only, by letting the computer generate lookuptables. Now I have made several examples on how to calculate the scores. The actual math are not something I have to explain I hope, since it can be found several times around on these forums, in case someone dont take my word for that it is possible. Its all basic probability theory. As for pricing, I have only talked about close combat so far. There are other prices added to that. Magic and ranged powerfor example. Lastly there is an option to add a "special" extra price because of "unmeasurable" tactical benefits. For example skarsniks deployment rules cannot be measured in an easy way, and a quick and easy way to commpensate for it might be to just add an extra price to the model. Now, this is just a small explanation of how i do it. There are so many other things involved, I just cannot bring up every aspect of it. EDIT: Oh, I just want to add that I am not flawless in any way. It is very possible I dont include everyting that should be included in my calculations. Just saying that while I might be doing it wrong, it is still possible to do. If ther is a tactical context Im forgetting about, it will be possible to define it mathematically in some way. The main point was that a performance analysis is very much doable. And measuring how a unit performs statistically IN combat is totally relevant when taling about the unit performs in the larger context. Not the opposite as some say, that statistical preformance IN battle does NOT matter, because of it varies with context. What is varying with the context is what you want the unit to do, an therefore the unit might not perform as you excpect. However the performance IN battle, is always the same, and that knowledge should be used to give the unit an appropriate task. EDIT: Now I have given an explanation, mainly to proove I dont "blankly refuse"'to do so. And, perhaps, to undo some of the upset feelings. Cant we just say that while some people think this analysis will lead to something good, others think it will not. I would be happy to let the thread die now. Last edited by Emud; 06-11-2009 at 15:38. |
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#71 |
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Chapter Master
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So the end result is supposed to be what exactly?
End result being when your programm thingy is fully finished. Currently, all it appears to be doing is be able to generate a bunch of numbers that arent really any use, far less use than simply learning how warhammer works and simply guessing at whether something is going to be worth doing or not.
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Plan B kill it with fire Meat is Murder tasty, tasty murder My avatar is a girl holding her underwear in her mouth...she has black lipstick on. Please dont guess, it just exposes your twisted minds. Last edited by theunwantedbeing; 06-11-2009 at 15:38. |
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#72 |
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Brother Sergeant
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Its a tool used for analyzing. Yes it produces data. After that its up to the prson using it to interpret the data. Yes you can learn this probably equally good by just playing warhammer. But in the large context it is very hard to say what effect for example what impact hatred against 2 armies only should have price wise. As I said, earlier in the thread when asked about it, i use it for creating my own house rules. And seeing what impact new abilities have. And for pricing new units. And for repricing old units in a more balanced way (actually the program does the repricing, no need to go over it all manually). And for seeing if for example cavalry gets a dominant role in close combat, game mechganics wise. And maby for creating whole new balanced armies. If you dont see the use of it it does not mean its not useful. Last edited by Emud; 06-11-2009 at 16:00. |
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#73 |
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Chapter Master
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I'll have to see some of your house rules you developed from using that tool then.
That'll give a good indication of how effective it actually is. Your hatred example. Regular unit of dwarf warriors generates a whopping 6 st3 ws4 attacks. Vs orcs thats doing 6x.5x.33x.5 wounds. = .5 not a lot. With hatred Vs orcs thats doing 6x.75x.33.x.5 wounds = 0.75, again not a lot. So in general the effect is so utterly marginal that no additional cost is warranted as its only vs a single army. Despite the effect actually being a 50% increase in ability over that single example, it sounds huge but in reality its not. Plus there is the "must persue" part of the hatred rule meaning that extra combat ability comes with the drawback of those much faster greenskins being able to draw your dwarves to them. This effect is absurdly difficult to calculate but its simple enough to assume that it mitigates the bonus you may have in combat. I'm assuming this is in keeping with your own analysis?
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Plan B kill it with fire Meat is Murder tasty, tasty murder My avatar is a girl holding her underwear in her mouth...she has black lipstick on. Please dont guess, it just exposes your twisted minds. |
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#74 |
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Brother Sergeant
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However I also say the effects are not linear. A powerful dwarf lord having hatred is not the same thing. (I dont actually caclulatte characters yet, but since they are units, its still possible) Haterd pursue is one of those things i mention as not calculable (althoug it would get into the statistics if you actually measured how many times a unit get a charge in, or get charged, so there still IS ways of doing it). Frenzy must charge is another (same with freny, actual statistics would give correct charge chance formula). I would never try to guess at a correction of the charge formula because of this though, since it would be totally random guessing at best. However that does not mean the combat result calulation is wrong. It simply means pricing for those "special" effects have to go in a separate category, based on evaluation on impact on the game. Like the thing i mentioned about skarsnik deployment. This estimation migh be off, but its not worse than how it is currently done is it? Only by estimation, no calculation. You'll have to wait pretty long for the rules. I have to finish the programming tool first. But I get your point. There is no saying if I succed with what I do before putting it to a real test. However my point has from the very beginning been that it is possible to do an analysis (and that it is relevat). Last edited by Emud; 06-11-2009 at 16:23. |
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#75 |
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Chapter Master
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Considering your using statistics, when doing it accurately you often have to just ignore any anomalous results (like a powerful combat dwarf lord getting hatred vs one army). So long as you have a reasonable reason to ignore it.
Resonable reason in that case is simply "he's not the normal occurance as normally a dwarf lord is tooled up for defence rather than combat, so hatred doesnt really help him that much". I agree that effects arent linear. Lots of people often try to make up rules by giving everything a set value, and they then dont end up with reasonable rules as it just plain doesnt work that way. One way of figuring out the balance is to generate a model, then stick it in a unit and test the entire unit cost against other units it is likely to face. These units dont need to be of the same value as that rarely ever happens in game so its a pointless comparison. Then you work out how easily you can fit that unit into a list, with multiples of that unit and how it interacts with other things. Cost is then adjusted from there untill you hit a nice round figure per model. This then reasonably generates a cost per model in a balanced manner.
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Plan B kill it with fire Meat is Murder tasty, tasty murder My avatar is a girl holding her underwear in her mouth...she has black lipstick on. Please dont guess, it just exposes your twisted minds. |
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#76 |
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Brother Sergeant
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I dont quite follow. Maby we just think differently. Or maby i should just relax and have a beer.
Anyways, I dont ignore anything in my analysis, because IF that dwarf lord has good fighting capabilities, then he should pay for it. At least that's how i see it. I also dont like to make assumptions about what units a special unit are likely to face. In my reasoning that has more to do with if the commander uses a sound tactic or not, and that kind of psychology is not measurable at all. |
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#77 |
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Chapter Master
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Notice that I havent "ignored" anything in my own analysis.
Dwarf lord, 4 attacks with a great weapon. 3+ to hit, 2+ to kill basically. So 2.22 wounds normally, add in hatred and this goes upto 2.96, a mere third additional lethalness, and generally speaking 1 extra wound caused in that first combat round. You could easily make him have 6 attacks at the same strength. So he goes from doing 3.33 wounds to 4.44 wounds, an increase of 1.3rd again, but nothing too massive. Still not a large enough difference to be worth considering into the cost of a model within an army where there are 12 other potential armies to face off against that this bonus does not help against. So it isnt ignored as such, its taken into account and treated as not worth considering for the points cost. Much like say...the ballistic skill of a model who never has any access to a weapon that will use said ballistic skill.
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Plan B kill it with fire Meat is Murder tasty, tasty murder My avatar is a girl holding her underwear in her mouth...she has black lipstick on. Please dont guess, it just exposes your twisted minds. |
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#78 |
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Librarian
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There are still questions to be answered. Are you using any units as a baseline? What are the other changes you intend to make. Where it the finished result, i.e: a unit that has actually been run through. Show us the difference. |
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