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Walking vs Jumping into combat


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Find below, an updated graph that depicts your chances of successfuly pulling off a charge with Jump Infantry in 7th ed:
 

 

http://i33.photobucket.com/albums/d94/Desc440/RCL_zps7352c0d2.png

 

A close-in version of the first 1-12 inches:

 

http://i33.photobucket.com/albums/d94/Desc440/RCL2_zps62577d24.png

 

For reference, here's the old graph for 6th Ed:

 

http://i33.photobucket.com/albums/d94/Desc440/RCLJP.jpg

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A chart displaying the charge range success rates for Jump Units.

 

http://i.imgur.com/aFQm7.png

 

Note: Bikes, Cavalry, and Jet Bikes have the same percentages as the "6th Normal" entry (dark blue line), and assaulting into difficult terrain won't impact their success rates.

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Assault Threat Range Success Rates:

JP move (12"), Assault on foot (2D6).

14": 100%

15": 97.2%

16": 91.7%

17": 83.3%

18": 72.2%

19": 58.3%

20": 41.6%

21": 27.7%

22": 16.7%

23": 8.3%

24": 2.8%

 

JP move (12"), Assault on foot into difficult terrain (3D6 drop the highest).

14": 100%

15": 92.6%

16": 80.1%

17": 64.4%

18": 47.7%

19": 31.9%

20": 19.8%

21": 10.6%

22": 5.1%

23": 1.9%

24": 0.5%

-------------------------------------------------------------------------------------

 

Move on foot (6"), JP assault (2D6 with re-roll)

8": 100%

9": 99.9%

10": 99.3%

11": 97.2%

12": 92.3%

13": 82.6%

14": 66.0%

15": 47.8%

16": 30.6%

17": 16.0%

18": 5.5%

 

This last section of data was made irrelevant when GW errata'd page 428 of the BRB.

Move on foot (6"), JP assault into difficult terrain (3D6 drop the highest, with option to re-roll all dice)

8": 100%

9": 99.5%

10": 96.0%

11": 87.3%

12": 72.6%

13": 53.7%

14": 35.1%

15": 20.2%

16": 9.9%

17": 3.7%

18": 0.9%

 

 

Note: I'll try to put this into a more readable data table at some point.

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hammer of wrath doesn't change through difficult, if your getting HoW you ignore difficult terrain, you still roll to die from dangerous, but it doesn't slow you down

Not true. I'd point you to the reference section of the BRB (page 428).

 

Jump units using their jump packs: Charging into or from difficult terrain is 3D6 drop the highest (with a re-roll, but you re-roll all the dice.).

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hey, thanks so much for the page reference mate:). in the main section it can easily appear they just ignore difficult terrain every time they use jump packs.

Good work SAH!

Lol, though jet packs do get to ignore it and just roll 2d6 plus dangerous without rerolls what a hoot!

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Has dice probability been factored in to this graph?

 

I'm just woundering if it would make a difference to the numbers or not is all.

 

Well...the graph shows the probability of rolling sufficiently to make it into combat.

 

The chance of you making it into combat is based on the probability of rolling a certain number...so I'd guess so.

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@Leks: If you have some time on your hands, do you think you could do the same exercise for regular guys on foot charging, DC dread charging (Fleet) and Mephiston (Wings + Fleet)?

 

regular guys on foot charging = same as non hammer of wrath assault minus 6" to total charge.

 

fleet balances with jump charging, as you can go further, but lose the hammer attack.

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regular guys on foot charging = same as non hammer of wrath assault minus 6" to total charge.

 

Doh! Yeah, thanks, shoulda thought of that. :(

 

fleet balances with jump charging, as you can go further, but lose the hammer attack.

 

Yeah but I'd like to see the precise numbers.

 

regular guys on foot charging = same as non hammer of wrath assault minus 6" to total charge.

 

Doh! Yeah, thanks, shoulda thought of that. :(

 

fleet balances with jump charging, as you can go further, but lose the hammer attack.

 

Yeah but I'd like to see the precise numbers.

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  • 1 month later...
With Dante you can leave combat in opponents turn. So in your turn you can re-assault, this gives you an additional round with hammer of wrath (hammer of wrath is new in 6th edition ). While CC being nerfed overall, this however is a small buff to CC units with hit and run in 6th. You hit and run 3d6 away when you disenage, this means success rate of assaulting with jump packs is very high according to the charts above.
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  • 2 years later...

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