If you want I can keep track of my attacks and see what the averages works out to be.
give me a bit to figure out what data points are relevant for each commander and I'll build a spreadsheet and put it on the cloud
If you want I can keep track of my attacks and see what the averages works out to be.
give me a bit to figure out what data points are relevant for each commander and I'll build a spreadsheet and put it on the cloud
give me a bit to figure out what data points are relevant for each commander and I'll build a spreadsheet and put it on the cloudIf you want I can keep track of my attacks and see what the averages works out to be.
The only thing you will have to have a random variable for is player skill.
Some data on the Games is a very cool idea !
Will help if you want, but rather than trying to measure which commander is better, I'd love to have multiple types of data on a very wide array of metrics. I just hate groupthink, consensii and arguments of authority ![]()
Some data on the Games is a very cool idea !
Will help if you want, but rather than trying to measure which commander is better, I'd love to have multiple types of data on a very wide array of metrics. I just hate groupthink, consensii and arguments of authority
EDITS: Corrected 6+ damage totals for Vader rerolls in both scenarios (conservative and aggressive), since they were low (Vader meets or exceeds the 6 damage threshold in 38 of his conservative trials, and in 56 of his 100 aggressive trials). I built the data table to track that, and forgot to check my results somehow.
I'm terrible at math, and even worse at tracking data in-games, so I'll leave that to others who have a better knack for it. What I can do is roll dice and then write down the results, which is what I did a while back when I was first experimenting with the double/triple reroll concept.
So, for what it's worth, here are some general observations, based on about 200 rolls of four black dice (GSD side arc, close range). As an aside, I don't know if this should go in this thread, or if another thread would be more appropriate, so if anyone feels strongly, let me know and I'll move this. ![]()
A couple caveats: these volumes of rerolls are nowhere near statistically significant, so these aren't predictive trends--they're just glorified sample sizes. Also, there are different goals for manipulating dice rolls--maximizing damage is usually the basic goal, but sometimes you need an accuracy result or a critical result. There's also the question of whether it's worth going "all-in" (double-damage) or just "playing it safe" (no blanks). These problems really come to the fore with the fickle red dice (one double-hit, one crit, three hits, one accuracy, two blanks), but there's a bit of this with the black dice, too (blues actually seem the least affected by rerolls, especially now that SW-7s can basically convert them all to guaranteed damage results). I varied some of the rolls aiming to get different results, so I'll mention those aims when discussing the rolls.
BLACK DICE
I started with blacks because these dice are fairly simple. They only do damage and critical effects, and there are only three possible results: blank, hit, hit-crit. On average rolls, odds are 25% of the dice will be blank, 50% will be single-hits, and 25% will be hit-crits (which I'll refer to as "doubles," since it's easier to type). Average expected damage is 4.0 from four unmodified black dice, with one blank, two hits, and one double.
"Conservative" rerolls:
For the first 100 rerolls, I played it conservatively: my primary goal was to get at least one double (to trigger a crit effect), and to have no blanks--in other words, I'm after at least a hit-hit-hit-hit-double roll. Here's how that played out:
TAKEAWAYS: When rolling conservatively, there was a clear and definite advantage to having the first reroll. The most significant advantage was the reduction in blank dice. The number of rolls that had no blanks increased from 32 to 80, just by adding that single reroll. Again, this is still a relatively small sample size, so these aren't mathematical certainties, but the fact that four out of every five rolls ended with no blanks is a significant boost to expected damage. Speaking of which, damage output was also boosted, increasing by more than 1 per roll (+1.1, 28.5% increase), or the equivalent average damage of shooting with five unmodified black dice, instead of four. Doubles were the wild card. The number of rolls with no doubles did fall with a single re-roll (from 43 to 23), meaning more than three-of-four rolls had at least one double/crit effect. That's not quite Screed-level of certainty, but it's high. Of these 77, however, the majority (45) had only one double, about a third had two (25), and a small portion had three (7). Burst damage of 6+ increased from 12 to 38 (30 rolls of six damage, 8 rolls of seven, 0 rolls of eight damage).
A second conservative reroll added somewhat to damage totals, but not much. Blanks went down again, and average damage and doubles chance went up, but not by a lot (3.5% and 5.2%, respectively). This is something, but probably not worth investing a ton of points in.
The first reroll results underscore the value of an upgrade like Ordnance Experts on a ship that packs black dice. There is basically no opportunity cost associated with this upgrade, other than four points and taking a weapons team slot. Adding Vader on top of this, however, doesn't improve damage much, at least if you're rolling conservatively. Additionally, for the 12 of 19 rolls that retained one blank from the first to the second reroll, they would have netted higher total damage with Screed, who could have cancelled the 12 blanks to add an extra damage to one of the other black dice. Which is yet another reason not to take Vader, at least if rolling conservatively is your strategy.
Speaking of which...
"Aggressive" rerolls:
Unlike the previous 100 trials, these 100 trials had a single purpose in mind: getting as many doubles out of our four black dice as possible. This is not for the faint of heart. All blanks and all single-hits were re-rolled, and re-rolled, until we ran out of rerolls. It's go big or go home, so strap in for a wild ride...
Just for kicks... and because I was having way too much fun with these damage numbers, I went ahead and ran a third set of rerolls on these 100 results--same aggressive approach as before, keeping nothing but doubles. You can only really do this on an ISD I (where you can take Leading Shots, in addition to your Ordnance Experts and Vader), so it's not practical in any sense, but I wanted to see at what point the production started to trail off. I also added a final single reroll, to simulate a CF token--once again, we want nothing but doubles.
The results were interesting. I won't lay them all out here, but here are some highlights:
TAKEAWAYS: First off, this strategy isn't for the faint of heart. It's actually extremely counter-intuitive to be rerolling perfectly good hits, in the hopes of getting something more. For the first reroll, it's easier, especially since there's usually blanks to spend, too. But if that first reroll comes up blanks--or worse yet, leaves you with three single hits--it's hard to literally roll the dice again in the hopes that something better will turn up.
Second, it's a serious points sink. The double-reroll strategy requires Ordnance Experts and Vader if you want to replicate the dice manipulations across your fleet, so you're probably looking at a 50+ point investment, or ~12.5% of your total fleet points. Triple rerolls on an ISD I, as fun as they would be, are probably too expensive to be practical, and is definitely not spammable (ISD I + Vader + Leading Shots + Ordnance Experts (instead of Gunnery Teams)...).
The good news is that the black dice almost always reward you for this gamble and investment. The odds of a blank remaining blank through two rerolls is low, and even if you reroll a hit, the odds of you actually losing damage are much lower than your combined odds of keeping the same damage or doubling it. And if you pursue this strategy consistently, there is an appreciable increase to damage output that performs well above the number of dice you're bringing to the table (5.5 out of four blacks, on average, and 43 of 100 rolls met or crossed the 6 damage plateau). Adding a CF die, or additional dice from upgrades like Rapid Reload or Expanded Launchers, only adds to the damage potential, especially if paired with blue dice that can deal with defense tokens (Raider I with Expanded Launchers), or upgrades like Intel Officer, Xi7s, HTTs, or Overload Pulse that counter defense tokens.
Finally, while Screed still offers the best guarantee of getting at least one crit effect, this method appears to offer a great probability of getting two or more crit effects out of your four black dice (2.24 doubles on average, 74 of 100 results had 2+ doubles vs. 38 of 100 conservative results). This can be important if you are facing Mon Mothma, who can hit a Screed-crit with an evade token and potentially eliminate it.
That said, if you pair Screed with Ordnance Experts and reroll aggressively with them, you have a slightly better chance at netting two or more doubles by the end of your attack. In our data set, 89 of the 100 trials produced at least one double with one aggressive reroll. If you used Screed on those same 89 results, they would have had two or more doubles, which is more than the 74 rolls of 2+ doubles we managed through double rerolls. The downside with Screed is that he's a once-per-activation boost, so if you're getting two attacks in a single round, only one of them gains his benefit (versus both attacks with a Vader reroll, if you have the tokens to spare). It would also be interesting to see how average damage played out with Screed cancelling and flipping dice, instead of Vader rerolling them--but I didn't track that stat.
CONCLUDING OBSERVATIONS
It would be interesting to see what sort of damage results a middle-of-the-road approach would net (aggressive with your first "free" Ordnance Experts reroll, then more conservative with Vader's reroll, using only "blanks and a single hit if there's no crit"). It would also be interesting to see how average damage goes up if you add additional dice (5 or even 6 blacks is possible in Wave II). So definitely more room to experiment and report here. Congrats if you made it all the way through, by the way. You're braver than I thought. ![]()
But after 200 trials, I quit because I felt like I had a fairly good idea of how all this played out over a large-ish sample size. And I wanted to reroll red dice... which was another experience entirely. If anyone's interested, I can post some results from those trials (about 350 of them). But not tonight, I need to go to bed. ![]()
I've stated my thoughts on this in more detail elsewhere,
fun fact, This^ eventually lead to my current build in the world cup. ( i ended up switching Vader for Screed)
But at least a small part of my success is owed to Ryth
That's exceptionally generous, and far more than I deserve, as I'm quite sure your success is due far more to your ability to fly those darn Raiders than dice manipulations. ![]()
Lots and lots of dice-rolling.
I've actually got a Monte Carlo sim that I threw together in Python a couple days ago specifically to make a decision on MC30 upgrades. I've been robusting it since to be useful for anything and to try out different logic for the rerolls.
It's pretty dirty (I haven't Pythoned in several months now), but I'll stick it up on Github if anybody's interested in not having to roll dice by hand over 9000 times. ![]()
fun fact, This^ eventually lead to my current build in the world cup. ( i ended up switching Vader for Screed)I've stated my thoughts on this in more detail elsewhere,
But at least a small part of my success is owed to Ryth
That's exceptionally generous, and far more than I deserve, as I'm quite sure your success is due far more to your ability to fly those darn Raiders than dice manipulations.
Threw it up on Github, with some caveats:
1) If you're not familiar with Python you'll really only be able to add or remove the upgrades I've already implemented and change the numbers of dice involved. No guarantees of accuracy.
2) If you are familiar with Python I invite you to contribute, because my code is suuuper rough.
3) I'm pretty sure a few of the upgrades are broken, because I'm halfway through some modifications right now and literally just stuck it on the internet.
Read the README file.
Edited by Ardaedhel
That's eaxactly what I found in my tests, albeit on a much smaller scale with less precision.
I did some number-crunching on this earlier, just so I don't need to repeat myself.
@rythbert are you going to do some testing for red dice?
@rythbert are you going to do some testing for red dice?
I did some back when I was doing the blacks (and about a hundred blues--though rerolling those feels a lot like shuffling deck chairs around on a sinking ship). The tricky thing with reds is that there are five different types of faces, and no automtically preferred side. Blacks you always would rather have a double--it's two damage and a crit--but for reds while doubles are nice, sometimes you would prefer an accuracy (no ECMS or ECMS are exhausted), or even a crit. So prioritizing what you reroll for when rolling aggressively is a bit more complicated (and makes me less confident there are consistent trends for red rerolls, given all the variables you might be shooting for). That also has interesting implications for Screed, since he guarantees you only one particular face, which you may or may not want. But that's hardly an original contribution.
I'll see if I can get a summary posted later today/tonight.
Edited by RythbrytSo I used Vader in my local tournament today (14 players), and he kicked butt which surprised a lot of folks who had pretty much written him off. The key facts:
- 3 wins, 0 losses
- 28 tournament points
- over 800 MOV
Happy for people to keep dismissing the power of the dark side of the force! I don't think he's for everyone, as the admiral is really important to your playstyle - but I think it's fair to say he can be devastating in the right list.
So I used Vader in my local tournament today (14 players), and he kicked butt which surprised a lot of folks who had pretty much written him off. The key facts:
- 3 wins, 0 losses
- 28 tournament points
- over 800 MOV
Happy for people to keep dismissing the power of the dark side of the force! I don't think he's for everyone, as the admiral is really important to your playstyle - but I think it's fair to say he can be devastating in the right list.
For the reds. The preferred is 1 Accuracy, 1 double, and hits and crits mixed. See what it takes to get that.
what was your list?So I used Vader in my local tournament today (14 players), and he kicked butt which surprised a lot of folks who had pretty much written him off. The key facts:
- 3 wins, 0 losses
- 28 tournament points
- over 800 MOV
Happy for people to keep dismissing the power of the dark side of the force! I don't think he's for everyone, as the admiral is really important to your playstyle - but I think it's fair to say he can be devastating in the right list.
ISD-1, Vader, Relentless, XI7s, Intel Officer
GSD-1, Demolisher, APTs
GSD-1, APTs
VSD-1 (naked)
4 x TIE fighter
I guess it is similar to a Gencon special, with one of the Glads updated to an ISD hull and front arc (plus light fighter cover). With Vader, the Vic-1 becomes a threat also and so soaked up all the fire which would have otherwise targeted my big hitters.
You want to pair Screed with Ordnance Experts.
I have been doing this for the last few months, and like you explained in great detail (nice work number crunching btw) it allows you to dramatically increase damage output, even when you have 4 hits, I would reroll, gotta be in it to win it, as they say.
For the reds. The preferred is 1 Accuracy, 1 double, and hits and crits mixed. See what it takes to get that.
I agree. It's ultimately going to depend on what's going on in that particular fight (defense tokens are already burned, Avenger vs. exhausted tokens, etc), but as a general matter, you want a single accuracy result and the maximum damage--which means either double-double-double-accuracy (6 damage, no brace or evade without ECMs, but also no crit), or a double-double-crit-accuracy (5 damage, crit result, no brace or evade without ECMs). That said, there are other combos (double-double-double-crit, double-double-crit-crit, double-hit-hit-crit, etc) that perform well above the 3.00 average damage you'd expect on average red dice rolls. In a normal world, those results are extremely rare (even if you have TRCs for that second elusive double, it can be hard to score a double, accuracy, and crit on the same roll), so we're sort of shooting for the moon here.
All that said, while I haven't finished crunching all the numbers yet, the anecdotal evidence looks good if you use double rerolls with Vader.
I'm hoping to have some trial results up tomorrow.
Can't wait to see that ! ![]()
I'm going to have a game on thursday trying out a ballsy/trolly Vader list :
ISD 2 : Vader, Tractor Beam, Advanced Projectors (booooooo), Enhanced Armament managing : TIE Fighter x 3, Major Rhymer
VSD 2 : Expanded Hangars, Enhanced Armaments managing : TIE Fighter x 3, TIE Bomber
Boba Feet
Bossk
Objectives : Advanced Gunnery (really ?), Contested Outpost (might switch for Hyperspace Assault because it's unlikely my ISD will be killed by turn 2, just to allow deployment after everything is deployed), Minefields (I have found a purty cool and mean set up !)
The goal is to maximize the long range firepower to maximize Vader's rerolls, drown the opponents under fighters and use both Rogues indepdently to support wherever is needed. Mostly, it's to try out the Rogues because I haven't had the chance yet ![]()
Great stuff - thanks to everybody involved in doing the math for the rest of us.


Wow. . . . Super long post. . . With such great information. . .
I loved it!
Wow. . . . Super long post. . . With such great information. . .
Yeah, I feel kinda bad about that. I'd be happy to start another thread if it's becoming an issue for anyone. Especially Hast, don't want to hijack his thread. ![]()