I apologize if you hate probability calculations in wargaming, and if so please look away.
I am fascinated by the Reanimate's Regeneration ability, and really want to build a cool army that maximizes this feature, so I keep looking into a lot of the variables of how it functions. I decided to sit down and calculate the probabilities of the different runes and how that will affect regeneration.
I will try to run the numbers on the other core set units fed by runes later and add them to this post.
@Olah apparently beat me to the %s already with some great visuals here but I hope the impact on the abilities is useful to you all still.
Probabilities
-
Green Runes
- 0 Green Runes: 12.5%
- 1 Green Rune: 37.5%
- 2 Green Runes: 37.5%
- 3 Green Runes: 12.5%
- WEIGHTED AVERAGE: 1.5 Green runes / round
-
Blue Runes
- 1 Blue Rune: 50%
- 2 Blue Runes: 50%
- WEIGHTED AVERAGE: 1.5 Blue runes / round
-
Red Runes
- 0 Red Runes: 25%
- 2 Red Runes: 50%
- 4 Red Runes: 25%
- WEIGHTED AVERAGE: 2 Red runes / round
Waiqar Units & Upgrades
-
Reanimates (Waiqar Infantry Unit)
-
Green Runes: Regeneration (Passive)
- Maximums: At most, 3 out of 5 rune tokens can show a Green rune, which means that if you have a tray with one guy left you can regen it back to a full tray with this result (you can only regenerate if there is an existing tray with one or more models in it, and you must remove empty trays when the models are eliminated).
- Minimums: At least, 0 out of 5 rune tokens can show a Green rune, which means on some turns you will have no regen.
- Summary: On average, you should get 1-2 models regenerating each round. Its fair to assume then that an ideal damage absorbtion ratio for a 'tarpit' style reanimate formation would be some way to try to get 1-2, 5-6, or 9-10 wounds in a round. Upgrades that let you mitigate and control this damage will be useful.
-
Green Runes: Regeneration (Passive)
Daqan Units & Upgrades
-
Rune Golems (Daqan Siege Unit)
-
Blue Runes: Brutal (Passive), Stun Special Ability(Activation - White), Defense Boost (Stance - Red)
- Maximums: At most, 2 out of 5 rune tokens can show a Blue rune, which means that at most you will get threat +2 for your rune golems, and if you activate their special ability, generate two stun tokens.
- Minimums: At least, 1 out of 5 rune tokens can show a Blue rune, which means you ALWAYS get at least +1 threat for your rune golems, can inflict at least one stun token with their special ability, and always gets at least +1 defense after he attacks or uses his special ability to stun.
- Summary: The fact that you always get at least one blue rune means that the golem has a very steady passive damage boost that half of the time is even better. He can deal out stun tokens a lot, and sometimes even double tokens, and can boost his defense pretty high after attacking.
-
Red Runes: Move on Initiative 4 (Activation - Blue)
- Maximums: At most, 2 out of 5 rune tokens can show Red-Red runes, which means you will have 4 Red activations.
- Minimums: At least, 0 out of 5 rune tokens can show a Red rune, which means you could have no Red activations.
- Summary: You can usually charge 2 on initiative 4, but sometimes you can't and sometimes you can charge 4 if you get lucky.
-
Blue Runes: Brutal (Passive), Stun Special Ability(Activation - White), Defense Boost (Stance - Red)
-
Front Line Rune Golem (Upgrade: Siege + Model, Infantry)
- Maximums: At most, 2 out of 5 rune tokens can show a Blue rune, which means that at most you will get threat +2 with this upgrade.
- Minimums: At least, 1 out of 5 rune tokens can show a Blue rune, which means you ALWAYS get at least +1 threat with this upgrade
- Summary: This is probably the best upgrade in the core set for its point cost. Giving up a tray to effectively gain 1.5 threat to spearmen seems like a great deal.
-
Uncontrolled Geomancer (Upgrade: Officer + Model, Infantry)
- Maximums: At most, 2 out of 5 rune tokens can show a two Red runes each, which means that at most you will get range 4.
- Minimums: At least, 0 out of 5 rune tokens can show any Red runes, which means means that you only damage your own unit.
- Summary: Note that this unit would never be able to kill itself with its 2 Defense.
-
Greyhaven Channeler (Upgrade: Officer + Model, Infantry, Unique)
- Rather than using runes, this unit allows you to recast 2 runes by exhausting it. I have assumed that you would always recast as many runes as possible to get better results when possible. I have assumed you are trying to get a specific rune type. If I have time later I will calculate the chances if actively trying to avoid a specific rune type (like if you face an army with tons of Fire Runes)
-
Green Runes
- 0 Green Runes: 3.125%
- 1 Green Rune: 15.625%
- 2 Green Runes: 40.625%
- 3 Green Runes: 40.625%
- WEIGHTED AVERAGE: 2.1875 Green runes / round (45.8333% increase)
-
Blue Runes
- 1 Blue Rune: 25%
- 2 Blue Runes: 75%
- WEIGHTED AVERAGE: 1.75 Blue runes / round (16.666% increase)
-
Red Runes
- 0 Red Runes: 6.25%
- 2 Red Runes: 37.5%
- 4 Red Runes: 56.25%
- WEIGHTED AVERAGE: 3 Red runes / round (50% increase)
- Summary: Holy cow this upgrade rocks at 6 points! If you are planning any kind of army that will use a lot of red or green runes, this is a great upgrade. Not so useful for armies relying on a lot of blues except to deny your enemy his runes.
General Upgrades -
-
Fire Rune (Upgrade: Equipment)
- Maximums: At most, 2 out of 5 rune tokens can show a Red rune, which means that you can deal 2 damage per hit.
- Minimums: At least, 0 out of 5 rune tokens can show a Red rune, which means that you deal no damage.
-
Dice Probabilities:
- 1 hit: 4/8 = 50% for 2 or 4 damage
- 2 hits: 1/8 = 12.5% for 4 or 8 damage
- Summary: This will typically deal 2/4 damage if you have 1 Red rune (50% of the time)
-
Wind Rune
- Maximums: At most, 3 out of 5 rune tokens can show a Green rune, which means that at most you can shift 3 (and then reform).
- Minimums: At least, 0 out of 5 rune tokens can show a Green rune, which means you can't shift (but still reform).
- Summary: This is probably the best upgrade in the core set for its point cost. Giving up a tray to effectively gain 1.5 threat to spearmen seems like a great deal.
Edit: Added blue and red runes. Added weighted averages and a link to @Olah 's great visual post. Added @Orcdruid 's great observations about the Rune Golem's dial. Reformatted for the Rune probabilities and unit/upgrade effects separately. Adding upgrades... lost all my work with a crash, rebuilding as I can.
Edited by drkpnthr