Weapon and unit efficiency analysis - Never Tell Me The Odds

By Orkimedes, in Star Wars: Legion

Shameless plug. Started a new blog, where I attempt to look at Legion from a quantitative perspective. The blog explores things like per point efficiencies of weapons vs. different targets, as well as the impact of other factors on damage output, such as cover and pierce. I also talk about risk management in Legion and the importance of stacking the odds in your favor. Check it out:

https://swlegionodds.com/2018/07/05/star-wars-legion-never-tell-me-the-odds/

Here's a highlight from the article, which looks at the point efficiencies of weapons vs. specific targets:

Per Point Summary.png

Edited by Orkimedes

Love the analysis!

Only question I have is if you can add a color key for the tables. It's pretty intuitive but a little hard to decipher at a glance.

3 hours ago, WAC47 said:

Love the analysis!

Only question I have is if you can add a color key for the tables. It's pretty intuitive but a little hard to decipher at a glance.

Yeah good idea. Generally red is bad and green is good but it’s not always consistent, so I should definitely add something.

Another good one. Thanks.

Well done. I was impressed that you were able to find such spot-on pictures of the DLT-19 and HH-12. The Imperial Propaganda Information Ministry would be proud.

9 hours ago, Crawfskeezen said:

Well done. I was impressed that you were able to find such spot-on pictures of the DLT-19 and HH-12. The Imperial Propaganda Information Ministry would be proud.

I know right? I was actually impressed how many people were able to reproduce the DLT-19 in real life. I mean, there are a lot of great looking replica DLTs floating around.

Edited by Orkimedes

Again, this is some amazing work!

One small take away I had from the Damage Degredation graph: I already figured Esteemed Leader was a better buy for Imperials because of the better defense dice. But Imperials also get more value out of it because they don’t lose as much damage output when losing troopers as rebels. It’s making me seriously question using it on Leia... although I’m not sure how survivable she is without it.

Just now, WAC47 said:

Again, this is some amazing work!

One small take away I had from the Damage Degredation graph: I already figured Esteemed Leader was a better buy for Imperials because of the better defense dice. But Imperials also get more value out of it because they don’t lose as much damage output when losing troopers as rebels. It’s making me seriously question using it on Leia... although I’m not sure how survivable she is without it.

Yeah, good point. I should look into that further and see if I can figure out how to quantify it once I get to the Veers/Leia articles.

I actually don’t run esteemed leader on Leia at the moment, though I may feel obligated to once Boba comes out. I’ve found generally if you keep her in cover with a dodge token she doesn’t get focused as much, especially if you also have Luke up in your opponent’s grill.

Absolutely love this blog! You have a great way of keeping us interested without obscuring your statistical approach.

Side note since you deal with lots of numbers. "Less" is used when dealing with uncountables (water, sand, etc.) while "Fewer" is used for countable objects (gallons of water, grains of sand, etc.). Your work is so well done that I felt you would appreciate, rather than resent, this comment.

Keep up the awesome job and I look foward to reading each one.

6 minutes ago, ryanabt said:

Absolutely love this blog! You have a great way of keeping us interested without obscuring your statistical approach.

Side note since you deal with lots of numbers. "Less" is used when dealing with uncountables (water, sand, etc.) while "Fewer" is used for countable objects (gallons of water, grains of sand, etc.). Your work is so well done that I felt you would appreciate, rather than resent, this comment.

Keep up the awesome job and I look foward to reading each one.

Indeed I do appreciate it. What was the context?

My cat usually edits these things but I guess he missed one.

This paragraph in the Rebel Trooper post:

Quote

No reason to beat about the bush though: Ion 1 is why this thing costs so much and has exhaust, because Impact 1 certainly isn’t anything to write home about for 32 points, and it averages the same number of non-impact hits as the Z-6 (with less crits).

It should be "with fewer crits" since crits are countable.

There were a couple others there that could probably go either way:

Quote

(i.e., even if you whiff on your roll, cover can’t reduce your hits to less than zero)

Here the issue is that with fewer than zero, you are still, theoretically, dealing with whole and countable numbers. However, with numbers below zero it just feels different no matter the grammar.

9 minutes ago, Orkimedes said:

Indeed I do appreciate it. What was the context?

My cat usually edits these things but I guess he missed one.

So he/she missed a claws or two in the editing?

That should give you paws regarding keeping him/her on that job.

46 minutes ago, ryanabt said:

So he/she missed a claws or two in the editing?

That should give you paws regarding keeping him/her on that job.

Can you tell me more about this? It seems like quite a tail.

Bunch of updates. Snowtrooper article is up. Added pages for Rebel and Empire efficiency/wound by target charts. Additionally, a version of the attack pool simulator is up for your experimentation, if you are in to that sort of thing. The latter resources can be found in the banner.

Great stuff. Really enjoy your writing style. You somehow make statistical analysis interesting and, dare I say, fun.

Keep em coming!

11 hours ago, Orkimedes said:
Ran a quick and dirty efficiency analysis of the (finally) previewed heavy weapon upgrades for Rebel Commandos. Find it here:

I'm curious what a 5 man squad with the proton guy can do. Probably more damage than the sniper 5 man squad, if you consider an attack plus detonate to be against the same unit.

46 minutes ago, Undeadguy said:

I'm curious what a 5 man squad with the proton guy can do. Probably more damage than the sniper 5 man squad, if you consider an attack plus detonate to be against the same unit.

That's quite hard to compare.

The Proton squad has better dice and costs less, but the proton detonator will often do delayed damage (not detonating in the round it is armed) or no damage (enemy doesn't run into it) or even friendly fire (if the rebel player thinks it's worth), on the other hand it has the potential to hit multiple enemies.

Additionally, arming the detonator does cost an action, so if the rebel player decides to plant a charge, the unit has only one action left. Combined with the fact that scouts (sooner or later) want to retreat from their planted detonators (to not get hit by them), they will often have to decide whether to plant a detonator or to shoot (this only gets worse once suppression comes into play).

2 minutes ago, AshAngel said:

That's quite hard to compare.

The Proton squad has better dice and costs less, but the proton detonator will often do delayed damage (not detonating in the round it is armed) or no damage (enemy doesn't run into it) or even friendly fire (if the rebel player thinks it's worth), on the other hand it has the potential to hit multiple enemies.

Additionally, arming the detonator does cost an action, so if the rebel player decides to plant a charge, the unit has only one action left. Combined with the fact that scouts (sooner or later) want to retreat from their planted detonators (to not get hit by them), they will often have to decide whether to plant a detonator or to shoot (this only gets worse once suppression comes into play).

I was considering them as suicide bombers. As the last activation of the round, double time to a group of enemies. Assuming you get priority, you lay a charge as action 1, then attack as action 2. This triggers detonate, so you blow the charge. Sure, you might take some damage, but if you catch 2-3 enemy units it would be worth it. The charge has an effective range around 2, because you place within range 1, then get another 1 for the attack. You could hit a lot of guys with that, especially since you only need to have range to 1 mini for the entire unit to take damage. Plus you generate suppression.

1 minute ago, Undeadguy said:

I was considering them as suicide bombers. As the last activation of the round, double time to a group of enemies. Assuming you get priority, you lay a charge as action 1, then attack as action 2. This triggers detonate, so you blow the charge. Sure, you might take some damage, but if you catch 2-3 enemy units it would be worth it. The charge has an effective range around 2, because you place within range 1, then get another 1 for the attack. You could hit a lot of guys with that, especially since you only need to have range to 1 mini for the entire unit to take damage. Plus you generate suppression.

You could definitely do that. It is pretty hard to quantify though, given how many variables are involved and how difficult it would be to set up.

I do think the charges will be interesting, but they are difficult to evaluate in a vacuum without testing them on a real table.

4 minutes ago, Orkimedes said:

You could definitely do that. It is pretty hard to quantify though, given how many variables are involved and how difficult it would be to set up.

I do think the charges will be interesting, but they are difficult to evaluate in a vacuum without testing them on a real table.

I was more interested in the basic analysis you have been doing. 5 man commando squad attack plus the charge. The assumption being you attack and then detonate. You can have multiple units on the field, so the same unit doesn't have to place the charge.

I know it has been a really slow news day for Legion. If you have nothing better to do, check out the deep dive for the AT-RT: