Re: Statistical Conversion
Even though the logic behind 1T=1 armour seems fine, I can´t seem to get exactly that result from trying it out statistically...
The WHFB combat system isn´t 100% logical. Its very much based on a stat value of 3 when it comes to S and T as an example. Always failing rolls on a 1 messes things up further.
If you look at my post above, the figures aren´t completely logical, but they are the actual results you would see on the tabletop.
I would like to see a mathematical formula that takes into account WHFB playability, speed and ease of play. (and don´t forget appeal for 12-year olds)
Another logical discrepancy:
Armour works out when someone with a S value around 3 knocks someone on the head, but if two people with S and T values around 7-8 were slugging it out, armour would be nullified. (because of the -4 save modifier because of 7S)
I'll add some clarification to the figures in the post above, I think T has bigger impact than armour because of being earlier than armour in "the formula". (sorry for being such a mathematical amateur :P, don´t really know the english words for this either)
However, I think that valuing T and armour equally in the mod is a good thing
to do, it will work out, and it will certainly be much less of a hassle than trying to implement the exact (illogical) formulas from the tabletop game.
Re: Statistical Conversion
In my version of the rules, large and powerful creatures get an AP modifier seperate from S but yeah, still loosely based on it. Whatever newer rules state I think high S is anomolous enough to either ignore or simply give any that exist in the mod TW's AP attribute and/or adjustments to attack skill. Similarly, high toughness, when/if it occurs in the mod, could make do with higher armour I think. For example, I don't think it is possible to make high toughness units wholly immune to low strength attacks in TW so we might not be able to convert that far anyway. Although, having said that, I did get some complete misses on the ranged attack volleys I tested so maybe if attack skill is sufficiently low vs defence it can be simulated to some extent. The problem there is that it might require using defence that the TW engine can't have or attacks skills so low on most units as to provide less than desirable variety. Worth looking into maybe but only if they intend to use such units.
If it does work out anomolous when converying extremes then there's definately a case for looking at such things seperately, if used, because they will presumably be few and far between. With other checks in place, like high costs, limited production and smaller unit size, there should be some scope for suping them up sufficiently that they act more appropriately. It's less convenient for all the reasons I gave earlier but if there won't be that many then it should be doable. If we can sort the bulk of the conversion adequately, and in theory we can do that, as discussed, then it would certainly beat throwing the baby out with the bath water just because it won't duplicate the more extreme end of the WH stats. Luckily it won't be my decision but getting the bulk to work should be the priority and who knows, we may be worrying over nothing and it'll work out sufficiently well for extremes too.
(cool, I now get an edit button attached to my posts, must be a post count thing)