I know the Warhammer mod for R:TW had a magic equation that converted Warhammer stats for the game. Does anyone know what it was or have any new ideas?
The first step would be to relate the two statistical areas. I would suggest the following:
Movement = Fiddiling with animations
Weapon Skill = Attack
Ballistic SKill = Missile
Strength =
Toughness = Defence
Wounds = Hit Points
Initative =
Attacks = Weapon Animation Speed (is this easily modifable?)
Leadership= Morale
Units should automaticaly get the max amount of armour possible for them, unless they are meant to be a two handed unit like Great Swords or Sword Masters. The type of weapon a unit uses plays an important part in Attack and Defence.
Shield = + 3 Defence
Light Armour= + 4 Defence
Light armour + shield = + 7 Defence
Heavy Armour= + 6 Defence
Heavy Armour + shield = + 9 Defence
Halberd +2 Attack
Two handed Weapon= +2 Attack
Lance= +3 Attack
Charge will depend on mounted / dismounted, but normally it is 1-3 for foot soldiers and 5-8 for knights, which makes it easy to convert.
In vanilla MTW, the basic stats for a spear militia are Attack 5, Defence 7, Charge 2. Its debatle whether these numbers are good or bad, but its something to start with.
Now seeing as most basic weak units in Warhammer are likely to have a Weapon Skill of 2, and Toughness and Strength of 3, I guess we should try and get the two figures to match after rounding up.
Weapons Skill 2 * 2.5 = 5
Toughness 3 * 2.33 = 7
Charge = 2
Now lets use a basic mounted unit like a Bretonnian Knights of the Realm and try to convert them using the same equation. The stats for Feudal Knights are Attack 10, Defence 16 and Charge 6.
Weapon Skill 4 * 2.5 + 3 = Attack 13
Toughness 3 * 2.33 + 9 = Toughness 16
Charge = 6
The extra armour the knight wears helps to get Toughness to match perfectly (okay so I played with the Heavy Armour + Shield bonus to get it to match). Currently the bonus from using a lance makes its attack a little too high.
Okay, now that iv'e fudged the numbers to get a basic knight to convert, how does it work with a basic elite infantry unit, like turning a Lizardmen Temple Guard into a dismounted Feudal Knight with Attack 13 and Defence 21?
Weapon Skill 4 * 2.5 +2 = Attack 12
Toughness 4 * 2.33 + 3= Toughness 13
Charge= 2 or 3
The attack is pretty good, but no armour means that they lose a lot of toughness. Are Temple Guard 't meant to compete with heavily armoured units? Maybe having a charge of 3 or higher morale would make the difference?
Placed under any amount of scrutiny and this system collapses, but at least if people play around with some ideas we could come up with some equations that can help to convert the many units in a fair manner (as opposed to doing it by gut instinct).
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