As I started on the other topic, I created a little program so that I could calculate probabilities about the charging distance according to many different parameters.
I changed the programm a bit so that it oculd be more accurate :
I was throwing an extra dice and dropping the lowest instead of rerolling the lowest dice for example, it was easier and faster.
I thouhg that this would be interesting, habit will come playing obviously, but having an approximativ idea of what we can "safely" afford is imho worth.
All the tests are made from 1 000 000 rolls of each dice.
Now, let's have the results :
Charging without fleet : - Code:
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Probability for 2 -> 2.8032 %
Probability for 3 -> 5.5572 %
Probability for 4 -> 8.3634 %
Probability for 5 -> 11.1164 %
Probability for 6 -> 13.9492 %
Probability for 7 -> 16.523 %
Probability for 8 -> 13.9056 %
Probability for 9 -> 11.1303 %
Probability for 10 -> 8.3255 %
Probability for 11 -> 5.5634 %
Probability for 12 -> 2.7628 %
~=> 28% chances to have LESS than 6", that means it's very random unless you bet on being at least 5" away from you target ( which makes still ~= 17%chances of having less than 5 .... ).
Betting on something like 8ps would make a 58% chances of missing the charge and not being able to assault the target, it's getting kinda suicidal very quickly.
EDIT : sprint + charge not possible in 6th
Charging with fleet ( one dice rerolled ) :Thats interests us much more already; as representing real W40k battlefield with maths is difficult, there are 2 differents results :
- the first one rerolls only a dice if its value is below 4.
- the first one rerolls only a dice if its value is below 3.
- Code:
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Probability for 2 -> 0.4689 %
Probability for 3 -> 1.869 %
Probability for 4 -> 4.1401 %
Probability for 5 -> 6.9887 %
Probability for 6 -> 9.731 %
Probability for 7 -> 12.4908 %
Probability for 8 -> 14.7813 %
Probability for 9 -> 16.1747 %
Probability for 10 -> 16.6874 %
Probability for 11 -> 11.154 %
Probability for 12 -> 5.5141 %
- Code:
-
Probability for 2 -> 0.4603 %
Probability for 3 -> 1.8543 %
Probability for 4 -> 3.6829 %
Probability for 5 -> 5.5676 %
Probability for 6 -> 10.201 %
Probability for 7 -> 14.8175 %
Probability for 8 -> 17.148 %
Probability for 9 -> 18.4998 %
Probability for 10 -> 13.8883 %
Probability for 11 -> 9.2596 %
Probability for 12 -> 4.6207 %
Considering that a safe rush is 90%success rate, in both cases, it would be 5", a 6" rush has 13.35 % / 11.5 % chances of failing.
7" has 25.2 % / 21.5 % chances of failing.
And if a unit of wyches, I think we can consider the squad as a dead squad if they have to stop 2" away from their target.
So basically, that new versions for wyches gives them a 10%chance of failing the charge, and a suicidal way of charging from further away.
EDIT : sprint + charge not possible in 6th
Here are the pretty "safe" charging distance we can expect then, beyond that, eveything is ruled by random now =/, huge threat to wyches to almost no gain to me, I'm quite okay with it though cause I don't really like wyches, by my Incubbus + Archon are not liking that either, even .. let's say it's less worst lol.