Funnily enough, rolling a 7 is actually more likely than any other result in 2d6, with a 16%. That's way more probable than a 2 or a 12, because those only happen in the instances of 1-1 and 6-6, whereas a 7 can be the result of multiple combinations (2-5, 3-4, etc) That does not mean it's guaranteed, but it's actually the most probable outcome. Now, you're right when you say 50% is in the middle of the distribution, so 50% of time you will roll higher and 50% lower. Or, to be precise, 42% will be higher, 42% will be lower, and 16% of the time it will be a 7. That's the reason a 7+ charge is a (42+16 = ) 58% odds, as stated in the picture. So the odds on a re-roll are in your favor. That said, I agree that a good player should not rely on a 58% chance, especially without a re-roll, and you should set up your movement to always have 6" and lower charges, which are kind of fail-proof with a re-roll (given how bad failing a charge usually is)
yeah some games I end with like 4 because I forget stratagems, like if you get the extra cp from any source you can get 2 per your turn so it stacks up. just spend it if it starts stacking
Id take a second look at your stratagems bud. You will be using 3 inch deepstrike every turn in hypercrypt, and teleporting an infantry unit every time they lose a model is critically powerful. Also activating your regens while in reserves can be hugely important for things such as avoiding battleshock.
I don't run necrons, but I will say the first time I looked at my strategems I thought they were weak. Later I took a longer look, and figured out exactly what they mean, and what situations I could get use out of them in. If your detachment doesn't have strats you like, you either don't understand your strats, or how your detachment is designed to work. Even if they do suck, some of the core strategems are super important. I always have a strategem to play, I just gotta figure out if I want to use it here or there, or save it for a bigger turn next turn.
Funnily enough, rolling a 7 is actually more likely than any other result in 2d6, with a 16%. That's way more probable than a 2 or a 12, because those only happen in the instances of 1-1 and 6-6, whereas a 7 can be the result of multiple combinations (2-5, 3-4, etc)
That does not mean it's guaranteed, but it's actually the most probable outcome.
Now, you're right when you say 50% is in the middle of the distribution, so 50% of time you will roll higher and 50% lower. Or, to be precise, 42% will be higher, 42% will be lower, and 16% of the time it will be a 7.
That's the reason a 7+ charge is a (42+16 = ) 58% odds, as stated in the picture. So the odds on a re-roll are in your favor. That said, I agree that a good player should not rely on a 58% chance, especially without a re-roll, and you should set up your movement to always have 6" and lower charges, which are kind of fail-proof with a re-roll (given how bad failing a charge usually is)
Thank you.
Someone didn't play Catan. Or Craps.
I was about to comment that in fact, 7 is the most common roll, right in the middle of the bell curve distribution.
Playing Catan helped me so much with averages lol
I believe that!
Are you suggesting that you got to know when to hold 'em, know when to fold' em? 😅
i hate/loved this
Excellent tips mate!
cheers buddy
"The probability of making a 9-inch charge is 28%"
Me: *laughs in Sisters*
math destroyers :P
yeah some games I end with like 4 because I forget stratagems, like if you get the extra cp from any source you can get 2 per your turn so it stacks up. just spend it if it starts stacking
not necessarily. If you have 5-6 for a go turn, it can be an extremely powerful to have that
Grenades and tank shock my friend. Always a handy thing to keep in mind.
@@beanspud88 I always forget grenades I’ve been using tank shock a lot tho
Great video per usual
Oh good! This was weirdly a tough one to make! Glad it worked out
I'm gonna have to subscribe now based solely on your Eldar player comment 😂
(Soon)
haha, appreciated :P
Spending CP correctly will change the game for you
100% the truth. Its a big area where i see people throwing games
I sometimes have opposite problems where I have nothing to use CP on. Like with necrons and no useable stratagems like with hypercrypt
Id take a second look at your stratagems bud. You will be using 3 inch deepstrike every turn in hypercrypt, and teleporting an infantry unit every time they lose a model is critically powerful. Also activating your regens while in reserves can be hugely important for things such as avoiding battleshock.
I don't run necrons, but I will say the first time I looked at my strategems I thought they were weak.
Later I took a longer look, and figured out exactly what they mean, and what situations I could get use out of them in.
If your detachment doesn't have strats you like, you either don't understand your strats, or how your detachment is designed to work.
Even if they do suck, some of the core strategems are super important. I always have a strategem to play, I just gotta figure out if I want to use it here or there, or save it for a bigger turn next turn.