Introduction

in this series i attempt to use math to find which units are most efficient. The rules and limits I impose on units and the math are as follows:

  1. only 1 command ability allowed
  2. cost of battalions and buff units are not included in the calculations for efficiency
  3. when there are random values I use the average roll
  4. I round to the nearest 2 decimal places
  5. effective wounds are calculated with this formula: (wounds per model/chance to fail a saving throw). this number is not accurate against attacks that deal multiple damage 
  6. 5+/5++ denotes a 5+ save with a 5+ ignore damage save (such as deathless minions)
  7. I do not take into account abilities that trigger on rolls of 6+.

Units That Synergise With It

Astrolith bearers (reroll hits)

skink priests (reroll saves)

Oldblood on foot (reroll wound rolls of 1)

Oldblood on Carnosaur (+2 attacks with a single weapon)

How to Use the Unit in Game

clocking in at 120 points the sunblood is part of the Sunclaw Starhost (but doesnt benefit from any of its abilities), the sunblood also has a pretty nice ability where if he rolls a 6+ to hit then he makes d3 wound rolls, and if he rolls a 6+ to wound then each attack deals d3 damage making him the *perfect* candidate for the ghyrestrike artifact from ghryan since it gives +1 to hit and +1 to wound. however, we wont be taking that ability into account as per my rules stated above.

Unbuffed Offense vs 3+ save:

War-mace= 1.09

jaws= 0.22

for 91.6 points per damage

unbuffed vs 5+/5++

war-mace= 1.19

jaws= 0.29

comes out to 81.08 points per damage

Buffed offense vs 3+ save

war-mace= 2.34

jaws= 0.38

which is 44.12 points per damage

buffed vs 5+/5++

war-mace= 2.56

jaws= 0.5

comes out to 39.22 points per damage

Defenses: 7 wounds, 4+ save, ignores rend 1 & rend 2

unbuffed vs

rend 0/-1= 14 effective wounds (8.57 points per wound)

mortals= 7  (17.14 points per wound)

buffed vs:

rend 0/-1= 28 4.29 points per damage)

mortals= 7 (17.14 points per wound)

Honest Goblin