Points Part I

So I’ve been thinking of the formula to concoct (this is the most suitable word) the points value of units in Clausewitz.

Coming up with points for units is not as simple as it sounds, you can decide points on certain aspects by some basic maths, but for others you have to make an educated guess at times and then play test them out.

One thing I’ve realised, is that there is often a base cost and an uplift cost to the units.

The base cost will take account of the units essential core points such as their morale value, movement, weapon range and any other elements of the points which are ‘static’ – by which I mean points that are not affected by the increased numbers of men inside the unit.

The uplift cost is the cost of points for every tier of the unit as it increases in size. This will be such things as the number of firing dice, any special rules etc.

What I’m outlining below is just the start of the very first written draft of the points formula, as play testing continues this could very change drastically as I learn new methods or the formula is tweaked here and there.

The first thing I need to start with is a base cost….

MORALE POINTS

To create the base cost I need a starting value to work to. This is hopefully fairly simple as Morale is the most important value at present, as units are removed from play if their morale falls to zero.

Therefore let’s assume at this point that every pip of morale is worth 1 point. However morale is dependent on a dice roll so the higher the morale the more likely morale is passed, therefore we must start with the lowest possible morale of 2 on 2D6 and assign this a value while using it as a baseline to then calculate the points for the morale value of units. Once we have this we increase each further pip of morale by the percentage likelihood of rolling that number or less on 2D6. For Example, to roll 2 on 2D6 you have a 3% chance, for a roll of 3 or less on 2D6 you have an 8% chance. So it would seem logical to take your base line number and increase its value by 5% (the difference between 3% and 8%).

The chances of each roll or less on 2D6 are shown below.

Roll on 2D6Chance
23%
38%
417%
528%
642%
758%
872%
983%
1092%
1197%
12100%
Chance of value rolls or less on 2D6

If we assigned points of 5 or less to the lowest morale value of then the escalation up to 12 would be barely noticeable and wouldn’t see much of a difference between units.

Therefore lets assign 10 points to the morale value of 2 and work up the ladder of morale from this point.

MoraleChanceDifferencePoints
23%= 10
38%5%(10 x 5%) + 10 = 10.5
417%9%(10.5 x 9%) + 10.5 = 11.445
528%11%(11.445 x 11%) + 11.445 = 12.704
642%14%(12.704 x 14%) + 12.704 = 14.483
758%16%(14.483 x 16%) + 14.483 = 16.8
872%14%(16.8 x 14%) + 16.8 = 19.152
983%11%(19.152 x 11%) + 19.152 = 21.258
1092%9%(21.258 x 9%) + 21.258 = 23.172
1197%5%(23.172 x 5%) + 23.172 = 24.33
12100%3%(24.33 x 3%) + 24.33 = 25.06
Calculation for Morale points worth

Normally I would round these figure to the nearest whole number, however as there will be other factors coming into play onto the base points of a unit we’ll leave this until we’ve completed the full calculations.

We have three tiers of units at present each with their own morale values. Recruit, Trained and Experience. As a recruit starts with a morale of 5 their base points will begin at 12.704, Trained at morale 6 will be 14.483 and Experienced will be 16.8.

Unit ExperiencePoints
Recruit12.704
Trained14.483
Experienced16.8
Unit Experience as Points Values

Note here, that if we had used the base value as 1 instead of 10 the decimal point above would move to the left and so recruit would have been 1.2704, trained, 1.4483 and experienced 1.68 – not so much of a difference.

I hope this has all made sense so far, but please feel free to drop a comment below if you’d like me to go over anything. I’ve probably gone about this in a cack-handed way (not being a statistician and everything) so if anyone has any suggestions please let me know.

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