Showing posts with label Kings of War. Show all posts
Showing posts with label Kings of War. Show all posts

Sunday, 11 February 2024

Scoring System - a bit of a dive that led me to the Answer to the Ultimate Question of Life, the Universe, and Everything,

At UK masters we used the King of Herts Scoring System.

Why?

Well for several reasons:
  • It is one of scoring systems in use in the UK
  • I was TOing and it is a system I am familiar with.
  • It is currently the only system where if you win all your games, you cannot be beaten by someone who did not win all their games.

So how did it go?

81% of attendees had nothing but positive things to say about it.
Sample of feedback
I liked the kings of herts.
Liked the Scoring System.
Love the scoring system - winning should always come first and everything else secondary.
I like the scoring system.
Herts is a strong scoring system. For those prepared to invest and adapt they enjoyed it.
Scoring system- works the same as most and just easier to understand. Your not going to get someone with less wins winning.
Herts I like KoH scoring. That and NK are my favourite.
It is good.
I liked this for masters, maybe for normal tournaments a modified version would be really good.
Good scoring systems
Liked it.

With 19% supplying improvements to look at, key take aways:
  • Strength of schedule to be brought up if possible as first decider
    • A few mentioned SoS should be more important not just in KoH scoring but other scoring systems
  • Scoring for Kill points (not just a decider)
    • This was the biggest gripe, unsure if it is due to the fact that most other scoring systems build this into their TP then double count it as a decider, where KoH it is built in as a clean decider
  • If combining the VP and Kill into TP, make the gap between win and loss larger

So what does that all mean?

Well I got to crunching some numbers to work out the points for where you can include VP and Kill Points into an overall TP, but still maintain that winning comes first and winning all cannot be beaten by some one not winning all.

This led me to the Answer to the Ultimate Question of Life, the Universe, and Everything,

42 a Hitchhikers Guide to the KoW Galaxy

Scenarios can score from 0 to 7 VP 
Kills can score from 0 to 7 KP
Winning is 28 TP
Draw is 14 TP
Loss is 0 TP

Kill TP brackets:
  • 7 KP if Kill greater than 89% of the Points (in 2300 game that would be >2050), else
  • 6 KP if Kill greater than 78% of the Points (in 2300 game that would be >1795), else
  • 5 KP if Kill greater than 67% of the Points (in 2300 game that would be >1540), else
  • 4 KP if Kill greater than 56% of the Points (in 2300 game that would be >1285), else
  • 3 KP if Kill greater than 44% of the Points (in 2300 game that would be >1025), else
  • 2 KP if Kill greater than 33% of the Points (in 2300 game that would be >770), else
  • 1 KP if Kill greater than 22% of the Points (in 2300 game that would be >515), else
  • 0 KP




This will give:
  • a Max winning round score of 42
  • a Min winning round score of 29
  • a Max Draw of 24
  • a Min Draw of 14
  • a Max loss of 10
  • a Min loss of 0
This gives a wider spread of TP available and over a few rounds the amount of ties on TP decreases vs other systems.
Because of this Strength of Schedule can then be used as the First Decider without fear of infinity looping


EDIT

As pointed out by Chris Lynch this still could provide an overall win to someone with 4 big wins and a loss over 5 small/medium wins

So... more crunching and

Scenarios can score from 0 to 7 VP 
Kills can score from 0 to 7 KP
Winning is 70 TP
Draw is 7 TP
Loss is 0 TP

Same Kill TP brackets as above

This will give:
  • a Max winning round score of 84
  • a Min winning round score of 71
  • a Max Draw of 17
  • a Min Draw of 7
  • a Max loss of 10
  • a Min loss of 0


2nd Edit

7 Deadly Sins Scoring

(rational for naming - everything is by the power of 7)

To then ensure 2 wins 1 draw and 2 losses beat 2 wins and 3 losses, then

Scenarios can score from 0 to 7 VP 
Kills can score from 0 to 7 KP
Winning is 119 TP (17*7)
Draw is 56 TP  (8*7)
Loss is 0 TP

Same Kill TP brackets as above

This will give:
  • a Max winning round score of 133 (19*7)
  • a Min winning round score of 120
  • a Max Draw of 66
  • a Min Draw of 56
  • a Max loss of 10
  • a Min loss of 0



Saturday, 19 August 2023

Perception is key to all factions

A little while ago I was wondering what people thought of best n worst factions.

So I thought I would try and collect some thoughts from people that can be graphed out.

S tier system

I deliberately re used the video games S tier system (That originated from Japanese Grade schools), that seems to now also be favoured by wargaming.

Rather than go through each Unit and S tier each unit (but oddly not each unit size, despite them for most part being functionally different in a game), I went big and wanted peoples feel on what faction is "OP" or Crap using the S tier.



The full range of the S tier is S to F, so I used that.

75 people responded, which is not too bad a sample size, not quite the Family Fortunes but close enough.

With each and every faction being ranked from S to F.

To obtain the average scores for each faction, the Letters were converted to numbers.
  • S = 0
  • A = 1
  • B = 2
  • C = 3
  • etc
This allowed for then a total for each to then be divided by the number of responses, giving an adverage score.

This average can then be worked back into the tier lettering.
  • S = 0 to 0.99
  • A = 1 to 1.99
  • B = 2 to 2.99
  • C = 3 to 3.99
  • etc
So before we get the the average scores. lets look at the top and bottom scores voted by at least one person.

Top scores

This was quite odd with every faction being rated by at least one person as S tier.

Highest RankFaction
SAbyssal Dwarfs
Basilieans
Dwarfs
Elves
Empire of Dust
Forces of Nature
Forces of the Abyss
Free Dwarfs
Goblins
Halflings
Kingdoms of Men
League of Rhordia
Nightstalkers
Northern Alliance
Ogres
Orcs
Ratkin
Ratkin Slaves
Riftforged Orcs
Salamanders
Sylvan Kin
The Herd
The Order of the Brothermark
The Order of the Green Lady
Trident Realm of Neritica
Undead
Varangur

What does this inform?

Well either people can be dicks or as only 6 out of the 27 factions had a single vote for S tier, the rest having multiple people voting that tier. Means that perhaps perception of performance is key rather than actual performance.

Bottom Scores

This gets a bit more diverse. with the lowest rank range from B to F, you can start to see the perceived strongest and weakest factions.

Lowest RankFaction#vote
BElves13Which means that 14 people voted them higher than B
CNightstalkers3Which means that 24 people voted them higher than C
DBasilieans1Which means that 26 people voted them higher than D
Dwarfs1Which means that 26 people voted them higher than D
Empire of Dust2Which means that 25 people voted them higher than D
Ogres1Which means that 26 people voted them higher than D
EAbyssal Dwarfs2Which means that 25 people voted them higher than E
Forces of Nature1Which means that 26 people voted them higher than E
Halflings2Which means that 25 people voted them higher than E
League of Rhordia6Which means that 21 people voted them higher than E
Northern Alliance1Which means that 26 people voted them higher than E
Ratkin2Which means that 25 people voted them higher than E
Trident Realm of Neritica2Which means that 25 people voted them higher than E
Undead1Which means that 26 people voted them higher than E
Varangur2Which means that 25 people voted them higher than E
FForces of the Abyss1Which means that 26 people voted them higher than F
Free Dwarfs1Which means that 26 people voted them higher than F
Goblins1Which means that 26 people voted them higher than F
Kingdoms of Men3Which means that 24 people voted them higher than F
Orcs8Which means that 19 people voted them higher than F
Ratkin Slaves7Which means that 20 people voted them higher than F
Riftforged Orcs1Which means that 26 people voted them higher than F
Salamanders1Which means that 26 people voted them higher than F
Sylvan Kin1Which means that 26 people voted them higher than F
The Herd2Which means that 25 people voted them higher than F
The Order of the Brothermark1Which means that 26 people voted them higher than F
The Order of the Green Lady1Which means that 26 people voted them higher than F

There are a lot more single votes in this category, 14 factions their lowest rank was by a a single vote.

Equally there are some strong votes for some of the lowest rankings for that faction, notably:
Elves with 13 votes for its lowest rating of B
Orcs with 8 votes for F rating
Ratkin Slaves with 7 votes for F rating
League of Rhordia with 6 votes for E rating

Thigh gap

With the lowest and highest rating now shown, what was the gap between them, how many steps from one to the other.

Gap range of 6 steps between tiers

These are the wildest factions that are perceived as both great and crap, really disjointed in their ability in the community.
  • Forces of the Abyss
  • Free Dwarfs
  • Goblins
  • Kingdoms of Men
  • Orcs
  • Ratkin Slaves
  • Riftforged Orcs
  • Salamanders
  • Sylvan Kin
  • The Herd
  • The Order of the Brothermark
  • The Order of the Green Lady

Gap range of 5 steps between tiers

Not quite as disjoined as the above, but still wildly different perceptions
  • Abyssal Dwarfs 
  • Forces of Nature 
  • Halflings 
  • League of Rhordia 
  • Northern Alliance 
  • Ratkin
  • Trident Realm of Neritica 
  • Undead 
  • Varangur

Gap range of 4 steps between tiers

Perceptions starting to tighten up
  • Basilieans
  • Dwarfs
  • Empire of Dust
  • Ogres

Gap range of 3 steps between tiers

Near perfect perception
  • Nightstalkers

Gap range of 2 steps between tiers

As close to bang on as you could get in perceptions
  • Elves

Averages

All of this was to get the averages for each faction, and I think I have teased this out enough, so...

The S tier goes from S to F, so 7 different tiers.

The Averages consolidate that down to 4.

Together with the highest and lowest scoring, the gaps and now with the averages, this means that things are not as "sky is falling" as the shouters let on.

A few nuts to be tightened, but not the burn the world scenario.

Average GradeAveraged scoreFaction
S0.80Elves
Nightstalkers
A1.12Northern Alliance
1.13Ogres
1.20Basilieans
1.21Forces of Nature
1.35Goblins
1.59Sylvan Kin
1.67Dwarfs
Undead
1.68Empire of Dust
The Order of the Green Lady
1.76Varangur
1.83Salamanders
1.92Ratkin
B2.11Trident Realm of Neritica
2.19Forces of the Abyss
2.32Riftforged Orcs
2.37Abyssal Dwarfs
2.45The Order of the Brothermark
2.52Halflings
2.76League of Rhordia
2.79Free Dwarfs
2.83The Herd
C3.28Kingdoms of Men
3.40Ratkin Slaves
3.64Orcs

There are a few in there that surprise me where they ended up, but again that my perception of them, my confirmational bias.

Hopefully this challenges your perceptions and confirmational biases.

Tuesday, 6 December 2022

Different Deployments

 On top of the moans about scenarios, there are also moans about the standard deployment - 12" from Center line along the long table edge.

So muppet power to the rescue

Big note - although could be used for every scenario - some I would put a huge advantage on (looking at you Push and Invade)

The key part is for units to be set-up over 24" away from each other

Split Field Deployment

Square Dance Deployment

Encroached Deployment

Thin Edge of the Sword Deployment

Diagonally Deployment

Deep Strike Deployment








Some more Scenario Ideas

 Got thinking on some more Scenario ideas

Capture the Flag

Place 2 sets of 3 Loot Tokens 6 inches from the center line

Place 1 Central Objective Token in the middle of the table

You cannot pick up the loot tokens that were set up on your side of the table.
Ie Red player cannot pick-up Blue Tokens, Blue Player cannot pick-up red tokens
If a unit is killed in melee with a token, the token is dropped to the floor.

Objective is to grab the loot tokens from the other side of the table and return them to your deployment area

Victory Points are awarded at the end of the game as follows:
  • 1 Victory Point if you control the Central Objective Marker
  • 1 Victory Point for each Loot Counter you hold outside of your deployment area.
  • 2 Victory Points for each Loot Counter you hold inside of your deployment area.

Barren or Fertile lands

This scenario use 8 buff counters (each player has one 2, one 1 and two 0's) and a Loot Counter
The Loot Counter is placed in the exact centre of the board (or as close to it along the centre line as possible).
After rolling off to choose sides, roll off to see who places the first Bluff Counter. The players take it in turns to place one Bluff Counter of their choice (marked side down) fully on their opponent's half of the board, following the same placement restrictions as Objective Markers.

The Bluff Counters are treated as Loot Counters.

When a Player Picks up a Bluff Loot Counter, the value of it is then revealed to both players.

Victory Points are awarded at the end of the game as follows:
    • 1 Victory Point for the centre Loot Counter that you hold
    • 1 Victory Point for each Bluff Counter marked with a 1 that you hold
    • 2 Victory Points for each Bluff Counter marked with a 2 that you hold

    Bluff Counter marked with a 0 are not worth any VP.

    Kill Zone

    Place 2 objective markers 12" from the table edge along the center line. Each Score 1VP for controlling it

    Kill zones are 24" from the table edge and the area between 6" and 12" from the center line
    Think of them as shrunken Middle Section Control Zones
    Box within the Middle 24" section, 12" from center line to 6" from Center Line (ie a 6" rectangle just outside the middle Deployment Zone are the Kill Zones
    One your side scores 2VP
    One Opponents Side scores 3VP


    Victory Points are awarded at the end of the game as follows:
      • 1 Victory Point for each Objective Marker you Control
      • 2 Victory Points for controlling the Kill zone on your side of the table
      • 3 Victory Points for controlling the Kill zone on the opposite side of the table

      Total Recall

      Three 3" radius scoring zones inside three 9" radius scoring zones.
      To score a zone the majority (more than 50% of the unit) must be within that zone.
      A unit cannot contest multiple zones, and if 50% straddling both zones then is counted as in the lower VP zone.
      A Zone is controlled by the highest Unit Strength in that zone. The table has a maximum of 9 available VP.
      2VP if majority inside the 3" zone (6" diameter)
      1VP if Majority within the 9" zone (18" diameter)
      Cannot use the same unit to score both zones, you are either in one or the other (If 50/50 between both, then the 1VP zone)


      Victory Points are awarded at the end of the game as follows:
        • 1 Victory Point for each 9" zone you Control
        • 2 Victory Points for each 3" zone you Control

        Scavenge revised

        Place one Objective Marker in the centre of the table. Then each player places one more Objective Marker on the centre line, rolling off to see who places theirs first.

        At the start of each player's turn, if they control one of the Objective Markers they may choose one of their non-wavering units controlling the objective to scavenge a Loot Counter. The unit receives a Loot counter and follows the normal rules for carrying Loot as per the Loot scenario. In this scenario, units may not carry more than one Loot Counter.

        If a unit Routs an enemy unit that is carrying Loot in melee, they may elect to destroy the Loot and remove it from the table rather than picking it up.

        Victory Points are awarded at the end of the game as follows:

        • 1 Victory Point for each Loot Token you hold.

        Balancing scenarios to 7 Victory Points available on the table

        Calculate Victory Points for each player and add together

        If equal to or less than 7 Victory Points, then convert to VP for each player

        If more than 7 Victory Points on the table at the end
        • If only one player scored more than 7 Victory Points then winner gets 7VP
        • If both players have Victory Points then work out the gap between Victory Points
          • If 0 gap then draw both gain 3VP
          • If 1 or 2 gap then winner gets 4VP and loser gets 3VP
          • If 3 or 4 gap then winner gets 5VP and loser gets 2VP
          • If 5 gap or more then winner gets 6VP and loser 1VP