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Irresistible Force is a site dedicated to Warhammer Fantasy , the table top fantasy wargame made by Games Workshop. We publish an e-zine, organise tournaments, and run the Australiasian Warhammer Fantasy Rankings.

Good/Bad Luck and Warhammer Fantasy... Minimize
 
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Posted by: Andrew Galea Wed, 22 Aug 2007 13:36:00 GMT

Something that has recently been playing on my mind is the amount that luck plays a part in Warhammer Fantasy games.  Many players bemoan their lack of dice rolling ability in crucial parts of battles and a lot of players (mainly those who don’t win that much!) clamour very loudly about the random aspect of our hobby.

It got me thinking, really how much do the dice play a part in the game of Warhammer Fantasy battles?

As we all know, a lot of dice are thrown over the course of a game and the general consensus is that they will even out to the standard bell curve over time. However  there are singly isolated dice rolls that are crucial and have a far greater bearing on the outcome of a battle than the numerous rolls you would routinely do each turn. A terror test and break tests are classic examples where the outcome is normally crucial, and you would not do enough of these tests to provide a big enough sample for the bell curve theory.

Despite all this talk about dice randomness perhaps the most important element of the game does not incorporate rolling dice, and that is the movement phase. And many an astute general will tell you that this is the phase where the game is won or lost. The truth is that every general that plays Warhammer, the good and the not so good, all roll the same dice the same amount of times, but somehow the same "good" generals continue to rise to the top at tournaments. The key differentiators when comparing the relative skills between generals is the deployment, movement and battle planning, and not surprisingly their ability to roll good dice does not figure as a key skill.

Good generals will spend a lot of the game trying to directly or indirectly reduce the affect dice rolling has on the battle at hand. That is the key. Yes there are going to be times when an out of the ordinary sequence of dice will throw a spanner into the works of the best laid plans, but if I could put my finger on the most important feature of a good general's attributes, it would be the ability to reduce the risk that bad dice will adversely affect your plans. Things like moving your general within any unit he leads so that his leadership radius is the most beneficial. Ensuring that units are moved so that if one does break the resulting panic tests are minimised. Simple things that when over time become a part of your standard game your win percentage will improve.


Finally, considering everything I have said so far, yes there are games where sometimes I pin point a loss to a single bad dice roll. I console myself in the belief that over the course of a tournament and/or several tournaments these things to tend to even out. If you are in the frame of mind where you harp on every negative dice , you will find yourself looking for them, and they will accumulate in your mind until you project a very distorted view of your battles onto your psyche. Believe me you will enjoy your games more, and so will your opponent, if you accept the fact there are random elements of the game and go with the flow when these things happen. Better still revel in the grand stories that are possible when the dice gods just let rip! Ever heard the story when a Chaos Lord on a Chaos Dragon charged my unit of Gnobars? :)

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Re: Good/Bad Luck and Warhammer Fantasy...    By Marcelo on Thu, 23 Aug 2007 13:55:57 GMT
Well said Andrew, you've reminded me of occassions where I've had bad dice at key moments, felt bad and walked away for a deep breather, most likely that made my opponent feel awkward ,and then I won the game anyway, so all the bad vibe and for what? So, I'm trying to laugh now when this happens, and playing an all peasant bret army with lots of failed leadership tests I am getting plenty of opportunities to practice :)

Re: Good/Bad Luck and Warhammer Fantasy...    By Catpipe on Thu, 23 Aug 2007 16:40:22 GMT
Everyone remembers their bad luck but forget the times when they make that impossible break test or take a giant down with 10 st3 bow shots etc. <br><br>Its like when I'm driving home I always remember the times when I get all the red lights. However I don't notice the times when they are all green and I just roll straight through <br>

Re: Good/Bad Luck and Warhammer Fantasy...    By Gyrfalcon on Fri, 24 Aug 2007 11:17:37 GMT
Or the 'great' dice rolling that saw one waywatcher killing blow my oldblood on a carny...

Re: Good/Bad Luck and Warhammer Fantasy...    By Obfuscate on Sat, 08 Sep 2007 09:05:51 GMT
Feel sorry for us O&G players. We actually do have to roll for the movement phase. :/

Re: Good/Bad Luck and Warhammer Fantasy...    By DK on Mon, 22 Oct 2007 09:03:57 GMT
Well said Andrew. At the end of the day, tournament or a friendly game at a local club the object is to have fun. When we pick up our dice (unlucky or lucky) we know its all chance. Good with the bad. :) <br><br>I know for a fact ive had alot of terrible rolls that have 'potentially' cost me a game or 5. <br><br>Even when you fail 5 leadership tests in a row (yes its happened) you just have to think about that day when you rolled snake eyes after loosing a combat by 7 :) good article.

Re: Good/Bad Luck and Warhammer Fantasy...    By Reiksmarshall on Thu, 08 Nov 2007 13:58:26 GMT
Another thing to add is that you can design your army in such a way as to have more contingency. It may be using multiples of things to increase the chances of one getting it right - I always use two cannon where possible, even if the second is generally redundant, because a misfire on one when shooting at a Daemon Prince or whatever is significant enough that I need that security.<br><br>The other thing is ensuring that your battleplan can soak up a bit of bad luck - in particular units that are hard/impossible to break/catch are important here, so one bad set of rolls with your main combat unit doesn't automatically mean they'll "bounce" and get caught.

Re: Good/Bad Luck and Warhammer Fantasy...    By Solitaire on Thu, 08 Nov 2007 13:58:32 GMT
I totaly agree about planing to minimise bad luck but there is only so much good planing can do. A single bad dice roll can be planned for but 6 miscasts in 4 turns in an undead army is crippling.

Re: Good/Bad Luck and Warhammer Fantasy...    By Skargor on Mon, 14 Jan 2008 08:10:08 GMT
I agree with you Andrew and I'd like to expand on a point you touched on. I'm a bit of a military history nerd, as many of us would be. In real war, generals know there will be random factors in battles, from the smallest scale (a civilian running through a platoon's line of fire) to the largest (a dam bursting an blocking a supply route). Napoleon acknowledged this when he said "He may be a good general, but is he lucky?".<br><br>In real war, part of a general's job is to realise this and do things that tip the odds in his favour, and which lessen the effect on his forces of bad luck. For example, having faster-firing cannons so that more rounds will miss but more will hit as well. Or having extra fuel supplies so that the loss of one dump won't have as great an effect. <br><br>My friends who don't play say that warhammer basically comes down to chance, not skill. But really, just like in real life, your job as general is to tip the ODDS in your favour over the larger scale, through deployment, movement, and timing.

Re: Good/Bad Luck and Warhammer Fantasy...    By JRR on Tue, 01 Jul 2008 22:24:20 GMT
It all works out in the end, you always seem to roll a 1 when determinig how many wounds a great cannon will inflict on a wizard, but the volly gun always misfires, and you get a 6 on the misfire chart and cause 30 s5 hits on a unit of knights. so rol the die and get on with your turn


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