Table of ContentsPrimary Click AnalysisIt's sometimes useful to know how good a figure's attack or defense values are when compared to whatever else is out there. The key number in all cases, of course, is 7. If you need 7 to hit, then you have a 55% chance to succeed. If you need 8, you have only a 42% chance. So, when planning an attack, you're looking for something that will work if you roll 7 or better. Each figure has a position on its combat dial known as the primary click. This is the click that has the best attack and generally (though not always) does the most damage. For most figures, the primary click is their full health position. For some, however, they start out weak and get stronger as they take damage. A figure that does this is called a push spawn, because generally you have to push the figure to get it to full strength. The following table lists the push spawn currently available, along with the position of each one's primary click.
We make the simplifying assumption that most figures spend the bulk of the game on their primary click. It's not true, but it's what each player is hoping will be the case for his or her own army, so it's a useful assumption to make. The following tables look at how many figures have each attack value on their primary click. Alongside each is the defense that attack has a better-than-even chance of hitting, and the number of figures that have that defense or lower on their primary clicks.
The Close Combat TableIn this first table, the attack and defense values shown are close-combat, not ranged. The first and last columns are graphed in the chart to the right.
It's worth noting how effective close-combat attacks are on average. An attack of 8, which is pretty far down the list, still has a better-than-even chance of hitting 55% of the possible targets. Don't get over-confident, however: not all figures have an equal chance of being played, and special abilities like Defend can make close combat attacks a lot harder. (Even a Goblin Volunteer is a hard target when next to an Elemental Priest.) The Ranged Combat TableRanged combat is a little different, because not all figures have ranged attacks, and because figures with Battle Armor and Invulnerability get a +2 defense against ranged attacks. In addition, figures with Limited Invisibility can't be targeted at all! Here's the corresponding table and graph for ranged attacks.
Battle Armor is more common than it appears. A close combat attack of 10 has a good chance of hitting 935 figures, but a ranged combat attack of 10 has a good chance of hitting only 800 figures, a reduction of 135 (a little less than 15%). Battle Armor is the difference. There are also more mitigating factors for ranged combat than close combat: both hindering and elevated terrain can increase a target's defense for ranged combat. You pay a price for your ability to hit from a distance! The Capturing TableThere is a third type of attack-- capturing. Capturing is only an option if neither figure has Battle Fury, Invulnerability, or Berserk, if the target does not have Command, and neither figure is multi-dial. That knocks 322 figures out of the equation right off the bat! In addition, the target gets +2 defense, so an attack of 6 is only going to have a better-than-even chance if the defense is 11 rather than 13. Here's the table for capturing.
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