Decision: Should You Play Champions of Sigmar?
TL;DR:
I mean, no - you probably shouldn't play it. But maybe do anyway? C'mon. Play it. It's cool. It's actually quite strong if you can pull off the support requirement. It's hard to do with Hammerbois only getting 3 fighters, but if you're the kind of person who consistently manages to swing with support, this card grants a HUGE bonus to hit. We're honestly on the fence about it.Factor: Accuracy
Why would you play Champions of Sigmar in the first place? You want more of your attacks hit, of course. So we need to start by looking at how it compares to options that are already available. If we think very hard, like Winnie-the-Pooh-hard, we'll find that there are really only a few outcomes that can occur when we play Champions.
- Our attack missed (in which case Champions didn't matter)
- Our attack would have missed, but tied instead because of Champions
- Our attack would have tied, but hit instead because of Champions
- Our attack hit (Champions didn't matter)
When we were looking at Upper Hand, there was at least a small seed of hope that it wouldn't work on 0-0 ties (it does, so it got restricted). No such question exists when we look at Champions of Sigmar, because it doesn't use the "tied" language at all, it simply adds an innate success if we can meet it's requirements. When we factor in the various attacks and defenses, the increased chance to hit from Champions of Sigmar looks kind of like this (we are only including 2 and 3 hammer attacks here, because that's all the Condemners have):
Ignore those numbers! The correct chart is below:
Where does that place Champions in comparison to that old staple, Determined Effort? Well, it's not
We did it bad, the real chart is this one:
If Champions of Sigmar and Upper Hand do the same thing, why is one good and the other bad?
Champions is really good! Not quite as good as Upper Hand, but really good!
Factor: Support
For Champions of Sigmar to function at all, you need your models to be in a position where your attacker has more supporters than the defender. This makes the half-moon symbol a success, both on the dice you roll and in terms of the innate result granted by Champions. Otherwise, you're just throwing failed dice results onto your roll. Therefore, for both of the cards we're looking at in this section, we assumed the die roll in question would be benefiting from support.
Unfortunately for those of us who want to play Champions of Sigmar (ie. me), having support makes your rolls far less likely to tie against your opponent. Additionally, having support also makes getting extra dice much better.
Everything in this section still applies, but the conclusion we drew was wrong, because our initial math was wrong. Champions performs better than Determined when you can get the support to use it.
Factor: Bias
So why do I like this card so much,
GW has tried to force this playstyle with a number of power cards, but none have been good enough (so far) to succeed at drastically increasing the importance of support. Champions of Sigmar probably
Factor: Pet Cards
However, it's important to point out that getting hung up on pet cards can be detrimental to our ability to play competitively and win. In an online conversation regarding Tom Bond's excellent Godsworn Hunt article, one poster lamented that Tom hadn't mentioned Dark Portent and suggested that it was better than Rebound.
Let's take a look at that statement mathematically. Dark Portents has the potential to prevent damage from being done to your model. Rebound has the same potential, but also slings the damage back at the attacker. So, against a given X-strength attack, Dark Portents is an X-damage "swing", and Rebound is a 2X-damage "swing." In order for Dark Portents to be better than Rebound, it needs to take effect more than twice as often.
Rebound takes effect 33% of the time that it's used - pretty simple. The efficacy of Dark Portents is a little harder to calculate, but we can say that it's maximum effectiveness is the percent chance of your opponent rolling at least one critical. After all, if your opponent doesn't roll a critical on the attack, Dark Portents does nothing.
On any given attack, your opponent has the following chance to roll at least one critical, based on how many dice they are rolling:
- 1 die: 16.67%
- 2 dice: 30.56%
- 3 dice: 42.13%
- 4 dice: 51.77%
- 5 dice: 59.81%
That's not to say Dark Portents (or Champions of Sigmar) isn't useful. We get 10 gambits - because you certainly aren't playing more than 20 power cards, are you eggplant? So you might want to double up on cards that do similar things. Cards like Dark Portents are great for that - there are only so many emergency life-savers available. Unfortunately, Champions of Sigmar falls into a category where similar cards - those that boost accuracy - are abundant.
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