Saturday, February 28, 2009

Lies, Damned Lies, and the Law of Large Number Statistics.

After reading Adam's excellent article about math-hammer, I got wondering: when does "noise" stop being the dominant component of die rolling? Or put another way: how many die do I have to roll to expect math-hammer calculations to come true? Damned statistics get me interested every time. (Yes, I'm a geek, as my wife keeps telling me. To be fair, my wife helped out with this posting as well - she likes a good puzzle as much as I do. All of the following assumes fair die are used (no practised rolling etc.).

Aside: eventually, I want to figure out when you know you're playing against practised rolling just by using statistics... I'm a long way from figuring that out yet.

Noise.
What's the problem here? Well, as Adam pointed out more eloquently than I can, if we're rolling small numbers of die, then we can't really expect the statistical average to be the outcome. Let me see if I can put that in another way. If we had an infinite(!) number of d6's, then the average (statistical mean) is expected to be 3.5. If I've only got a 2 die, then then mean might not be tending toward 3.5 in the slightest. Mathematically speaking, this issue is really an exploration and application of the law of large numbers and the central limit theorem.

Law of large numbers.
For the interested, wikipedia provides an excellent summary of this idea. In plain language, it states that as you roll more die, the more your average will tend toward the expected long-term average.

But, my question is how many die do I have to roll? To answer this, I must set a margin of tolerance that I'd be happy with. I'm going to (somewhat arbitrarily) set this at 5%. This means that when my average has a difference of 5% compared to the long term (infinite number of die) average of 3.5, I'll have found my answer. i.e. I'm looking for my average to fall in the range of 3.675 to 3.325.

There's clearly an immediate problem. I roll a 3 on my first die and then a 4 on my second one. Perfect - my average is now 3.5 and within 5% of the expected long term average (also 3.5). So, I'm only going to stop rolling those die when my average is within 5% of 3.5 for three consecutive rolls. This is my convergence condition assumption.

Excel.
So, I was going to write an elegant compiled program to realize this idea, but my wife told me that excel would do it. I caved-in and used excel. If you want to reproduce it, type the following into an excel spreadsheet:
column A: =INT(6*RAND())+1
(This is a pseudo-random number from 1 to 6; drag to a large row number, say 1000 rows worth of this!).
column B: this column is going to be the same as the row number - just type it in a few times and drag downward. This is the iteration number (or how many times we've rolled the d6).
column C: square C2 is =A1+A2. square C3 is =C2+A3. square C4 is =C3+A4. drag down from here (but not square C2). This gives the sum of squares A1 through A?. (where ?=row number).
column D: square D2 is =C2/B2. square D3 is =C3/B3. ...and so forth. This gives the rolling average. You're basically looking for this column being between 3.675 and 3.325 for three consecutive rows. (i.e. The convergence condition is met).

When column D is between 3.675 and 3.325 for three consecutive rows, we stop looking and take a note of column B, the row number (or iteration number).

Results.
I got 143. This means that it took 143 d6's to get my running mean to within the range 3.675 to 3.325 for three consecutive mean calculations.

That is only 1 result, however. So, I've re-run this 100 times (which is where a compiled language would've helped over excel). That gives a mean of 56.5 +/- 69.8; median=38.

In doing so, there's a little issue: 3 consecutive means in the correct range might not indicate statistical convergence to 3.5. It might go out of that range once more with more die rolls.

So, I re-ran the re-run 100 times but looked for TEN consecutive means in the correct range (a more stringent convergence condition). That gave a mean of 83.8 +/- 64.9; median=68. That's a big standard deviation.

Of course, I could also alter that 5% level to a 1% level... but that'd take lots longer. I could go on about improvements the the methodology for a while but I'm not going to bore you.

Interpretation.
Had enough, or just skipped to this section? Let me put it this way: if you roll lots of die, your average will tend toward 3.5. Otherwise, your previous meticulous calculations of how many wounds you're expecting to cause on that critical assault will not work out like you might think. Apocalypse anyone?

Wednesday, February 25, 2009

Daemon Prince of Nurgle Project - Part III: The Finished Product

It's done! It's here! The completed paint job on the winged Daemon Prince of Nurgle. It was a big job, but I'm very satisfied.

Painting.
Undercoat = black.
Base coats: dwarf flesh for the outer skin and wings; ultramarine blue for the innards and inner portions of the claw arms; gold for the mechanical parts; graveyard earth for the horns, claws and teeth.
Inking: a liberal amount of chestnut over the skin areas; blue for the innards; black and brown mixtures for the claws, horns and other regions.
Overcoats: drybrushing progressively lighter tan and leathery colours on the skin and wings; cream colours for the teeth and claws.
Highlights: Assorted creams, tending toward pure white, on various areas.

Basing.
Following the previous debate about the size of the base, the miniature is based upon a 60mm base from back 2 basix. Check out how far the wings extend over the edge of the base - outrageous!!

Monday, February 23, 2009

A Base of Nurglings

If I were to ask you what "ingredients" an Epidemius army list should have in it, I'd wager that the majority of you would list nurglings alongside the staples of plaguebearers, daemon princes and Epidemius himself. In fact, I'd suggest that nurglings are a must alongside the others. The simple reason is how good they can be on the battlefield once Epidemius' tally starts to get significantly high.

Understandably, I consequentially got a hold of a number of nurglings: both modern and old-school. This picture is of one of my better bases of nurglings: four of them (with one old-school / realms of chaos one in the centre) mounted atop a back-2-basix resin base. The resin base was basecoated in black and drybrished steadily lighter to highlight the rough, ruined look of the pieces. The painting of the nurglings follows my standard plaguebearer approach: black undercoat; green / brown basecoat; a dark inking / wash; and drybrushing in lighter colours of greens, yellows and browns. The open sores were basecoated in pink and inked red. Then, a few rivulets of red blood were added - pouring from the wounds and on to the ruins of the base. This creates a distinctly gothic, macabre and disturbing look. Finally, the details such as claws, horns and eyeballs were added in carefully using a treble-zero brush with a steady hand.

Saturday, February 21, 2009

Plague Marine Snail Conversion Concept

Question: What do you get when you mix together some Forge World Death Guard kit, plastic chaos space marine upgrades, a metal Plague Marine Champion backpack, a couple of paperclips, a liberal amount of milliput (greenstuff), superglue, and a shell?

Answer: A rather interesting concept for a Plague Champion, with a dynamic pose and a suitably mutated appearance! Can't wait to paint this one!

Friday, February 20, 2009

Chaos Spawn Throwing a White Scar Marine

This is one of those ones that I wasn't too happy with, but perhaps I'm just being to self-critical? I like the idea of a chaos spawn throwing some prey, but this one just doesn't work too well for me. I've tried to analyze why it doesn't. Firstly, I don't think I painted the marine too well - just black on while with some red parts. The red in particular is not highlighted (etc.). The spawn itself requires more attention to detail (feathers, hooves, claws, etc. all look a bit poor). On the positive side, I was happy with the blue shading and highlighting on the spawn - especially on it's back. I'm also happy with the modelling - the pose is reasonably good and the spawn certainly looks like it is stepping up and over the remains of a vehicle.


Thursday, February 19, 2009

Daemons of Lesser Powers - Part V: Steeds

For those of you not lucky enough to have a copy of the old Lost and the Damned Realms of Chaos book, you might not have picked up on the organization of daemonic minions. Each power tends to have four flavours of daemons: a greater daemon, a lesser daemon, a beast, and a steed. For Khorne, these are the Bloodthirsters, Bloodletters, Flesh Hounds, and Juggernauts (respectively). Slaanesh has the Keepers of Secrets, Daemonettes, Fiends, and (the blandly titled) Steeds of Slaanesh that become "seekers" in codex: daemons with daemonette riders. Nurgle is a little bit odd when fitting in with this paradigm in one respect. It has Great Unclean Ones, Plaguebearers, Beasts of Nurgle, and Nurglings. The Nurglings act as the steed since they carry palanquins aloft, but they can also double up as troops. Tzeentch used to fit in with this paradigm with Lords of Change, Horrors, Flamers, and Discs of Tzeentch. The modern screamer seems to be an evolution from the disc of Tzeentch and I've certainly seen folks model lords and heralds atop both discs and screamers interchangeably.

It is therefore entirely fitting to also have daemonic steeds for any lesser power of chaos. Already, we have a daemonic steed altering a herald's profile to:
WS BS S T W I A Ld Sv
4 4 4 5 2 4 4 10 -/5+
and changing its unit type from infantry to cavalry. The extra point of toughness is to represent the higher durability of the unit whilst the extra attack denotes a height and speed advantage for the rider.

Following the paradigm of seekers of Slaanesh and Bloodcrushers, here's the new unit: Chargers. They are essentially lesser daemons mounted on some suitably daemonic looking carrier. They're fast, hard-hitting and tough if used well. They're also marginally over-priced in comparison to their Slaaneshi cousins but have more options as befits daemons of lesser powers. However, like Khorne, they're in the elites slot rather than the fast attack slot given their hard hitting and general hardiness.

Chargers of a Lesser Power. (Elites Choice).
Cost: 19 points each.
WS BS S T W I A Ld Sv
4 4 4 5 1 4 3 10 -/5+
Unit Type: Cavalry
Number per squad: 2-10

Special Rules: Daemon.
All armed with a single close combat weapon.

Options:
Gift one model with: Chaos Icon (+25 pts)
Gift a different model with: Chaos Instrument (+5 pts)
Gift another single model with: Flamer (+10 pts), or Warpfire (+10 pts), or Unholy Might (+5 pts)

(The flamer need not be modelled on the model - it can take the form of a breath attack or similar. However, the model should be at least painted differently from the rest of the pack).

If the force organization chart includes a herald of a lesser power with one of the following options, then all lesser daemon packs may also select it at the following additional costs.
Preferred enemy: mortals (+4 pts per model),
Preferred enemy: daemons and non-mortals (+2 pts per model).
NB: All models within a single pack must be given these upgrades.

Modelling.
There are plenty of options in the standard warhammer and warhammer 40,000 range for chargers. They're suitably generic that even horses with whatever miniature is being used for lesser daemons can be used. Then there's the more exotic options: large lizards and insects make for dynamic and unusual mounted daemons with daemonic steeds.
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