{primary_keyword}
An essential tool for Warhammer Age of Sigmar players to calculate the average damage output of any unit profile.
The ‘Attacks’ characteristic of the weapon profile.
The required roll ‘To Hit’ the target.
The required roll ‘To Wound’ the target after a successful hit.
The armor penetration of the attack, which modifies the target’s save roll.
The ‘Damage’ characteristic of the weapon for each unsaved wound.
The ‘Save’ characteristic of the target model.
Total Average Damage
Avg. Hits
0.00
Avg. Wounds
0.00
Failed Saves
0.00
Formula: (Attacks × Hit % × Wound %) × (1 – Save %) × Damage
Damage Output vs. Target Save
Probability Breakdown
| Stage | Chance | Expected Outcome (from 100 Attacks) |
|---|---|---|
| Successful Hits | 0% | 0 |
| Successful Wounds | 0% | 0 |
| Failed Saves | 0% | 0 |
| Total Damage | – | 0 |
What is an {primary_keyword}?
An {primary_keyword} is a specialized tool used by players of the tabletop wargame Warhammer Age of Sigmar to determine the statistical average damage output of a unit’s attack profile. This process, often called “Math-hammer,” allows players to make informed decisions during gameplay and army construction. Instead of relying on gut feeling, an {primary_keyword} provides a quantitative measure of a weapon’s effectiveness against a specific target. It’s an indispensable resource for competitive players who want to optimize their army lists and for casual players who are curious about how their units stack up. A good {primary_keyword} considers all the core variables: number of attacks, the skill to hit and wound, the weapon’s rend, its damage, and the target’s armor save.
This {primary_keyword} is designed for anyone from a new player trying to understand the core mechanics to a tournament veteran fine-tuning a competitive list. The main misconception about using an {primary_keyword} is that it predicts the exact outcome of a dice roll. In reality, it calculates the average outcome over a large number of trials. The dice can still be fickle, but understanding the statistical likelihood of success is a major strategic advantage.
{primary_keyword} Formula and Mathematical Explanation
The calculation for average damage in Age of Sigmar follows a sequential probability model. Each step in the attack sequence acts as a filter, reducing the number of potential successful attacks. Our {primary_keyword} uses this established mathematical formula:
Average Damage = (A × P(Hit) × P(Wound) × P(Failed Save)) × D
Where:
- A is the initial number of attacks.
- P(Hit) is the probability of a successful hit roll. For a roll of X+, the probability is (7-X)/6.
- P(Wound) is the probability of a successful wound roll. For a roll of Y+, the probability is (7-Y)/6.
- P(Failed Save) is the probability of the target failing its save roll. This is calculated after applying Rend. A modified save of Z+ has a success probability of (7-Z)/6, so the failure probability is 1 – ((7-Z)/6). A roll of 1 always fails, and a modified save of 7+ cannot be passed.
- D is the damage value of the weapon.
The {primary_keyword} multiplies these probabilities together to find the overall chance that a single attack will result in damage, and then multiplies that by the number of attacks and the damage value.
Variables Table
| Variable | Meaning | Unit | Typical Range |
|---|---|---|---|
| Attacks | Number of dice rolled to hit | Count | 1 – 30+ |
| To Hit | Target number on a D6 for a successful hit | D6 Roll (X+) | 2+ to 6+ |
| To Wound | Target number on a D6 for a successful wound | D6 Roll (X+) | 2+ to 6+ |
| Rend | Modifier applied to the target’s save roll | Integer | 0 to -4 |
| Damage | Wounds inflicted per failed save | Count | 1 – 6+ (can be variable like D3/D6) |
| Target Save | Target number on a D6 for a successful save | D6 Roll (X+) | 2+ to 6+ (or no save) |
Practical Examples (Real-World Use Cases)
Example 1: Elite Infantry vs. Armored Target
Imagine a unit of 5 Liberators with Sigmarite Hammers attacking a Chaos Warrior with a 3+ save.
- Inputs: Attacks: 10 (2 each), To Hit: 4+, To Wound: 3+, Rend: -1, Damage: 2, Target Save: 3+
- Calculation:
- Hits: 10 * (3/6) = 5
- Wounds: 5 * (4/6) = 3.33
- Modified Save: 3+ becomes 4+ due to Rend -1.
- Failed Saves: 3.33 * (3/6) = 1.67
- Total Average Damage: 1.67 * 2 = 3.34
- Interpretation: On average, this unit will inflict over 3 wounds, which is enough to kill a standard Chaos Warrior (who has 2 wounds). This makes our {primary_keyword} a vital tool for assessing matchups. For more complex scenarios, check out our guide on {related_keywords}.
Example 2: Monster Rampage vs. Light Infantry
A Stonehorn Beastriders charging a unit of 20 Clanrats with a 6+ save.
- Inputs: Attacks: 8, To Hit: 3+, To Wound: 2+, Rend: -2, Damage: 3, Target Save: 6+
- Calculation:
- Hits: 8 * (4/6) = 5.33
- Wounds: 5.33 * (5/6) = 4.44
- Modified Save: 6+ becomes 8+, which is impossible to make. The save is effectively non-existent.
- Failed Saves: 4.44 * 1 = 4.44
- Total Average Damage: 4.44 * 3 = 13.32
- Interpretation: The Stonehorn will, on average, wipe out 13-14 Clanrats in a single activation. The high Rend completely negates their poor save. This shows how an {primary_keyword} can highlight the devastating potential of elite units against hordes.
How to Use This {primary_keyword} Calculator
Using our {primary_keyword} is straightforward. Follow these steps to analyze your unit’s potential:
- Enter Attacker’s Stats: Input the ‘Attacks’, ‘To Hit’, ‘To Wound’, ‘Rend’, and ‘Damage’ characteristics from your unit’s warscroll.
- Enter Target’s Defense: Select the ‘Save’ characteristic of the unit you are targeting.
- Review the Results: The calculator automatically updates. The ‘Total Average Damage’ is your primary result. The intermediate values show you the expected number of hits, wounds, and failed saves, helping you understand where attacks are succeeding or failing.
- Analyze the Chart and Table: Use the dynamic chart to see how your damage changes against different armor saves. The probability table gives a percentage-based breakdown of each step. Understanding these details is key to mastering advanced tactics. You can learn more about this in our {related_keywords} guide.
Making decisions with this data involves comparing the average damage to the target’s Wounds characteristic. If the average damage from your {primary_keyword} analysis is significantly higher than the target’s wounds, it’s a favorable engagement.
Key Factors That Affect {primary_keyword} Results
Several key factors influence the final output of any {primary_keyword}. Understanding them is crucial for effective wargaming strategy.
- Volume of Attacks: More attacks always provide more opportunities to deal damage. Even low-quality attacks can be effective in large numbers.
- To Hit/To Wound Modifiers: Buffs and debuffs that grant +1 or -1 to hit/wound rolls have a significant impact, as they change the core probability by ~16.7% per point. This is a fundamental concept for any {related_keywords} player.
- Rend: This is arguably one of the most important stats. High Rend can make a target’s armor save irrelevant, drastically increasing damage output against elite, well-armored foes. An effective {primary_keyword} must accurately model this.
- Damage Characteristic: A higher damage value per attack makes each failed save more punishing. However, “overkill” (dealing more damage to a model than its remaining wounds) is a consideration; sometimes, more attacks at lower damage are better.
- Target’s Save: A good save can mitigate a large portion of incoming attacks. This is why understanding the interaction between your Rend and the target’s save is a cornerstone of using an {primary_keyword}.
- Re-rolls: Abilities that allow you to re-roll failed hits or wounds dramatically increase consistency and average output. While this calculator uses the base formula, a comprehensive {related_keywords} analysis would account for these.
Frequently Asked Questions (FAQ)
- What does ‘average damage’ really mean in an {primary_keyword}?
- It’s the statistical mean outcome if you were to perform the same attack sequence thousands of times. It’s a measure of potential, not a guarantee for a single roll.
- Why isn’t my in-game result matching the {primary_keyword}?
- Dice introduce variance. A single game is a small sample size. The calculator shows the most likely outcome over the long run, but short-term streaks of good or bad luck are normal.
- How does this {primary_keyword} handle variable damage (e.g., D3 or D6)?
- For simplicity, this calculator requires a fixed damage input. To calculate for variable damage, you would use the average value (e.g., 2 for D3, 3.5 for D6) in the Damage field.
- Does this calculator account for special abilities like Mortal Wounds?
- No, this {primary_keyword} focuses on the core attack sequence. Mortal Wounds are a separate source of damage that would need to be calculated independently and added to this result.
- How important is a single point of Rend?
- Extremely important. Against a target with a good save (like 3+ or 4+), a point of Rend can increase your damage output by 25-50% or more. This is a critical metric in our {primary_keyword}.
- When should I prioritize more attacks over more damage?
- Prioritize more attacks when facing targets with low wound counts to avoid ‘wasted’ damage (overkill). Prioritize higher damage against multi-wound models like monsters and heroes.
- Can I use this {primary_keyword} for Warhammer 40k?
- While the sequence is similar, Warhammer 40,000 uses a Strength vs. Toughness system to determine the ‘To Wound’ roll, which is different. This {primary_keyword} is specifically for Age of Sigmar’s mechanics.
- How do I factor in re-rolls with this {primary_keyword}?
- A full re-roll of failed rolls effectively squares the failure probability. For example, a 4+ to hit (50% success) becomes a 75% success with a full re-roll. You can manually adjust the “To Hit” value to a higher equivalent to approximate this.
Related Tools and Internal Resources
To deepen your understanding of Age of Sigmar strategy, explore our other specialized tools and guides:
- {related_keywords}: A tool to calculate the points efficiency of your units based on their damage output.
- {related_keywords}: An in-depth guide to understanding probabilities and making better tactical decisions on the tabletop.