The Wolf Claw, coming in the Space Wolves codex, is similar to a Lightning claw.
The difference being that, before any attacks are thrown, you can decide to either re-roll to hit rolls, or to wound rolls.
Which is better to choose?
Long post is long, skip to the bottom if you don't want to read!
I'm here to show you my initial calculations.
----
Ok, if you're comparing two rolls that have an equal comparison, the gain in chance to pass is identical.
For example, a 5+ to hit, and 3+ to wound, both have the same comparison, a 1/3 - 2/3 chance.
However, a 4+ roll will ALWAYS be the best gain in chance, regardless.
Unfortunately, choosing to re-roll to hit gives you a greater benefit, because if you hit, the second roll happens, whereas if you miss, the second roll does not happen, thereby voiding that chance.
I'm not sure how you'd factor that into the calculation without huge working out.
Ultimately, I would say it's only worth re-rolling to wound when you have a 4+ to hit, and 2+/6+ to wound.
I could be wrong, but that's the only likely time that the gain in chance will be better.
For those who actually understand, I'll show the maths.
2+ = 30/36 chance, and 5/6 for the leftover. Gain is 5.
3+ = 24/36, 8/12. Gain is 8.
4+ = 18/36, 9/18. Gain is 9.
5+ = 12/36, 8/24. Gain is 8.
6+ = 6/36, 5/30. Gain is 5.
From that you can see that re-rolling a 4+ gives a greater degree of difference than re-rolling anything else, almost twice the difference of re-rolling a 2+ or 6+.
----
Now, I can't be sure if it is EVER wise to re-roll to wound over to hit (against vehicles excluded obviously) unless I do a bit of a flow chart, but that takes time, and I'm lazy.
Final word?
Always choose to re-roll to hit, unless there are special circumstances.
In most cases regardless of special circumstances, still choose to re-roll the hit!
*edit*
What??
I went through it, that's all right (well, at least very close to right)
This seems to be illogical...
Ok, reversing the required rolls!
Re-rolling to hit
6+ 4+
30 attacks
6 hit
Re-roll 24, 4 hits, 10 hits total
5 wounds
Re-rolling to wound
6+ 4+
30 attacks
6 hits
3 wounds
Re-roll 3, 1.5
4.5 wounds total
Argh this is ridiculous!
Ok, a fair competition.
4+ for all.
Re-rolling to hit
30
15
Re-roll 7.5, 22.5 hits
11.25 wounds
Re-rolling to wound
30
15
7.5
Re-roll 7.5, 3.75
11.25 wounds
Ok so, that's even, and it would be with other rolls as well I assume.
Alright, 3+ to hit, 4+ to wound.
Re-rolling to hit
30
20
Re-roll 10, 6.66, 26.66 hits
13.33 wounds
Re-rolling to wound
30
20
10
Re-roll 10, 5
15 wounds
Now that outcome I DID anticipate, as the to wound roll has a greater benefit from the re-roll.
Switching the values, 4+ then 3+.
Re-rolling to hit
30
15
RR 7.5, 22.5
15 wounds
Re-rolling to wound
30
15
10, RR 5, 3.33
13.33 wounds
*FACEPALM*
I just realised what I failed to take into account!
The compared value of the initial chance, and the re-rolled gain.
For smaller chances, the gain is less, but higher in proportion, that relationship makes the re-rolled chance comparatively more than the gained chance on the more likely rolls!
FUUUUUUUUUUUUUUUUUUUCK~!
I love maths, and hate it at the same time :laugh:
=-=-=-=-=-=-=-=-=-=-=-=-=
TLDR?
Opt to re-roll the less likely roll, you'll (probably) always come out of it better.
And yes, I did fuck up majorly at the start
The difference being that, before any attacks are thrown, you can decide to either re-roll to hit rolls, or to wound rolls.
Which is better to choose?
Long post is long, skip to the bottom if you don't want to read!
I'm here to show you my initial calculations.
----
Ok, if you're comparing two rolls that have an equal comparison, the gain in chance to pass is identical.
For example, a 5+ to hit, and 3+ to wound, both have the same comparison, a 1/3 - 2/3 chance.
However, a 4+ roll will ALWAYS be the best gain in chance, regardless.
Unfortunately, choosing to re-roll to hit gives you a greater benefit, because if you hit, the second roll happens, whereas if you miss, the second roll does not happen, thereby voiding that chance.
I'm not sure how you'd factor that into the calculation without huge working out.
Ultimately, I would say it's only worth re-rolling to wound when you have a 4+ to hit, and 2+/6+ to wound.
I could be wrong, but that's the only likely time that the gain in chance will be better.
For those who actually understand, I'll show the maths.
2+ = 30/36 chance, and 5/6 for the leftover. Gain is 5.
3+ = 24/36, 8/12. Gain is 8.
4+ = 18/36, 9/18. Gain is 9.
5+ = 12/36, 8/24. Gain is 8.
6+ = 6/36, 5/30. Gain is 5.
From that you can see that re-rolling a 4+ gives a greater degree of difference than re-rolling anything else, almost twice the difference of re-rolling a 2+ or 6+.
----
Now, I can't be sure if it is EVER wise to re-roll to wound over to hit (against vehicles excluded obviously) unless I do a bit of a flow chart, but that takes time, and I'm lazy.
Final word?
Always choose to re-roll to hit, unless there are special circumstances.
In most cases regardless of special circumstances, still choose to re-roll the hit!
*edit*
:shok:
What??
I went through it, that's all right (well, at least very close to right)
This seems to be illogical...
Ok, reversing the required rolls!
Re-rolling to hit
6+ 4+
30 attacks
6 hit
Re-roll 24, 4 hits, 10 hits total
5 wounds
Re-rolling to wound
6+ 4+
30 attacks
6 hits
3 wounds
Re-roll 3, 1.5
4.5 wounds total
Argh this is ridiculous!
Ok, a fair competition.
4+ for all.
Re-rolling to hit
30
15
Re-roll 7.5, 22.5 hits
11.25 wounds
Re-rolling to wound
30
15
7.5
Re-roll 7.5, 3.75
11.25 wounds
Ok so, that's even, and it would be with other rolls as well I assume.
Alright, 3+ to hit, 4+ to wound.
Re-rolling to hit
30
20
Re-roll 10, 6.66, 26.66 hits
13.33 wounds
Re-rolling to wound
30
20
10
Re-roll 10, 5
15 wounds
Now that outcome I DID anticipate, as the to wound roll has a greater benefit from the re-roll.
Switching the values, 4+ then 3+.
Re-rolling to hit
30
15
RR 7.5, 22.5
15 wounds
Re-rolling to wound
30
15
10, RR 5, 3.33
13.33 wounds
*FACEPALM*
I just realised what I failed to take into account!
The compared value of the initial chance, and the re-rolled gain.
For smaller chances, the gain is less, but higher in proportion, that relationship makes the re-rolled chance comparatively more than the gained chance on the more likely rolls!
FUUUUUUUUUUUUUUUUUUUCK~!
I love maths, and hate it at the same time :laugh:
=-=-=-=-=-=-=-=-=-=-=-=-=
TLDR?
Opt to re-roll the less likely roll, you'll (probably) always come out of it better.
And yes, I did fuck up majorly at the start