By Carmen
Originally found on Bob Lippman's Strategic Headquaters. Editorial comments by Bob Lippman.
REGIMENTS
Here is a procedure for computing point costs for regimental models. With a few minor exceptions, it will exactly match point values published by GW.
Adjustments for Stats
The base point value of a warrior is based on the value of man, and is then increased by the point value of the improved stats. Human warriors have a profile of:
M | WS | BS | S | T | W | I | A | L | PV |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5 |
For each point increase/decrease in WS, BS, S and T, add +/-1 point to the base cost.
For each point increase/decrease in W, add +/-3 to the base cost.
For each point increase/decrease in A, add +/-6 points to the base cost.
For each point increase/decrease in I and L, add +/-0.5 points to the base cost.
Note that you will also get to within .5 of the majority of most races basic profile troops by adding/subtracting 4 for each point of increase/decrease to Wounds, and doing likewise for each point of increase/decrease of attacks (4 points that is, instead of 6). A point of initiative probably only costs .33 of a point to increase/decrease.
Additionally, it should be noted that an increase/decrease in the movement stat is probably worth between .5 and 1 point. As a general rule to maintain game balance, melee elites should pay to have their weapon skill and initiative increased before allowing any increase in strength or number of attacks to their profiles. Missile elites should have to pay to have their weapons skill increased (and possibly their initiative as well) in order to gain an additional point of ballistic skill.
Adjustments for Special Abilities
Some special abilities are given for free while, on occasion, the point value of the model is increased. A rule of thumb is to give a unit one special ability for free and restrict the number of such units that can be fielded to one unit. These are known as 'elite' units. However, certain 'major' abilities, like fear, terror and regeneration, should always add to the cost of the model.
If you want to allow any number of such units to be fielded, then you should add a value to the models for the special ability. Here are some guidelines.
For frenzy, add +1.
For skirmish, add +1.
For fear, add +20.
For regeneration, add +25.
For movement greater than 6, double the value.
For value under 5 pts, equipment is half price.
Note: Skirmish is in fact free for most troops under 10 points. The disadvantages probably equal or exceed the advantages. Infiltration generally costs 2 points, although Dark Elves appear to get it for 1 point. Obviously actual playtesting must always be your guide. It is always enlightening to have the troops you have just created fielded against you.
It is also important to note that certain factors can actually decrease point cost. Thus troll and Rat Ogre stupidity may result in lower points costs. In addition, certain race specific advantages/disadvantages are free, such as Goblin fear of elves and Dark Elf hatred of High Elves.
Mounted Warriors
Take the base cost of the infantry model and add the cost of all equipment, including barding. Now double the cost. Finally, add in the cost of the warhorse.
Sample Computations
Here is a table of some common warriors with the GW published value and the computed value.
Race | GW | Computed | Special |
Goblin | 2.5 | 2.5 | -- |
Orc | 5.5 | 5.5 | -- |
Savage Orc | 7.5 | 7.5 | frenzy, skirmish |
Black Orc | 9 | 10 | LA |
Ogres | 40 | 39 | fear |
Minotaurs | 40 | 40 | fear |
Beastman | 10 | 10 | -- |
ChaosWarrior | 24 | 24.5 | HA |
Centaurs | 30 | 32 | M>6 |
Trolls | 65 | 66.5 | fear, regen |
EmpireKnights | 39 | 38 | LN HA SH BD WH |
Halfling | 5.5 | 5.5 | BW |
Dwarf | 10 | 9.5 | LA |
Elf | 8 | 9 | -- |
PXGuard | 12 | 12.5 | LA |
Clanrats | 6 | 6 | LA SH |
CHARACTERS
Once you have determined the base cost value of a given troop type, it is a simple matter to determine the costs and statistics of your characters. From the chart provided in the WArhammer 4th Edition rules:
Character | M | WS | BS | S | T | W | I | A | L |
Champion | +1 | +1 | +1 | +1 | +1 | ||||
Hero | +2 | +2 | +1 | +1 | +1 | +2 | +2 | +1 | |
Lord | +3 | +3 | +1 | +1 | +2 | +3 | +3 | +2 |
Using the above chart to calculate the Character's stats, multiply as follows for total point value: Champion=Base times 5, Heros + Base times 13 and Lords are Base times 20. A Battle Standard Bearer will always cost the same as a champion plus 50 points.
WIZARDS
Here is a procedure for computing point costs for wizard models. The method is straight forward, but does involve a bit of whimsy on the part of the game designers. Each race has its own factors, and GW does not always place the same weight to the minor stats, like I and Ld, between the races and wizard levels. But in most cases, the method will give a value that exactly matches the GW published value, or deviates from the published value by only a few points due to variations in the evaluation of the I and Ld stats.
Step 1: Compute Base Value
The base point value of a wizard is based on the value of common trooper, and is then increased by the point value of the improved states. For example, human wizards and necromancers are based upon the typical human fighter profile of:
M | WS | BS | S | T | W | I | A | L | PV |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5 |
For each point increase in WS, BS, S and T, add 1 point to the base cost.
For each point increase in W and A, add 4 points to the base cost.
For each point cost in I and L, add 1/2 points to the base cost.
The wizards of most races have stat increases in the same abilities. Skaven wizards are an exception, as are necromancers.
Again, it is a good idea, if you want your army to be balanced with the other Warhammer armies, to increase your wizard's stats in line with the typical Warhammer wizard. These stat modifiers to the basic profile troops (i.e., swordmen for humans, clanrats for skaven, warriors for elves, etc.) are as follows:
Character | M | WS | BS | S | T | W | I | A | L |
Wizard | +1 | +1 | |||||||
Wizard Champion | +1 | +1 | +1 | +1 | |||||
Wizard Master | +1 | +1 | +2 | +2 | +1 | ||||
Wizard Lord (excluding Necromancers) | +1 | +1 | +3 | +3 | +2 | +1 |
Race | Based On | PV |
Men | Swordman | 5 |
Necro | Swordman | 5 |
Orcs | Orc | 5.5 |
Skaven | ClanRat | 6 |
Elfs | Warrior | 8 |
Chaos | Warrior | 21 |
Level | Men | Elfs | Orcs | Chaos | Skaven | Necromancer |
1 | +1.5 | +1.5 | +1.5 | +1.5 | +1 | +7.5 |
2 | +6.5 | +6.5 | +6.5 | +6.5 | +6.5 | +18.5 |
3 | +15 | +15 | +15 | +15 | +15.5 | +31 |
4 | +24 | +24 | +24 | +24 | +34.5 | +42 |
Step 2: Multiply the Base Cost by a Factor
There is no hard and fast rule for determining the factor that increases the base cost. Someone suggested a sliding scale based upon the base cost of the wizards as computed in step 1, but GW has made exceptions for some races. But in all cases, the factor is some multiple of 0.5.
Here is the table of factors for a variety of races.
Level | Men | Elfs | Orcs | Chaos | Skaven | Necro |
1 | 1.0 | 1.0 | 1.0 | 1.5 | 1.0 | 1.5 |
2 | 1.5 | 1.5 | 1.5 | 2.5 | 1.5 | 2.5 |
3 | 2.0 | 3.0 | 2.0 | 2.5 | 2.0 | 3.5 |
4 | 3.0 | 4.0 | 3.0 | 3.5 | 3.5 | 4.5 |
Here is a table of base costs versus factors sorted to give a sort of 'sliding scale'. You can see there is no clearly defined transition points on the scale that apply to all races, but may be useful if designing wizards for a new race.
6.5 | 1.0 | Men |
7 | 1.0 | Orcs |
7 | 1.0 | Skaven |
9.5 | 1.0 | Elfs |
11.5 | 1.5 | Men |
12 | 1.5 | Orcs |
12.5 | 1.5 | Skaven |
12.5 | 1.5 | Necromancer |
14.5 | 1.5 | Elfs |
20.0 | 2.0 | Men |
20.5 | 2.0 | Orcs |
21.5 | 2.0 | Skaven |
22.5 | 1.5 | Chaos |
23 | 3.0 | Elfs |
23.5 | 2.5 | Necromancer |
27.5 | 2.5 | Chaos |
29 | 3.0 | Men |
29.5 | 3.0 | Orcs |
32 | 4.0 | Elfs |
36 | 2.5 | Chaos |
36 | 3.5 | Necromancer |
40.5 | 3.5 | Skaven |
45 | 3.5 | Chaos |
47 | 4.5 | Necromancer |
As Carmen mentions, another acceptable method for doing this is to calculate the base cost and multiply the result by a factor using a sliding scale. I like this method because it embodies the "total is often greater than the sum of its parts" concept. This scale is as follows:
If total cost is:
10-15 multiply by 1.5
16-20 multiply by 2
20-30 multiply by 3
31-40 multiply by 4
etc.
This system, like the one suggested by Carmen above, will generally get you within .5 of the Games Workshop's values.
Step 3: Add in the magic Level
Add 50 points for each magic level to the value computed from step 2. You now have the point cost for your wizard.
Here is a table of wizards and their value computed using this method. The GW published value is given in parentheses.
Level | Men | Elfs | Orcs | Chaos | Skaven | Necromancers |
1 | 56.5(56) | 59.5(59) | 57(56) | 83.75(84) | 57(56) | 68.75(68) |
2 | 117.25(118) | 121.75(121) | 118(116) | 168.75(166) | 118.75(118) | 158.75(163) |
3 | 190(190) | 219(219) | 191(190) | 240(240) | 193(190) | 276(278) |
4 | 287(287) | 328(328) | 288.5(287) | 357.5(356) | 341.75(340) | 411.5(410) |
Step 4: Add in Special Abilities and and Equipment
If you want to give your wizard some special ability not already included with the base cost of the troop type you should assign a point value to the ability and add it to the cost from Step 3. All equipment costs, including the cost of any special magic items, are also added here.
Finally, again, playtesting should be relied upon to determine whether anything is fair far more than simple mathematical values. A case can be made based on its points and abilities that a Bloodthirster is vastly overpriced at 800 points, but in terms of its impact on the game, clearly the game designers thought otherwise!