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Age of Sigmar Points system

original thread ↗

For those looking for a way to balance your games, consider the following:

I welcome any feedback you may have, and feel free to tweak it however your gaming group wants.

Full disclosure: There is no points system for magic, summoning, or leader special abilities. I'll let you all handle that if you really want.

Age of Sigmar Points System

A model's cost is a summation of its Offensive Score, Defensive Score, Movement Score, and Bravery Score. All final values are rounded to 3 significant figures.

Offensive Score:
Each weapon a model has starts with a base stat line and cost of: range 1", 1 attack, 6+ to hit, 6+ to wound, Rend -, Damage 1, and costs 1 point. For every improvement on a baseline stat a multiplier is applied to the base cost to find the point value of the improved attack rating.
If a model has a weapon option that includes a special rule or piece of wargear and another weapon option that does not, calculate the cost for the weapon without the special rule to determine the cost of the model for either loadout.

To Hit/ To Wound   Score Multiplier
5+   2
4+   2.5
3+   3.32
2+   4.98

Rend   Score Multiplier
-1   1.25
-2   1.87
-3   3.75

Range: Range is calculated based off of how many rounds of shooting can be inflicted on a target before the target can charge the shooter.
Range   Score Multiplier
2"   1.25
4"-12"   2
13"-18"   3
19"-24"   4
25"-30"   5
31"-36"   6
37"-42"   7
43"-48"   8

Attacks and Damage: Simply multiply the final cost of the weapon by the total number of Attacks and then multiply the cost by the total Damage Rating.
Once the cost of all weapons are calculated, just add them all together to find the model's Offensive Score.

Example 1: The Zweihander wielded by Empire Greatswords troops is costed as follows:
1 point (base score) * 2 (attacks) * 2.5 (4+ to hit) * 3.32 (3+ to wound) * 1.25 (Rend -1) * 1 (Damage) = 20.75 points

Example 2: Empire Outriders:
Repeater Handgun: 1 (base score) * 2 (range) * 2 (D3 attacks averaged) * 2 (5+ to hit) * 3.32 (3+ to wound) * 1.25 (Rend -1) * 1 (Damage) = 33.2 points
Calvary Sabre: 1 (base score) * 2.5 (4+ to hit) * 2.5 (4+ to wound) = 6.25 points
Steed's Stamping Hooves: 1 (base score) * 2 (attacks) * 2.5 (4+ to hit) * 2 (5+ to wound) * 1 (Damage) = 10
Total Offensive Score: 33.2 + 6.25 + 10 = 49.5

Defensive Score:
Base defensive stat line is 1 Wound and no save with a base cost of 1 point.
Wounds: Simply multiply the base cost by the total number of wounds the model has.
Save   Score Multiplier
6+   1.2
5+   1.5
4+   2
3+   3
2+   6

Example: Ogres:
1 (base score) * 1.5 (5+ save) * 4 (wounds) = 6 Total Defensive Score

Movement Score:
The movement score of a model is equal to the amount of inches it moves.

Bravery Score:
Bravery represents the chance to not lose models to battleshock, so high Bravery is worth more on a more expensive model. Furthermore since battleshock is based off of the number of models lost instead of wounds dealt, the model's wounds are factored into the final cost.
Since Bravery only matters for models that can be taken in a unit of more than one model, do not calculate the Bravery Score for single model units: Just treat the Bravery Score as 0.

Bravery Score   Bravery Multiplier
1   0
2   1
3   1.83
4   2.49
5   3
6   3.33
7   3.50
8   3.58

Add up the cost of the model's Offensive Score, Defensive Score, and Movement Score. Multiply the total cost by the Bravery Modifier on the table above and the number of wounds the model has. Finally divide the total by 20 to get the final Bravery Score.

Total Cost
Add up the model's Offensive Score, Defensive Score, Movement Score, and Bravery Score to determine the final cost of the model.
Command group models in a unit (Champion, standard bearer, musician) do not cost any extra points.

Example 1: Empire State Troops
Offensive Score: 7.81
Halberd: 1 * 2.5 (4+ to hit) * 2.5 (4+ to wound) * 1.25 (Rend -1) = 7.81
Defensive Score: 1.5
1  (wounds) * 1.5 (5+ save) = 1.5
Movement Score: 5 (5 inch move)
Bravery Score: 2.15
14.31 (3 Score total) * 3 (Bravery 5) * 1 (wounds) / 20 = 2.15
Total cost per model: 16.5

Example 2: Ironguts
Offensive Score: 117
Mighty Bashing Weapon: 1* 1.25 (range) * 3 (attacks) * 2.5 (4+ to hit) * 3.32 (3+ to wound) * 1.25 (Rend -1) * 3 (damage) = 117
Defensive Score: 8
4 (wounds) * 2 (4+ Save) = 8
Movement Score: 6 (6 inch move)
Bravery Score: 91.7
131 (3 Score total) * 3.5 (bravery 7) * 4 (wounds) / 20 = 91.7
Total cost per model: 225

So 41 Empire State Troops should be needed to create a close fight for 3 Ironguts.

Test Case:
41 State Troops vs 3 Ironguts:
If the Ironguts are surrounded on all sides by Troops, 14 should be able to get within striking range. All 3 Ironguts will obviously be within striking range.
Combat results will be calculated simultaneously.

Round 1: 41 vs 3
State Troops: 14 Attacks, 2.3 wounds = 0 casualties
Ironguts:  9 attacks, 8.3 wounds = 7.5 casualties
Battle shock: Ironguts lose 0, State troops lose 6 additional models

Round 2: 28 vs 3
State Troops: 14 attacks, 2.3 wounds = 1 casualty
Ironguts: 9 attacks, 8.3 wounds = 7.5 casualties
Battleshock: Ironguts lose 0 (Bravery 7), State Troops lose 6 additional models

Round 3: 14 vs 2
State Troops: 14 attacks, 2.3 wounds = 0 casualties
Ironguts: 6 attacks: 5.8 wounds = 5 casualties
Battleshock: Ironguts lose 0, State Troops lose 3 additional models

Round 4: 6 vs 2
State Troops: 6 attacks, 1 wound = 1 casualty
Ironguts: 6 attacks: 5.8 wounds = 5 casualties
Battleshock: Ironguts lose 0 (Bravery 7), State Troops lose last model

While the Troopers fight valiantly, Battleshock accounts for more than a third of their casualties. A well placed Inspiring Presence from the General could help turn the tide and pull the Ironguts down.
Very well broken down, but I feel the 'weapon' might actually be a 5+ to hit and 5+ to wound as this seems to be the weakest weapon I can find.
And whilst this does do a good job of balancing, new players will get this wrong, old players will get this wrong, and general list making will take about 1 hour the first time and about 20 minutes afterwards.
Very well broken down, but I feel the 'weapon' might actually be a 5+ to hit and 5+ to wound as this seems to be the weakest weapon I can find.
The "sharp stuff" wielded by Gnoblar Fighters have a 6+ to wound, hence the need to calculate it. Hitting and Wounding are mathematically identical when determining final wounds caused, hence the need to start hitting at 6+ as well.

And whilst this does do a good job of balancing, new players will get this wrong, old players will get this wrong, and general list making will take about 1 hour the first time and about 20 minutes afterwards.

True, it requires about 30-60 minutes to work out the cost of everything in your army, but I am not interested in working out the points for every unit in the game just to save people that work. :P

As for getting it wrong, i'm sure some will mess it up, but those people likely don't like adding up army list costs anyway, making the "point-less" (see what I did there? ;) ) AoS more attractive for them anyway.
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