Originally Posted by
Pseudotheist
So, letting the maneuver decks marinate for a while. Taking a closer look at the damage decks. For starters, getting the total damage potential of each deck. The A deck deals 56 damage and has a total of 35 cards; the B deck deals 46 damage in 44 cards. In the simplest setup, ignoring special damage and removing the explosion, the A deck averages abut 1.65 points/card, and the B deck 1.07; the power ratio of the A to B deck is 1.54-1.
Using Col. Hajj's numbers, I then added in the special damages. Not including the explosion, the A deck has 42 points worth, and the B deck has 53. Adding those in, the average "damage" comes to 2.88 for the A deck, and 2.30 for the B, with the ratio being 1.251. Adding in the explosion card, the numbers become 3, 2.41, and 1.245.
However, I've mentioned that the jams really need to be accounted for as negatives. Also, looking through all of the current damage decks, I notice there is a 10 damage card. Considering this, I feel the explosion card should be valued at least as highly. I also took a look at the real value of the Fire special damage. It's effectively 3 A damage cards, plus Smoke. Including Explosion, but ignoring other special damage, A cards average to 2 damage per card, for a total of 6 damage. Add 1 for Smoke, but subtract 1 for the delayed application of damage, for 6, just like Col. Hajj's prediction. I kept the other numbers, since I didn't think they were that far off from anything I could've come up with. So, I ended up with:
Smoke: 1
Rudder: 2
Jam (g): -2
Jam (R): -3
Injured: 4
Engine: 5
Fire: 6
Explosion:11
With those numbers, the average A damage without explosion was 2.24, and 2.49 with. B was 1.63 and 1.84. And the ratios were 1.37 and 1.35.
It's interesting (to me anyway) to note that increasing the values of the Smoke, Injured, Engine, or Explosion special damage will trend the ratio to 1.26, since there are the same quantity of those damage types in both decks.
So, where does this leave us? In my opinion, the damage deck should be a point multiplier. If you're not using special damage or explosion, multiplying by 3 for A and 2 for a B gets you within a few percent of the exact ratio. Including special damage is a bit more hazy, but for my money using 4 for A and 3 for B is a very close approximation of my predicted 1.35 ratio, and a pretty simple multiplier.
For anyone who's seen the Spad XII special rules, the C/B damage ratios are 2.16 for straight damage, and 2.01 for the full deck, but that doesn't take into account the reload rule. I'd think 5 points would be a good approximation of value for that.
As always, if anyone has feedback on a better way to evaluate damage decks, I'd love to hear it.
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