Y'all have had it longer than we have, even if you don't like the unit it is on for the most part. Has anyone done math to optimize how much damage to use it on? Ok damage is obvious enough, but when it gets to seven or eight damage I start to have trouble deciding, and would love to have a formula to help decide.
I realize this ability is extremely situational, abd in fact it is more for us than for you, side like since we have the chance of tough. Let's make the scenario getting shot at before you manage to get into the enemy lines, if that helps.
Thanks for your advice!
Not quite a competitive player, yet, mostly because I don't have time to go to tournaments.
Post by chillychinaman on Nov 17, 2017 15:17:00 GMT
I vaguely remember a rule of thumb being that if the shared damage would bring other models to 1-2 boxes left you'd be better off just losing a model, especially if it was early in the enemy activation.
There really isn't a set formula and it depends on game state:
- is the model being attacked critical for the next turn or defense this turn (think blocking a charge lane to your caster) but another model is out of position ... save the first model if you can - is the attacking model going to have more attacks or will letting the defending model die save further damage to the unit ... probably let the model die - did your opponent get a serious dice spike that he's unlikely to replicate on future attacks ... let the model die - is the unit being charged by another unit and you can let another model die to prevent the other charge attack ... spread the damage to kill the other model - do you have a lot of healing effects that bring the unit back up by more health if more models survive ... then try to spread it out as much as possible - is triggering tough more likely to save the model than spreading the damage out ... try the tough roll - will the enemy get a good benefit for killing the model themselves (heart tokens, bezerk, overtake ect ...) then send the damage elsewhere.
You really need to look at the table and make the best decision based on the factors in front of you.
It really comes down to personal experience. If sharing damage will reduce the number of casualties, then its a good idea. Of course even when Sanguine Bond was still good(IE: on an 8 wound unit) it was still only really used in conjunction with Harbinger.
I still maintain that it is largely pointless without 8 wounds.
and you would be largely wrong ... see how good it is currently on champs.
Champs have an 8 box ua and 5 box WAs, they can have nearly the boxes of an 8 wound unit. Their over-all stats help as well, but their box number is higher than it seems at first glance once support is added on.
The question is how much you can heal your units on the next turn rather than how much damage can be spread around. Even if the unit were all 8 boxes, when there is a ps 18 attack smashing into a unit with arm 16 you're looking at beyond a flood of damage, where it would be better to knock off the one soldier than let the entire unit suffer damage. However, if you can spread it around enough to save the soldier and then heal ALL the units at once, persay by hand of the creator on Durant2 or our jack marshal's 1 added health aoe, you can feel free and flood in the damage until they are all on 1 box and simply heal them all back to max the following turn; thus the beauty of sanguine bond. Trolls can do this as well through Madrak1's feat. I've faced a double champ list where I was able to almost kill both units of champs and he simply popped feat and nullified all the damage I'd done.
The question is how much you can heal your units on the next turn rather than how much damage can be spread around.
Well, they both work together, one isn't more important than the other. If healing capacity was the primary factor, than bastions would be seeing play. We can continuously heal up bastions well. If you went to an extreme and sacrificed all your boxes for amazing healing abilities, you'd have nothing to heal.
I think another important thing is the other forms of damage mitigation that stack on top of sanguine bond. Champs have high DEF and no KD tough, bastions have very little without spending more points.
RE OP, you can look at that damage mitigation to help decide to either spread the damage or risk a tough roll. For example, if the opponent's remaining attacks still to come on to the champs all look unlikely to hit due to the high DEF, that might make you consider spreading it instead of risking a tough roll.
There's no hard formula though. And if there was one, it would be slightly different to what Protectorate players would have developed with bastions, due to the different abilities that stack on top of sanguine bond (i.e. martyrdom).