capn darwin, in my tiny map test for the bows, I did have some misses, but they were usually on the lower strength 'heros', once their strength got past 14 they usually hit, sometimes with a reduced damage,
and I agree that armour seems to be broken.
it looks like the damage calcs only look at health, not armour type, eg all plate armour should be bow resistant due to small openings in them(assuming a full suit of armour, but if only helmet then should be almost no difference, and I also think that dexterity should also count more with bows due to being a two hand weapon, as does the distance due to greater difficulty in hitting a exact position at greater distances(example calc ((strength * dexterity * bow kill ability(damage))/(20* distance (in tiles)) as piercing damage against (armour pirceing total points* health points) example sov with 8 strenght 14 dexterity+ longbow (1 shot per move) totaling ((8*14*12)/200 ) 3.4 net damage at a range of 10 tiles 10 health leather armour no crush defence against sov with plate armour suit helmet (2 pirceing defence)+curiase (4 pirceing defence) +full legs (2 pirce defence) + arm guards (1 pirce defence) total 9 pirce defence and 10 health and a lord hammer dealing 30 damage per hit 1 hit per turn starting 10 tiles apart both with three moves per turn,bow sov at 10 tiles could average 3.4 damage before armour per shot
and here is a chart I worked up to fine tune the idea
attack calcs
stats for both sovs
bow sov hammer sov
strength 8 15
dexterity 14 7
inteligence 9 8
wisdom 10 8
combat moves per turn 3 3
health before armour 10 10
weapon damage 12 40
weapon range 10 1
attacks per turn movement 1
armour head 2 2 light plate note these are assumed values for lightplate armour vs arrows & hammer
armour body 4 4 light plate
armour legs 2 2 light plate
armour arms 1 1 light plate
the formula used is ((strength*dexterity*distant weapon damage)/(20*distance))*(distance<range)
bow table
distance 1 2 3 4 5 6 7 8 9 10 11 12
peak damage 67.2 33.6 22.4 16.8 13.4 11.2 9.6 8.4 7.5 6.7 0.0 0.0
average damage 33.6 16.8 11.2 8.4 6.7 5.6 4.8 4.2 3.7 3.4 0.0 0.0
hammer table
distance 1 2 3 4 5 6 7 8 9 10 11 12
peak damage 210.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
average damage 105.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
range 1 2 3 4 5 6 7 8 9 10 11 12
armour effectiveness arrows 9 9 9 9 9 9 9 9 9 9 9 9
armour effectiveness hammer 9 9 9 9 9 9 9 9 9 9 9 9
now down to the damage vs distance vs attack mitigation re armour
the formula used is average attack effectiveness-armour zero and negative answer is NOT effective
distance 1 2 3 4 5 6 7 8 9 10 11 12
average
arrow 24.6 7.8 2.2 -0.6 -2.3 -3.4 -4.2 -4.8 -5.3 -5.6 0.0 0.0
hammer 96.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
peak
arrow 58.2 24.6 13.4 7.8 4.4 2.2 0.6 -0.6 -1.5 -2.3 0.0 0.0
hammer 201.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
now to work out the kill range against each weapon assuming 10 health and damage done at distance through armour
average
arrow -14.6 2.2 7.8 10.6 12.3 13.4 14.2 14.8 15.3 15.6 10.0 10.0
hammer -86.0 10.0 10.0 10.0 10.0 10.0 10.0 10.0 10.0 10.0 10.0 10.0
peak
arrow -48.2 -14.6 -3.4 2.2 5.6 7.8 9.4 10.6 11.5 12.3 10.0 10.0
hammer -191.0 10.0 10.0 10.0 10.0 10.0 10.0 10.0 10.0 10.0 10.0 10.0
in the kill per shot range table above it is assumed negative is dead over 10 no effect
so hammer in range is oneshot kill
but arrows against light plate (assumed ratings) effective at injuring out to 7 tiles and can oneshot a 10 health at one to three tiles
and against unarmoured troops it would be effective out to six tiles for a oneshot per trooper at average
and all of this is before the dexterity dodging the attack
harpo