AoS Calculator: Calculate Your Army’s Effectiveness


AoS Calculator

Analyze and Optimize Your Age of Sigmar Armies

Combat Effectiveness Calculator

Enter your unit’s core combat statistics to estimate its offensive and defensive output.


The name of the unit or model.


Total models in the unit or total wounds if it’s a single large model.


The number of attacks each model makes in the combat phase.


The target number needed to hit (e.g., 4+). Enter the number (e.g., 4).


The target number needed to wound (e.g., 4+). Enter the number (e.g., 4).


The target number needed to save (e.g., 4+). Enter the number (e.g., 4).


The modifier to the opponent’s save roll (e.g., -1).


The amount of damage dealt per successful wound.



What is an AoS Calculator?

An AoS Calculator is a specialized tool designed for players of the Warhammer: Age of Sigmar wargame. Its primary function is to help players quantify the combat effectiveness of their units or entire army lists. Instead of relying solely on intuition or manual calculation during army building or gameplay, an AoS Calculator provides data-driven insights into offensive and defensive capabilities. This allows for more informed strategic decisions, leading to better army compositions and improved in-game performance. It helps translate the complex rules and statistics of Age of Sigmar into understandable metrics like damage output, survivability, and synergy potential.

Who should use it:

  • Army Builders: Players looking to optimize their army lists, ensuring a balanced force with synergistic units.
  • New Players: Those learning the game who need help understanding unit stats and how they interact.
  • Competitive Players: Players seeking every possible advantage by fine-tuning unit matchups and maximizing points efficiency.
  • Casual Players: Anyone who wants a clearer picture of their army’s strengths and weaknesses without complex manual calculations.

Common misconceptions:

  • It replaces strategy: An AoS Calculator is a tool, not a replacement for strategic thinking, understanding matchups, or adapting to the flow of the game.
  • It guarantees victory: While it improves decision-making, dice rolls and opponent actions still play a significant role.
  • All calculators are the same: Different calculators may focus on different aspects (e.g., raw damage, survivability, spell effectiveness) and use varying levels of complexity. This specific AoS Calculator focuses on core combat metrics.
  • It accounts for every rule: Many units have special abilities, buffs, or debuffs that might not be factored into a simplified calculator. It provides a baseline estimation.

AoS Calculator Formula and Mathematical Explanation

The core of this AoS Calculator revolves around calculating the expected damage output of a unit in the combat phase. This involves understanding probabilities and how they interact with the game’s mechanics.

Step 1: Calculate Total Attacks

This is the fundamental number of attack actions the unit can perform. It’s derived from the number of models in the unit multiplied by the attacks each model makes.

Total Attacks = Number of Models × Attacks per Model

Step 2: Calculate Probability to Hit

This is the chance that a single attack successfully hits the target. In Age of Sigmar, dice rolls are typically ‘hit on X+’ or better. The probability is calculated based on the target number (Hit Roll Characteristic).

Probability to Hit = (7 - Hit Roll Characteristic) / 6

For example, a 4+ hit roll means you need a 4, 5, or 6. That’s 3 successful outcomes out of 6 possible, so P(Hit) = 3/6 = 0.5 or 50%.

Step 3: Calculate Probability to Wound

This is the chance that a successful hit also wounds the target. Similar to hitting, it’s based on the Wound Roll Characteristic.

Probability to Wound = (7 - Wound Roll Characteristic) / 6

A 4+ wound roll means P(Wound) = 3/6 = 0.5 or 50%.

Step 4: Calculate Probability to Save (and Penetrate Rend)

This is the chance the opponent fails to save the successful wound. It depends on the opponent’s Save Characteristic and the attacker’s Rend.

Effective Save Target = Save Characteristic + Rend

The probability of the opponent failing their save is:

Probability to Save = (7 - Effective Save Target) / 6

Important Note: If the Effective Save Target is 1 or less, the opponent effectively cannot save (unless they have abilities like ‘All-Out Defense’). If it’s 6 or more, they effectively always save (unless they have abilities like ‘Fortify’). The calculator caps outcomes between 0 and 1.

Step 5: Calculate Average Damage Per Attack

This combines the probabilities of hitting, wounding, and the opponent failing their save, then applies the damage dealt.

Avg. Damage Per Attack = P(Hit) × P(Wound) × P(Save) × Damage Per Wound

Step 6: Calculate Total Estimated Damage Output

Finally, multiply the average damage per attack by the total number of attacks the unit makes.

Total Damage Output = Total Attacks × Avg. Damage Per Attack

Variables Table:

Variable Meaning Unit Typical Range
Number of Models The count of individual models in the unit. Count 1 – 20+
Attacks per Model Number of attacks generated by a single model. Count 0 – 4+
Hit Roll Characteristic The target number on a dice roll required to hit. Roll (e.g., 3 for 3+) 1 – 6
Wound Roll Characteristic The target number on a dice roll required to wound. Roll (e.g., 3 for 3+) 1 – 6
Save Characteristic The target number on a dice roll required to save. Roll (e.g., 4 for 4+) 1 – 6+
Rend Modifier applied to the opponent’s save roll. Modifier (e.g., -1) 0 to -5
Damage per Wound Damage dealt for each successful wound after saves. Damage 1 – 4+
P(Hit) Probability of a single attack hitting. Probability (0-1) ~0.17 – 1.0
P(Wound) Probability of a successful hit wounding. Probability (0-1) ~0.17 – 1.0
P(Save) Probability of a successful wound being saved. Probability (0-1) ~0.17 – 1.0
Avg. Damage Per Attack Expected damage from a single attack after saves. Damage 0 – Max Damage
Total Damage Output Overall expected damage from the unit in combat. Damage 0 – High

Practical Examples (Real-World Use Cases)

Example 1: Stormcast Eternals – Liberators

Let’s analyze a unit of 5 Liberators with Greatblades.

  • Unit Name: Liberators (5 models)
  • Number of Models: 5
  • Attacks per Model (Greatblades): 2
  • Hit Roll: 4+ (Enter 4)
  • Wound Roll: 4+ (Enter 4)
  • Save Characteristic: 4+ (Enter 4)
  • Rend: -1 (Select -1)
  • Damage per Wound: 1

Calculation:

  • Total Attacks = 5 models * 2 attacks/model = 10 attacks
  • P(Hit) = (7-4)/6 = 3/6 = 0.5
  • P(Wound) = (7-4)/6 = 3/6 = 0.5
  • Effective Save Target = 4 (Save) – 1 (Rend) = 3
  • P(Save) = (7-3)/6 = 4/6 = 0.667
  • Avg. Damage Per Attack = 0.5 * 0.5 * 0.667 * 1 = 0.167 damage
  • Total Damage Output = 10 attacks * 0.167 damage/attack = 1.67 damage

Interpretation: This unit of 5 Liberators is expected to deal approximately 1.67 damage per combat phase against a target with a 4+ save, assuming no other modifiers. This highlights their role as durable objective holders rather than primary damage dealers in this configuration.

Example 2: Nighthaunt – Chainrasp Horde

Consider a large unit of 20 Chainrasp Hordes.

  • Unit Name: Chainrasp Horde (20 models)
  • Number of Models: 20
  • Attacks per Model: 1
  • Hit Roll: 4+ (Enter 4)
  • Wound Roll: 4+ (Enter 4)
  • Save Characteristic: 6+ (Enter 6)
  • Rend: 0 (Select 0)
  • Damage per Wound: 1

Calculation:

  • Total Attacks = 20 models * 1 attack/model = 20 attacks
  • P(Hit) = (7-4)/6 = 3/6 = 0.5
  • P(Wound) = (7-4)/6 = 3/6 = 0.5
  • Effective Save Target = 6 (Save) + 0 (Rend) = 6
  • P(Save) = (7-6)/6 = 1/6 = 0.167
  • Avg. Damage Per Attack = 0.5 * 0.5 * 0.167 * 1 = 0.0418 damage
  • Total Damage Output = 20 attacks * 0.0418 damage/attack = 0.84 damage

Interpretation: A unit of 20 Chainrasps deals very little consistent damage (approx 0.84). Their strength lies in their horde nature, potential for mortal wounds through abilities (not calculated here), tying up enemy units, and their high model count for objective control. This AoS Calculator helps show where their offensive power *doesn’t* lie.

Example 3: Orcs & Goblins – Orc Boyz

Analyzing a unit of 30 Orc Boyz with Choppas.

  • Unit Name: Orc Boyz (30 models)
  • Number of Models: 30
  • Attacks per Model: 1
  • Hit Roll: 4+ (Enter 4)
  • Wound Roll: 4+ (Enter 4)
  • Save Characteristic: 6+ (Enter 6)
  • Rend: 0 (Select 0)
  • Damage per Wound: 1

Calculation:

  • Total Attacks = 30 models * 1 attack/model = 30 attacks
  • P(Hit) = (7-4)/6 = 3/6 = 0.5
  • P(Wound) = (7-4)/6 = 3/6 = 0.5
  • Effective Save Target = 6 (Save) + 0 (Rend) = 6
  • P(Save) = (7-6)/6 = 1/6 = 0.167
  • Avg. Damage Per Attack = 0.5 * 0.5 * 0.167 * 1 = 0.0418 damage
  • Total Damage Output = 30 attacks * 0.0418 damage/attack = 1.25 damage

Interpretation: Similar to Chainrasps, 30 Orc Boyz deal low average damage (1.25) based purely on their stats. However, their “WAAAGH!” ability significantly boosts their offensive potential temporarily, which isn’t captured by this static AoS Calculator. This highlights the importance of considering army-wide buffs and situational abilities.

How to Use This AoS Calculator

Using the AoS Calculator is straightforward. Follow these steps to get a quantitative measure of your unit’s combat effectiveness:

  1. Input Unit Details:
    • Enter the Unit Name for easy identification.
    • Input the Number of Models in the unit (or total wounds for single models).
    • Specify the Attacks per Model listed for the weapon being used.
    • Enter the Hit Roll Characteristic (e.g., ‘4’ for a 4+ to hit).
    • Enter the Wound Roll Characteristic (e.g., ‘4’ for a 4+ to wound).
    • Enter the unit’s base Save Characteristic (e.g., ‘4’ for a 4+ save).
    • Select the unit’s Rend value from the dropdown (e.g., ‘-1’). If there’s no rend, select ‘0’.
    • Enter the Damage per Wound for the weapon.
  2. Perform Calculation: Click the “Calculate Effectiveness” button.
  3. Review Results: The calculator will display:
    • Primary Result: The Estimated Average Damage Output of the unit. This is the main metric for offensive power.
    • Key Intermediate Values: Total Attacks, Probability to Hit, Probability to Wound, Probability to Save, and Effective Damage Per Attack provide a breakdown of how the primary result is achieved.
    • Formula Explanation: A clear description of the math used.
    • Combat Simulation Table: A structured overview comparing offensive and defensive stats and expected outcomes.
    • Combat Effectiveness Chart: A visual representation comparing the unit’s damage output against estimated damage taken.
  4. Interpret the Data: Use the results to understand your unit’s role. High damage output suggests an offensive unit, while low damage but good survivability (implied by save stats, though not fully calculated here) suggests a defensive or objective-holding unit. Compare these results against the stats of potential opponents.
  5. Use Advanced Features:
    • Reset: Click “Reset” to clear all fields and return to default values.
    • Copy Results: Click “Copy Results” to copy the calculated metrics and assumptions to your clipboard for use in notes or documents.

Decision-Making Guidance:

  • High Damage Output: If the primary result is high, the unit is likely well-suited for engaging and destroying enemy units. Consider pairing it with units that can protect it or capitalize on enemy weaknesses.
  • Low Damage Output: If the damage output is low, evaluate if the unit has other strengths: high survivability (due to save/wounds), special abilities (mortal wounds, debuffs), or strong synergy with other units. It might be better suited for holding objectives or screening.
  • Comparing Units: Use the calculator to compare different weapon options for the same unit or to compare your unit’s effectiveness against known enemy units.
  • Buffs and Debuffs: Remember that abilities like “All-Out Attack,” “All-Out Defense,” or enemy debuffs can significantly alter these probabilities. This calculator provides a baseline.

Key Factors That Affect AoS Calculator Results

While this AoS Calculator provides a solid baseline, numerous factors in Age of Sigmar can significantly alter the actual combat outcome. Understanding these is crucial for accurate army evaluation.

  1. Unit Abilities and Spells:

    This is arguably the biggest factor not directly included in basic calculations. Many units possess abilities that grant bonus attacks, improve hit/wound rolls, add mortal wounds on specific rolls (e.g., 6s to hit/wound), or allow re-rolls. Spells can provide similar battlefield-altering effects. These can drastically increase damage output or survivability beyond the calculator’s scope.

  2. Buffs and Debuffs:

    Hero Support: Many heroes provide aura buffs that enhance nearby units (e.g., +1 to hit, +1 to wound, bonus saves). Conversely, enemy debuffs can hinder your units. These modifiers directly change the probabilities calculated.

    Command Abilities: Tactical decisions like “All-Out Attack” or “All-Out Defense” offer significant, temporary boosts to offense or defense, respectively, affecting hit rolls, wound rolls, or saves.

  3. Target Unit’s Save Characteristic:

    The calculator uses the target’s base save. However, abilities like ‘Fortify’ (making saves harder to beat) or specific unit types that inherently have better saves (e.g., heavily armored units) need consideration.

  4. Weapon Characteristics Beyond Base Stats:

    Some weapons have unique properties like generating mortal wounds on certain rolls, ignoring rend, or having different damage profiles against specific unit types (e.g., monsters, cavalry). The calculator simplifies this to a single ‘Damage per Wound’.

  5. Synergy Between Units:

    An AoS Calculator often analyzes units in isolation. However, in a game, units work together. A unit designed to debuff enemy saves makes your other damage dealers far more effective. A unit that can screen for a powerful but fragile attacker enables that attacker to reach its target.

  6. Game State and Objectives:

    The strategic importance of an objective or a specific game scenario can influence which units are valuable. A unit that deals low damage might be essential for holding a critical objective, making its ‘value’ higher than the calculator’s output suggests.

  7. Player Skill and Risk Management:

    A player’s ability to position units effectively, prioritize targets, and manage risk (e.g., deciding when to commit a unit) is vital. A calculator quantifies potential, but execution matters.

  8. Dice Variance:

    The calculator provides *average* expected results. Actual dice rolls can deviate significantly, leading to ‘lucky’ or ‘unlucky’ turns. Running multiple calculations or considering the probabilities of extreme outcomes can help mitigate this factor mentally.

Frequently Asked Questions (FAQ)

Q: Does this AoS Calculator account for special unit abilities like mortal wounds?
A: This specific AoS Calculator focuses on the core hit, wound, save, and damage mechanics. It does not directly calculate the impact of unique unit abilities that generate mortal wounds or provide other special effects. These often need to be considered separately based on the unit’s rules.
Q: How do I input buffs like +1 to hit or +1 to wound?
A: You would manually adjust the ‘Hit Roll’ or ‘Wound Roll’ characteristic on your unit’s stat line *before* entering it into the calculator. For example, if a unit normally hits on a 4+ and receives a +1 to hit buff, you would enter ‘3’ into the Hit Roll field.
Q: My unit has different weapons. How do I use the calculator?
A: You will need to run the calculator separately for each weapon profile you want to analyze. Ensure you input the correct Attacks, Hit Roll, Wound Roll, Rend, and Damage values specific to that weapon.
Q: What does ‘Rend’ do?
A: Rend reduces the effectiveness of the opponent’s armor save. A Rend of -1 means the opponent must roll one higher on their save roll to succeed (e.g., a 4+ save becomes a 5+ save against attacks with -1 Rend). The calculator automatically factors this into the ‘Probability to Save’.
Q: The calculator shows very low damage for my horde unit. Is it bad?
A: Not necessarily. Many horde units (like Chainrasps or Orc Boyz) are designed for objective control, screening, or overwhelming the opponent through numbers and specific abilities (like mortal wounds or buffs) rather than raw, consistent damage output. This calculator shows their baseline, but their true value might come from these other factors.
Q: How do I calculate defensive effectiveness?
A: While this calculator primarily focuses on damage output, the ‘Save Characteristic’ and ‘Rend’ inputs are used to estimate the opponent’s save. The table provides a glimpse into this, but a full defensive calculation would require simulating incoming attacks against your unit’s save and potential damage absorption.
For a simplified view of damage taken: Estimate opponent’s attacks, hit/wound rolls, and compare to your unit’s save.
Q: Can I use this calculator for magic or shooting attacks?
A: The calculator can be used for shooting attacks if you input the correct stats for the shooting weapon. For magical attacks, you would typically use the relevant `Hit Roll`, `Wound Roll`, and `Damage` characteristics, but remember to factor in any unique rules for spells, which are not included in this calculation.
Q: What does “1.67 damage” actually mean in game terms?
A: It means that, on average, over many combat phases, that unit is expected to deal 1.67 damage points per turn of combat. If the target unit has 5 wounds remaining, it would take roughly 3 turns of combat (1.67 * 3 ≈ 5) for this unit to defeat it, assuming the target doesn’t fight back or die sooner. It’s an average, so actual results will vary wildly due to dice rolls.



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