I have a different way of playtesting units then a real full scale effect, but I still get reasonable results.
My way is to put 2 similar units (both core, special or rare, and same point cost) against eachother and fight till one of them dies.
Charges are ofcourse acounted for.
Both sides get standard, musician and champion, combat resolution is not done since it would be too complicated.
The first unit I have tested are the angels, I have only done 2 army, and in one they where reasonably equal, the other was a massacre.
First fight: 16 saurus vs 16 angels with shields.
in this case I asumed the angels to get the charge because the saurus only have m4.
the final result was a victory for the saurus, 17 wounds inflicted and 10 recieved.
at first the angels where in the lead with 4 wounds, but then suddenly the saurus made a comebac and started killing 2-3 angels a turn.
next was 4 ogre bulls with extra hand weapon vs 16 angels
I will do a second round, where the bulls get the charge, but here, the angels got the charge.
The angels inflicted 13 wounds, and recieved 1.
They killed a bull a turn, they where lucky that I also succeeded with their armor save of 6 (after modifier) at 4 out of 5 wounds suffered.
I will post more later, probably yesterday (for me at least)
We initially did this, but we decided that in the end, straight up fights are not how this armyt should be played. Flanks, combo charges, thats how we play.
---Baran
And also this is more open to luck altering things. the more dice you roll the more it evens out.
We did it mathamatically, which was fine for unit to unit, but there's nothing that compares to an actual battle. I've got a different idea, which I'll go post now...
I read it and posted a reply, and started an online battle topic.
I'm now waiting for an opponent.
Although it was really funny to see the angels kick serious ogre but.
Ps: yay, 50th post, I'm now officially an angel.