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To Frag or Krak, Part Three

3/31/2011

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Finishing off what I started in the first and second posts, now we will work in the cover saves.  For the Frag missiles, this is fairly trivial since you just figure the amount of cover and if it is higher than the armor save, substitute it in.  Which means #1 our T3/6+ who normally gets no save now becomes the same as a T3/4+ in 4+ cover.

The biggest change is for the Krak missiles since instead of getting a free ride past the armor saves, it now has to deal with a cover save.  Note that invulnerable saves fit in here also, so that the charts can be figured against things like Chaos Demons who seem to have lots of units with nothing but IS.  I'm going to change the format of the list a bit, it will still be the same twelve points, but  I'm not going to break down the "to wound" and "to save" numbers, but simply give the models needed to hit for each line.  Unfortunately, I haven't figured an easy way to put a table in here.
So, each line will be formatted as follows:
1. T3/6+ => ML(Cyclone/Typhoon) at 6+ cover save / ML (Cyc/Ty) at 5+ / at 4+ / at 3+
ML = Number needed to hit with a Missile Launcher and Cyclone/Typhoon = Number needed to hit with them vs Krak at the listed cover save.  NA = not applicable, if you have T3/6+ in 4+ cover, then they are really 4+ so I don't need to generate a number for it.
Very important, the cover save to the right of the => is the cover save the Krak is going up against!  The save on the left of the => can be the armor or cover save, which ever is higher.  So if you want to figure which to shoot at 1000 Sons Rubric Marines with their 3+ armor and 4+ invulnerable saves, you would look at the T4/3+ line (Rubric Marines, toughness 4 and would use 3+ armor vs Frags) and go to the set of numbers to get their 4+ invul vs the Kraks.

NOTE:  There is one exception to the above, for the Tx/6+ line vs 6+ cover save, I do figure in the effect of 6+ cover on the Frags. 

  1. T3/6+ =>  1(2) / NA / NA / NA
  2. T3/5+ =>  2(3) / 1(2) / NA / NA
  3. T3/4+ =>  2(3) / 2(3) / 1(2) / NA
  4. T3/3+ =>  3(5) / 2(4) / 2(3) / 1(2)
  5. T4/6+ =>  2(3) / NA / NA / NA
  6. T4/5+ =>  2(3) / 2(3) / NA / NA
  7. T4/4+ =>  2(4) / 2(3) / 1(2) / NA
  8. T4/3+ =>  3(6) / 3(5) / 2(4) / 1(2)
  9. T5/6+ =>  2(3) / NA / NA / NA
  10. T5/5+ =>  3(5) / 2(4) / NA / NA
  11. T5/4+ =>  3(6) / 3(5) / 2(4) / NA
  12. T5/3+ =>  5(9) / 4(7) / 3(5) / 2(4)

Some might find these results odd, but the effects of cover/invulnerable saves are greater on the single model Krak shot than the blast template Frag.  So against plain Space Marines in the open, I'd go with Krak all the time unless I could find them really bunched up because you need to hit about 3.5 Marines per small template to equal one Krak shot.  However, against the Rubric Marines in the open or Space Marines in 4+ cover you only need to hit 2 Marines in a template to equal the Krak shot, so you Frag them to death.

How does it break down? 
For T5 if AS=CS then go with Frags and if AS>CS then Krak.
For T4 Frag all AS <3+ and CS <4+.
For T3, Frag everything but Sisters in 6+ cover.

Have fun and I hope you enjoyed it.
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