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Whining a bit.

11/7/2011

2 Comments

 
Okay, slow robots, so lots of I2.  Seriously guys!  This is the power armor thing again.  You do know that despite all the fluff text wasted on the technological marvel of Power Armor, on the table top it is all just......a way to give someone a 3+ AS.  It doesn't have any other effect in the entire game.  However, onto the Necrons:
  • Okay guys, we have a 12-24" close ranged firepower army that is reasonably tough.  Cool.  But could someone please tell me why Heavy and Regular Destroyers  have different ranges?  I know they recycled the Gauss Cannon in other spots in the codex, but how about a special rule to keep the one unit with a solid 36" range.
  • Ditto for the sniper rifles, 36" should be a minimum.
  • Why do Praetorians only have A1?
  • I2 across the board?  Higher ranks, better bodies and technology.  Just like Power Armor, it is nice and fluffy but doesn't give jack on the tabletop.  Scarabs I3 maybe.  Wraiths definitely I3, maybe I4. Immortals, maybe I3.  Lychguard & Praetorians, definitely I3, maybe I4, but if forced to choose, I'd say Lych 3 and Prae 4.  Lords & Crypteks, definitely I3, maybe I4 (more so for Lords).  Various Overlords, definitely I4.
  • Flayed Ones might could use a higher initiative, but I actually like them at I2, but where is their horrible terror effect?  Make a Ld check or strike at I1 for any opponents would be about right.  Or -1Ld and force Fearless units to take morale checks.
As a current project, I'm going to pull up my three lists and run them through the metric thing to see what comes out.  I may end up having to count Glances from Gauss.  Hmmm, DRPG is five turns of firing and only counts Penetrating hits and the assumption is that it takes three Pens to make one kill.  So, to kill a Rhino by glancing, you need three hits on one third of the range which means you need triple the glances so I could divide that by three and get the result.

Tesla with BS4 works out to: Two chances to miss, Three chances to hit and One chance to Tesla for three hits.  Heh, mathematically a Tesla weapon never misses.  I will be ignoring funky effects like the biggest Tesla weapon's ability to hit everything withing 6" and the fancy staff of Imotekh..
2 Comments
Devjon link
11/8/2011 03:09:25 am

I kind of understand what you mean about rules not making a whole lot of sense (though what I think of are things like all the upgrades Tyranids can take, and how few are actually useful or at least well-priced).

But I just have to be a jerk and point out that mathematically the Tesla does miss, it's just that the average is 1. Mathematically the Tesla misses 1/3 of the time, but on average it should get 1 hit per shot. I'm sure you already knew this, but the Grammar Nazi in me was pushing to the surface.

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Algesan link
11/9/2011 03:45:07 am

Yep, it can miss, but for mathhammer, easiest thing to do is assume it autohits.

I'm going to have to redo the figures for the Annihilation Barge, because I just did the lazy thing and figured four S7 hits and ignored that since it is twin linked, the potential misses would have to be rerolled and possible score 1 or 3 hits. Without doing it on paper, I think that gives it an effective 5 hits per volley.

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