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Found 5 results

  1. Hi Folks, No painting progress ythis week. I have been kept busy by a challenging professionnal agenda and barely touched a brush. Just made some preliminary test of yellows on Micromachiens from Epic era, which turned out to be, well, no so convincing, but, hey, let´s talk about that in a future entry. So, my New Year/New Army 2023 project is now mature enough not to be considered anymore as such in a couple of weeks. But I will not commit any other New Year/New Army project for 2024 (I swear) and will instead focus on expanding the Cyborg host and/or resuming my Eldar Force resurrected this summer in the 2023 Painting Challenge. But Ad Mechs will be first, mainly because I like them better in terms of outlook. Playwise, I still do not really know how they manage beyond Patrol Format... ALthough being apparently a gunline army, these chaps are extremely mobile. If you play with some Legends units such as a Termite drill as I do, even better. But mobility means close quarters. here, I am not that convinced by my recent perfs and I feel like some extar hitting power may be needed. Which unit(s)? Kastellans - Robots looks alright now (apparently, as I still haven´t played with Codex rules) Sicarans - I do not like the models and they are expensive Electropriests - but these models are generaly speaking "ugly" and expensives, except there are some left boxes at old proces in a nearby FLGS... And beside the "ugliness" I may atttribute t these sculpts, I dislike then less than Sicarans Secutarii hoplites - I play mostly only friendly games with Legendary units and shall I have an extra Skitarii unit I´d like trying a different stuff wit them that the usual suspects (Vanguards or Rangers) Breachers - I will pass this time, I have too much Kataphrons to my taste and sanity atm As I already have a box of Kastellans and want to keep to the rule of cool that drives the project, my heart hesitate between Electropriests and Secutarii. My planned next investment in a Patrol box (new version) will let me with sprues for Skitarii that might be upgraded with the FW Hoplite kit for the cost of a single Electropriest box (more or less). So from an economic PoW, Hoplites may have a small premium. Pts-wise 10 hoplites or 10 electropriests are more or less similar. But what about their "performance" - ¡ beware of the Math Hammer"*! Shall the different versions of Priests and te Oplite be compared in their HtH performance (this is my point afterall), what does the stats say?: Weapons profiles are very close ones to anoter but differ from SPecial rules point of view (still and only talking about melée) My reference will be against an Intercessor SM - these are popular apparently Results are interesting as in the end once everything is accounted, my napkin calculations gives me that Gauntlets from Corpuscarii and ArcLances from Hoplites lead to the same probability to inflict a wound. 41-42%. Being Damage 1, the number of models removed is straight forward. Staff from the others Priest give 56% probability to inflict an unsaved hit, at D2 they break the deal. So staff is superior once in HtH. But you have to reach HtH and the Fulgurite Priests (except if in the relative safety of a transport - hello Termite of mine) might be reduced in numbers when they arrive at contact. While other guies, while wandering in the open and viced air of the battlefield, may have time to shoot a volley or two of their pistolled ranged weapons, compensating in a way the potential losses on the march. This extra dimension may change the decision making process? Qualitatively I would say: "partly". Another partial impact is the Lance rule of the Hoplites. Shall they charge, well, they may improve their kill ratio. This... plus their 0 CP heroic intervention stratagem... Hum, what do we end up with all this once accounting time as come? I guess my tabulation would say that for HtH buff unit we have a win and two quasi ex-aequos Fulgurite Hoplites Cospuscarii Maths are guiding my choice? I really like the idea of Hoplites, so, in a couple of weeks I may end up with Rule of cool being the final arbitration... And as I mostly play friendly games with Legends... What to you think? * the playskool version of course. POSTSCRIPTUM: I have considered in the main body of the blog entry mostly only the damage dealt in HtH as a "rationalized" decision making factor. Although, from a qualitative point of view, I touched the additional shooting contribution as a side benefit that might shift the case analysis. Yet the capacity of the models to survive to an attack is also an important feature. As the T of the 3 types of models are more or less the same it is the invulnerable Svg of the Hoplites that make this unit climbing to the top position in defense mode. It allows them to walk on the battlefield while Fulgurites will need to pay a taxi tax in order to really reach their full efficiency... Does it looks like I am looking for any argument to go for Hoplites?
  2. As introduced in my previous BLog entry, I am thinking into expending my Saim Hann host but I still don´t know which way I will follow. Among the ways I foresee there are the extentions of my battleline units (see Part I) and/or getting more Jetbikes. So, let´s dive into Jetbikes now. As previously the comparison will be based on the units of both Aeladri and Dark kins nits. I will exclude the Shinning Spears though, as I alredy get one of those and do not really foresee getting a second one. The short list is therefore: More windriders Some Shroud runners Skyweavers Reavers The quick profile comparison gives this: M T SV W LD OC Size Cost Windrider 14 4 3 2 6 2 ´3-9 ´80-160-240 Shroudrunner 14 4 4 3 6 2 ´3-6 ´80-160 Skyweavers 14 4 4 3 6 2 ´2-4 ´95-190 Reavers 16 4 4 2 6 2 ´3-6 ´75-150 A rather grouped shot in the target, with little key differences in terms of main stats. The tricks are in the special rules, or the lack of it Among the Crafworlders, the Shroud Runners rock. They cost the same as Wind riders, get inv. save, scout and Stealth. Plus as a cherry on the cupcake the Long Rifle and the extra wound. And what to say about Target acquisition!!! Question mark: Why would you bother fielding Windriders??? Well, I guess that the motivation behind would be getting Shuriken Cannons from the Windriders. Only this. And units sized up to 9 and/or to be used as a bodyguard for a mounted farseer. Is it enough to justify the investment? Well, the Heavy weapon option of a S. Cannon is interesting to hunt down MEQ. but in that case the Windrider compete with wrwlker, more than with others jetbikes. Skyweaver are an interesting choice as they open the door of harassment tactics, and mortal wounds just by flying over MEQ units. I am a little bit obsessed by power amours. The haywire stuff is not too fancy, of course anti vehicle helps, but lack of AP is limiting impact I guess. I think they are too expensive to deserve the S. Cannon, that will be better spent on Windriders. So the Harlies bikes are probably to be considered if you do not go Ynnari, to get this fancy alternative of Scything down ennemies just by flying over and or a mobile anti vehicles. Inv. save may make that these units can expect survive to a lot of dire odds and remain active and problematic for the ennemy quite a long time and their HtH abilities may help to finish off some MEQs units already weakened. Final push. The Reavers will require paying the Yvraine entry tax (of course). They have the same fly over advantages than Harlies when trying to slice down stuff, but with reroll option. They move further but do no really survive longer than Windriders. Splinter rifle is good only against lower grades of infantery troops. Blaster and heat lance are 2 good weapons, but frankly, as options are currently free, why go to Blaster? This is none sense. I guess that in the end, to go vehicle hunting, they will give a yield that may superate the Skyweavers. While in HtH they are designed to predatory attacks against Astra Militarum or light infantery. While going HtH, are the Reaver really wort it? I guess they will compete with Hellions in the case and I am not sure the conclusion will be in favour of going to enemy contact with the Reavers. on the other hand, Scourges are also superiors to Reavers for tank busting, without jeopardizing mobility at all... So what, goes a unit that trade of all jacks and does things well but not optimum, while going to more specialized Drak kins? The comparision may lead me to go to Shroud Runners, but the anti vehicle capacities from Reavers and Skyweavers are appealing too. Before closing a conclusion I foresee additional reflexions are needed: Is the distinction between Harlies and Reavers as contextual as it seems to be ? What kind of infantery profile do I expect to meet more? Can/should Warwalkers, Scourges or Hellions be set into the comparision? Which may by the way lead to include the other examinations of the ideas I have for expending the Host inc. the Aspect warriors but also the Incubii (because if in the end I go Ynnari´s way, the Patrol box of Dark kins will bring them on the table) Temporary rating: Wind riders: +0 Shroud Runners: +3 Skyweavers:+1 Reavers: +1 Let´s see in a next episode
  3. I am thinking into expending my Saim Hann host but I still don´t know which way I will follow. There are different stuff that I like in the Eldars, all tastes together: Character and aesthetic of their infantery, especially the Core Jet bikes Versatility and cross bridging that goes with the various subfactions that can be combined (Craftworlds, Corsairs, Harlies and even Dark kins through the Ynnari option) Now that I reach a point where my core army force is painted and defined, I will try to expend it in order to reach a full fighting force. SOme obvious options will be though support units (Maybe reapers or Walkers) and Specialists (Spiders or Banshees). But I would not discard getting more battleline too. Atm I can field 2 guardian units (one of each flavour), one Dire Avenger unit and I have enough spares for 2 aditional guardians, except that I will have to ebay some platforms. But, what if I take a different direction, for example going to Corsairs? There are probably enough bits in the box to build a full funcional squad and equip my extra guardian bodies... So, which Unit ? Let´s do a quick and dirty comparison, and include the Dark kins too. M T SV W LD OC Size Cost Guardian D 7 3 4 1 6 2 10 110 Guardian S 7 3 4 1 6 2 10 115 Corsair 7 3 4 1 6 2 ´5-10 ´70-140 Kabalite 8 3 4 1 6 2 10 120 Wyches 8 3 6 1 6 2 10 110 From a base profile comparison, I would say that the Wyches would not be my choice. They need to go into a Raider to get the protection needed to fulfill their purpose. Their Sv is rather, say, low otherwise. Kabalites are puzzeling. Something that is in-between both falvours of Guardians. Their extras and options may make them very good alternatives, and their gun special rules can do the deal against modest targets (ie not power armoured ones). Let´s see the shooting weapons, if it brings arguments to get out of the pat. R A XS S AP D Rifle 24 1 3 4 -1 1 Catapult 18 2 3 4 -1 1 Splinter rifle 24 2 3 2 0 1 Well, 3 perfiles with subtles allterations - ranges - Attacks and AP. Rifle in the middle. but with special rules that may make it equivalent to the other ones... Corsairs are in all cases the most expensive ones. But they can scout 7" and can go into smaller squads if needed, and being battle line this is something even more relevant (up to 6 infiltrating MSUs...). Not something to be under estimated. Their gun remain decent and their bonus to reroll dices too. Plus they have much more special weapon options than Guardians. Not as much as Kabalites, but almost (ie only one less). Yet they can be defined to go HtH with all round power weapons or advancing fire support. Meaning thay can replace advantageously a Banshee squad even if their AP and D will be lower. Balancing extra punch of Banshees by scouting and OC. Now the economics: The corsair boxed set is one of the more expensive for 10 guies, but bits may be useful to optimize by bitz box decluttering up to allowing a second unit to be fielded (one HtH orientes and one with rifles) More guardians is probably a no go for me. They are fillers mainly and I cannot see them fulfillign a task others cannot do, except generating fate dices of course. Kabalites are a posibility but Mainly only for what they can bring to the army through their combined use with a Raider (deepstrike + firing deck). And it would require paying the Yvraine entry cost too. some more than double the fee. The comparision may lead me to go to Corsairs, but before closing a conclusion, we will need to see how jetbikes may influence the selection. Afterall, riding wyches have some benefits that may influence a final selection too. Let´s see in a next episode. Temporary rating: Corsairs: +3 Kabalites:+1 Others: +0
  4. I have been a little bit surprised, as most, with the way point values for the Datasheet of the indexes were set. Especially in respect of cost managment of the options. Or rather in respect of the total lack of cost managment of the options. I already stated in other places of B&C that in my opinion, the whole design (from profiles to poitn values) would be te result of a series of probabilities to suceed vs. an average profile defined a rating reference. of course this is theory as the main features of this approach needs a certain granular approach to weight properly various mechanisms: - how do you cope for the mobility - how do you cope for CC vs. one model archetype (infantery, tank...) - how do you cope for shooting vs. one modelarchetype - how to define respective weight of each aspect for a global point value. A math tycoon I know said that it could be in each case a 3 dimensional probelm taht could be solved by a simple excel with a MonteCarlo solver. He went down in his basement to do it, but never reappeared to the surface... (Ok, I have been told he met someone since, so probably that he isn´t mumified. Yet.) Not being too smart on maths hammer (for lazyness mainly) I anyhow decided to give a try. a limited and humble try. While skipping completely the relevance of movement I calculated the probabilities for a Warlock to inflict damages to a SM intercessor and a Rhino in both shooting and CC for the different configurations of weapons and psychic attacks: Destroyer, Singing Spear and Witchblade. Probability to inflict Damage = Probabilty to hit succesfuly x probabilty to wound succesfuly x probabilty that the oponent fail its saving throw My initial thoughs were: - Singing spear is for hunting down vehicles - Witchblade is for killing infantry - Destroyer is for Fluff I do not want to tease too much of a conclusion, but let´s see how wrong I was... And how appearances may be deceiving. Ranged against SM intercessor: the Torrent of Destructor is key in its eficiency probabilty to cause damage with 1 attack is 33% while the Spear is slightly bellow 19% - I round it. Destructor being D6 attacks the mass is sung - Clear advantage to Destructor. OK I know this is a pointless comparison as you do not swap Destructor with the Spear. You keep Destructor and use both... But Destructor is still better) Ranged against Rhino: the Torrent of Destructor still is key in its eficiency probabilty to cause damage but the difference is less marked - 17% vs. 11% - S9 of Spear looks almost pointless - Small advantage to Destructor, which once again you do not lose... CC against SM intercessor: Whatever you go Blade of Spear, both options, well, suck. the Anti-Infantery+2 of WitchBlade is not that decisive. Rests of specs are similars between weapons. Probabilty to cause a damage is ending at 9 and 7%. Do not go HtH against SM with a Warlock... CC against Rhino: Same lamentable conclusions - Singing Spear is not done to hit vehicles. Neither is the WitchBlade (of course this does not consider how fate dices may be used in order to turn the tide at the right moment and lead all of this to the trash bin...) So, what is the purpose of going Singing Spear? - I initially said none, but I would rephrase as "rather limited" instead. Or a little bit less limited if you disconsider the movement category too. A Singing Spear in Ranged attack category is indeed Assault. This is, I feel, the only reason that remain to take it; and for this you need to get a strategy of moving the unit within which the Warlock is set -> Thus only in Storm Guardians tooled up with Fusion Guns (for doing something useful against a similar type of target). Overwise, I would stick to the default WitchBlade. Seen the differences I found in probabilities to cause damages to a SM Intercessor or a Rhino (used a Guineas Pigs on purpose of rating the options of a Warlock), we can see that most of the statistics gives close results in most cases. Therefore I guess it is fine for such a model, under my very limited and arguably biased rating conditions, to assert that both options do more or less the same and should cost the same (corollary) : i) there is a statistical difference that is somehow marginal between 2 configurations and the little plus of shooting this the Spear is bringing limited boost ii) and the benefit of optional (Spear) over the base tooling is mostly circunstancial to Advancing unit or iddled opportunity to drop a ray on a nearby high T target ( and x fingers for succeeding in the dice throw) But, is this finding extrapolable to other units/are they more all less falling into the same type of trend? I wonder how a SM Devastator would rend in such a comparative approach through their numerous options (and how you rate more anti tank vs. more anti smurfs... May be a topic for another calculations at lunch pause?)
  5. Been doing some numbers on how much damage we can get per point. There are some numbers here that really surprise me, the most obvious one is how little dmg a DC dread does assaulting (considering the points you are paying), compared to shooting units. Jump plasma vets do more dmg to a veichle (just dropping down and shooting) than a DC dread does shooting and assaulting combined. Overall things seems fairly balanced, considering the low survivability of infantry they should be doing more dmg (and they do). Considering how much harder it is to assault a unit compared to shooting. And with the new fall back mechanics, assault is not in a great place as a pure dmg dealer. I'm not discounting the phase, but the big advantage with assault units appears to be to stop expensive models from shooting and general disruption. Not saying assault is dead, it's just very different and more flexible now , so naturally the dmg should be lower, but is it too low? The other glaring issue is how tanky razorbacks are compared to how much dmg they put out. Most veichles are at the 500% mark in terms of durability, infantery is hard to calculate, but we can assume it's very low and slightly better for long range units. Shooty dreads seem to be in a good place, the Predators not so much. Fire Raptor is looking really strong as the range is better than a Stormraven and it fits vs both infantry and mech lists. Vs many smite lists it can be tricky to yolo in a stormraven, raptor has a nice advantage there. I have not added T8 models only t7 with and without invul, but it's fair to assume that Lascannons > everything else due to str9. Disclaimer: The dmg to point effiency is purely raw dmg. Some of these units are better geared towards infantry (fire raptor, wyvern etc.) Some have better range/mobility. The rating only considers raw dmg, and does not factor in other things that can be useful. Edit: I havent double checked all numbers, please let me know if you find any errors. We are not assuming any auras, so bs2+ ven dreads would drop slightly in efficiency with re-rolls compared to bs3+. http://remtek.be/40k/8thmath.png
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