Jump to content

Missile Launchers agains MEQ and TEQ


tahrikmili

Recommended Posts

I tried to go through the probabilities myself but not being very good with the rules I wanted to check what you guys think:

 

A Devastator squad with 3 MLs firing at an enemy MEQ or TEQ squad of 10. Should they use Frags or Kraks?

 

Common sense says Kraks in both cases but my math suggests that Frags against MEQ have a higher number of probable wounds and are actually worth trying out. I realize this requires a couple of assumptions (how many enemies a Frag missile will cover etc.) but what do you think on the matter?

Well being a minor at mathhammer I don't mind doing this now and then. I prefer killhammer though.

 

Anyway, lets just make some assumptions ok, lets average out the amount the frags hit at in total 9 ok, that 3 per blast. Thats on a good day so I did the maths and with frags on MEQs equals 1.485 losses. 3 kraks is 0.833. surprising, frags is better. If your referring to terminators then quite obvious the frags are superior if you can hit with them, the 2+ save just drops the krak into more greater margin of loss.

 

Well thats an enlightening piece for me, never knew frags could do so well!

VS MEQ

 

Krak Missile : 2/3 chance to hit x 5/6 chance to wound x 1/1 to bypass armour = 0.5555 kills

 

Frag : To obtain 0.555 kills you would need 3 hits with the template, 3 hits x 1/2 chance to wound x 1/3 to bypass armor = 0.5 kills

 

Conclusion

Likelihood of getting three hits with template is slim, therefore Krack is better.

[Exception : If unit is in cover Frag is much better]

 

Vs TEQ

 

Krak missle : 2/3 chance to hit x 5/6 chance to wound x 1/6 to bypass armour = 0.09 kills

 

Frag missle : 1 hits x 1/2 wound x 1/6 to bypass armor = 0.0833, 2 hits x 1/2 wound x 1/6 to bypass armor = 0.1666

 

Conclusion

Frag is always superior.

Yeah I suffered like 16 wounds on 1 squad from a Devastator squad with MLs - there was only 5 of them and they all died!

 

Thought by bunching up in cover the unit wouldn't have to worry about Krak missiles...

Well being a minor at mathhammer I don't mind doing this now and then. I prefer killhammer though.

 

Anyway, lets just make some assumptions ok, lets average out the amount the frags hit at in total 9 ok, that 3 per blast. Thats on a good day so I did the maths and with frags on MEQs equals 1.485 losses. 3 kraks is 0.833. surprising, frags is better. If your referring to terminators then quite obvious the frags are superior if you can hit with them, the 2+ save just drops the krak into more greater margin of loss.

 

Well thats an enlightening piece for me, never knew frags could do so well!

Several things wrong with that mathhammer.

 

First off, your math on kraks is wrong; Brother_Kluft has it right with a single krak averaging .5555 kills, and thus three kraks getting 1.6667 kills.

 

Also, assuming three models per frag is rather optimistic; even if the enemy is clustered up enough to get three models under the blast template, one still has to account for the vagaries of the scatter dice. Of course, scatter dice can't really be mathhammered since they're far too situational, but it's still a factor that needs to considered with frags.

 

IMO, the frag vs. krak issue is one that can't be solved by pure mathhammer, because with any weapon that scatters the result is far too dependent upon the details of enemy deployment. Going off Kluft's mathhammer, frags are superior if you're reasonably certain a blast template will cover four MEQs or two TEQs.

In a way, it can be mathhamered. You have 1/3 chance of rolling a "hit". Ballistic skill 4 means you minus four from the scatter, so 7/36 when you scatter you won't scatter. Assume you will put the disc in the center of the unit and then when you roll 10/36 (a 5 or a 6) you will likely hit something, (use this value as a 0.5 instead of a 2).

 

Worked out this is (1/3 + 2/3*7/36)+(2/3*10/36).

 

Keep the values seperate, then roll to wound and kill and add them at the end.

 

So, 25/54 to hit dead on and 10/54 for a close miss.

 

This is based on the law of averages, so of course it is only good as a base line. What it has come down to, in my experience, is if you are firing at a unit of 10+ use frag, especially if they are close together. If it is below 7 your pushing your luck with frag.

well the reason i said mathhammer can be useless is that you can scatter 8 inches and still hit something, often the same unit.whether you will or not well... that depends entirely on the situation.

Pretty much what my point was too on how scatter can't really be mathhammered; depending on where the blast template is placed and how the enemy is deployed a shot can scatter two inches and hit nothing, or scatter 8 inches and hit just as many models as if it were on target. You can try to come up with a reasonable guess as to an average results for scatter, but it's going to involve arbitrarily picked numbers rather than absolute mathematical certainty that you get with direct-fire weapons.

Sometimes you lot can read far too much into a problem like this

 

Worked out this is (1/3 + 2/3*7/36)+(2/3*10/36).

 

when it comes down to this kinda math, your best off going for a lie down!, As for me i use my own experiences for deciding these things or failing that other peoples.

 

oh look we have one here:

 

Yeah I suffered like 16 wounds on 1 squad from a Devastator squad with MLs - there was only 5 of them and they all died!

 

Thought by bunching up in cover the unit wouldn't have to worry about Krak missiles...

 

And that didnt even take maths.. great innit??

 

Gc08

Sometimes you lot can read far too much into a problem like this

 

Worked out this is (1/3 + 2/3*7/36)+(2/3*10/36).

 

when it comes down to this kinda math, your best off going for a lie down!, As for me i use my own experiences for deciding these things or failing that other peoples.

 

oh look we have one here:

 

Yeah I suffered like 16 wounds on 1 squad from a Devastator squad with MLs - there was only 5 of them and they all died!

 

Thought by bunching up in cover the unit wouldn't have to worry about Krak missiles...

 

And that didnt even take maths.. great innit??

 

Gc08

Personal experience, especially like the example you cited of a one-time event, isn't the best way to judge the overall average effectiveness of any given piece of wargear; anyone familiar with the vagaries of the Dice Gods can tell you that. Everyone who plays the 40k long enough will have games where they can't roll anything better than a 1 (unless it's a leadership check) and games where half their dice up as sixes. Math hammering out the averages gets rid of the anomalies produced by the random chance that clutters personal experience.

 

Of course, one of the issues with frags vs. kraks is that their effectiveness is so situational. Frag missiles are usually more effective against a squad that is clustered up than against one that's spread out (though not always; a spread out squad will still take hits from frags that would have scattered past a clustered one).

Well, the way I see it, unless the MEQ squad you're shooting at is in cover, the krak missiles are always better. Out of 4 krak missiles (one hitting on 2+ due to sergeant), at least 3 should hit and hopefully wound. So that's 3 saves on 4+ (if they're cover) or 3 automatic dead MEQ (if they aren't in cover).

 

On the other hand, a frag missile will on average miss and scatter 3". With str4, it has very little chance it'll actually get many wounds going. MEQ squads are small, so a scattering small template can possibly hit only one, maybe two marines (or maybe none). Even if it hits, it's likely to get only 2-3 meq (unless your opponent is an idiot and bunches up his marines) so that's a very small number of wounds.

 

Conclusion? Unless the MEQ squad you're shooting at is in the open and will gain no cover saves, it's best to use something else to shoot them, and use those missile launchers to pwn those rhinos and the like. :P

Personal experience, especially like the example you cited of a one-time event, isn't the best way to judge ...

 

I agree wholeheartedly. Whilst acquiring personal experience is very useful the real problem with anecdotal evidence is the sample size (often just a simple example cited, with "opposite"/non-supportive examples being conveniently forgotten!).

 

Cheers, Paul.

For what it's worth, a Plasma Cannon (at least in tactical squads where it's points reasonable) does everything a krak missile does against infantry, but better, because there's no difference between TEQ and MEQ, and you get the blast benefit of frag.

 

I honestly prefer different heavy support choices than Devs most of the time though, so take that for what it's worth.

For what it's worth, a Plasma Cannon (at least in tactical squads where it's points reasonable) does everything a krak missile does against infantry, but better, because there's no difference between TEQ and MEQ, and you get the blast benefit of frag.

 

I honestly prefer different heavy support choices than Devs most of the time though, so take that for what it's worth.

 

Yeah I really feel that (against infantry/MCs) the Plasma Cannon has taken the role of the Missile Launcher, especially in Tactical squads where its only 5 points more.

Speaking of the plasma cannon, I think it's the absolute best weapon you can give to an objective-camping tac squad.

 

Hell, even if you aren't gonna do much objective camping with it, the plasma cannon is still so cheap that it doesn't matter if you don't make full use of it.

 

On the other hand, that single - almost always overlooked by the enemy - plasma cannon in your army is a quite powerful asset. Even if your opponent gets cover saves against it, it's still very likely to pay for its points. Not to mention you can use it to pop light vehicles and even wound MCs.

How large are the squads in terms of total Marines?

 

5 Each with Razorbacks with Twin-Lascannons (which I have yet to buy :P)

 

If I could spare the points (and money) I would also use a 5 man Devastator Squad with 3 Multi-Meltas in a Drop Pod too.

 

I'm crazy like that. :)

Personal experience, especially like the example you cited of a one-time event, isn't the best way to judge the overall average effectiveness of any given piece of wargear; anyone familiar with the vagaries of the Dice Gods can tell you that. Everyone who plays the 40k long enough will have games where they can't roll anything better than a 1 (unless it's a leadership check) and games where half their dice up as sixes. Math hammering out the averages gets rid of the anomalies produced by the random chance that clutters personal experience.

 

whilst i understand this point i prefer the reverse argument that you cannot use averages to calculate what is a truelly random event.. dice rolling

Mathhammer only truelly works when your rolling vast numbers of dice and can hit the 'bell curve', when you only rolling a few... forget it, its all 'luck'

 

I often find if a person plays enough games, experiences are the best source of education for list building and tactics.

 

Gc08

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.