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Deathwing Metrics


Ajax Tlamunus

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40k Metrics is a benchmarking system designed by Nikephoros for comparing the effectiveness of units in an army list. Please note this isn't a guaranteed method of designing winning lists, not is it meant to be. It is intended to be used as a tool to compare lists together that are of the same army and a similar type/theme. It won't work for comparing Space Marines to Dark Eldar, for instance, as the armies function with vast differences from each other and their units serve different purposes, as well. Heck, it doesn't even work that great for comparing similar army types, like Dark Angels and Blood Angels. But what it does do best is allowing you to compare, let's say, two different Imperial Guard gunline lists to see if a newer list can match similar firepower to a list that has established effectiveness or something similar. It is even better at comparing and contrasting the performance of two variant "load outs" from the same unit from the same codex... like the Deathwing.

 

The system itself is quite simple, though it does require a lot of "math-hammer." You'll crunch the numbers to puzzle out the statistics for four different categories. Each of these categories is calculated for each model in an unit, and then the sum of all the models respective categories are combined to produce the unit's total rating. This rating is where you can garner a degree of how useful the unit will be and how best to make use of it in an army list. The four original categories are as follows: Dead MEQ Shooting (DMS), Dead MEQ in Close Combat (DMCC), Dead Rhinos Per Game (DRPG), and Dead Land Raiders Per Game (DLRPG). As you've no doubt noticed, these are all based around marine units. This is because MEQ armies are currently the most common army you'll fight (supposedly) at any given time, and it's also generally accepted that any list that can handle an MEQ list with ease should do suitably well against GEQ lists as well. So, let's break down what each category means... I'm tweaking Nikephoros original numbers here a slight bit, and am calculating the melee results without adding any bonus attacks for charging*, I'm including stats for both glances and penetrations on vehicles, and I am including stats for both melee and shooting against vehicles.

 

* In my Terminators almost always require several turns to finish any combat, simply due to the small number of Termies versus darn near any unit in the game. As Deathwing are Fearless they will always stick around, so a turn over turn number seems more useful.

 

So the final categories are

Dead MEQ Shooting (DMS)

Dead MEQ Close Combat (DMCC)

Rhino Penetration Shooting (RPS)

Rhino Glances Shooting (RGS)

Land Raider Penetration Shooting (LRPS)

Land Raider Glances Shooting (LRGS)

Rhino Penetration in Closs Combat (RPCC)

Rhino Glances in Closs Combat (RGCC)

Land Raider Penetration in Closs Combat (LRPCC)

Land Raider Glances in Closs Combat (LRGCC)

 

 

Squad #1 - Hammernators (235 Points)

Equipment Options: 1x Thunderhammer, Stormshield & Cyclone Missile Launcher; 4x Thunderhammer & Stormshield

 

The very popular "Hammernator" unit, which uses the maximium number of hammers and slaps a Cyclone Missile Launcher on one membe of the squad as its sole source of shooting. Rather obviously, all of its strengths are in close combat, but the Cyclone gives it some anti-infantry or anti-rhino punch that might not be expected by someone only used to the standard Codex unit.

 

DMS: 1.11

DMCC: 4.15

RPS: 0.67

RGS: 0.22

LRPS: 0.00

LRGS: 0.22

RPCC: 3.30

RGCC: 1.10

LRPCC: 0.00

LRGCC: 1.10

 

Squad #2 - Dakkanators (250 Points)

Equipment Options: 1x Assault Cannon & Chainfist; 1x Power Sword & Storm Bolter; 3x Powerfist & Storm Bolter

 

Almost the antithesis of the Hammernators, this unit is all about the dakka. The shooting numbers are somewhat lackluster against MEQ targets given the point investment, but this unit is devestating against anything with a 5+ save... and pretty darn good against MEQs if they follow up their shooting with an assault.

 

DMS: 1.99

DMCC: 3.82

RPS: 0.44

RGS: 0.22

LRPS: 0.29

LRGS: 0.37

RPCC: 3.53

RGCC: 0.99

LRPCC: 0.78

LRGCC: 0.99

 

Squad #3 - Balancing Act (240 Points)

Equipment Options: 1x Dual Claws & Cyclone Missile Launcher; 1x Chainfist & Storm Bolter; 1x Power Sword & Storm Bolter; 2x Thunderhammer & Stormshield

 

This unit seems a bit indecisive on paper, but the five man squad has three shooters and three close combat specialists, has great defenses, and can strike at multiple initiative steps in close combat. As might be expected of a generalist unit, they have a definite "jack-of-all-trades, master-of-none" quality.

 

DMS: 1.55

DMCC: 3.74

RPS: 0.67

RGS: 0.22

LRPS: 0.00

LRGS: 0.22

RPCC: 2.21

RGCC: 0.88

LRPCC: 0.75

LRGCC: 0.55

 

Squad #4 - Single Shield Dakka (240 Points)

Equipment Options: 1x Assault Cannon & Chainfist; 2x Powerfist & Storm Bolter; 1x Power Sword & Storm Bolter; 1x Thunderhammer & Stormshield

 

A slight tweak to the pure dakka of Squad #2 increases durability for little loss of firepower.

 

DMS: 1.70

DMCC: 3.82

RPS: 0.44

RGS: 0.44

LRPS: 0.29

LRGS: 0.37

RPCC: 2.87

RGCC: 0.99

LRPCC: 0.78

LRGCC: 0.77

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Hey this is nice. Thanks for taking the time to crunch the numbers. I think what these kind of systems lack is some kind of summary score/rank or number for each unit given all the permutations within. Overall though given the weapon differences it's fine lines between some of these units isn't it?
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This is a very nice compilation of data for those who are a bit more mathematically inclined. Kudos for you for crunching the numbers and publishing the findings. If there was one thing that I would add just for comparison would be a the numbers that a tactical squad would put up there. Not different builds of tacticals, just a single tactical build, in order to show the specific metric differences where the variety of terminators shine.

 

I think the most interesting part of this analysis is the squad you said is a bit underwhelming on paper is not that much different than the 'optimized' terminator squads. That's one of the things that set Deathwing apart from other terminator units: being able to mix CC effectiveness will still maintaining respectable amounts of shooting. Stick this chart in the face of all those who thing DA should be folded into C:SM =D - Still think we aren't different enough?

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I think the most interesting part of this analysis is the squad you said is a bit underwhelming on paper is not that much different than the 'optimized' terminator squads. That's one of the things that set Deathwing apart from other terminator units: being able to mix CC effectiveness will still maintaining respectable amounts of shooting. Stick this chart in the face of all those who thing DA should be folded into C:SM =D - Still think we aren't different enough?

 

I am one of those people, about half the time... :) The biggest advantage of the Deathwing over "Codex" Terminators is the weapon mix (and Troops status). The biggest hurdle the Deathwing has is the five-man hard cap on squads, which I wish desperatly would go away... it's never made any sense to me.

 

 

Next logical step is to break this down by weapon. The cyclones boost the kills in shooty, etc.

 

It's not too difficult to do this, and in fact, working out the metrics for each individual was the first step. Then I added the scores up based on what was in each squad based on their mix. For example, an indivicual Storm Bolter has a DMS rating of 0.22... So five Storm Bolters have a DMS score of 1.11

 

# of Shots*(% to Hit)*(% to Wound)*(% to Fail Save)=DMS

 

1x Storm Bolter: 2*(4/6)*(3/6)*(2/6) = 0.22

5x Storm Bolters: 5*(2*(4/6)*(3/6)*(2/6)) = 1.11

 

Formula is a little more complex, but not by much, for figuring out things like Assault Cannon rending shots or blast markers... I crunched the numbers for the Cyclones with both frags and kraks, but it will probably surprise no one that krak missiles were better in all cases. The vrtual certainty of a S8 causing an AP2 Wound on one MEQ, compared to the less promising chance to maybe do an AP5 Wound to three MEQs just kills the metrics.

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Just spotted a small error in the OP.......squad 4 should be 250 points by my reckoning ;)

 

That's a simple typo, mea culpa. My Adepta Transcriptorium will be shot in the head sent on vacation... to a farm... in the country.

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Squad #5 - Snikt at Night (235 Points)

Equipment Options: 1x Dual Claws & Cyclone Missile Launcher; 4x Dual Lighting Claws

 

Redefining the term "Loganwing," a squad with nothing but Lighting Claws is surprisingly sub-par at their job compared to the units detailed earlier. They do all strike at Initiative 4, a slight advantage over powerfists and hammers. They are not the best there is at what they do...

 

I'm sorry, I had totally screwed up the numbers here. Turns out that this squad is, in fact, incredibly good at there job... but it is a very specialized one. An overly specialized squad in my opinion, but they actually are the best there is at what they do... and what they do isn't very nice.

 

DMS: 1.11

DMCC: 5.65 (Corrected 7/10/12 -Ajax)

RPS: 0.67

RGS: 0.22

LRPS: 0.00

LRGS: 0.22

RPCC: 0.00

RGCC: 1.65

LRPCC: 0.00

LRGCC: 0.00

 

Squad #6 - Snikt and Smack (235 Points)

Equipment Options: 1x Dual Claws & Cyclone Missile Launcher; 2x Dual Lighting Claws; 2x Thunderhammer & Stormshield

 

The addition of a pair of Thunderhammers brings the performance up, especially in the anti-vehicle role.

 

DMS: 1.11

DMCC: 5.05

RPS: 0.67

RGS: 0.22

LRPS: 0.00

LRGS: 0.22

RPCC: 1.32

RGCC: 1.43

LRPCC: 0.00

LRGCC: 0.44

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Thanks for running all these numbers, they are very interesting - particularly as I am currently planning my GotC Deathwing Terminators....

 

From the numbers so far, I'm starting to get the feeling that non-specialist squads are not significantly worse than the specialists in their specialism, and that the ubiquitous Storm Bolter/Power Fist Terminator is actually quite good! This is obviously of great value tactically, as it allows for more flexibility on the battlefield...... ;)

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Just for the heck of it, let's see what happens when we crunch the numbers for a single Terminator, in some common configurations. I've taken the liberty of highlighting the top performers. The Storm Bolter & Powerfist is probably the best all-rounder, as he adds some ranged punch to combat abilities that are almost equal to the Thunderhammer. The `fist lacks concussive and the 3++ save, but he can shoot and his native 5++ ain't shabby.

 

Dual Lighting Claws is the top tier in putting the hurt on infantry, but does give up all shooting ability to do this and is pretty pitiful against vehicles... The Storm Bolter & Power Sword combination, presently only an option for Sergeants, is probably still worth taking. Not as good in melee as, literally, and other option available to the squad, the powersword allows the Sergeant to act at I4 in challenges or plain old pile in, and with the Precise Shot rules 22% of the shots he takes on regular MEQs will benefit... you'll still need to cause a wound and get a failed Saved. But, hey, one less plasmagun on their team.

 

Storm Bolter & Powerfist:

DMS: 0.22

DMCC: 0.83

RPS: 0.00

RGS: 0.00

LRPS: 0.00

LRGS: 0.00

RPCC: 0.88

RGCC: 0.22

LRPCC: 0.00

LRGCC: 0.22

 

Storm Bolter & Power Sword:

DMS: 0.22

DMCC: 0.50

RPS: 0.00

RGS: 0.00

LRPS: 0.00

LRGS: 0.00

RPCC: 0.00

RGCC: 0.22

LRPCC: 0.00

LRGCC: 0.00

 

Dual Lighting Claws:

DMS: 0.00

DMCC: 1.13

RPS: 0.00

RGS: 0.00

LRPS: 0.00

LRGS: 0.00

RPCC: 0.00

RGCC: 0.22

LRPCC: 0.00

LRGCC: 0.00

 

Thunderhammer & Stormshield

DMS: 0.00

DMCC: 0.83

RPS: 0.00

RGS: 0.00

LRPS: 0.00

LRGS: 0.00

RPCC: 0.88

RGCC: 0.22

LRPCC: 0.00

LRGCC: 0.22

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Hi Ajax,

 

hope you can help....I'm having some difficulty reconciling the numbers for DMCC from the Dual LC with the DMCC numbers for the squads containing LCs.

 

Eg. DMCC for LC is 1.13.......so for 5 x LC it should be 5x1.13 = 5.65 ...... but the numbers in squad 5 only say 3.75 ...... :( unless I'm missing something and generally being dim! :)

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Eg. DMCC for LC is 1.13.......so for 5 x LC it should be 5x1.13 = 5.65 ...... but the numbers in squad 5 only say 3.75 ...... B) unless I'm missing something and generally being dim! :)

Might it be that each marine has more than 1A? :)

 

Al

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Eg. DMCC for LC is 1.13.......so for 5 x LC it should be 5x1.13 = 5.65 ...... but the numbers in squad 5 only say 3.75 ...... B) unless I'm missing something and generally being dim! :)

Might it be that each marine has more than 1A? :)

 

Al

The 1.13 I checked using 2 standard attacks +1 for the dual LC, power weapon, vs T4 Sv 3+.....no problem there. The issue is that I can't then see how 5 dudes with LCs all attacking don't get 5 x 1.13 Dead MEQ....they only seem to get just under 4 in total :(

 

Using the exact same method with the Hammernators works perfectly - 0.83 DMCC per hammer, 5 hammers = 5x0.83 = 4.15 DMCC

 

Hence the reason why I'm confused with the LC numbers

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The explanation is really pretty simple: I flubbed the numbers. My calculations for the "Snikt at Night" squad had an idividiual DMCC of 0.75 because I put the re-roll on the "to hit" instead of the "to wound" part of the sequence. Mea culpa, mea maxima culpa.
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Thanks for clearing that up...thought I was going mad :P While we're on the subject, this means that squad 6 DMCC should be (2*0.83)+(3*1.13)=5.05 putting them 2nd in terms of MEQ killiness ;)

 

All of which leads me to think that Squad 6, with the addition of an apothecary, is a terrifying option for a DW Command squad.....obviously the key is to get them into CC as fast as possible, but once they are there then they'll be tough to stop. Support them with 2 or 3 more balanced squads and the DW is looking pretty tasty! ;)

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Thanks for clearing that up...thought I was going mad :rolleyes: While we're on the subject, this means that squad 6 DMCC should be (2*0.83)+(3*1.13)=5.05 putting them 2nd in terms of MEQ killiness ;)

 

All of which leads me to think that Squad 6, with the addition of an apothecary, is a terrifying option for a DW Command squad.....obviously the key is to get them into CC as fast as possible, but once they are there then they'll be tough to stop. Support them with 2 or 3 more balanced squads and the DW is looking pretty tasty! :huh:

 

Just fixed the DMCC math on Squad #6, thanks for catching that. These numbers are for only the squads as detailed, but I agree that Squad #6 is probably the best choice for a Land Raider delivered Command Squad. Adding Feel No Pain to the Stormshields, and the Deathwing Company Standard's +1 Attack to an already smashy squad is just nasty. It is very much a classic "deathstar" unit, especially if you toss Belial or another hero in there, which can carry some risk. But, Deathwing as an army carries a lot of inherent risk and is often needs a "go big or go home" strategy.

 

I was talking about these metrics with a freind, offline, and she was having trouble understanding why the Glancing numbers were so low for most squads. Simply put, this is because you will only ever glance with 1 number in 6, hitting the AV exactly, anything else will penetrate or have no effect. If your only concern is "can this squad do something to a tank" just add the Glance and Penetration scores together.

 

If I get a chance, I hope to have the numbers for Belial crunched by this time tomorrow...

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Squad #0 - Control Group

Equipment Options: Ten-Man Tactical Squad; 1x Missile Launcher, 1x Meltagun; Sergeant with Bolt Pistol and Power Axe

 

Just a quick breakdown of how a standard Tactical Squad might be expected to fare, so we have something to judge the Deathwing Terminators against. A Tactical Squad's main strength is in their boltguns, their vaunted flexibility is more in the list building stage than in actual gameplay, these numbers would have looked very different if I had changed their equipment options.

 

DMS: 2.79

DMCC: 1.75

RPS: 0.66

RGS: 0.22

LRPS: 0.33

LRGS: 0.22

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When i was going over this metrics system a while back when it was first introduced, I expanded it for different weapon ranges too. It lets you see how each unit operates at multiple threat bands and gives you a better idea on how good mobility or longer range guns will help you out. I also added a column for ork units killed in shooting & CC to give a measure of how we'd fare against hordes of boyz.

 

Overall the system is very useful for measuring internal balance. I love how you've measured these squad abilities, and I will likely borrow this information for the 6th Edition Playing Dark Angels thread, with your permission.

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.......but I agree that Squad #6 is probably the best choice for a Land Raider delivered Command Squad. Adding Feel No Pain to the Stormshields, and the Deathwing Company Standard's +1 Attack to an already smashy squad is just nasty. It is very much a classic "deathstar" unit, especially if you toss Belial or another hero in there, which can carry some risk. But, Deathwing as an army carries a lot of inherent risk and is often needs a "go big or go home" strategy.

The great thing about this squad is that it doesn't even cost that much more than the basic DW squad. If you ignore the CML then the command squad is 270 points compared to the base 215. 55 points for FNP and the banner is pretty good :) if I was going DW assault I'd be tempted to put in a bit more shootyness to offset the first turn "standing around like lemons unable to assault" bit.

 

I was talking about these metrics with a freind, offline, and she was having trouble understanding why the Glancing numbers were so low for most squads. Simply put, this is because you will only ever glance with 1 number in 6, hitting the AV exactly, anything else will penetrate or have no effect. If your only concern is "can this squad do something to a tank" just add the Glance and Penetration scores together.

 

If I get a chance, I hope to have the numbers for Belial crunched by this time tomorrow...

Belial numbers would be great!

 

With the new glance rules, the way I look at it is simply an extra bonus percentage to dropping a hull point.

 

So glance + pen %age = probability of knocking off a hull point

Penetrate % = chance to roll on the damage table and kill outright

 

;)

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Some people call him the space cowbow, some call him the gangster of love, some people call him Maurice. Wait, no... no one calls him that. Ever. Belial, Master of the Deathwing, is a mandatory selection for Deathwing armies and is one of very few special characters that has an adjustible loadout, so it might be useful to know what he can do.

 

Belial, Master of the Default

Equipment Options: Sword of Silence and Storm Bolter

 

The classic configuration, and the only one that can shoot, he isn't quite as good in melee as the other kits, but is hardly bad. I hope the Sword of Silence gets some sort of boost in the next codex, as it seems a bit of a shame that this key peice of regalia is so often left back on the battle barge... maybe master crafting the Storm Bolter as well? Make it a Relic Blade? Something!

 

DMS: 0.28

DMCC: 0.93

RPS: 0.00

RGS: 0.00

LRPS: 0.00

LRGS: 0.00

RPCC: 0.00

RGCC: 0.26

LRPCC: 0.00

LRGCC: 0.00

 

Belial, Master of Snikt

Equipment Options: Dual Lighting Claws

 

An incredibly popular option before the (in)famous v1.1 FAQ which gave Dark Angels proper Storm Shields, he is a mere S4 however, limiting his use against tanks, although against anything where his re-rolls To Wound come into play (i.e., anything with a TOughness score) his high number of reliable WS5 Attacks will shine. Put him in the same squad as the Deathwing Company Banner (+1A) and he'll shred the world.

 

DMS: 0.00

DMCC: 1.40

RPS: 0.00

RGS: 0.00

LRPS: 0.00

LRGS: 0.00

RPCC: 0.00

RGCC: 0.44

LRPCC: 0.00

LRGCC: 0.00

 

Belial, Master Carpenter

Equipment Options: Thunderhammer and Storm Shield

 

Belial the Builder! Can he smash it? Yes, he can! Belial with hammer and shield seems to have been the most popular loadout post-FAQ. He's almost as hefty in melee as he is with claws, and signifigantly improves his durability. This is also the only verision of Belial that can handle tanks. This is also the only verision of Belial with an Invulnerable save better than 3++, as he is notorious for being the only Chapter Master in the Legion without an Iron Halo. (Even Sammael has one!)

 

DMS: 0.00

DMCC: 1.66

RPS: 0.00

RGS: 0.00

LRPS: 0.00

LRGS: 0.00

RPCC: 1.00

RGCC: 0.33

LRPCC: 0.00

LRGCC: 0.33

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Overall the system is very useful for measuring internal balance. I love how you've measured these squad abilities, and I will likely borrow this information for the 6th Edition Playing Dark Angels thread, with your permission.

 

Go for it, but it might behoove you to have someone double check my math. :confused:

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Overall the system is very useful for measuring internal balance. I love how you've measured these squad abilities, and I will likely borrow this information for the 6th Edition Playing Dark Angels thread, with your permission.

 

Go for it, but it might behoove you to have someone double check my math. :confused:

 

Oh, don't worry. I will do it personally :D

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http://kofler.dot.at/40k/units/Dark_Angel_Dreadnought.gif

 

"Timber Wolf" Dreadnought (Mars Pattern)

Equipment Loadout: Dreadnough Close Combat Weapon, Heavy Flamer; Assault Cannon

Notes: Since this loadout is the classic one for Bjorn the Fellhanded I thought I'd give it this nickname. This weapons package is best used as agressively as possible, and is equally at home in melee or at close range. Compares well with the Firebee (below) against MEQ, but outperforms it by a mile against GEQ (not shown). Also does the best ack-ack duty for all the Mars Patterns, despite lack of Skyfire, its nothing to rely on... but useful enough to mention.

 

DMS: 1.93

DMCC: 0.83

RPS: 0.44

RGS: 0.61

LRPS: 0.29

LRGS: 0.37

RPCC: 1.11

RGCC: 0.22

LRPCC: 0.44

LRGCC: 0.22

 

"Firebee" Dreadnought (Mars Pattern)

Equipment Loadout: Dreadnough Close Combat Weapon, Heavy Flamer; Multimelta

Notes: A popular package due to the "king melta" meme of 5th Edition and because it comes in the Black Reach starter set. Another close-quarters Dread, it needs to be pushed forward agressively. The single-shot Multimelta can have trouble if swarmed by chaff...

 

DMS: 1.45

DMCC: 0.83

RPS: 0.33

RGS: 0.17

LRPS: 0.33

LRGS: 0.05

RPCC: 1.11

RGCC: 0.22

LRPCC: 0.44

LRGCC: 0.22

 

"Stinger" Dreadnought (Mars Pattern)

Equipment Loadout: Dreadnough Close Combat Weapon, Storm Bolter; TL Autocannon

Notes: An odd mix on paper, this weapons package works best as a companion to something a little more specialized. Either lending the close-combat punch of a Dread some backfield shooting (i.e, Devastators, Predators,), but still participating at range with its cannons. Alternativly, it could advance into close range with an assault element, but bring some long range punch.

 

DMS: 0.59

DMCC: 0.83

RPS: 0.59

RGS: 0.29

LRPS: 0.00

LRGS: 0.00

RPCC: 1.11

RGCC: 0.22

LRPCC: 0.44

LRGCC: 0.22

 

"Wasp" Dreadnought (Mars Pattern)

Equipment Loadout: Dreadnough Close Combat Weapon, Storm Bolter; TL Lascannon

Notes: The Wasp serves the same role as the Stinger, but this weapons package brings the ability to at least harass AV14. The points cost of the weapon upgrades and the opportunity cost of the odd weapon mix probably make this a subpar platform.

 

DMS: 0.78

DMCC: 0.83

RPS: 0.59

RGS: 0.15

LRPS: 0.15

LRGS: 0.14

RPCC: 1.11

RGCC: 0.22

LRPCC: 0.44

LRGCC: 0.22

 

"Crusader" Dreadnought (Mars Pattern)

Equipment Loadout: Dreadnough Close Combat Weapon, Storm Bolter; Plasma Cannon

Notes: If you know you'll be faced with lots of Marine infantry, the Crusader might be your best option. It's all about how much you trust your scatter die,these number presume three Marines under the blast marker... performance is good even against single targets, but is exceptional when you get to take advantage of the area of effect.

 

DMS: 2.77

DMCC: 0.83

RPS: 0.22

RGS: 0.11

LRPS: 0.00

LRGS: 0.00

RPCC: 1.11

RGCC: 0.22

LRPCC: 0.44

LRGCC: 0.22

 

"Marauder" Dreadnought (Hellfire Pattern)

Equipment Loadout: Missile Launcher; TL Autocannon

Notes: Does your enemy hide in metal boxes? (The cowards! The fools!) Do you want to take away their metal bawkses? This might just be the weapons package for you. Although the numbers below assume Marine opponents, this is also an excellent configurate for Guard, Orks, and swarmy Tyranids. Does decent ack-ack duty, despite lack of Skyfire.

 

DMS: 0.93

DMCC: 0.28

RPS: 0.92

RGS: 0.40

LRPS: 0.00

LRGS: 0.11

RPCC: 0.22

RGCC: 0.22

LRPCC: 0.00

LRGCC: 0.00

 

"Tomahawk" Dreadnought (Hellfire Pattern)

Equipment Loadout: Missile Launcher; TL Lascannon

Notes: Serves pretty much the same role as the Marauder, above, but the extra cost and reduced Rate of Fire is only worth it if you know that killing AV14 at range is a problem you need solved. In the context of most Deathwing lists, AV14 is something you handle in melee with Hammernators or Chainfists.

 

DMS: 1.12

DMCC: 0.28

RPS: 0.92

RGS: 0.26

LRPS: 0.15

LRGS: 0.15

RPCC: 0.22

RGCC: 0.22

LRPCC: 0.00

LRGCC: 0.00

 

"Rifleman" Dreadnought (Mortis Pattern)

Equipment Loadout: TL Autocannon; TL Autocannon

Notes: Probably the most popular Dreadnought in 5th Edition, it wasn't uncommon to see three of these in every army. Sometimes six! Although the "glance to stun" gamesmanship is finally done with, the (in)famous Rifleman is still a solid investment for anyone that really dislikes enemy Rhinos. Better anti-transport capabilities compared to the much more expensive Behemoth, below, or the Longbow, further below. Factor in outstanding performance against Ork/Guard/Tyranid infantry swarms and great stopgap ack-ack firepower, despite lack of Skyfire, and it is doubtful anyone will retire their Riflemen completly, although they will probably dial back the raw numbers.

 

DMS: 0.74

DMCC: 0.28

RPS: 1.18

RGS: 0.58

LRPS: 0.00

LRGS: 0.00

RPCC: 0.22

RGCC: 0.22

LRPCC: 0.00

LRGCC: 0.00

 

"Behemoth" Dreadnought (Mortis Pattern)

Equipment Loadout: TL Lascannon; TL Lascannon

Notes: What if a Rifleman got stranded at a Pink Floyd tribute concert? The Behemoth trades the raw rate of fire of the above Dreadnought to increase its raw power. Roughly equal in the anti-Rhino role, it ramps up the MEQ killing and can serve as a real worry for Land Raiders. Pew! Pew!

 

DMS: 1.12

DMCC: 0.28

RPS: 1.18

RGS: 0.30

LRPS: 0.30

LRGS: 0.30

RPCC: 0.22

RGCC: 0.22

LRPCC: 0.00

LRGCC: 0.00

 

"Longbow" Dreadnought (Mortis Pattern)

Equipment Loadout: Missile Launcher; Missile Launcher

Notes: Here is where the metric breaksdown a little, as all of the numbers are based on Anti-Marine performance, the Longbow's measurments only reflect the abilities of its krak missiles. A solid performer, its numbers aren't quite as good as the other Mortis Pattern Dreadnoughts... but, factor in the flexibility of switching to frag missiles against the appropriate targets as this Swiss Army Knife of a platform shines. If the next codex or a future FW FAQ gives this platform access to flakk missiles, mark my words, it'll be the hot item of the holiday season.

 

DMS: 1.12

DMCC: 0.28

RPS: 0.66

RGS: 0.22

LRPS: 0.00

LRGS: 0.22

RPCC: 0.22

RGCC: 0.22

LRPCC: 0.00

LRGCC: 0.00

 

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