JeffTibbetts Posted September 13, 2016 Share Posted September 13, 2016 Despite my love for the Adeptus Mechanicus I'm not very good with math and probabilities sometimes. I'm just trying to think through some things before I build my Ruststalkers. I know everyone complains they're not that great, but I like the models so I'm building them anyway. I want to make sure I don't mess up arming them because I don't feel like magnetizing them. Maybe some of you fine folks can help me think about this. On the profile Ruststalkers have 2 attacks (3 for the Princeps) and there's no indication their two CC weapons are already counted. So do they have 3 attacks base, and 4 on the charge, right? So, if they're armed with the basic razors and claws, they would have 12 S5 attacks (wounding on 3+ against marines), and 4 that wound on a 2+. All of these would be AP2 if I roll a 6 to wound, so maybe a couple on the first turn. Before combat, they'd also have one measly small blast that wounds on a 4+, but I'd think at least once in a while that might bounce back on them since they're in charge range... The Princeps would also add a hit at I10, plus 4 more razors one extra chord attack. Does that all sound right? Alternatively, if they have blades, they'd lose the 2+ attack and the grenade in the exchange, but all their attacks would be S6 on the charge and S5 on every other turn. Assuming hitting against MEQ, that would mean they're wounding at 2+ on ALL their attacks the first turn, and 3+ on subsequent turns. Right? 3+ with AP2 on subsequent turns, to be exact. That's pretty dang good, right? Doesn't that also mean the extra chordclaw on a blade Princeps doesn't really do much besides add an extra attack? It seems like the blades are the way to go, since really I'd mostly be missing the 1 grenade. Maybe on higher toughness targets the Fleshbane attacks would be missed, I suppose. I don't really ever play Eldar, though, so only my regular Tau buddy would even be a candidate for that. With the special activations on 6s, I can't find a math hammer website that will do the calculations correctly. Does anyone have a recommendation there? Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/ Share on other sites More sharing options...
Kilofix Posted September 13, 2016 Share Posted September 13, 2016 There was a previous post with calculations for this but I forget where. But the short of it is, against 3+, T4 - Blades are the way to go. Razors and Claws against higher T or 2+. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4500789 Share on other sites More sharing options...
MoGuy Posted September 13, 2016 Share Posted September 13, 2016 On the profile Ruststalkers have 2 attacks (3 for the Princeps) and there's no indication their two CC weapons are already counted Two CC weapons are never included in the base statline (at least I know of no such instance). And yes, they have 4 on the charge and the Princeps has 5 attacks on the charge. So, if they're armed with the basic razors and claws, they would have 12 S5 attacks Buddy come on, this is simple multiplication. A squad consists of minimum 5 guys (4 normal and 1 Princeps). So we have 4 x 4 + 1 x 5 = 21 attacks on the charge. Not 16. :P 6s to wound on first turn: 21 x 1/6 = 3,5. So roughly 4 automatic wounds on average. :) The thing is, you don't want to lose the grenades because those enable you to swing at full Initiative when charging through difficult terrain. Otherwise those MEQs will probably hit you first and considering how fragile the Sicarians are, you don't want that. I also recommend you scroll through the HARD DATA thread because we have had multiple discussion on this exact topic there - along with all the mathhammer data you need. :) Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4500790 Share on other sites More sharing options...
JeffTibbetts Posted September 13, 2016 Author Share Posted September 13, 2016 Mo, I was counting the Princeps separately so the basic attacks were just for the regular dudes. My basic math is fine as far as I can tell. And I've looked through the HARD DATA thread a bunch, but there's so much there I couldn't find this conversation in it (plus I'm at work and that thread is LONG)... Good point on the grenades, though. I hadn't considered that bit at all. I still don't know if that happens often enough to offset the advantage from the blades' strength. Maybe my opponents aren't playing well but I don't charge into cover all that often. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4500800 Share on other sites More sharing options...
Vel'Cona Posted September 13, 2016 Share Posted September 13, 2016 Uh oh, the last time this one came up I think a few of us broke some hearts. Needless to say, the argument goes back and forth on Ruststalker equip! Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4500823 Share on other sites More sharing options...
Terminus Posted September 13, 2016 Share Posted September 13, 2016 The difference in damage output was marginal enough not to really matter, with the grenades of the stock load-out being the major tiebreaker. Even being able to only use one in combat, I still want assault grenades on a squish assaunt unit that wants to strike first. If you play in terrain-less bubbles and care about fractions of wounds difference, then by all means go swords. Swords are also a nice aesthetic choice. If I ever get a third unit for that formation, I'll arm them with swords just for variety. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4500839 Share on other sites More sharing options...
JeffTibbetts Posted September 13, 2016 Author Share Posted September 13, 2016 Hmmmmm... I may be downplaying the effect of the grenades. I'll have to put some thought into this. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4500841 Share on other sites More sharing options...
Terminus Posted September 13, 2016 Share Posted September 13, 2016 Let's put it this way, if going after a vehicle (dreadnought or Knight or whatever), you can still throw a grenade, and then assault for a second grenade + data spike attacks. So even with the FAQ you can use them twice in one turn if you're the aggressor. Plus the whole assault grenade thing as mentioned above. As for additional attacks from a second CCW, the profile will state if an extra attack is already included for having two weapons (this is usually in the case of special characters and you see it a lot on robots/walkers in 30K). If there is no asterisk by the attack stat or accompanying message, then you get +1 over whatever is on the profile for having two weapons. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4500895 Share on other sites More sharing options...
Castellan Cato Posted September 13, 2016 Share Posted September 13, 2016 The way I see ruststalkers is as CC vehicle hunters, though they share that role with dragoons who are more versatile. For this they need the swords and grenades. It costs a few points, but you can give the princeps a data spike and then use that as his primary melee weapon. On the charge, this gives him an I10 haywire attack and then 5 haywire attacks at initiative. One more member can use the grenades in combat (stupid FAQ ruining grenades), giving you a total of 7 haywire attacks. Seems to me like there's not many vehicles in the game that can survive this. Even a knight will probably go down, though you'll likely lose your guys at the same time but they're a much smaller points investment. Someday I plan on doing this, but I'm slow on building up my Ad mech forces until the next IA drops. And in the event that there's no good vehicles targets left, they're still not shabby against other targets. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4500915 Share on other sites More sharing options...
MoGuy Posted September 13, 2016 Share Posted September 13, 2016 I still don't know if that happens often enough to offset the advantage from the blades' strength. Maybe my opponents aren't playing well but I don't charge into cover all that often. If your local players don't utilize terrain then you can get away with taking the blades. I wouldn't recommend it tho because any good player will see the Ruststalker-Charge coming from half a mile away (since they are footslogging in lieu of our lack of transports) and thus position accordingly. This may not sting as much when charging Tactical Marines who aren't meant for CC. But as soon as those Ruststalkers try to engage another dedicated close combat unit, swinging at Ini 1 will be a death sentence. The way I see ruststalkers is as CC vehicle hunters That certainly is an option. But we can get Vanguards with Arc Rifles for that, which will pop vehicles from a safe distance, whilst costing less than the Ruststalkers and being ObSec. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4500934 Share on other sites More sharing options...
JeffTibbetts Posted September 13, 2016 Author Share Posted September 13, 2016 Okay, the claws and razors are winning this argument right now. If the damage output against most targets is close, but the haywire attacks make them more versatile, it seems like a better choice. I do think the swords look great, but I can live with that. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4500942 Share on other sites More sharing options...
Terminus Posted September 14, 2016 Share Posted September 14, 2016 The way I see ruststalkers is as CC vehicle hunters, though they share that role with dragoons who are more versatile. For this they need the swords and grenades. It costs a few points, but you can give the princeps a data spike and then use that as his primary melee weapon. On the charge, this gives him an I10 haywire attack and then 5 haywire attacks at initiative. One more member can use the grenades in combat (stupid FAQ ruining grenades), giving you a total of 7 haywire attacks. Seems to me like there's not many vehicles in the game that can survive this. Even a knight will probably go down, though you'll likely lose your guys at the same time but they're a much smaller points investment. Someday I plan on doing this, but I'm slow on building up my Ad mech forces until the next IA drops. And in the event that there's no good vehicles targets left, they're still not shabby against other targets. This is a pretty funny post. So a 5-man squad can dish out 7 haywire attacks (8 if you count the thrown), which will kill Knights twice as expensive, and yet somehow they are "ruined" because they can't do it 12 times instead. Grenades aren't ruined, grenades were ruining walkers. It's better this way. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4501293 Share on other sites More sharing options...
Vel'Cona Posted September 14, 2016 Share Posted September 14, 2016 Grenades aren't ruined, grenades were ruining walkers. It's better this way. I'd agree Haywire grenades and meltabombs were a huge problem for walkers, but they're a drop in the bucket compared to Grav spam and GMCs. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4501726 Share on other sites More sharing options...
Castellan Cato Posted September 14, 2016 Share Posted September 14, 2016 The way I see ruststalkers is as CC vehicle hunters, though they share that role with dragoons who are more versatile. For this they need the swords and grenades. It costs a few points, but you can give the princeps a data spike and then use that as his primary melee weapon. On the charge, this gives him an I10 haywire attack and then 5 haywire attacks at initiative. One more member can use the grenades in combat (stupid FAQ ruining grenades), giving you a total of 7 haywire attacks. Seems to me like there's not many vehicles in the game that can survive this. Even a knight will probably go down, though you'll likely lose your guys at the same time but they're a much smaller points investment. Someday I plan on doing this, but I'm slow on building up my Ad mech forces until the next IA drops. And in the event that there's no good vehicles targets left, they're still not shabby against other targets. This is a pretty funny post. So a 5-man squad can dish out 7 haywire attacks (8 if you count the thrown), which will kill Knights twice as expensive, and yet somehow they are "ruined" because they can't do it 12 times instead.Grenades aren't ruined, grenades were ruining walkers. It's better this way. Oh you're right. I'm just salty that it hurt the way I ran R&H :P Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4501817 Share on other sites More sharing options...
MagicHat Posted September 14, 2016 Share Posted September 14, 2016 This thread contains factual incorrect information, which is heresy. The way I see ruststalkers is as CC vehicle hunters That certainly is an option. But we can get Vanguards with Arc Rifles for that, which will pop vehicles from a safe distance, whilst costing less than the Ruststalkers and being ObSec. No such thing as ObSec in Skitarii land... I still agree with the opinion though, but uses a unit of ruststalkers anyway. Skitarii dataspikes are specialist weapons IIRC, so 3 A base, 4 for charging and plus 1 for dataspike makes 5 on a charge. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4502102 Share on other sites More sharing options...
JeffTibbetts Posted September 14, 2016 Author Share Posted September 14, 2016 As a specialist weapon you wouldn't get bonus attacks for having other weapons, so it should just be 3 base and 4 on the charge, full stop. Right? Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4502117 Share on other sites More sharing options...
MagicHat Posted September 14, 2016 Share Posted September 14, 2016 As a specialist weapon you wouldn't get bonus attacks for having other weapons, so it should just be 3 base and 4 on the charge, full stop. Right? Kinda. 4 on the charge, plus the I10 A that the dataspike always does. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4502133 Share on other sites More sharing options...
JeffTibbetts Posted September 14, 2016 Author Share Posted September 14, 2016 Oh! I see what you're saying. Yeah... I guess that makes sense. Link to comment https://bolterandchainsword.com/topic/325803-ruststalkers-mathammer-is-hard/#findComment-4502140 Share on other sites More sharing options...
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