Post by No One on Feb 6, 2019 1:12:44 GMT
kazetanade said:
are demo charges now Grenade D6? I thought they were assault D6 in index and could be thrown togetherYeah, that's changed.
Also, does the Grenadiers strategem allow them to throw grenades + other items at the same time? Or is it like 5 grenades and 5 demos? Or just 5 demos?
5 blasting charges, 5 demos. It's 10 Grenades, only 5 of which can be demo charges.
Right, so No One I'm. Curious about the Atalans whether they're something worth considering with the 2cp Lying in Wait strategem, together with the Rusted Claw strategem for the grenades (are demo charges now Grenade D6? I thought they were assault D6 in index and could be thrown together), and possibly firing off the Incinerators at the same time. Also, does the Grenadiers strategem allow them to throw grenades + other items at the same time? Or is it like 5 grenades and 5 demos? Or just 5 demos?
Quick maths, that's pretty good.
Only demos, that's ~10 wounds into T7 3+, ~6 into a base knight or ~4.5 into a 4++ knight.
Chuck in the +1 hit/wound strat, and that's ~16, ~10.5, ~8 for the same targets.
All for 75 pts (assuming that demo isn't limited) and 3/4 CP. I might have to pick some up...Of course, 10 acolytes can do similar for 15 pts more, and get access to hand flamers (only 4 demos, miss out on RC strat): I might just do that for the moment .
I doubt adding more models would be worth it for D6 S3 shots (similarly with wolfquad) unless maybe with rusted claw. Edit: Extra half a wound per jackal with grenade and the +1 hit/wound strat. Meh. Similarly wolfquad at <1 wound with incinerator. But ~2 wounds into T7 3+ (1.5 and 1 into above knights).
Also curious about the Ridgerunners as a firing base, particularly for mortar since they can't really move and shoot.
Meh. Depends on your army comp whether it's more survivable than mortars: because even into T4 3+ (i.e. where, assuming I read its stats right, S5 and AP-1 both matter), HWT mortars win at 1.75 wounds vs ~1 for the ridgerunner. Mining laser is, similarly, beaten out by similar pts in lascannon HWT. Though it's not terrible: beats out HVC fex for, I believe, less pts at ~2 vs ~1.8 (before jackal alpha). Less survivable and HVC fex isn't exactly a pts efficient AT unit though, so I don't think it's a competitive unit.
How do same points Abberants fare vs Acolytes (picks vs claw/saw ratio) when we're talking about damage + survivability at best conditions and base condition?
Offensively? Badly: into, say, T5 3+ multiwound, they get ~6.3 (4 picks, 1 improv) vs 20 acolytes at ~8.6. Bearing in mind, these calcs assume that it's a D2 weapon that spills? That's pretty bad. T8 3+, it's closer at 5.4 vs 4.7: but at that point, just take hammers, who do beat unbuffed acos into T8 3+ (7.5 vs 5.4 with 3 hammers and meta hammer). Picks get similar benefit from buffs (though I don't have 100% confidence in my pick buffs: this does make sense though): but since acos start higher, that means more wounds (e.g. doubling 5 vs doubling 10). And acos will get more than haberrants from S buffs, haberrants get more from primus/abominant, and acolytes have draw blood (at which point, they beat out haberrants+abominant with nothing else).
Also, bear in mind these are without banner: I think banner at 10 pts is basically an auto take at 20 man units.
Defensively? Similar. Aberrants win by a bit into S4 (36 bolters to kill 4 vs 32 to kill equivalent acos), lose by a bit into S5 (~21.5 vs ~25.5 into heavy bolters). And are potentially not very happy into multi damage stuff (bestial and a lot of multi damage being random makes this difficult to determine: but, say, Dam 3 or 4, if you don't make a 5+++ you lose a model).