Hearing eye-witness reports on their performance I spent too much time math hammering the Wyvern, and I thought I might as well share my findings. There is a lot of math hammer below for those so inclined. So much that I am quite likely to have made a few mistakes, so please help me out!
I wasn't at all convinced when I started doing the numbers, but I am slowly warming up to it. I think right now my opinion is that the Wyvern is ok with potential to be great!
Non-mathhammer version The one thing my “Wyvern is good” argument hinges on is that you can re-roll subsequent scatter dice working out “multiple barrages” as a result of the “twin-linked” rule. This rule interpretation is key to the Wyvern’s performance, so I posted a question in
YMDC. Please discuss that topic in that thread.
If you are allowed re-rolls it all boils down to this: Do you think there is generally a way to place a blast template that covers 3 or more models? If so, a 3 Wyvern squadron will be an infantry killing workhorse that almost always makes it’s points back and regularly snipes out heavy/special weapons. characters etc. In addition it will occasionally shine when there is a packed target to devastate. Deep-strikers beware!
Assuming there is a "sweet-spot" where 3 targets will be hit by the blast, a conservative estimate of the average number of hits scored by a three Wyvern squadron is 18.3.
Converting these to kills (unsaved wounds):
(T3, 5+ save): 10.9 kills
(T3, 4+ save): 8.1 kills
(T4, 3+ save): 4.6 kills
(T4, 2+ save): 2.3 kills
(T5, 3+ save): 3.4 kills
Note the potential here: If there is a "sweet-spot" where you can hit 6 models with a blast, double these numbers!
Due to the "multiple barrages" rule fewer than three Wyverns will perform worse per point. This is mainly due to the fact that each rolled 'Hit' allows you to place the blast template wherever you like as long as it touches any of the ones placed so far. The first blast template placed then has a "tax" attached to it as it will "only" hit a single model (if you roll 'Hit'), while free placement means subsequent templates will generally score more (if you roll 'Hit'). With 12 blast templates you can also use the free placement to "home in" on the intended target even if you initially scatter. This makes the squadron extremely accurate, while a single Wyvern is more meh...
Mathhammer version Ignores cover: Situational. Will help against some units that relies on stealth, shrouded etc.
Shred. Improves hit to wound conversion rate.
T3 will be wounded (1 - (1/3)*(1/3)) = 1 - 1/9 = 8/9 (= 89%)
T4 will be wounded (1 - (1/2)*(1/2)) = 1 - 1/4 = 3/4 (= 75%)
T5 will be wounded (1 - (2/3)*(2/3)) = 1 - 4/9 = 5/9 (= 56%)
Twin-linked. Re-rolls a scatter dice that is not a Hit.
Assume: Enemy is well spread out, so all models are 2” apart.
Assume: There is an imaginary “sweet-spot” where X models can be hit if a blast template is placed without restriction. If all enemy units are in a line formation X will be 2. If a unit has any depth at all X will likely be 3. For a deep striking unit X could be as much as 10.
Assume: All scatter dice that come up and Arrow score 0 hits.
Resolve multiple barrages:
Place the first blast with the template centred on any model that would be hit by the imaginary “sweet-spot” blast template. Roll scatter dice. With re-roll the chance of a direct hit is 1 - (2/3)(2/3) = 1 - 4/9 = 5/9 (= 56%)
Start rolling scatter dice for the remaining N barrages fired by unit; Each subsequent ‘Hit’ can now be placed on the “sweet-spot” and score X hits.
Assume: Re-rolls allowed on subsequent scatter dice.
Expected hits (initial + subsequent blast templates) = (1 + N * (5/9) * X)
Assume: X = 3
3 wyverns (N = 11): (1 + 11 * 5/9 * 3) = (11 * 5/3) = (55/3) = 18 + 1/3 hits
Apply to-wound and saves.
(T3, 5+ save): 55/3 * 8/9 * 2/3 = 10.9 kills
(T3, 4+ save): 55/3 * 8/9 * 1/2 = 8.1 kills
(T4, 3+ save): 55/3 * 3/4 * 1/3 = 4.6 kills
(T4, 2+ save): 55/3 * 3/4 * 1/6 = 2.3 kills
(T5, 3+ save): 55/3 * 5/9 * 1/3 = 3.4 kills
Assume: T4, 3+ models cost about 15 pts => 68 pts killed per volley that hits home.
So far missing the initial shot has been disregarded altogether. Now here is the thing. Each time you roll a ‘Hit’ you can use that blast template to “home” on the “sweet-spot”. For each ‘Hit” your can place the blast template another 3” closer to the “sweet-spot” so in most cases you will only waste about two to three ‘Hit’ results before your can start piling blast templates on the “sweet-spot”. I’ll assume you need 3 of the average 6.5 ‘Hits’
Assume: Missing the initial shot will halve the number of hits.
Expected kills (initial hit + initial miss) = (5/9) * 68 + (4/9) * 34 = 53 pts
Now this is a really pessimistic estimate totally ignoring lucky scatters. I would expect “real” results to be better!