Switch Theme:

Share on facebook Share on Twitter Submit to Reddit  [RSS] 

How many gauss shots to kill a wraith knight - math me @ 2016/03/24 21:20:49


Post by: Whereswaldo


How many regular gauss shots to kill a wraith knight, no bonuses from preferred enemy / stalker +1 BS bubble.

Thanks


How many gauss shots to kill a wraith knight - math me @ 2016/03/24 21:42:14


Post by: Traditio


 Whereswaldo wrote:
How many regular gauss shots to kill a wraith knight, no bonuses from preferred enemy / stalker +1 BS bubble.

Thanks


Assuming 3+ armor and no FNP:

For a Necron warrior, one out of (2/3 (to hit roll) X 1/6 (to wound roll) X 1/3 (3+ armor save) X 1/5 (5 wounds)) shot would deal a lethal shot to a wraithknight. This comes out to 2/270 or 1/135.

It would take 135 gauss shots, on average, to kill a wraithknight.

And no amount of boltgun shots will kill a wraithknight.

Yes, I know it's ridiculous. Yes, wraithknights need to be nerfed.

Feth wraithknights.



How many gauss shots to kill a wraith knight - math me @ 2016/03/24 21:43:00


Post by: CrownAxe


Why would a Wraithknight not have FNP?


How many gauss shots to kill a wraith knight - math me @ 2016/03/24 21:45:37


Post by: Traditio


 CrownAxe wrote:
Why would a Wraithknight not have FNP?


Do Wraithknights have FNP as one of their rules, or is that a psychic power add on?

Ok, let's assume 5+ FNP.

1/135 (the calculations already made) X 2/3 (5+ FNP) = 2/405 guass shots. Every 202.5th guass shot, on average, should kill a wraithknight.


How many gauss shots to kill a wraith knight - math me @ 2016/03/24 21:45:57


Post by: Amishprn86


Its a GMC, they all get it.


How many gauss shots to kill a wraith knight - math me @ 2016/03/24 21:46:14


Post by: Sgt_Smudge


Traditio wrote:

It would take 135 gauss shots, on average, to kill a wraithknight.

And no amount of boltgun shots will kill a wraithknight.

Yes, I know it's ridiculous. Yes, wraithknights need to be nerfed.

Feth wraithknights.

So, don't use bolters to kill the Wraithknight?


How many gauss shots to kill a wraith knight - math me @ 2016/03/24 21:47:43


Post by: CrownAxe


Traditio wrote:
 CrownAxe wrote:
Why would a Wraithknight not have FNP?


Do Wraithknights have FNP as one of their rules, or is that a psychic power add on?

Ok, let's assume 5+ FNP.

1/135 (the calculations already made) X 1/3 (5+ FNP) = 405 guass shots. Every 405th guass shot, on average, should kill a wraithknight.

It'd be 2/3 for a 5+


How many gauss shots to kill a wraith knight - math me @ 2016/03/24 21:49:22


Post by: Traditio


 CrownAxe wrote:
Traditio wrote:
 CrownAxe wrote:
Why would a Wraithknight not have FNP?


Do Wraithknights have FNP as one of their rules, or is that a psychic power add on?

Ok, let's assume 5+ FNP.

1/135 (the calculations already made) X 1/3 (5+ FNP) = 405 guass shots. Every 405th guass shot, on average, should kill a wraithknight.

It'd be 2/3 for a 5+


I realized that afterwards. See my edit.


Automatically Appended Next Post:
Sgt_Smudge wrote:So, don't use bolters to kill the Wraithknight?


But it's cool that basic Necron guns and basic Tau guns can?

Bull pucky.


How many gauss shots to kill a wraith knight - math me @ 2016/03/24 21:51:43


Post by: eleven11




It would take 243 shots

To hit 2/3, to wound 1/6, armor 1/3, fnp 2/3

You have to do this 6 times.


How many gauss shots to kill a wraith knight - math me @ 2016/03/24 22:00:37


Post by: Mallich


I make it 40.5* shots to get 1 wound. Do wraithknights not have 6 wounds, and so need 243 shots?


[1/[[2/3] * [1/6] * [1/3] * [2/3]] = [1 / [chance of hitting * chance of wounding * chance of getting through armour * chance of getting through FNP ]]
That makes the (unlikely) assumption that the Wraithknight has no cover/invulnerable save.

EDIT: Ninjas...


How many gauss shots to kill a wraith knight - math me @ 2016/03/24 22:02:09


Post by: DarknessEternal


Or 25 Destroyers part of the formation.


How many gauss shots to kill a wraith knight - math me @ 2016/03/24 22:07:26


Post by: Traditio


I was in error. 6 wounds. And feel no pain.

I redo my calculations:

2/3 (hit) X 1/6 (wound) X 1/3 (armor) X 2/3 (FNP) X 1/6 (6 wounds) = 4/972 = 1/243.

Every 243rd shot should kill that wraithknight.

You want even more obscene calculations? Consider the following computations for Krak missile launchers (S8, AP 3) on a tactical marine (not assuming combat doctrines or the use of a signum):

2/3 (hit) X 1/2 (wound) X 2/3 (FNP) X 1/6 = 4/108 = 2/54 = 1/27.

It would take 27 shots with krak missiles to kill a wraithknight. That's slightly more than 2 full rounds of shooting with 3 devoted devastator squads with 4 missile launchers a piece.

That's 3 units worth 130 points each (390 points total).

BUT THE WRAITHKNIGHT ONLY COSTS 295 PPM!

Tell me that's not fething obscene.

The wraithknight, at bare minimum, should cost 400 ppm, not counting upgrades.


How many gauss shots to kill a wraith knight - math me @ 2016/03/24 22:13:16


Post by: Whereswaldo


so 243 regular gauss shots at it is the consensus?



How many gauss shots to kill a wraith knight - math me @ 2016/03/24 22:17:26


Post by: Traditio


 Whereswaldo wrote:
so 243 regular gauss shots at it is the consensus?



It's not just the concensus. It's the math!

Note, of course, that these are just the laws of averages.

It's possible for a guass weapon to kill a wraithknight in 6 shots. If you only roll 6s and your opponent only rolls 1s, the wraithknight dies very quickly.


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 00:38:12


Post by: Flanker


Traditio wrote:
 Whereswaldo wrote:
so 243 regular gauss shots at it is the consensus?



It's not just the concensus. It's the math!

Note, of course, that these are just the laws of averages.

It's possible for a guass weapon to kill a wraithknight in 6 shots. If you only roll 6s and your opponent only rolls 1s, the wraithknight dies very quickly.


And what's the mathematical possibility of THAT?


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 00:50:32


Post by: Traditio


 Flanker wrote:
Traditio wrote:
 Whereswaldo wrote:
so 243 regular gauss shots at it is the consensus?



It's not just the concensus. It's the math!

Note, of course, that these are just the laws of averages.

It's possible for a guass weapon to kill a wraithknight in 6 shots. If you only roll 6s and your opponent only rolls 1s, the wraithknight dies very quickly.


And what's the mathematical possibility of THAT?


Getting 6 6s to hit, 6 6s to wound, and then having the opponent roll 6 1s on armor and 6 1s on FNP?

It's 1/6 to the 24th power. Basically, multiply 6 by itself 24 times, and then put a 1 over that.

It's....1/4,738,381,338,321,616,896

Though, I wish to stress this point:

It's still more likely than wounding a wraithknight with a boltgun.

The statistical probability of that is exactly 0.

Thus, I repeat: I PROTEST!


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 01:01:32


Post by: DarknessEternal


Traditio wrote:

It would take 27 shots with krak missiles to kill a wraithknight. ...

Tell me that's not fething obscene.

The wraithknight, at bare minimum, should cost 400 ppm, not counting upgrades.

It takes 54 krak missiles to kill an Imperial Knight. Should they be 700 points now too?

No. Your math is accurate, everything else isn't.


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 01:07:59


Post by: Traditio


It takes 54 krak missiles to kill an Imperial Knight. Should they be 700 points now too?

No. Your math is accurate, everything else isn't.


You can take off multiple hull points from an imperial knight by hitting it with AP 1 or 2 weapons.

Not, of course, to say that they should or should not be more or less expensive than a wraithknight. I'm just taking note of this point.


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 01:21:46


Post by: ionusx


 DarknessEternal wrote:
Traditio wrote:

It would take 27 shots with krak missiles to kill a wraithknight. ...

Tell me that's not fething obscene.

The wraithknight, at bare minimum, should cost 400 ppm, not counting upgrades.

It takes 54 krak missiles to kill an Imperial Knight. Should they be 700 points now too?

No. Your math is accurate, everything else isn't.
you assume it strikes a void shielded facing though, against a bare facing its a lot lot less


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 01:50:25


Post by: CrownAxe


Traditio wrote:
 Flanker wrote:
Traditio wrote:
 Whereswaldo wrote:
so 243 regular gauss shots at it is the consensus?



It's not just the concensus. It's the math!

Note, of course, that these are just the laws of averages.

It's possible for a guass weapon to kill a wraithknight in 6 shots. If you only roll 6s and your opponent only rolls 1s, the wraithknight dies very quickly.


And what's the mathematical possibility of THAT?


Getting 6 6s to hit, 6 6s to wound, and then having the opponent roll 6 1s on armor and 6 1s on FNP?

It's 1/6 to the 24th power. Basically, multiply 6 by itself 24 times, and then put a 1 over that.

It's....1/4,738,381,338,321,616,896

Though, I wish to stress this point:

It's still more likely than wounding a wraithknight with a boltgun.

The statistical probability of that is exactly 0.

Thus, I repeat: I PROTEST!

Its not 1/6 to the 24th power. First of all it would only be to the 5th power (don't know where you get 24th power from) and even then that not how you calculate probability.

The odds of getting a wound through on a single shot is 2.469%. With that you take 6 trials (6 shots) and need 6 success and you get 0.0001% chance of killing a Wraithknight with 6 gauss shots.. WAAAY different then your ridiculous fraction


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 04:08:17


Post by: Traditio


CrownAxe wrote:Its not 1/6 to the 24th power. First of all it would only be to the 5th power (don't know where you get 24th power from) and even then that not how you calculate probability.

The odds of getting a wound through on a single shot is 2.469%. With that you take 6 trials (6 shots) and need 6 success and you get 0.0001% chance of killing a Wraithknight with 6 gauss shots.. WAAAY different then your ridiculous fraction


The question was what the odds were for the Necron player rolling all 6s and the Eldar player rolling all 1s:

The Necron player has (1/6 X 1/6 X 1/6 X 1/6 X 1/6 X 1/6) (to hit) X (1/6 X 1/6 X 1/6 X 1/6 X 1/6 X 1/6) (to wound) chance of rolling all 6s.

The eldar player has: (1/6 X 1/6 X 1/6 X 1/6 X 1/6 X 1/6) (armor save) X (1/6 X 1/6 X 1/6 X 1/6 X 1/6 X 1/6) (Feel No Pain) chance of rolling all 1s.

Thus, 1/6 to the 24th power.


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 04:34:27


Post by: CrownAxe


That's not how you calculate probability


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 04:51:07


Post by: Traditio


 CrownAxe wrote:
That's not how you calculate probability


Yes, it is.

The Necron player has a 1/6 chance of rolling a 6 on any of his rolls. He is rolling 12 times. (6 times for hits and 6 times for wounds).

The Eldar player has a 1/6 chance of rolling a 1 on any of his rolls. He is rolling 12 times (6 times for armor and 6 times for FNP).

We are looking for 6 result for 12 dice on the part of the Necron player and a 1 result for 12 dice on the part of the Eldar player.

Thus, there is a 1/6 chance on each die for 24 dice.

Thus 1/6 to the 24th power.


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 05:25:47


Post by: ThatGuyFromThatPlace


Do some math hammer and find out how many Loota shots it takes to kill a wraithknight (S7 AP4 D3 shots) 14ppm


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 05:29:41


Post by: CrownAxe


Traditio wrote:
 CrownAxe wrote:
That's not how you calculate probability


Yes, it is.

The Necron player has a 1/6 chance of rolling a 6 on any of his rolls. He is rolling 12 times. (6 times for hits and 6 times for wounds).

The Eldar player has a 1/6 chance of rolling a 1 on any of his rolls. He is rolling 12 times (6 times for armor and 6 times for FNP).

We are looking for 6 result for 12 dice on the part of the Necron player and a 1 result for 12 dice on the part of the Eldar player.

Thus, there is a 1/6 chance on each die for 24 dice.

Thus 1/6 to the 24th power.

You not calculating probability at all. Go look up the binomial theorem.


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 05:35:02


Post by: Traditio


CrownAxe wrote:You not calculating probability at all.


Yes, I am. That's how you calculate probability.

On any given 1d6, there is a 1/6 chance of rolling a 1. On any given 2d6, there is a 1/6 X 1/6 chance of rolling 2 1s in a row.

You can extrapolate from this in terms of powers.

What are the chances of rolling 6 1s in a row if you roll 6d6? 1/6 to the 6th power.


How many gauss shots to kill a wraith knight - math me @ 2016/03/25 10:57:54


Post by: Grizzyzz


Here are some calculations I did of Tau weapons against a Wraithknight a while ago... should give some insight here as well.

Automatically Appended Next Post:
Taking down a Wraithknight.. why it sucks so much
Spoiler:

So this has been coming up recently on many forums and groups I watch. Most effective way to handle a Wriathknight or Stormsurge? Well had some time so I did some numbers. Tau surprisingly have a hard time dealing with GMC despite our heavy firepower. Of course I am considering 0 D-missiles (not everyone uses a stormsurge themselves).

*Note: No invisibility, BS5 cause markerlights, no ethereal, no fireblade, no darkstrider; you need 9 damage because 5+ FNP

Wraithknight w/o shield:
  • s8 ap1: 22 shots -> 18 hits -> 9 damage... 22 Fusion Blasters, 22 HRR

  • s7 ap4: 98 shots -> 81 hits -> 27 wounds -> 9 damage... 33 CIBs, 49 Missile Pods, 25 HYMP (but this doesn't include TL)

  • s6 ap2: 65 shots -> 54 hits -> 9 damage... 33 plasma guns

  • s5 ap5: 195 shots -> 162 hits -> 27 wounds -> 9 damage... 49 burst cannons, 49 smart missiles, 195/98 pulse rifles/carbines


  • Wraithknight w/ shield:
  • s8 ap1: 33 shots -> 27 hits -> 14 wounds -> 9 damage... 33 Fusion Blasters, 33 HRR

  • s7 ap4: 98 shots -> 81 hits -> 27 wounds -> 9 damage... 33 CIBs, 49 Missile Pods, 25 HYMP (but this doesn't include TL)

  • s6 ap2: 98 shots -> 81 hits -> 27 wounds -> 9 damage... 49 plasma guns

  • s5 ap5: 195 shots -> 162 hits -> 27 wounds -> 9 damage... 49 burst cannons, 49 smart missles, 195/98 pulse rifles/carbines

  • I thought this was pretty interesting. Comparing shield and w/o CIBs offer decent approaches to both because of the s7 wounding on 5s. It is just crazy at the amount of firepower you need to take one of these down.. and its under 400 points.. ugh

    Additionally you would need 11 crisis suits with fusion to commit, or 9 with plasma (assuming rapid range which I computed for). Taking one down in 1 go is not worth trying, the amount of damage you can do to other units in the army is far more effective.

    Stormsurge w/ shield: ***I only did shield because why would be not have one. 8 WOUNDS! 12 damage cause FNP
  • s8 ap1: 35 shots -> 29 hits -> 24 wounds -> 12 damage... 35 Fusion Blasters, 35 HRR

  • s7 ap4: 65 shots -> 54 hits -> 36 wounds -> 12 damage... 22 CIBs, 33 Missle Pods, 17 HYMP (but this doesn't include TL)

  • s6 ap2: 58 shots -> 48 hits -> 24 wounds -> 12 damage... 29 plasma guns

  • s5 ap5: 130 shots -> 108 hits -> 36 wounds -> 12 damage... 33 burst cannons, 33 smart missles, 130/65 pulse rifles/carbines


  • Notice the RoF vs Ap debate in action here. The burst cannons and plasmas take about the same number of suits/weapons to do the same task, one throws more dice, the other has low ap. The WK 5s and 6s wound the same on T8. On the surge the better invul makes up for the easier wounding. Very interesting.

    I initially suspected the Surge was more vulnerable then the WK but as this shows it takes more low AP and less RoF to kill the Surge when compared to the WK. And as you can see, Tau struggles in this area greatly.. it will take multiple turns committing units to this task.. and shows the issue with GMC in general.



    How many gauss shots to kill a wraith knight - math me @ 2016/03/25 11:03:18


    Post by: commander dante


    Can you see how many Heavy Destroyer shots it would take to kill a WK?

    Both with and Without the formation that allows them to Reroll to wound


    How many gauss shots to kill a wraith knight - math me @ 2016/03/25 11:14:34


    Post by: Grizzyzz


    And since I know a few people play space marines, here is why you have Grav weapons...

    Spoiler:

    Wraithknight w/o shield:
  • Grav: 21 shots -> 14 hits -> 9 damage;

  • Grav w/ amps: 18 shots -> 12 hits -> 9 damage; THIS IS NEARLY 1 CENT TEAM

  • Grav w/ amps & reroll hits (psychic or doctrines): 15 shots -> 12 hits -> 9 damage; THIS IS 1 CENT TEAM


  • Wraithknight w/ shield: To simplify you need 14 damage ( 5++ and FNP to get through)
  • Grav: 31 shots -> 21 hits -> 14 damage

  • Grav w/ amps: 27 shots -> 18 hits -> 14 damage;

  • Grav w/ amps & reroll hits (psychic or doctrines): 24 shots -> 18 hits -> 14 damage;


  • So yeah.. next to D weapons, space marine players have the best anti GMC/MC weapon in the game.. so there should be near no complaints


    Automatically Appended Next Post:
    commander dante wrote:
    Can you see how many Heavy Destroyer shots it would take to kill a WK?

    Both with and Without the formation that allows them to Reroll to wound


    Give a man a fish.. teach a man to fish.. etc etc

    So how was I figuring out the calculations? well its easier to start backwards... and to simplify. As stated a WK has 5+ FNP and 6 wounds.. so right there you know you need to deal 9 damage averagely (14 if 5++ invul and 27 if 3+ armor can be taken on top of FNP).

    So knowing this... use the following.

    x => # of hits
    Pw => Probability of wounding
    Pw' =>Probability of not wounding
    no rerolls
    x (Pw) = damage ... for example a s8 weapon has a 1/2 chance of wounding.

    rerolls to wound
    x - x(Pw) + x(Pw)(Pw') = damage

    To figure out how many shots from the number of hits it is the same equations replace "damage" with "hits" and x=>"number of shots"


    Automatically Appended Next Post:
    OH I forgot to mention... it appears on paper you need the nearly the same amount of "shots" between say a grav and melta but it is important to think about how many shots those weapons have...

    a melta is a single shot.. so 20 shots means 20 meltas

    not moving thats 7 grav guns.. moving .. 10.. etc etc


    How many gauss shots to kill a wraith knight - math me @ 2016/03/25 15:35:02


    Post by: Thud


    I think it's pretty funny that people get all worked up about 400 points necron warriors being needed to kill a 300 point model in one turn. What kind of power do you expect? Table your opponent in one turn or his army is op?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/25 16:44:34


    Post by: pm713


    Some people are upset that Space Marines can't win with a single shot.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/25 17:57:17


    Post by: Ravenous D


     Sgt_Smudge wrote:
    Traditio wrote:

    It would take 135 gauss shots, on average, to kill a wraithknight.

    And no amount of boltgun shots will kill a wraithknight.

    Yes, I know it's ridiculous. Yes, wraithknights need to be nerfed.

    Feth wraithknights.

    So, don't use bolters to kill the Wraithknight?


    That's my exact thinking in this thread. Bunch of people getting butt hurt because they cant get a square peg down a round hole. Might as well get mad that guardsmen are nearly twice the price of a rhino and saying its OP because they cant hurt it.

    Stalker + heavy destroyers, lascannons that miss 1/36 of the time combo'd with wraiths, or even scarabs, or lychguard or.... Seriously how is this a problem? Oh wait, its dakka, if its eldar its unstoppable and everyone wants their 3rd ed army to win every game. Please. Wraithknights are a point sink, all they do is slap around bad players and soak up bullets against medium generals and are a 1 turn dead against any general worth their salt.

    Make your army with these 4 things in mind and shut your pie holes.
    1. Ignore cover
    2. Kill 1 or more wraithknight of Imp knight in a single turn
    3. Counter/Ignore invisibility
    4. Mobile Objective taking.

    There, fix you're busted ass armies.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/25 18:02:55


    Post by: Grizzyzz


     Ravenous D wrote:

    That's my exact thinking in this thread. Bunch of people getting butt hurt because they cant get a square peg down a round hole. Might as well get mad that guardsmen are nearly twice the price of a rhino and saying its OP because they cant hurt it.

    Stalker + heavy destroyers, lascannons that miss 1/36 of the time combo'd with wraiths, or even scarabs, or lychguard or.... Seriously how is this a problem? Oh wait, its dakka, if its eldar its unstoppable and everyone wants their 3rd ed army to win every game. Please. Wraithknights are a point sink, all they do is slap around bad players and soak up bullets against medium generals and are a 1 turn dead against any general worth their salt.

    Make your army with these 4 things in mind and shut your pie holes.
    1. Ignore cover
    2. Kill 1 or more wraithknight of Imp knight in a single turn
    3. Counter/Ignore invisibility
    4. Mobile Objective taking.

    There, fix you're busted ass armies.




    How many gauss shots to kill a wraith knight - math me @ 2016/03/25 18:49:58


    Post by: wuestenfux


    pm713 wrote:
    Some people are upset that Space Marines can't win with a single shot.

    Bolters should have rending.
    Killing a WK is not what you should do in the first place. Just by chance.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/25 19:02:16


    Post by: Grizzyzz


     wuestenfux wrote:
    pm713 wrote:
    Some people are upset that Space Marines can't win with a single shot.

    Bolters should have rending.
    Killing a WK is not what you should do in the first place. Just by chance.


    Wow.. they really shouldn't.. not with all your chapter tactics and combat doctrines


    Automatically Appended Next Post:
    Maybe... maybe.. a way to give them pseudo rending.. but they would need some rework overall if that change was made.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/25 19:14:00


    Post by: JimOnMars


     Sgt_Smudge wrote:

    So, don't use bolters to kill the Wraithknight?
    LOL, a bolter can't even glance a killa kan.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/25 19:41:42


    Post by: Martel732


     Grizzyzz wrote:
     wuestenfux wrote:
    pm713 wrote:
    Some people are upset that Space Marines can't win with a single shot.

    Bolters should have rending.
    Killing a WK is not what you should do in the first place. Just by chance.


    Wow.. they really shouldn't.. not with all your chapter tactics and combat doctrines


    Automatically Appended Next Post:
    Maybe... maybe.. a way to give them pseudo rending.. but they would need some rework overall if that change was made.


    Bolters don't need a way to hurt it. Lascannons need a way to be effective.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/25 20:36:24


    Post by: Grizzyzz


    Vehicles need work though too.. maybe we just need an 8th edition


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 03:56:10


    Post by: Traditio


    Grizzyzz wrote:So yeah.. next to D weapons, space marine players have the best anti GMC/MC weapon in the game.. so there should be near no complaints


    I shouldn't have to buy grav weapons (which are 1. relatively new on the scene and 2. EXTREMELY short range) to deal with a wraithknight. Krak missiles are the standard anti-tank weapon for the Imperium. How expensive a wraithknight is should be relative to how many krak missiles I need to kill it.

    Furthermore, consider that the krak missile is pretty much what should be considered "on par" against a wraithknight. It wounds on 4s and is just enough to strip a wraithknight's armor saves.

    Thus, I repeat: how expensive a wraithknight is should be relative to how many krak missiles I need to kill it.

    390 points wraithknights (without upgrades): that, and nothing less, is fair.



    Automatically Appended Next Post:
    Martel732 wrote:Bolters don't need a way to hurt it. Lascannons need a way to be effective.


    The problem would be solved if wraithknights were 400 points or more without upgrades. Then it would turn into a matter of: "Ok. I have my 12 krak missile launchers and you have your 1 wraithknight. How many devastator squads can you take down in a turn, Eldar player?"


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 04:40:21


    Post by: Grizzyzz


    Traditio wrote:
    Grizzyzz wrote:So yeah.. next to D weapons, space marine players have the best anti GMC/MC weapon in the game.. so there should be near no complaints


    I shouldn't have to buy grav weapons (which are 1. relatively new on the scene and 2. EXTREMELY short range) to deal with a wraithknight. Krak missiles are the standard anti-tank weapon for the Imperium. How expensive a wraithknight is should be relative to how many krak missiles I need to kill it.

    Furthermore, consider that the krak missile is pretty much what should be considered "on par" against a wraithknight. It wounds on 4s and is just enough to strip a wraithknight's armor saves.

    Thus, I repeat: how expensive a wraithknight is should be relative to how many krak missiles I need to kill it.



    Grav centurians have been around for a while now.. and why would you pay for something that is not as good. I completely understand the difference between playing a casual game and playing in a tournament.. but either way.. everything a Krak missle can do, a grav weapon is capable of. Additionally you said it right there.. "standard anti-tank weapon".. well Wraithknights are from from vehicles. Grav is the marine answer to MC/GMC.

    a Centurian squad with a librarian is the same cost (possibly cheaper) then a wraithknight and averagely has the ability to take it out in one pass..


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 05:28:07


    Post by: Ravenous D


    Martel732 wrote:
     Grizzyzz wrote:
     wuestenfux wrote:
    pm713 wrote:
    Some people are upset that Space Marines can't win with a single shot.

    Bolters should have rending.
    Killing a WK is not what you should do in the first place. Just by chance.


    Wow.. they really shouldn't.. not with all your chapter tactics and combat doctrines


    Automatically Appended Next Post:
    Maybe... maybe.. a way to give them pseudo rending.. but they would need some rework overall if that change was made.


    Bolters don't need a way to hurt it. Lascannons need a way to be effective.


    They are..... 3 followed by 3s, 18 lascannon shots drop a wraithknight. It happens a lot. Or you know, take grav and quit your bitchin. The game has changed. Deal with it.




    Automatically Appended Next Post:
     Grizzyzz wrote:
    Traditio wrote:
    Grizzyzz wrote:So yeah.. next to D weapons, space marine players have the best anti GMC/MC weapon in the game.. so there should be near no complaints


    I shouldn't have to buy grav weapons (which are 1. relatively new on the scene and 2. EXTREMELY short range) to deal with a wraithknight. Krak missiles are the standard anti-tank weapon for the Imperium. How expensive a wraithknight is should be relative to how many krak missiles I need to kill it.

    Furthermore, consider that the krak missile is pretty much what should be considered "on par" against a wraithknight. It wounds on 4s and is just enough to strip a wraithknight's armor saves.

    Thus, I repeat: how expensive a wraithknight is should be relative to how many krak missiles I need to kill it.



    Grav centurians have been around for a while now.. and why would you pay for something that is not as good. I completely understand the difference between playing a casual game and playing in a tournament.. but either way.. everything a Krak missle can do, a grav weapon is capable of. Additionally you said it right there.. "standard anti-tank weapon".. well Wraithknights are from from vehicles. Grav is the marine answer to MC/GMC.

    a Centurian squad with a librarian is the same cost (possibly cheaper) then a wraithknight and averagely has the ability to take it out in one pass..


    Its really strange, that most people are totally fine with grav centurions and don't think they are over powered in the slightest. My buddy brings a Quad Centstar list and stomps people into the dirt and they don't say a word. Bring eldar and they piss and moan for ages.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 05:44:25


    Post by: Traditio


    Ravenous D wrote:They are..... 3 followed by 3s, 18 lascannon shots drop a wraithknight. It happens a lot. Or you know, take grav and quit your bitchin. The game has changed. Deal with it.


    Let's do the math.

    Of all shots fired by a devastator marine with a lascannon, (2X3 (to hit) X 2/3 (to wound) X 2/3 (FNP) X 1/6 (6 wounds)) (8/162 = 4/81) should deal a lethal blow to a wraithknight. It would take slightly more than 20 lascannon shots, statistically speaking, to kill a wraithknight. A devastator squad with 4 lascannons is 150 points. To deal with the wraithknight in roughly two turns, you would need 3 devastator squads with the following composition:

    2 X 5 man devastator squad with 4 lascannons (150 points each; a total of 300 points)
    1 X 5 man devastator squad with 2 lascannons (110 points).

    Once again, we arrive to a wraithknight that, in all justice, should cost roughly 400 points.

    In point of fact, however, the latter composition for a devastator squad is just silly. So, in point of fact, we we are talking about 450 points worth of devastators to deal with a 295 point unit.

    And that's assuming that the wraithknight doesn't have a scatter shield. If he has a scatter shield, even more is required to take him down.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 05:45:46


    Post by: doktor_g


    Sorry. Late to game nvmnd


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 05:50:43


    Post by: Traditio


    Grizzyzz wrote:Grav centurians have been around for a while now.


    They've been around since 6th edition. I shouldn't have to buy the bright, expensive new shiny when there are already standard codex options which traditionally have been intended to fill that role.

    The points cost for a wraithknight should be weighted against what has traditionally been the appropriate unit designed to deal with that kind of threat, which is, of course, a devastator marine with either a lascannon or a missile launcher.

    If the wraithknight were appropriately priced, we wouldn't be having this discussion. As I said:

    400 point wraithknight. Nothing substantially less is fair. It should probably cost more.

    everything a Krak missle can do, a grav weapon is capable of.


    No, a grav weapon isn't.

    1. It is not effective vs. vehicles.
    2. It is not effective vs. high toughness, low armor save non-vehicles.
    3. It is not effective at ranges beyond 24 inches.

    Grav is the marine answer to MC/GMC.


    Sternguard and anti-tank weapons traditionally have been the answer to MCs.

    And rightfully so. Tyrannic war veterans, anyone?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 05:54:57


    Post by: DarknessEternal


    Traditio wrote:

    390 points wraithknights (without upgrades): that, and nothing less, is fair.

    You clearly have very little experience with the game since that's how absolutely nothing works.

    Things cost more than they kill in one shot. That's why the game lasts 5-7 turns and isn't automatically one on the first player's first turn.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 05:55:30


    Post by: Traditio


    Ravenous D wrote:Its really strange, that most people are totally fine with grav centurions and don't think they are over powered in the slightest. My buddy brings a Quad Centstar list and stomps people into the dirt and they don't say a word. Bring eldar and they piss and moan for ages.


    Centurions are T5 with 2 wounds and a 2+ armor save. Furthermore, they cost 55 pm without any upgrades.

    Nuff said.

    I'm pretty sure that there's not a single IG player in the game who is complaining about OP grav centurions.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 05:56:43


    Post by: DarknessEternal


    Traditio wrote:

    The problem would be solved if wraithknights were 400 points or more without upgrades. Then it would turn into a matter of: "Ok. I have my 12 krak missile launchers and you have your 1 wraithknight. How many devastator squads can you take down in a turn, Eldar player?"

    By your very own logic, a 400 point Wraith knight should be able to kill 400 points worth of krak missile devastators in one turn of shooting.

    It takes just as many krak missiles to kill a Land Raider, better raise them to 400 points too.

    It takes 1260 points worth of Ork Boyz with shootas to kill 10 Tactical Marines. So I guess a tactical marine is worth 126 points?

    Ok, I'm done making fun of your insipid reasoning. You're just incorrect about how things should and do work.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 05:57:02


    Post by: Traditio


    DarknessEternal wrote:Things cost more than they kill in one shot. That's why the game lasts 5-7 turns and isn't automatically one on the first player's first turn.


    You clearly misread what I said. I didn't say anything about "one shot." My point is that it would take 3 devastator squads with either lascannons or missile launchers to provide an effective answer to wraithknights. Therefore, wraithknights should cost as much.


    Automatically Appended Next Post:
    DarknessEternal wrote:By your very own logic, a 400 point Wraith knight should be able to kill 400 points worth of krak missile devastators in one turn of shooting.


    In two turns of shooting. And, in point of fact, if you take assaults into account, they probably can.


    Automatically Appended Next Post:
    Furthermore, DE, you are failing to note this key fact:

    The ML or Lascannon devastator squads are realistically the only thing in my army that can be expected to deal with a wraithknight effectively.

    Practically anything can deal with my devastator squads.

    Therefore, wraithknights should cost even MORE!


    Automatically Appended Next Post:
    DarknessEternal wrote:It takes 1260 points worth of Ork Boyz with shootas to kill 10 Tactical Marines.


    You are incorrect. Assuming that the boys are charging in assault, a single boy gets 4 S4 attacks on the charge.

    Of such sets of attacks, (4/1 (number of attacks) X (1/2) (to hit) X 1/2 (to wound) X 1/3 (armor save) (a total of 4/12 or 1/3)) can be expected to take out a tactical marine. 3 boys reliably should be able to take out the marine in a single round of combat. And note, it doesn't take any more boys than that to take out a marine even if he's armed with a plasma cannon.



    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 06:28:58


    Post by: taetrius67


    Hello,
    Just a though can a psyker with the force power activ kill the wraithknight in one hit with for exemple iron hand to help him a bit?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 06:31:00


    Post by: Traditio


    taetrius67 wrote:
    Hello,
    Just a though can a psyker with the force power activ kill the wraithknight in one hit with for exemple iron hand to help him a bit?


    No. Gargantuan Monstrous Creatures can't be killed via the Instant Death rule. Instead of removing the model from play, you just deal additional wounds.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 07:10:33


    Post by: AllSeeingSkink


     Flanker wrote:
    Traditio wrote:
     Whereswaldo wrote:
    so 243 regular gauss shots at it is the consensus?



    It's not just the concensus. It's the math!

    Note, of course, that these are just the laws of averages.

    It's possible for a guass weapon to kill a wraithknight in 6 shots. If you only roll 6s and your opponent only rolls 1s, the wraithknight dies very quickly.


    And what's the mathematical possibility of THAT?
    If the chance to get a wound is 2/3*1/6*1/3*2/3 = 2/81 (based on a previous post, I didn't figure that out myself) then the chance of getting 6 wounds in a row is (2/81)^6, which is 0.00000002266%.

    The chance of killing it with...
    50 shots is 0.142%
    100 shots is 3.8%
    200 shots is 37.3%
    300 shots is 75.2%
    400 shots is 93.1%
    500 shots is 98.5%

    So if you shoot it 100 times each turn, you'll probably kill it by turn 3, turn 2 if you're lucky, turn 4 if you're unlucky, turn 5 if you're very unlucky, turn 6+ if you're very very unlucky


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 08:51:33


    Post by: GoonBandito


    Traditio wrote:


    No, a grav weapon isn't.

    1. It is not effective vs. vehicles.
    2. It is not effective vs. high toughness, low armor save non-vehicles.
    3. It is not effective at ranges beyond 24 inches.



    Gonna have to disagree there.

    1. A single result of a 6 immobilises a vehicle and strips a HP. A 2nd 6 takes two hull points, since an Immobilise result on an already Immobilised vehicle causes an extra HP. Two 6's wreck any 3HP vehicle without saves in the game - doesn't matter if you're a Leman Russ or a Trukk. A single 6 cripples almost every vehicle by immobilising it. Grav Cannons even come with Grav-Amps which let you re-roll for that 6. Grav Cannons with Grav-Amps are very effective against non-super heavy vehicles.

    2. What are all these high-toughness, low armour save non-vehicles? Keepers of Secrets and Great Unclean Ones? Not exactly the most serious of threats... Bloodthirsters all have 3+ Armour Saves, though Lords of Change admittedly might be a problem if they avoided taking the 3+ Greater Reward. Demon Princes might also deliberately avoid buying a 3+ save, though that would be tailoring specifically to counter Grav-Spam (and are only T5 anyway). Tyranid MC's all have at least a 4+, with most of them having a 3+. AdMech Kastelans have a 3+, Dark Eldar Talos have a 3+ and Necron C'Tans have a 4+ (despite also having a 4++ lol). The biggest threat I can think of would be Nurgle Spawn, being T6 with no armour save. What am I missing?

    3. Marines have Drop Pods, which makes range restrictions meaningless. Or you can ally Draigo in for guaranteed Gate of Infinity, who also doubles as an extremely effective tank.

    This is the problem with Grav weapons. They are extremely effective at what they do (killing 2+/3+ models), whilst still being adequate at dealing with 4+ and even 5+ models because their ROF combined with the Grav-Amp re-rolls means you still push a reasonable amount of wounds through, all the while not caring a bit about the Toughness of a model. Whilst say a Heavy Bolter might be better at killing 4+ models, it falls well short on 2+ or 3+ or T6+. Meanwhile the Grav Cannon still does pretty good against 4+ but is way more effective against better saves and higher Toughness. Even against vehicles, they can through their ROF put enough Immobilise results out (again, not caring about the Armour Value) to question why you would ever want to bother with Missile Launchers. I think you're arguing the same thing here - in that you shouldn't have to use Grav - but unfortunately that's just the way the game is and goes well beyond the specific issue of Wraithknights being undercosted.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 13:42:16


    Post by: Martel732


    Grav guns in particular are only cost effective vs expensive vehicles. Grav cannons are much more effective against a wider point range.

    Drop pods back fire quite frequently and aren't the "win" button everyone seems to think. Being stranded on foot after the drop can be very bad indeed and you have to purchase empty pods or piecemeal your force. The Draigo cheese is far scarier.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 14:25:35


    Post by: sfshilo


    Lol, an Eldar player saying anything is too good.

    Grav weapons cannot kill low armor armies for feth.

    IG, daemons, and orks all excel against grav spam. Grav does not work well against vehicles with a save.

    The best way to beat the WK is to take a bigger model OR tie it up with some kind of fearless/stubborn blob like khorne dogs, green tide, scout sentinals, or assault marines. (Bikes cost too much)


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 14:33:58


    Post by: Sgt_Smudge


     sfshilo wrote:
    Lol, an Eldar player saying anything is too good.

    Grav weapons cannot kill low armor armies for feth.

    IG, daemons, and orks all excel against grav spam. Grav does not work well against vehicles with a save.

    The best way to beat the WK is to take a bigger model OR tie it up with some kind of fearless/stubborn blob like khorne dogs, green tide, scout sentinals, or assault marines. (Bikes cost too much)

    Grav works well against anything with an armour save of 4+ or lower. The higher values (5+/6+) can be put down by the standard firearms (bolters/gauss) of the army, so grav really doesn't need to be good at killing them.

    Also, I don't think assault marines would be a good fodder unit for a WK - though IG max platoons with a Priest is very good.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 16:18:40


    Post by: Traditio


    GoonBandito wrote:Gonna have to disagree there.

    1. A single result of a 6 immobilises a vehicle and strips a HP. A 2nd 6 takes two hull points, since an Immobilise result on an already Immobilised vehicle causes an extra HP. Two 6's wreck any 3HP vehicle without saves in the game - doesn't matter if you're a Leman Russ or a Trukk. A single 6 cripples almost every vehicle by immobilising it. Grav Cannons even come with Grav-Amps which let you re-roll for that 6. Grav Cannons with Grav-Amps are very effective against non-super heavy vehicles.


    Again, they are 24 inch max range, and that's if and only if you are taking a grav cannon.

    3. Marines have Drop Pods, which makes range restrictions meaningless. Or you can ally Draigo in for guaranteed Gate of Infinity, who also doubles as an extremely effective tank.


    I have two points to make about this:

    1. I shouldn't have to run grav cannons when there are other codex options which deal with the same thing. I shouldn't be forced to run a specific kind of build. That's what the points system is supposed to effect. If you are sitting here telling me that I have to run grav cannons in drop pods, then GW have failed at their jobs of balancing the game. Something is awry.

    2. Grav centurions can't take drop pods. To take those drop pods, I'd have to put regular devastators with grav cannons and amps. That squad is going to cost 210 points plus the 35 points for the drop pod (unless GSF with two demicompanies). And unless I specifically took the formation that allows my devastators relentless when they enter the game via drop pods, those grav cannons are going to be firing 3 rounds a piece at 12 inch range. Not to mention, of course, that every single one of those devastators is probably going to die on my opponent's next turn.

    Don't get me wrong, I fully admit that grav weapons are overpowered and need a major nerf (though I still insist that the major problem with grav weapons is that they can go on bikes; grav guns on bikes is what's really effective). But then, so do a lot of things in this game, including wraithknights.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 16:20:59


    Post by: Martel732


    Grav guns on bikes are not good compared to grav cannons. I've been trying to get by with them, and they don't cut it.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 16:21:59


    Post by: Traditio


    Martel732 wrote:
    Grav guns on bikes are not good compared to grav cannons. I've been trying to get by with them, and they don't cut it.


    It's because you're playing blood angels.

    Grav bike spam in either a White Scars bike army or a Ravenwing bike army is extremely effective vs. MEQs and TEQs.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 16:24:49


    Post by: pm713


    Why can't you put Centurions in pods?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 16:25:52


    Post by: Martel732


    They have no better firepower than BA. I've played against those lists. Because they have to get with 18" and don't reroll wounds, a LOT more can go wrong for them. I'll deal with them any day of the week over LOLscatterbikes or ignore cover ion accelerators.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 16:29:23


    Post by: Traditio


    pm713 wrote:
    Why can't you put Centurions in pods?


    They can only take land raiders as a dedicated transport option.

    Come to think of it, I have no clue if you can technically buy a drop pod as a FA slot and put centurions in it.

    Ruleswise, I'm not sure how that works.

    That said, if you are running formations, that's not a valid in-formation option.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 16:30:19


    Post by: Martel732


    You can buy a drop pod and put them in.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 16:30:50


    Post by: pm713


    You can buy them as FA and put them in there. For formations can't you use an Unbound pod?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 16:33:14


    Post by: Traditio


    pm713 wrote:
    You can buy them as FA and put them in there.


    If you're going either unbound or playing a CAD.

    For formations can't you use an Unbound pod?


    I suppose technically you can?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 17:16:55


    Post by: CthuluIsSpy


    Traditio wrote:
     Whereswaldo wrote:
    How many regular gauss shots to kill a wraith knight, no bonuses from preferred enemy / stalker +1 BS bubble.

    Thanks


    Assuming 3+ armor and no FNP:

    For a Necron warrior, one out of (2/3 (to hit roll) X 1/6 (to wound roll) X 1/3 (3+ armor save) X 1/5 (5 wounds)) shot would deal a lethal shot to a wraithknight. This comes out to 2/270 or 1/135.

    It would take 135 gauss shots, on average, to kill a wraithknight.

    And no amount of boltgun shots will kill a wraithknight.

    Yes, I know it's ridiculous. Yes, wraithknights need to be nerfed.

    Feth wraithknights.



    Its almost as if Monstrous Creatures can't be slain easily by small arms fire.
    I like Eldar hate as much as anybody, but complaining that its too hard to kill a monstrous creature with small arms is kind of silly. I mean, you have heavy weapons and grav, right? That's what they are for.


    Automatically Appended Next Post:
     JimOnMars wrote:
     Sgt_Smudge wrote:

    So, don't use bolters to kill the Wraithknight?
    LOL, a bolter can't even glance a killa kan.


    Don't they have armor 10? I'm pretty sure you can.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 17:20:17


    Post by: pm713


    Traditio believes he shouldn't have to use grav.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 17:23:20


    Post by: CthuluIsSpy


    Martel732 wrote:


    Bolters don't need a way to hurt it. Lascannons need a way to be effective.


    Lascannons are fine.
    Its just they are outclassed by weapons that can strip HP quickly. The problem isn't the lascannon, its the poorly thought out vehicle rules.


    Automatically Appended Next Post:
    pm713 wrote:
    Traditio believes he shouldn't have to use grav.


    Well that's silly. Isn't the function of a grav weapon to kill MCs? That's like refusing to use a hammer to beat in a nail, and insist on using your fist; It could work, but it would be very painful and time consuming.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 17:27:27


    Post by: pm713


     CthuluIsSpy wrote:


    Automatically Appended Next Post:
    pm713 wrote:
    Traditio believes he shouldn't have to use grav.


    Well that's silly. Isn't the function of a grav weapon to kill MCs? That's like refusing to use a hammer to beat in a nail, and insist on using your fist; It could work, but it would be very painful and time consuming.

    I know....I know.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 17:44:14


    Post by: Traditio


    CthuluIsSpy wrote:Well that's silly. Isn't the function of a grav weapon to kill MCs? That's like refusing to use a hammer to beat in a nail, and insist on using your fist; It could work, but it would be very painful and time consuming.


    MCs predate the existence of grav weapons. As I've insisted previously, for the space marines codex, the way of dealing with MCs prior to grav weapons, was:

    1. Sternguard hellfire ammunition
    2. Sniper rifles
    3. Anti-tank weapons.

    Aside from grav, the only effective way to deal with a GMC is with anti-tank weapons? Then wraithknights should be priced accordingly.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 17:44:25


    Post by: mrhappyface


    ThatGuyFromThatPlace wrote:
    Do some math hammer and find out how many Loota shots it takes to kill a wraithknight (S7 AP4 D3 shots) 14ppm

    Loota: 1/3 chance to hit, 1/3 chance to wound.
    Wraithknight: 2/3 chance to save with armour, 1/3 chance to save with FnP.
    Overall 2/81 chance to wound (or about 1/40), so about 240 shots needed to bring down a wraithknight. If we assume the average for the d3 shots is 2 you therefore need 120 lootas to take a wraithknight down in one turn, 60 lootas for 2 turns, 30 lootas for 3 turns and so on.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 17:53:23


    Post by: Martel732


     CthuluIsSpy wrote:
    Martel732 wrote:


    Bolters don't need a way to hurt it. Lascannons need a way to be effective.


    Lascannons are fine.
    Its just they are outclassed by weapons that can strip HP quickly. The problem isn't the lascannon, its the poorly thought out vehicle rules.


    Automatically Appended Next Post:
    pm713 wrote:
    Traditio believes he shouldn't have to use grav.


    Well that's silly. Isn't the function of a grav weapon to kill MCs? That's like refusing to use a hammer to beat in a nail, and insist on using your fist; It could work, but it would be very painful and time consuming.


    Lascannons are not fine. Low ROF, MCs easily get cover, vehicle damage table now sucks for AP2. And a lot of T5+ units that are no longer doubled out by the lascannon.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 17:54:46


    Post by: Traditio


    Martel732 wrote:Lascannons are not fine. Low ROF, MCs easily get cover, vehicle damage table now sucks for AP2. And a lot of T5+ units that are no longer doubled out by the lascannon.


    I agree. However, the solution is not to buff Lascannons. The solution is to nerf the things that you'd need a lascannon to deal with.

    ENOUGH is ENOUGH! I'm TIRED of this MOTHER FETHING power creep in this MOTHER FETHING game!


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 17:55:31


    Post by: Martel732


    You can't stop the power creep without a total rewrite. That ship has already sailed. Low ROF weapons need a buff. Period. And vehicles don't need anymore nerfs.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 17:57:09


    Post by: Traditio


    Martel732 wrote:
    You can't stop the power creep without a total rewrite.


    Define "total rewrite." For starters, how about nerfing grav weapons, reducing the number of wounds on monstrous creatures, and removing the Gargantuan Monstrous Creature rules from the CRB entirely?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 17:59:52


    Post by: Martel732


    Not good enough. Lascannons are a fail against Rhinos now. Go do the math.

    I think your approach is all wrong. Things like lascannons and hammerhead railguns should be very lethal to big things. As in multiple wounds, no FNP rolls, etc.

    If lascannons could first strike centurions and one shot them, then the dreaded grav cannon would have an actual counter. You could give heavy weapon teams in all books upgrades like "thermal targeting" to ignore invisibility.

    Total rewrite. Elite infantry and big monsters made of flesh should die when hit by anti-tank fire.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:02:48


    Post by: mrhappyface


    Martel732 wrote:
    Not good enough. Lascannons are a fail against Rhinos now. Go do the math.

    I think your approach is all wrong. Things like lascannons and hammerhead railguns should be very lethal to big things. As in multiple wounds, no FNP rolls, etc.

    If lascannons could first strike centurions and one shot them, then the dreaded grav cannon would have an actual counter. You could give heavy weapon teams in all books upgrades like "thermal targeting" to ignore invisibility.

    Total rewrite. Elite infantry and big monsters made of flesh should die when hit by anti-tank fire.

    So your suggestion to fix 40k is to allow 30pt weapons to insta-kill 200pts+ models?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:04:23


    Post by: pm713


    You could try a multiple wound system like Fantasy had. That and changing the vehicle damage table would help.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:04:33


    Post by: Martel732


     mrhappyface wrote:
    Martel732 wrote:
    Not good enough. Lascannons are a fail against Rhinos now. Go do the math.

    I think your approach is all wrong. Things like lascannons and hammerhead railguns should be very lethal to big things. As in multiple wounds, no FNP rolls, etc.

    If lascannons could first strike centurions and one shot them, then the dreaded grav cannon would have an actual counter. You could give heavy weapon teams in all books upgrades like "thermal targeting" to ignore invisibility.

    Total rewrite. Elite infantry and big monsters made of flesh should die when hit by anti-tank fire.

    So your suggestion to fix 40k is to allow 30pt weapons to insta-kill 200pts+ models?


    Not instakill. My fix is a total rewrite. Obviously, everything would be priced off its practical battlefield efficacy. The Hammerhead, for example, would probably go up in price a lot due to the rules for the main gun. The Hammerhead main gun looks to be an anti-titan weapon to me. MCs would probably get cheaper, but easier to remove because modern weapons hurt. A lot.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:04:54


    Post by: AlmightyWalrus


     mrhappyface wrote:
    Martel732 wrote:
    Not good enough. Lascannons are a fail against Rhinos now. Go do the math.

    I think your approach is all wrong. Things like lascannons and hammerhead railguns should be very lethal to big things. As in multiple wounds, no FNP rolls, etc.

    If lascannons could first strike centurions and one shot them, then the dreaded grav cannon would have an actual counter. You could give heavy weapon teams in all books upgrades like "thermal targeting" to ignore invisibility.

    Total rewrite. Elite infantry and big monsters made of flesh should die when hit by anti-tank fire.

    So your suggestion to fix 40k is to allow 30pt weapons to insta-kill 200pts+ models?


    As opposed to a 10-point meltagun murdering 250+ point Land Raiders? You just perfectly illustrated why vehicles are much worse off than MCs.

    EDIT: I think it'd be reasonable to give lascannons, brightlances railguns and the like some sort of multiple wounds/Hull Point rule to illustrate the fact that you're going to be taking stupid levels of damage if you get hit, even if it doesn't outright kill you, but I'd also be wary of such weapons invalidating Independend Characters. How about some sort of rule giving the weapons a reduced chance to hit anything smaller than a bike, to illustrate the fact that turning a slow-firing anti-tank weapon against infantry is a really silly plan. It'd let dedicated anti-infantry weapons get some time in the sun as well.

    Another option is to simply double the Hull Points of all vehicles. When even a Rhino has 6 hull points, glancing them to death becomes a lot harder.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:06:11


    Post by: Martel732


     AlmightyWalrus wrote:
     mrhappyface wrote:
    Martel732 wrote:
    Not good enough. Lascannons are a fail against Rhinos now. Go do the math.

    I think your approach is all wrong. Things like lascannons and hammerhead railguns should be very lethal to big things. As in multiple wounds, no FNP rolls, etc.

    If lascannons could first strike centurions and one shot them, then the dreaded grav cannon would have an actual counter. You could give heavy weapon teams in all books upgrades like "thermal targeting" to ignore invisibility.

    Total rewrite. Elite infantry and big monsters made of flesh should die when hit by anti-tank fire.

    So your suggestion to fix 40k is to allow 30pt weapons to insta-kill 200pts+ models?


    As opposed to a 10-point meltagun murdering 250+ point Land Raiders? You just perfectly illustrated why vehicles are much worse off than MCs.


    This would have to be addressed as well. Hence, total rewrite.

    The WK as it currently stands is at LEAST at 400 pt model. At least. You can fire an entire army's worth of old school weapons at it for multiple turns before it dies. That's just crazy.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:10:06


    Post by: CthuluIsSpy


    Martel732 wrote:
    Not good enough. Lascannons are a fail against Rhinos now. Go do the math.

    I think your approach is all wrong. Things like lascannons and hammerhead railguns should be very lethal to big things. As in multiple wounds, no FNP rolls, etc.

    If lascannons could first strike centurions and one shot them, then the dreaded grav cannon would have an actual counter. You could give heavy weapon teams in all books upgrades like "thermal targeting" to ignore invisibility.

    Total rewrite. Elite infantry and big monsters made of flesh should die when hit by anti-tank fire.


    Hmm

    In that case, what if there was a rule where a weapon inflicts an extra wound for every point of strength that exceeds the targets toughness?
    Or pehaps a 6 on a wounding hit from a heavy weapon inflicts another wound?
    This may result in EW becoming obsolete.

    Vehicles need a buff though. Adding more HP is not enough, as the counter would to be spam more autocannons / scatter lasers / whatever. A saving throw would be healthier, imo.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:10:23


    Post by: Traditio


    Martel732 wrote:The WK as it currently stands is at LEAST at 400 pt model. At least. You can fire an entire army's worth of old school weapons at it for multiple turns before it dies. That's just crazy.


    Regardless of our disagreements, we basically agree on this point.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:10:28


    Post by: Martel732


     AlmightyWalrus wrote:
     mrhappyface wrote:
    Martel732 wrote:
    Not good enough. Lascannons are a fail against Rhinos now. Go do the math.

    I think your approach is all wrong. Things like lascannons and hammerhead railguns should be very lethal to big things. As in multiple wounds, no FNP rolls, etc.

    If lascannons could first strike centurions and one shot them, then the dreaded grav cannon would have an actual counter. You could give heavy weapon teams in all books upgrades like "thermal targeting" to ignore invisibility.

    Total rewrite. Elite infantry and big monsters made of flesh should die when hit by anti-tank fire.

    So your suggestion to fix 40k is to allow 30pt weapons to insta-kill 200pts+ models?


    As opposed to a 10-point meltagun murdering 250+ point Land Raiders? You just perfectly illustrated why vehicles are much worse off than MCs.

    EDIT: I think it'd be reasonable to give lascannons, brightlances railguns and the like some sort of multiple wounds/Hull Point rule to illustrate the fact that you're going to be taking stupid levels of damage if you get hit, even if it doesn't outright kill you, but I'd also be wary of such weapons invalidating Independend Characters. How about some sort of rule giving the weapons a reduced chance to hit anything smaller than a bike, to illustrate the fact that turning a slow-firing anti-tank weapon against infantry is a really silly plan. It'd let dedicated anti-infantry weapons get some time in the sun as well.

    Another option is to simply double the Hull Points of all vehicles. When even a Rhino has 6 hull points, glancing them to death becomes a lot harder.


    Frankly, I'd like to see independent characters largely invalidated.


    Automatically Appended Next Post:
     CthuluIsSpy wrote:
    Martel732 wrote:
    Not good enough. Lascannons are a fail against Rhinos now. Go do the math.

    I think your approach is all wrong. Things like lascannons and hammerhead railguns should be very lethal to big things. As in multiple wounds, no FNP rolls, etc.

    If lascannons could first strike centurions and one shot them, then the dreaded grav cannon would have an actual counter. You could give heavy weapon teams in all books upgrades like "thermal targeting" to ignore invisibility.

    Total rewrite. Elite infantry and big monsters made of flesh should die when hit by anti-tank fire.


    Hmm

    In that case, what if there was a rule where a weapon inflicts an extra wound for every point of strength that exceeds the targets toughness?
    Or pehaps a 6 on a wounding hit from a heavy weapon inflicts another wound?
    This may result in EW becoming obsolete.


    Fine with me.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:11:08


    Post by: Traditio


    CthuluIsSpy wrote:Hmm

    In that case, what if there was a rule where a weapon inflicts an extra wound for every point of strength that exceeds the targets toughness?
    Or pehaps a 6 on a wounding hit from a heavy weapon inflicts another wound?
    This may result in EW becoming obsolete.


    You've just buffed scatterlaser spam.

    Congrats.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:12:08


    Post by: Martel732


    Realistically, we are looking at different weapon profiles against different target types, etc. Lascannons should be incredibly inefficient vs light infantry that probably comes in the form of a massive to hit penalty.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:12:26


    Post by: CthuluIsSpy


    Traditio wrote:
    CthuluIsSpy wrote:Hmm

    In that case, what if there was a rule where a weapon inflicts an extra wound for every point of strength that exceeds the targets toughness?
    Or pehaps a 6 on a wounding hit from a heavy weapon inflicts another wound?
    This may result in EW becoming obsolete.


    You've just buffed scatterlaser spam.

    Congrats.


    And heavy bolters

    I personally prefer my first idea better. The EW rule always came across as arbitrary to me.
    Like, an IG general can take 3 hits from a heavy bolter, but a multi-laser is a 1hko? How does that even work?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 18:13:05


    Post by: Martel732


    Traditio wrote:
    CthuluIsSpy wrote:Hmm

    In that case, what if there was a rule where a weapon inflicts an extra wound for every point of strength that exceeds the targets toughness?
    Or pehaps a 6 on a wounding hit from a heavy weapon inflicts another wound?
    This may result in EW becoming obsolete.


    You've just buffed scatterlaser spam.

    Congrats.


    In a rewritten system, I would completely bust the balls on this thing. I would basically make it murder against most infantry types, but make it completely unable to damage vehicles. So there is a real trade off for spamming them.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 21:03:50


    Post by: Grizzyzz


    So I stopped reading most of the posts after I talked about grav centurions... so forgive me if these points were already made but i think its important..

    1) Grav is good against vehicles as someone mentioned auto immobilized , extra hull points.. amp access etc.

    2) Grav cents are amazing at dealing with both low armor save targets and high armor save targets because of amps.. and hello... what are these hurricane bolters i have strapped to my chest.

    3) ABSOLUTELY GW is in this to make money.. so 'why should i have to buy the new guy.. and can't use my TRADITIONAL gear..." WHY????? because you already bought it and GW is a business that wants you to buy what is new. Additionally, you don't have to take what is the best answer for something.. but in a meta right now that MCs are spammed because toughness is better then hull points and AV,, you can't sit there and say I hate not being able to handle something.. even though you have the best option to do so and just refuse...

    4) the meta changes over time.. if you want to stay competitive then you need to evolve with it.

    5) You can absolutely put centurians in drop pods.. the vanilla codex allows them to be purchased now.as fast attack. and in the tournament scene some very popular options are ..blood angels formation "flesh terrors", and Space wolves "company of the great wolf". both are used to get quick access to drop pods in battle brother forces that don't have access themselves (for example grey knights). I will just note that cents take up 3 slots.. so you can only fit 3 in a drop pod.

    .. I think that was it..

    Cheers!


    Automatically Appended Next Post:
    Oh and Happy Easter! (if that applies to you. if not then Happy Weekend)


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 21:13:05


    Post by: Traditio


    My answer to all of that is "the points system is supposed to effect balance."

    Period. End of statement.

    If you are telling me that I need the new shiny, then balance has not been effected.

    Period.

    End of story.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 21:29:24


    Post by: Grizzyzz


    Traditio wrote:
    My answer to all of that is "the points system is supposed to effect balance."

    Period. End of statement.

    If you are telling me that I need the new shiny, then balance has not been effected.

    Period.

    End of story.


    GW has to move product.. they released a bunch of new MCs that are hard for traditional methods to deal with... so they released grav.. cycle will continue.

    And taking exactly what you said there are grav options that are point efficient to a wraithknight.. so I am not sure what the problem is..your just stuck not wanting to adapt. Sry it's not working for you..


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 21:39:48


    Post by: Traditio


    Grizzyzz wrote:GW has to move product.. they released a bunch of new MCs that are hard for traditional methods to deal with... so they released grav.. cycle will continue.

    And taking exactly what you said there are grav options that are point efficient to a wraithknight.. so I am not sure what the problem is..your just stuck not wanting to adapt. Sry it's not working for you..


    Have you played Dark Souls 1 and 2?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 21:42:41


    Post by: CrownAxe


    Traditio wrote:
    Grizzyzz wrote:GW has to move product.. they released a bunch of new MCs that are hard for traditional methods to deal with... so they released grav.. cycle will continue.

    And taking exactly what you said there are grav options that are point efficient to a wraithknight.. so I am not sure what the problem is..your just stuck not wanting to adapt. Sry it's not working for you..


    Have you played Dark Souls 1 and 2?

    40K isn't Dark Souls...


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 21:45:09


    Post by: Traditio


    CrownAxe wrote:40K isn't Dark Souls...


    Humor me. I have a point in asking the question.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 21:50:03


    Post by: CrownAxe


    Traditio wrote:
    CrownAxe wrote:40K isn't Dark Souls...


    Humor me. I have a point in asking the question.

    Dark Souls is a video game that was designed with the intention of letting you play however you want and beat the game with skill.

    40k is not that. 40k is Rock Paper Scissors. Its all about using rock to beat scirssors to beat papers to beat rocks. If you keep insisting on only taking scissors you'll never beat rocks.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/26 23:47:49


    Post by: Grizzyzz


     CrownAxe wrote:
    Traditio wrote:
    CrownAxe wrote:40K isn't Dark Souls...


    Humor me. I have a point in asking the question.

    Dark Souls is a video game that was designed with the intention of letting you play however you want and beat the game with skill.

    40k is not that. 40k is Rock Paper Scissors. Its all about using rock to beat scirssors to beat papers to beat rocks. If you keep insisting on only taking scissors you'll never beat rocks.


    Exactly.

    And I have only played the first one.

    When designing a list you can't take an "all comers" anymore. You take an "about 60% coverage" list. You design to take on a few of the most popular builds across multiple armies and hope you don't get paired with that 40%..


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 00:20:53


    Post by: Martel732


    The whole GMC toe in cover thing makes the WK unkillable for BA. Grav guns can't cause enough wounds, and they will be the first thing the Eldar shoot off the table.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 00:26:24


    Post by: CthuluIsSpy


     Grizzyzz wrote:
     CrownAxe wrote:
    Traditio wrote:
    CrownAxe wrote:40K isn't Dark Souls...


    Humor me. I have a point in asking the question.

    Dark Souls is a video game that was designed with the intention of letting you play however you want and beat the game with skill.

    40k is not that. 40k is Rock Paper Scissors. Its all about using rock to beat scirssors to beat papers to beat rocks. If you keep insisting on only taking scissors you'll never beat rocks.


    Exactly.

    And I have only played the first one.

    When designing a list you can't take an "all comers" anymore. You take an "about 60% coverage" list. You design to take on a few of the most popular builds across multiple armies and hope you don't get paired with that 40%..


    Which is a bit of a failure of game design, imo.
    It is for this reason why I prefer DzC's rule set; that game is designed in such a way that it strongly encourages all comer lists, due to how the units interact.

    There's no fun in playing a 2 hour game of Rock Paper Scissors. Especially one full of random tables and special rules.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 00:34:12


    Post by: Martel732


    In Starcraft, I can scout your rock and build paper. You can still out-micro me, though like with banelings vs marines.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 00:37:41


    Post by: Pouncey


    Martel732 wrote:
    In Starcraft, I can scout your rock and build paper. You can still out-micro me, though like with banelings vs marines.


    If you try to do that in WH40k, it's called "list tailoring". : D

    Also in Starcraft you can change your army composition as the game progresses.

    Also also in Starcraft, the game developers have access to tons of actual data on how games play out and can make adjustments to the rules and re-balance all units and sides constantly, whereas in 40k, GW only re-does one army at a time, changes the basic rules independently of those army updates, and is very scarce with errata and FAQs.

    Also Starcraft is a computer game, so the rules don't suddenly change just because your opponent disagrees with your interpretation and won the roll-off.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 00:43:09


    Post by: Martel732


    Blizzard gak canned several expansion units because they couldn't get the balance right. Like the Warhound or the Protoss mimic unit.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 00:45:54


    Post by: Pouncey


    Martel732 wrote:
    Blizzard gak canned several expansion units because they couldn't get the balance right. Like the Warhound or the Protoss mimic unit.


    If GW did the equivalent, they'd be scrapping millions of dollars worth of molds for plastic models.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 00:47:34


    Post by: Martel732


    I wish they'd thrown the scatterbike and WK in the trash can for sure. Although all they'd have to do is make them much more expensive.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 02:33:59


    Post by: Traditio


    CrownAxe wrote:Dark Souls is a video game that was designed with the intention of letting you play however you want and beat the game with skill.

    40k is not that. 40k is Rock Paper Scissors. Its all about using rock to beat scirssors to beat papers to beat rocks. If you keep insisting on only taking scissors you'll never beat rocks.


    Grizzy essentially is making the argument that the rules for the newer models are not and should not be fair because this would be bad for business. Why would you buy a wraithknight if it were fairly costed? Why buy the tactical marines kit for the grav cannon upgrades if you just as easily could use missile launchers?

    You have to make the newer stuff OP, and make the older stuff basically obsolete, so you can keep selling expensive models at a premium.

    That business model actually makes me LESS inclined to buy stuff from GW and LESS inclined to play against the people who do.

    Why do I keep bringing up Dark Souls?

    Because that game is pretty much the definition of balance:

    Which is better: crossbow or bow? Zweihander or broadsword? Broadsword without magic or a broadsword with fire?

    Which is better: Havel's armor or leather armor?

    There's no obviously right answer. Ultimately, it comes down to a matter of your personal style of play.

    Even in Dark Souls II, the only "no brainer" upgrade I can think of is the upgrade from the broadsword to the drake keeper's sword. But even then, there's a trade off: 3 units of weight in exchange for 6. And you're trading the B strength scaling and D dex scaling (at level 10 upgrade) for the broadsword in exchange for C scaling for both stats for the drake keeper's sword.

    The only "flaw" of Dark Souls II is that equipment weight doesn't slow you down like it did in Dark Souls I.

    I'm sure you get my point. Every piece of equipment (with the exception of the rings; a level 2 ring of the same kind is obviously better than a level 1 ring of that kind) has its place and is potentially usable depending on how you want to play.

    What is my point?

    In Dark Souls, you don't take the newest, most OP piece of equipment you can find. You find the piece of equipment that you find aesthetically most pleasing and most suitable to your style of play.

    If wraithknights were 400 points per model, people would still find a place for them. They wouldn't be an auto-pick, of course, but they would still have their place.

    If grav cannons were either more costly pointswise, or else, were nerfed somewhat, people would still find a place for them. Again, they wouldn't be an auto-pick, of course, but they would still have their place.

    If Warhammer 40k were more like Dark Souls, that wouldn't be bad for the game, and it wouldn't be bad for business. Yes, few people would buy the new shinies en masse. Instead of buying 3 wraithknights, people might only buy 1. But with that and a few other steps, I bet that overall sales would be up, and the customer base would be much larger. Instead of 1 person buying 3 wraithknights, perhaps 5 people might buy 1 wraithknight, a box of striking scorpions and a few boxes of dire avengers.

    And even if people are buying this stuff second hand, you know what? Even the people buying this stuff second hand need paint. Citadel makes some pretty darned good paint. Plus even the people buying stuff second hand need to buy the codices.

    And by the way, for all of your protests to the contrary, if you read the rulebooks, what I am describing is essentially the game that GW PROMISED to give us, vis-a-vis their points system.


    Automatically Appended Next Post:
    CthuluIsSpy wrote:Which is a bit of a failure of game design, imo.


    With the exception of the phrase "a bit of a," I completely agree with this.

    You want to see pretty much perfect balance in games? Look at Dark Souls. 40k needs to be more like Dark Souls.

    Then, and ONLY then, would Tau and Eldar players be entitled to say "git gud." Unless and until then? I'd like to see them play Chaos Space Marines (without spamming the best units in the codex and without using Forge World) and tell people to "git gud."


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 02:57:14


    Post by: CrownAxe


    Yes it would be great if 40k was a balanced and everything was a viable option to be played with no matter what you played against...

    BUT THAT'S NOT 40K IS. 40K IS NOT BALANCED AT ALL.

    Their are a ton of things that literally can't be hurt by certain weapons (vehicles and high toughness). There are a ton of ways to make units functionally invincible (2++ rerollable invul and invisibility). There are attacks that kill you with no recourse (Stomp and Str D). And unlike Dark Souls, there is a time limit of 5-7 turns so taking something ineffecient is a death sentence and the game will be over before you killed anything of note.

    Sure, 40k SHOULD be more balanced like Dark Souls. But that's not what it is. That's not what GW gave us. GW took their game of rock paper scissors and added diamonds and nukes so now if you want to compete with the diamonds and nukes you have to take diamonds and nukes, not rock, paper, or scissors.

    You have to play to what the game is, and not what the game SHOULD be.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 03:01:36


    Post by: Traditio


     CrownAxe wrote:
    Yes it would be great if 40k was a balanced and everything was a viable option to be played with no matter what you played against...


    Great. Then you ultimately agree with me. What's your beef?

    BUT THAT'S NOT 40K IS. 40K IS NOT BALANCED AT ALL.


    I agree. I'm making the claim that it should be.

    Their are a ton of things that literally can't be hurt by certain weapons (vehicles and high toughness).


    I think that formations go a long way to "fixing" this. If you run a full battle company, you HAVE to run two squads of devastators, and if you read the fluff, it's pretty obvious that you're supposed to bring anti tank weapons.

    There are a ton of ways to make units functionally invincible (2++ rerollable invul and invisibility).


    There shouldn't be.

    Sure, 40k SHOULD be more balanced like Dark Souls.


    You keep agreeing with me, but for some reason, you keep arguing against me.

    I don't understand this.

    Look, I'm going to ask a question:

    "A wraithknight should cost a minimum of 400 ppm. True or false? Why or why not?"

    If you then say "no, because grav," I'll then ask you:

    "Grav should be nerfed. True or false? Why or why not?"


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 03:03:17


    Post by: CrownAxe


    It doesn't what it should be. If you don't want to lose to wraithknights, you need to take the tools to beat a 300 pt Wraithknight.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 03:07:04


    Post by: Traditio


     CrownAxe wrote:
    It doesn't what it should be. If you don't want to lose to wraithknights, you need to take the tools to beat a 300 pt Wraithknight.


    Or I could simply refuse to play games which involve wraithknights.

    In point of fact, that's what I already do.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 03:12:57


    Post by: CrownAxe


    So you refuse to use good tools because you refuse to fight anything in the game your outdated army can't handle?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 03:18:37


    Post by: Traditio


     CrownAxe wrote:
    So you refuse to use good tools because you refuse to fight anything in the game your outdated army can't handle?


    Refer to my "Litany of a Scrub" thread.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 03:20:59


    Post by: CrownAxe


    Traditio wrote:
     CrownAxe wrote:
    So you refuse to use good tools because you refuse to fight anything in the game your outdated army can't handle?


    Refer to my "Litany of a Scrub" thread.

    Oh the thread where everyone disagreed with you and you insisted on arguing everyone with "See OP"?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 03:39:17


    Post by: Traditio


    CrownAxe wrote:Oh the thread where everyone disagreed with you and you insisted on arguing everyone with "See OP"?


    Hey, as I said:

    You field your wraithknight.

    You call my army outdated all you want.

    And I'll find something better to do than play 40k with you as my opponent. All day long.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 03:45:58


    Post by: Grizzyzz


    Traditio wrote:
    Grizzy essentially is making the argument that the rules for the newer models are not and should not be fair because this would be bad for business. Why would you buy a wraithknight if it were fairly costed? Why buy the tactical marines kit for the grav cannon upgrades if you just as easily could use missile launchers?

    You have to make the newer stuff OP, and make the older stuff basically obsolete, so you can keep selling expensive models at a premium.



    On the contrary never once have I said anything of the sort.

    -------

    To comment on the whole dark souls thing. That's sounds great. But guess what.. that's not currently how it is. Since we are comparing apples to oranges I'll toss in a fruit.

    40k to me is like DOTA. Some heroes are better then others , some counter some but not all. Put a combination of 5 together and you can make up for weaknesses and protect yourself from your counters. If you play an opponent and he happens to counter you, there is just enough balance and just enough opportunity that if you play a perfect game and your opponent makes a mistake you can pull out a win.


    CrownAxe wrote:

    Sure, 40k SHOULD be more balanced like Dark Souls. But that's not what it is. That's not what GW gave us. GW took their game of rock paper scissors and added diamonds and nukes so now if you want to compete with the diamonds and nukes you have to take diamonds and nukes, not rock, paper, or scissors.

    You have to play to what the game is, and not what the game SHOULD be.


    Precisely.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 03:48:48


    Post by: Traditio


    Grizzyzz wrote:On the contrary never once have I said anything of the sort.


    My point throughout this thread is that a fair price for a Wraithknight is 400 ppm. I further argued that this is the case because that's how many points of devoted traditional anti-tank weapons are required to defeat one.

    You then responded: "BUT YOU CAN USE THE NEW SHINIES! GW GOTS TO SELL THE NEW SHINIES!"



    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 03:53:47


    Post by: Grizzyzz


    Traditio wrote:
     CrownAxe wrote:
    It doesn't what it should be. If you don't want to lose to wraithknights, you need to take the tools to beat a 300 pt Wraithknight.


    Or I could simply refuse to play games which involve wraithknights.

    In point of fact, that's what I already do.


    No one here is arguing with you about your views on game balance.

    We are all giving advice that if you want to take down a WK and you play space marines.. then you need to take grav. All arguments about balance aside.. that is how it is right now.

    So.. bottom line. if you don't want to use grav, then that is fine. But don't complain about how hard hardmode is.


    Automatically Appended Next Post:
    Traditio wrote:
    Grizzyzz wrote:On the contrary never once have I said anything of the sort.


    My point throughout this thread is that a fair price for a Wraithknight is 400 ppm. I further argued that this is the case because that's how many points of devoted traditional anti-tank weapons are required to defeat one.

    You then responded: "BUT YOU CAN USE THE NEW SHINIES! GW GOTS TO SELL THE NEW SHINIES!"





    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 03:59:11


    Post by: Traditio


    Grizzyzz wrote:No one here is arguing with you about your views on game balance.

    We are all giving advice that if you want to take down a WK and you play space marines.. then you need to take grav. All arguments about balance aside.. that is how it is right now.

    So.. bottom line. if you don't want to use grav, then that is fine. But don't complain about how hard hardmode is.


    No, no.

    I completely agree with the main gist of this. In concreto, what you are saying is simply true.

    Given that wraithknights cost 295 ppm without upgrades, you MUST use grav in order to defeat one in a points effective manner.

    That said, that simply doesn't address the point that I've been making, namely:

    Wraithknights should not cost 295 ppm.

    I should not have to use grav in order to kill one.

    Thus:

    You're playing a wraithknight? Fine. Then play it against someone else. I'm not interested in that game.



    I do sincerely offer my apologies if I've misrepresented you; that said, that's effectively how what you have said has come off to me in the course of this thread. Regardless of what you may have intended, that's what I've "heard," so to speak.

    Whether rightly or wrongly.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 04:02:00


    Post by: Grizzyzz


    I really don't know how else to say it. No one is arguing with you about game balance.

    Guns < Kevlar < armor piercing ...

    GW releases cool new MCs.. people buy them. They then realize in their rolling cycle that marines traditional methods don't work.. GW releases new product to counter.. cycle continues.

    If customer refuses to purchase then they will have a tough time dealing with said MCs..


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 04:04:55


    Post by: CrownAxe


    Traditio wrote:
    CrownAxe wrote:Oh the thread where everyone disagreed with you and you insisted on arguing everyone with "See OP"?


    Hey, as I said:

    You field your wraithknight.

    You call my army outdated all you want.

    And I'll find something better to do than play 40k with you as my opponent. All day long.

    I don;t play Eldar. I just can't stand how whiny, pretentious, and self centered you are in pretty much all of you posts on dakka.

    I wouldn't want to play you either. You are worse then WAAC players.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 04:06:51


    Post by: Traditio


     Grizzyzz wrote:
    I really don't know how else to say it. No one is arguing with you about game balance.

    Guns < Kevlar < armor piercing ...

    GW releases cool new MCs.. people buy them. They then realize in their rolling cycle that marines traditional methods don't work.. GW releases new product to counter.. cycle continues.

    If customer refuses to purchase then they will have a tough time dealing with said MCs..


    Again, I agree with everything that you've just said.

    The problem is that we're arguing past each other.

    I'm not interested in the factual claim, which is what you're interested in.

    I'm interested in the normative claim.

    GW should not be engaging in this cycle of codex creep/BUY THE NEW SHINY!!!!eleventy111!. They should make the game more like Dark Souls.

    Do you agree or disagree with this?

    Ultimately, we're talking past each other:

    Me: The game should be more like Dark Souls!
    You: This game is not like Dark Souls.

    Note that these claims are not contradictory propositions. They're mutually compossible.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 04:07:25


    Post by: Grizzyzz


    Traditio wrote:


    I do sincerely offer my apologies if I've misrepresented you; that said, that's effectively how what you have said has come off to me in the course of this thread. Regardless of what you may have intended, that's what I've "heard," so to speak.

    Whether rightly or wrongly.


    I appreciate it. There is only so many ways you can type something out. Sometimes it doesn't always come across.

    That said.. hop on the grav train because things ain't slowen down


    Automatically Appended Next Post:
    Traditio wrote:

    Do you agree or disagree with this?

    Ultimately, we're talking past each other:

    Me: The game should be more like Dark Souls!
    You: This game is not like Dark Souls.

    Note that these claims are not contradictory propositions. They're mutually compossible.


    I agree to an extent. I think there are major changes to be made. Making any weapon useful in every situation is where I respectfully disagree. Where I think single shot weapons currently need to be better (hp canned them) I don't think one made for a tank should be directly effective against a MC. And of course vice versa.

    What's the saying? Don't show up with a knife to a gun a fight.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 05:19:55


    Post by: Swampmist


    I do agree here; no matter what it is currently, it SHOULD be balanced. Not everything should be good in every situation; Sometimes you bring flamers against tank IG, and you try to have as much fun as possible but likely will not win. But the models and weapons in the game Right now that CAN handle everything (Grav Cannons, Wraithknights, Scat Bikes, BikerStars, TWC) are not a good thing for the game. Every weapon SHOULD be good at a specific task, and be able to be chosen for that task. Flamwers for short-range anti infantry, heavy bolters for long range, Plasma for Anti-TEQ, Grav for anti-MC, Melta for Short-range anti-vehicle, Lazcannons for long range. HOW to do this we can debate all the live long day, but the point is that this needs to happen.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 05:30:22


    Post by: AllSeeingSkink


     Swampmist wrote:
    but the point is that this needs to happen.
    Don't hold your breath on that one.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 05:33:08


    Post by: Swampmist


    AllSeeingSkink wrote:
     Swampmist wrote:
    but the point is that this needs to happen.
    Don't hold your breath on that one.


    See, this is not a good attitude to have. it's not even like it would be hard to balance. Just looking at marines, a few small changes, a buff to Heavy Bolters and a nerf to grav would go a long way to fixing the problems currently inherit with 40k marines, and then the other armies can be updated similarly.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 05:46:00


    Post by: AllSeeingSkink


     Swampmist wrote:
    AllSeeingSkink wrote:
     Swampmist wrote:
    but the point is that this needs to happen.
    Don't hold your breath on that one.
    See, this is not a good attitude to have.
    It's not a good attitude or a bad attitude, it's simply reality.

    You're welcome to have a crack at writing your own house rules and convincing your mates to play with you. That may be a satisfactory solution to you.

    However GW have shown over many years and several editions that they have little interest in balancing their game. Even if they did have an interest in doing it, rock-paper-scissors type games are hard to balance in a way that would be satisfactory to everyone because some people are always going to want to do a themed army that consists of only of rocks and scissors. To balance 40k well would require a rewrite of the rules because many of the unbalancing characteristics of 40k are written right in to the core rules.

    Maybe GW are finally turning a corner with reopening a channel for feedback in facebook, or maybe it's just a token gesture, we don't know yet....

    ....but I wouldn't hold your breath on it.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 05:46:53


    Post by: kingbobbito


    Everyone's talking about grav cents and I'm just sitting here staring at my DA. I guess black knights maybe....?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 12:17:14


    Post by: Grizzyzz


     kingbobbito wrote:
    Everyone's talking about grav cents and I'm just sitting here staring at my DA. I guess black knights maybe....?


    Twin linked plasma is pretty good too!

    It's great against MC and can be a threat to AV13

    But I always used a vet squad with meltas to handle a rough AV target.


    Automatically Appended Next Post:
    They just aren't .. as good at taking out WKs. But DA have their own shenanigans


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 20:48:50


    Post by: pm713


    They were kind of cheesy with the Rad Grenade so they could ID T4.... I miss that.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 20:58:08


    Post by: Happyjew


    I'm curious, for the people who refuse to play against Wraithknights because they don't want to take the tools needed, how do you deal with Wraihtlords?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 21:11:26


    Post by: Pouncey


     Happyjew wrote:
    I'm curious, for the people who refuse to play against Wraithknights because they don't want to take the tools needed, how do you deal with Wraihtlords?


    My mom prefers to play Orks. I prefer to play Sororitas, often with Astartes allies. Both of us prefer to field armies of infantry backed up by a couple of tanks or walkers.

    MC and GMC woes are something I can't comment on at all.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 21:43:04


    Post by: CrownAxe


     Happyjew wrote:
    I'm curious, for the people who refuse to play against Wraithknights because they don't want to take the tools needed, how do you deal with Wraihtlords?

    Wraithlords are slow so you can just kite them around


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 22:55:08


    Post by: Traditio


     Happyjew wrote:
    I'm curious, for the people who refuse to play against Wraithknights because they don't want to take the tools needed, how do you deal with Wraihtlords?


    Wraithlords are relatively easy to kill. That's why Eldar players prefer wraithknights.

    Let's compare:

    Sternguard hellfire rounds wound wraithlords on 2s, wraithknights on 6s.
    Sniper rifles wound wraithlords on 4s, wraithknights on 6s.

    Then, of course, the standard anti-tank weapons are effective against both.

    Not to mention the fact that wraithlords don't move 12 inches in the movement phase.

    GMCs have ridiculously strong rules. They should not exist in this game.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 22:58:38


    Post by: pm713


    Traditio wrote:
     Happyjew wrote:
    I'm curious, for the people who refuse to play against Wraithknights because they don't want to take the tools needed, how do you deal with Wraihtlords?


    Wraithlords are relatively easy to kill. That's why Eldar players prefer wraithknights.

    Let's compare:

    Sternguard hellfire rounds wound wraithlords on 2s, wraithknights on 6s.
    Sniper rifles wound wraithlords on 4s, wraithknights on 6s.

    Then, of course, the standard anti-tank weapons are effective against both.

    Not to mention the fact that wraithlords don't move 12 inches in the movement phase.

    GMCs have ridiculously strong rules. They should not exist in this game.

    I can't help but notice that rather than addressing the question you've just made a poor point about what things are wounded on and complained about Wraithknights.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:01:14


    Post by: Traditio


    pm713 wrote:
    I can't help but notice that rather than addressing the question you've just made a poor point about what things are wounded on and complained about Wraithknights.


    Reading comprehension. It's a thing.

    I answered the question.

    The strongly implied answer was: "You can use sniper rounds, sternguard hellfire ammunition rounds and the traditional anti-tank weapons."

    I would say that I can understand how confusion could arise...

    ...

    ...

    ...

    But that would be a lie on my part.


    Automatically Appended Next Post:
    Grizzyzz wrote:I agree to an extent. I think there are major changes to be made. Making any weapon useful in every situation is where I respectfully disagree. Where I think single shot weapons currently need to be better (hp canned them) I don't think one made for a tank should be directly effective against a MC. And of course vice versa.

    What's the saying? Don't show up with a knife to a gun a fight.


    Megaman comes to mind. Imagine the following case:

    I ask someone about a given megaman game. He then tells me that all of the bosses, except for the first, are extremely easy.

    I then ask another player what he thought, and he tells me that its IMPOSSIBLE to beat any of the bosses, except for one, beyond the first one.

    I, of course, played the same game, and I thought that all of the bosses were challenging to varying degrees, but were neither extremely easy nor impossible.

    Why do we have these different opinions?

    Whose opinion is most "valid"?


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:05:55


    Post by: Pouncey


    pm713 wrote:
    I can't help but notice that rather than addressing the question you've just made a poor point about what things are wounded on and complained about Wraithknights.


    I think they were trying to show that common methods of dealing with Wraithlords are ineffective against Wraithknights.

    I'm also pretty sure they were assuming you were trying to say that people should just treat Wraithknights like they would a Wraithlord with a few extra wounds.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:07:02


    Post by: Traditio


    Pouncey wrote:I think they were trying to show that common methods of dealing with Wraithlords are ineffective against Wraithknights.

    I'm also pretty sure they were assuming you were trying to say that people should just treat Wraithknights like they would a Wraithlord with a few extra wounds.


    As I said!

    Reading comprehension.

    It's a thing.

    And you apparently have it, at least.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:10:49


    Post by: pm713


    Traditio wrote:
    pm713 wrote:
    I can't help but notice that rather than addressing the question you've just made a poor point about what things are wounded on and complained about Wraithknights.


    Reading comprehension. It's a thing.

    I answered the question.

    The strongly implied answer was: "You can use sniper rounds, sternguard hellfire ammunition rounds and the traditional anti-tank weapons."

    I would say that I can understand how confusion could arise...

    ...

    ...

    ...

    But that would be a lie on my part.


    Automatically Appended Next Post:
    Grizzyzz wrote: You gave a terrible answer. Anti tank weapons and snipers work poorly and hellfire are available in about two armies.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:14:35


    Post by: Pouncey


    Traditio wrote:
    Pouncey wrote:I think they were trying to show that common methods of dealing with Wraithlords are ineffective against Wraithknights.

    I'm also pretty sure they were assuming you were trying to say that people should just treat Wraithknights like they would a Wraithlord with a few extra wounds.


    As I said!

    Reading comprehension.

    It's a thing.

    And you apparently have it, at least.


    I'd like to recommend not being so hostile though. When you're trying to convince someone of something, insulting them is typically the wrong way to go about it. Very counter-productive.

    That said, I did note that you said that anti-vehicle weapons were effective against both. Though I have no actual frame of reference for saying this, if I wanted to take out something as tall as a building and made of tough stuff, I'd probably favor a rocket launcher or laser cannon over special acid-bearing ammunition for .75 cal shells or 1.00 cal sniper rifles. Both of those weapon choices bring the movie Independence Day to mind, with the US Air Force fighting city-sized spaceships using missiles with a one-pound warhead. I thought of shelling them with artillery from afar. My dad suggested dropping 2,000 pound bombs all over the top of it. Then he reconsidered and suggested placing nuclear blasts on opposite ends, one on top, one below, to try to flip it and make the crew and troops inside go squish against their bulkheads and then break it in half when it slams against the ground.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:16:07


    Post by: Swampmist


    I mean, Anti-tank weapons are fine against a Wraithlord in general, except for maybe melta guns. And a good amount of armies have poison, so the hellfire shell example does actually make sense. Another option is simply tarpitting the Wraithlord, seeing as it doesn't have stomp, and if you can ignore it's armor in CC you can get a good amount of wounds in as it lacks an invuln or a FNP.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:22:00


    Post by: Traditio


    pm713 wrote:
    You gave a terrible answer. Anti tank weapons and snipers work poorly and hellfire are available in about two armies.


    1. I could make the same general point (about being available to a limited number of armies) against the people crying: "USE THE NEW SHINY GRAV CENTURIONS!!!!!"

    2. Your point about snipers being ineffective is factually inaccurate. A wraithlords is 120 points per model without upgrades. It has 3 wounds and a 3+ armor save. It doesn't have an invuln. It can't be upgraded to have an invuln. It doesn't have FNP. It has, furthermore, an 18 inch threat range.

    Roll 3 6s to wound on sniper rounds, and the wraithlord is dead.

    Let's do some mathhammer. 12 ppm per sniper, and you could take 10 snipers vs that one wraithlord. Let's assume BS 3:

    10/1 (10 shots) X 1/2 (to hit) X 1/2 (to wound) X 1/3 (3+ armor save) X 1/3 (3 wounds) = 10/36 = 5/18.

    A little less than a third of all shots fired by snipers would deal a fatal blow to a wraithlord.

    And that's BS 3. Vanilla marine snipers have better odds.

    Note, finally, this doesn't take into account the fact that snipers resolve wounds at AP 2 on 6s to hit.



    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:25:34


    Post by: pm713


     Swampmist wrote:
    I mean, Anti-tank weapons are fine against a Wraithlord in general, except for maybe melta guns. And a good amount of armies have poison, so the hellfire shell example does actually make sense. Another option is simply tarpitting the Wraithlord, seeing as it doesn't have stomp, and if you can ignore it's armor in CC you can get a good amount of wounds in as it lacks an invuln or a FNP.

    Anti tank - Cover and high T make it surprisingly tough against them.

    Poison - Is it that common? The only armies I can think of having it are Dark Eldar, Space Marines and Nurgle Daemons. So not that common although I think Dark Eldar would do well with their amount of poison.

    Tarpittting - Watch for flamers if you have low armour and T and you're close but otherwise a good solution.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:27:09


    Post by: Pouncey


    Traditio wrote:
    pm713 wrote:
    You gave a terrible answer. Anti tank weapons and snipers work poorly and hellfire are available in about two armies.


    1. I could make the same general point (about being available to a limited number of armies) against the people crying: "USE THE NEW SHINY GRAV CENTURIONS!!!!!"

    2. Your point about snipers being ineffective is factually inaccurate. A wraithlords is 120 points per model without upgrades. It has 3 wounds and a 3+ armor save. It doesn't have an invuln. It can't be upgraded to have an invuln. It doesn't have FNP. It has, furthermore, an 18 inch threat range.

    Roll 3 6s to wound on sniper rounds, and the wraithlord is dead.

    Let's do some mathhammer. 12 ppm per sniper, and you could take 10 snipers vs that one wraithlord. Let's assume BS 3:

    10/1 (10 shots) X 1/2 (to hit) X 1/2 (to wound) X 1/3 (3+ armor save) X 1/3 (3 wounds) = 10/36 = 5/18.

    A little less than a third of all shots fired by snipers would deal a fatal blow to a wraithlord.

    And that's BS 3. Vanilla marine snipers have better odds.

    Note, finally, this doesn't take into account the fact that snipers resolve wounds at AP 2 on 6s to hit.



    Personally, I'd use an Exorcist.

    Also, Vanilla Marines only get sniper rifles on Scouts, which are BS3 except the Sergeant.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:28:17


    Post by: Traditio


    Pouncey wrote:I'd like to recommend not being so hostile though. When you're trying to convince someone of something, insulting them is typically the wrong way to go about it. Very counter-productive.

    That said, I did note that you said that anti-vehicle weapons were effective against both. Though I have no actual frame of reference for saying this, if I wanted to take out something as tall as a building and made of tough stuff, I'd probably favor a rocket launcher or laser cannon over special acid-bearing ammunition for .75 cal shells or 1.00 cal sniper rifles. Both of those weapon choices bring the movie Independence Day to mind, with the US Air Force fighting city-sized spaceships using missiles with a one-pound warhead. I thought of shelling them with artillery from afar. My dad suggested dropping 2,000 pound bombs all over the top of it. Then he reconsidered and suggested placing nuclear blasts on opposite ends, one on top, one below, to try to flip it and make the crew and troops inside go squish against their bulkheads and then break it in half when it slams against the ground.


    How much larger is a human being than a brown recluse?


    Automatically Appended Next Post:
    Pouncey wrote:Also, Vanilla Marines only get sniper rifles on Scouts, which are BS3 except the Sergeant.


    That's actually not true as of the 7th ed codex. Scouts are now BS4; furthermore, if you run them in a gladius strike force, they can reroll 1s to hit when you use the devastator and tactical combat doctrines.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:33:03


    Post by: pm713


    Traditio wrote:
    pm713 wrote:
    You gave a terrible answer. Anti tank weapons and snipers work poorly and hellfire are available in about two armies.


    1. I could make the same general point (about being available to a limited number of armies) against the people crying: "USE THE NEW SHINY GRAV CENTURIONS!!!!!"

    2. Your point about snipers being ineffective is factually inaccurate. A wraithlords is 120 points per model without upgrades. It has 3 wounds and a 3+ armor save. It doesn't have an invuln. It can't be upgraded to have an invuln. It doesn't have FNP. They have, furthermore, an 18 inch threat range.

    Roll 3 6s to wound on a sniper round, and the wraithlord is dead.

    Let's do some mathhammer. 12 ppm per sniper, and you could take 10 snipers vs that one wraithlord. Let's assume BS 3:

    10/1 (10 shots) X 1/2 (to hit) X 1/2 (to wound) X 1/3 (3+ armor save) X 1/3 (3 wounds) = 10/36 = 5/18.

    A little less than a third of all shots fired by snipers would deal a fatal blow to a wraithlord.

    And that's BS 3. Vanilla marine snipers have better odds.

    Note, finally, this doesn't take into account the fact that snipers resolve wounds at AP 2 on 6s to hit.


    Where on Earth is an 18" threat range coming from? Last I checked the ability to shoot a scatter laser constituted a threat.

    Yeah roll 3 6's out of cover and it's gone. If you roll all ones to hit it does nothing. Luck is not a valid counter.

    Half your snipers will miss. A further half will fail to wound. One of those will rend. So to survive the Wraithlord needs to pass two 3+ saves. Which seems pretty likely. That's without cover and when would you not have it in cover?

    Even with that then you've done your opponent a favour by wasting that many points on scouts. One or two armies may have better snipers but largely snipers are a waste.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:33:17


    Post by: CthuluIsSpy


    Traditio wrote:
    Pouncey wrote:I'd like to recommend not being so hostile though. When you're trying to convince someone of something, insulting them is typically the wrong way to go about it. Very counter-productive.

    That said, I did note that you said that anti-vehicle weapons were effective against both. Though I have no actual frame of reference for saying this, if I wanted to take out something as tall as a building and made of tough stuff, I'd probably favor a rocket launcher or laser cannon over special acid-bearing ammunition for .75 cal shells or 1.00 cal sniper rifles. Both of those weapon choices bring the movie Independence Day to mind, with the US Air Force fighting city-sized spaceships using missiles with a one-pound warhead. I thought of shelling them with artillery from afar. My dad suggested dropping 2,000 pound bombs all over the top of it. Then he reconsidered and suggested placing nuclear blasts on opposite ends, one on top, one below, to try to flip it and make the crew and troops inside go squish against their bulkheads and then break it in half when it slams against the ground.


    How much larger is a human being than a brown recluse?




    Much larger, except Brown Recluse bites rarely kills. It just makes you very, very sick.
    So unless you want a weapon that makes wraithknights waste a turn vomiting, that's not a very good example.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:35:02


    Post by: Pouncey


    Traditio wrote:
    Pouncey wrote:I'd like to recommend not being so hostile though. When you're trying to convince someone of something, insulting them is typically the wrong way to go about it. Very counter-productive.

    That said, I did note that you said that anti-vehicle weapons were effective against both. Though I have no actual frame of reference for saying this, if I wanted to take out something as tall as a building and made of tough stuff, I'd probably favor a rocket launcher or laser cannon over special acid-bearing ammunition for .75 cal shells or 1.00 cal sniper rifles. Both of those weapon choices bring the movie Independence Day to mind, with the US Air Force fighting city-sized spaceships using missiles with a one-pound warhead. I thought of shelling them with artillery from afar. My dad suggested dropping 2,000 pound bombs all over the top of it. Then he reconsidered and suggested placing nuclear blasts on opposite ends, one on top, one below, to try to flip it and make the crew and troops inside go squish against their bulkheads and then break it in half when it slams against the ground.


    How much larger is a human being than a brown recluse?


    I've never seen a Brown Recluse in person, and I really would rather not at any point in my life. I've seen photos of untreated bites...

    I get your point though.

    Automatically Appended Next Post:
    Pouncey wrote:Also, Vanilla Marines only get sniper rifles on Scouts, which are BS3 except the Sergeant.


    That's actually not true as of the 7th ed codex. Scouts are now BS4; furthermore, if you run them in a gladius strike force, they can reroll 1s to hit when you use the devastator and tactical combat doctrines.


    Well, at least I have that to look forward to when I return to playing the game. Doubt I'll ever use a Gladius Strike Force though, my games tend to be very low points because my mom and I are agonizingly slow.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:35:11


    Post by: Traditio


    CthuluIsSpy wrote:Much larger, except Brown Recluse bites rarely kills. It just makes you very, very sick.
    So unless you want a weapon that makes wraithknights waste a turn vomiting, that's not a very good example.


    Have you seen images of brown recluse bites?

    A single brown recluse bite can cause necrosis.

    Will one brown recluse bite kill you? Maybe not. Will several? I'll leave that for your consideration.




    Automatically Appended Next Post:
    pm713 wrote:Where on Earth is an 18" threat range coming from? Last I checked the ability to shoot a scatter laser constituted a threat.


    "Without upgrades."

    They have shuriken catapults. You can upgrade to scatter lasers for 15 points per laser.

    Yeah roll 3 6's out of cover and it's gone. If you roll all ones to hit it does nothing. Luck is not a valid counter.

    Half your snipers will miss. A further half will fail to wound. One of those will rend. So to survive the Wraithlord needs to pass two 3+ saves. Which seems pretty likely. That's without cover and when would you not have it in cover?

    Even with that then you've done your opponent a favour by wasting that many points on scouts. One or two armies may have better snipers but largely snipers are a waste.


    As I said:

    Reading comprehension. It's a thing. Learn some.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:39:09


    Post by: Pouncey


    pm713 wrote:
    Traditio wrote:
    pm713 wrote:
    You gave a terrible answer. Anti tank weapons and snipers work poorly and hellfire are available in about two armies.


    1. I could make the same general point (about being available to a limited number of armies) against the people crying: "USE THE NEW SHINY GRAV CENTURIONS!!!!!"

    2. Your point about snipers being ineffective is factually inaccurate. A wraithlords is 120 points per model without upgrades. It has 3 wounds and a 3+ armor save. It doesn't have an invuln. It can't be upgraded to have an invuln. It doesn't have FNP. They have, furthermore, an 18 inch threat range.

    Roll 3 6s to wound on a sniper round, and the wraithlord is dead.

    Let's do some mathhammer. 12 ppm per sniper, and you could take 10 snipers vs that one wraithlord. Let's assume BS 3:

    10/1 (10 shots) X 1/2 (to hit) X 1/2 (to wound) X 1/3 (3+ armor save) X 1/3 (3 wounds) = 10/36 = 5/18.

    A little less than a third of all shots fired by snipers would deal a fatal blow to a wraithlord.

    And that's BS 3. Vanilla marine snipers have better odds.

    Note, finally, this doesn't take into account the fact that snipers resolve wounds at AP 2 on 6s to hit.


    Where on Earth is an 18" threat range coming from? Last I checked the ability to shoot a scatter laser constituted a threat.

    Yeah roll 3 6's out of cover and it's gone. If you roll all ones to hit it does nothing. Luck is not a valid counter.

    Half your snipers will miss. A further half will fail to wound. One of those will rend. So to survive the Wraithlord needs to pass two 3+ saves. Which seems pretty likely. That's without cover and when would you not have it in cover?

    Even with that then you've done your opponent a favour by wasting that many points on scouts. One or two armies may have better snipers but largely snipers are a waste.


    The 18" threat range comes from its shuriken catapults. They were assuming a Wraithlord completely barren of upgrades.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:41:22


    Post by: pm713


     Pouncey wrote:
    pm713 wrote:
    Traditio wrote:
    pm713 wrote:
    You gave a terrible answer. Anti tank weapons and snipers work poorly and hellfire are available in about two armies.


    1. I could make the same general point (about being available to a limited number of armies) against the people crying: "USE THE NEW SHINY GRAV CENTURIONS!!!!!"

    2. Your point about snipers being ineffective is factually inaccurate. A wraithlords is 120 points per model without upgrades. It has 3 wounds and a 3+ armor save. It doesn't have an invuln. It can't be upgraded to have an invuln. It doesn't have FNP. They have, furthermore, an 18 inch threat range.

    Roll 3 6s to wound on a sniper round, and the wraithlord is dead.

    Let's do some mathhammer. 12 ppm per sniper, and you could take 10 snipers vs that one wraithlord. Let's assume BS 3:

    10/1 (10 shots) X 1/2 (to hit) X 1/2 (to wound) X 1/3 (3+ armor save) X 1/3 (3 wounds) = 10/36 = 5/18.

    A little less than a third of all shots fired by snipers would deal a fatal blow to a wraithlord.

    And that's BS 3. Vanilla marine snipers have better odds.

    Note, finally, this doesn't take into account the fact that snipers resolve wounds at AP 2 on 6s to hit.


    Where on Earth is an 18" threat range coming from? Last I checked the ability to shoot a scatter laser constituted a threat.

    Yeah roll 3 6's out of cover and it's gone. If you roll all ones to hit it does nothing. Luck is not a valid counter.

    Half your snipers will miss. A further half will fail to wound. One of those will rend. So to survive the Wraithlord needs to pass two 3+ saves. Which seems pretty likely. That's without cover and when would you not have it in cover?

    Even with that then you've done your opponent a favour by wasting that many points on scouts. One or two armies may have better snipers but largely snipers are a waste.


    The 18" threat range comes from its shuriken catapults. They were assuming a Wraithlord completely barren of upgrades.

    Which is never going to be seen.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:41:53


    Post by: Traditio


    Pounce wrote:The 18" threat range comes from its shuriken catapults. They were assuming a Wraithlord completely barren of upgrades.


    I half suspect that he doesn't even bother reading my posts in their entirety. He often replies to my postings in a way that completely miss the point of -- often completely misrepresent -- what I've actually said.

    Thus the hostility.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:44:40


    Post by: pm713


    Traditio wrote:
    Pounce wrote:The 18" threat range comes from its shuriken catapults. They were assuming a Wraithlord completely barren of upgrades.


    I half suspect that he doesn't even bother reading my posts in their entirety. He often replies to my postings in a way that completely miss the point, often completely misrepresent, what I've actually said.

    Thus the hostility.

    Excuse me if I get bored of childish whining. But I would add I do read your posts. Perhaps my interpretation is altered by.... well how stupid some things you've said are.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:45:43


    Post by: Traditio


    pm713 wrote:Excuse me if I get bored of childish whining. But I would add I do read your posts. Perhaps my interpretation is altered by.... well how stupid some things you've said are.


    "What need have we of witnesses?"


    How many gauss shots to kill a wraith knight - math me @ 2016/03/27 23:50:53


    Post by: Swampmist


    I actually think that would be fine; if there where a way to neuter GMCs and SHVs without killing them it would be just as well. Look at the sicarian Venator from 30k; "Crew Shakens" any vehicle it shoots at, but because of the wording it works on SHVs. however, it's a very expensive, one shot weapon with ordinance, so it's still balanced and only really works great against heavy tank armies. Something similar for GMCs would go a long way to helping the game be less slanted toward them.


    How many gauss shots to kill a wraith knight - math me @ 2016/03/28 11:40:03


    Post by: Grizzyzz


    pm713 wrote:
     Pouncey wrote:

    The 18" threat range comes from its shuriken catapults. They were assuming a Wraithlord completely barren of upgrades.

    Which is never going to be seen.


    Personally I run wraithlords bare bones. Flamers and glaives. For one it keeps them cheap. and 2nd its hilarious to see your opponents face when you put 3 Lords on the table. They absorb a lot of unnecessary fire, being T8 is still good. I would rather have my lords taking Lascannon shots then my transports and tanks. And they are immune to small arms fire which is also a nice perk.

    Board control.. If ran in the warhost they auto run 6" and combined with an Avatar have Rage and Furious charge, which is hilarious! Essentially, they prevent my opponent from moving into their potential 18" charge bubble per Lord, covering a fair amount of the board if they are spread out a little.

    Shooty wraithlords are a trap. For the same cost you can get more bang for your buck from warwalkers, scat bikes, running hornets, or in this current meta, just more warp spiders haha.



    How many gauss shots to kill a wraith knight - math me @ 2016/03/29 08:13:46


    Post by: AlmightyWalrus


    The comparison between a Wraithlord and the Wraithknight is utterly baffling to me. The Wraithknight has ranged Str. D weapons, moves 12" a turn and murderizes everything it touches in close combat. The Wraithlord is completely ignorable and dies to a stiff breeze by comparison.


    How many gauss shots to kill a wraith knight - math me @ 2016/04/04 16:17:28


    Post by: Red Corsair


    The biggest hurdle to balancing 40k currently is two fold.

    First, assault is WAY to nerfed, but that's old news.

    The second thing passes under the radar and annoys everyone but people have an issue identifying it. It's the disparity between Armor Value and Toughness.

    Essentially AV 10 is the equivalent of T6 (both require 4's from s6 to take damage). Of course s3 can hurt T6 on a roll of 6 While AV10 is safe from s3 but AV doesn't have an armor save ever. Tau has made this even more hilarious, piloted walkers jumping around with high toughness and armor saves that also swing back in combat ignoring armor even though they lack any sort of combat weapon. Iam not hating on Tau here, in fact I think the simplest solution is to make all vehicles more like Tau MC's.

    If for example AV10 was T6 and AV11 was T7 etc etc. and we gave vehicles armor saves then the game become much simpler to balance.

    MC's are SOOOO strong in the current meta. They can move full speed and fire 2 weapons, get toe in cover, smash, MTC, fear and many also have their own special rules on top of that. Meanwhile vehicles need to be 25% obscured and have literally no armor save anywhere in the game, something I have never understood and when damaged are forced to snap fire, snap fire and not move, lose wargear, become permanently immobile or flat out die, worse yet detonate and kill other models nearby.

    Imagine if a rhino was T6 and had 3w and a 3+ armor save and a 6+ possibly invuln. The unit type Vehicle would stipulate it can't be locked in combat while tank would allow it to tank shock. All vehicles are relentless and transports and fire points remain the same. Make weapons like Las canons monster hunter/tank hunter.


    How many gauss shots to kill a wraith knight - math me @ 2016/04/04 17:14:00


    Post by: marcman


    Honestly you wouldn't use warrior gauss to kill a wk. Why not use Destroyers or Heavy destrouers? This is like asking how many bolter gun shots will it take to kill a monolith.


    Automatically Appended Next Post:
    The fact that you can't kill a wk practically with gauss doesn't mean the WK needs a nerf(though it still is op). Personally I can use my Skitarii vangaurd to kill a WK its not like they're invincible. Also alpha striking grav is every where


    How many gauss shots to kill a wraith knight - math me @ 2016/04/05 19:38:00


    Post by: Whereswaldo


    You do realize that someone already stated that it would take 25 destroyers in the formation to drop it ... Not exactly a good option either.

    I'm rather amused that this thread got six pages lol


    How many gauss shots to kill a wraith knight - math me @ 2016/04/05 23:42:47


    Post by: Backspacehacker


    The amount of matherhammering going on right now pleases me