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![[Post New]](/s/i/i.gif) 2013/04/02 08:38:28
Subject: Dark Eldar Splinter Shots/Cost
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Fresh-Faced New User
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I was looking at the number of splinter shots per unit, and comparing it to the cost...
10 Kabalite Warriors + Splinter Cannon = 110
Raider = 60
With that unit, you get 6 shots at 36"-25", 15 shots at 24"-13", and 24 shots at 12" all for 170 points
3 Kabalite Trueborn + 2 Splinter Cannons = 56
Venom + Splinter Cannon = 65
With this setup, you get 24 shots at 36"-25" range, 25 shots at 24"-13", and 26 at 12", this time for a mere 121 points
Of course, taking the venom means you lose a dark lance, but if we say dark lances are 35 points each (since you get 3 on a ravager for 105), you're still upgrading your range significantly and saving 14 (170 - 121 - 35) points by taking the trueborn.
This makes Kabalite Warriors essentially useless in fully competitive games... so why would GW do this?
[Edit] Army List: http://www.dakkadakka.com/dakkaforum/posts/list/0/517904.page
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This message was edited 1 time. Last update was at 2013/04/02 08:39:29
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![[Post New]](/s/i/i.gif) 2013/04/02 08:43:05
Subject: Dark Eldar Splinter Shots/Cost
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Raging Ravener
Norway
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Warriors can get 20 man squads and are scoring.
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Evolve, overcome, consume. |
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![[Post New]](/s/i/i.gif) 2013/04/02 08:45:15
Subject: Dark Eldar Splinter Shots/Cost
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Fresh-Faced New User
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I guess if you're taking a full squad, they can be more useful.
I almost never take units outside a transport with DE though.
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![[Post New]](/s/i/i.gif) 2013/04/02 11:02:24
Subject: Dark Eldar Splinter Shots/Cost
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Tough Tyrant Guard
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You need to take into account if your actually going to move the venom (Losing heavy profile on trueborn cannons I believe??)
And take into account utilising splinter racks on the raider, for sure you can get more long range shots out there but when you consider within the 12'' the raider set up is going to be causing many more wounds than the venom, at with the hit re rolls really negate the sub par BS.
Don't have codex on me, but later today will try doing some probability maths.
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It's my codex and I'll cry If I want to.
Tactical objectives are fantastic |
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![[Post New]](/s/i/i.gif) 2013/04/02 14:04:04
Subject: Re:Dark Eldar Splinter Shots/Cost
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Sinewy Scourge
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I guess if you're taking a full squad, they can be more useful. I almost never take units outside a transport with DE though. You should. Dark Eldar Warriors numbering 15-20 behind an Aegis are amazing. DE transports are even more fragile in 6th and much more harmful to the passengers.
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This message was edited 1 time. Last update was at 2013/04/02 14:04:28
2nd Place 2015 ATC--Team 48
6th Place 2014 ATC--team Ziggy Wardust and the Hammers from Mars
3rd Place 2013 ATC--team Quality Control
7-1 at 2013 Nova Open (winner of bracket 4)
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![[Post New]](/s/i/i.gif) 2013/04/02 14:45:57
Subject: Dark Eldar Splinter Shots/Cost
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Battleship Captain
Oregon
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Elites should be more powerful or efficient than troops because they are not scoring. If troops beat them at the same game, why take the elites?
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![[Post New]](/s/i/i.gif) 2013/04/02 16:07:13
Subject: Dark Eldar Splinter Shots/Cost
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Regular Dakkanaut
SC
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Pretty much every Elite unit in 6th has been sub par compared to their Troop choice equivalents. This game is all about troops now. Exception would be elites that you can make scoring (Plague marines).
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![[Post New]](/s/i/i.gif) 2013/04/03 00:00:28
Subject: Dark Eldar Splinter Shots/Cost
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Fresh-Faced New User
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Ahh, yeah I don't pay attention to many of the mission rules, since we don't usually play missions... just until one of us destroys the majority of the other's army.
Nem wrote:You need to take into account if your actually going to move the venom (Losing heavy profile on trueborn cannons I believe??)
And take into account utilising splinter racks on the raider, for sure you can get more long range shots out there but when you consider within the 12'' the raider set up is going to be causing many more wounds than the venom, at with the hit re rolls really negate the sub par BS.
Don't have codex on me, but later today will try doing some probability maths.
Wow, I've been playing like passengers in vehicles can fire as if they haven't moved (unless the vehicle moved flat out, in which case they can't shoot).
I guess that makes a trueborn venom quite a lot worse than I had thought. Automatically Appended Next Post: Here's the mathhammer for a Venom of 3 trueborn (4 cannons) vs. a Raider with 10 Warriors (1 cannon and 9 rifles)...
https://docs.google.com/spreadsheet/ccc?key=0AsHUC2L3fE_ndHJtQk02ejdUaTFlVXpTZFFQR2l6aGc&usp=sharing
As you can see, even with splinter racks and penalties for moving, the elites reign supreme. The troops win at 12" range... but I, for one, feel pretty sketchy about my raiders getting that close to anything.
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This message was edited 1 time. Last update was at 2013/04/03 01:17:56
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![[Post New]](/s/i/i.gif) 2013/04/03 01:46:32
Subject: Dark Eldar Splinter Shots/Cost
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Dakka Veteran
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I shall be right back after I find a chart/link that proves that taking the duke with a big blob of 20 kabalite warriors causes a lot more wounds than even a maxed true born squad
http://www.thedarkcity.net/t4600-duke-splinter-mathhammer?highlight=Duke+Sliscus
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This message was edited 1 time. Last update was at 2013/04/03 03:21:49
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