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![[Post New]](/s/i/i.gif) 2008/07/10 07:02:24
Subject: Mathhammer: Termagaunts vs. Spinegaunts
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Been Around the Block
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It's been far too long since my probability and stats course, so my math isn't exactly cutting edge. My current decision is trying to decide between spinefists, or if it is worth an extra point per model to upgrade to fleshborers. Shotty gaunts in 5th will be the best choice Nids have for actually holding objectives, while the rest of the army rushes foreward to kill enemy troops or contest.
Assuming 12 shots, simply for easier math. Also, since both guns have same range and AP, neither of those will be factored into the equation.
Spinefists vs. T3
6 hits originally, but another 3 from twin link=9 hits
S3 v. T3= 4.5 wounds on a T3 model.
Fleshborer vs. T3
6 hits
4 wounds originally+ 1.2 (?) from living ammo=5.2? wounds.
Okay, so fleshborers are definitely better here, by about one wound, or about 30%.
Spinefists vs. T4
6 hits originally, but another 3 from twin link=9 hits
S3 v. T4= 3 wounds total.
Fleshborer vs. T4
6 hits
3 wounds originally+1.5 from living ammo=4.5 wounds.
Okay, this is a 50% increase in damage output, which is pretty respectable.
So fleshborers are clearly better, but do they justify their points? Upgrading a spinegaunt to a termagaunt is a 20% increase in cost. If you count on facing an even mix of T3/4, then you get an average 40% increase in damage. (Though it seems T4 is more prevalant in my local area.) So on paper, the upgrade seems worth it. But now we also have to factor in all the other variables: the low durability of a guant, need for synapse, short range and AP of either weapon, etc. So while the fleshborer is technically better, is it worth it, in your opinion?
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![[Post New]](/s/i/i.gif) 2008/07/10 07:16:00
Subject: Mathhammer: Termagaunts vs. Spinegaunts
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!!Goffik Rocker!!
(THIS SPACE INTENTIONALLY LEFT BLANK)
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Depends on how much killing you plan to actually -do- with your gaunts. Most horde armies treat them as almost an afterthought in the shooting phase relegating them to firing at whatever is closest to the objective they are trying to grab or the squad they are trying to assault. The fleshborer is a better gun and a 20% increase in cost for a 50% increase in damage output would clearly seem to be worth it except honestly how often will they even be shooting that more expensive gun? Spinegaunts give you an extra gaunt in 5 which is better for close combat and objective holding and makes the army itself more surviveable.
The biggest difference in my opinion is the fleshborers ability to kill vehicles due to its str of 4. But honestly it depends on your army makeup and the opponant you face. Either one is good.
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Do you remember that time that thing happened?
This is a bad thread and you should all feel bad |
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![[Post New]](/s/i/i.gif) 2008/07/10 07:24:12
Subject: Mathhammer: Termagaunts vs. Spinegaunts
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Decrepit Dakkanaut
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Solution: Take both. Lead with the Spine-Gaunts and hold with the Termagants. Even better: give the Spine-Gaunts Without Number so that you can keep throwing them at the enemy (and not worry about wasting firepower when they run back onto the board).
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![[Post New]](/s/i/i.gif) 2008/07/10 09:19:39
Subject: Mathhammer: Termagaunts vs. Spinegaunts
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Dakka Veteran
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I prefer termagaunts everyday. If you somehow find yourself shooting at something T5 it will also show even higher % boosts.
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![[Post New]](/s/i/i.gif) 2008/07/10 10:08:01
Subject: Re:Mathhammer: Termagaunts vs. Spinegaunts
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The Dread Evil Lord Varlak
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It really depends how much you expect to fire your gaunts. If you want cheap wounds to hold objectives and tarpit enemy units, there really isn’t any point in spending the extra point and you should stick with spinefists. If you expect to get a shot or two each game out of your gaunts, you’ll find the extra point for termagaunts a bargain.
I’ve experimented with both units and rarely got any value out of the termagaunts, but I mostly use gaunts to tarpit and sit on objectives. I have seen other players use massed termagaunt fire to surprising effect.
It’s an issue of playing with each troop type and finding out which unit best suits your playstyle.
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“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”
Adam Smith, who must have been some kind of leftie or something. |
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![[Post New]](/s/i/i.gif) 2008/07/10 13:15:25
Subject: Mathhammer: Termagaunts vs. Spinegaunts
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Scuttling Genestealer
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My vote is for the Termagaunt, especially verses t4. Also, don't forget the Fleshborer is AP5.
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Math sure can come in handy! |
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![[Post New]](/s/i/i.gif) 2008/07/10 13:35:15
Subject: Mathhammer: Termagaunts vs. Spinegaunts
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Dakka Veteran
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In 5th edition people will be trying to assault these guys more often as they are fearless and will generally lose more wounds and have to take armour saves on a 6+. In combat it doesnt matter which symbiote you give your gaunt. they all work the same.
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![[Post New]](/s/i/i.gif) 2008/07/10 17:10:07
Subject: Mathhammer: Termagaunts vs. Spinegaunts
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Huge Bone Giant
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Nurglitch wrote:Solution: Take both. Lead with the Spine-Gaunts and hold with the Termagants. Even better: give the Spine-Gaunts Without Number so that you can keep throwing them at the enemy (and not worry about wasting firepower when they run back onto the board).
s s s s s s s s
t t t t t t t t t t t t t t t t
t t t t t t t t t t t t t t t t
Thats how I start, often enough. W/O number on the spinies - and they have won be about 1/3 of my games. (that last round of free objective grabs is nice and i mean 1/3 of my wins)
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"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."
DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2008/07/10 18:30:35
Subject: Mathhammer: Termagaunts vs. Spinegaunts
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Rampaging Carnifex
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They're the same in close combat, so I take spinegaunts. One round of shooting is all you can realistically expect to get.
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![[Post New]](/s/i/i.gif) 2008/07/10 23:48:16
Subject: Mathhammer: Termagaunts vs. Spinegaunts
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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I always take Termigaunts, if for no other reason than I really rather dislike how the Spinefists look. Much prefer the old version of em.
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![[Post New]](/s/i/i.gif) 2008/07/13 19:41:57
Subject: Re:Mathhammer: Termagaunts vs. Spinegaunts
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Societal Outcast
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I actually just did some mathhammer of my own on gaunt's weaponry. This is what I got:
When shooting T4 targets, and not calculating the armour saves:
Fleshborer has a 0.38 change of a kill, spinefists have a 0.25.
10 gaunts with spinefists is 50pts, and are expected to get 2.5 kills with one round of shooting.
To get the same expected value with Fleshborer, you need to have atleast 7. That would be 42 pts.
If you want to shoot and get kills, take Termagaunts. If you just want more models on the table, get Spinegaunts.
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