Freman Bloodglaive wrote:
Purifier wrote:
25%? 2+ is exactly twice as good as 3+. (one chance to fail against two chances to fail on a roll.)
And if you keep the swords on the termies, they are 4++ in close combat. A 5 man squad can fire 8 shots of rending psycannon even when moving about.
I run a lot of Strike Squads, but only because my troop choices usually aren't my bruisers. If they were, I'd run termies all day erry day.
Personally, I'd rather have pods for dropping. I have, incredibly, never rolled a hit when deepstriking. (I know, it's one chance in three, right? It's incredible.)
Terminators cost exactly twice as much as strike squads, so for a given points value they have half the firepower. Against non-AP3 weapons they have exactly the same survival rate (where save is balanced by number of wounds) and against AP2 they have about the same survival rate (if the strikes can find cover)
And against template/blast/large blast they are fewer targets with further between them.
And they are still 4++ in
cc while strikes in the same situation are no saves (if a termie has to take the special save, the strike will have to aswell.) So again, they bring more survivability at a cost of attacks.
true, my bad. They still have Relentless though. That still has to be brought into the equation.
They also have certain cheaper weapon choices. Like free halberds.
Freman Bloodglaive wrote:The only clear advantage is survival against AP3 shots, and whilst there are a number of those (including the ever annoying Helldrake) the advantages of the strikes mean that terminators would really only be taken for fluff reasons.
As you can see above, I disagree.
But I'll agree that they are situational. I can't really say one is clearly the superior choice over the other. I think they both have situations they excel at. It does largely depend on who you are facing.
... I know. Thus "I'd rather have pods." The discussion was that
GK can drop without pods and it was painted up as something great.
I always scatter, so dropping is very scary for me.
Blaggard wrote:(5/6)/(4/6) = 1.25
(4/6)/(5/6) = 0.8
Depends which way you want to throw the maths but it's either 20% or 25%.
That's the same math, just adding or subtracting.
It's also the wrong math for calculating efficiancy in this case.
1/3rd is exactly half as good as 1/6th. 2+ will save twice as many soldiers as 3+. It will not save 25% more. It will save 100% more.
if 6 soldiers have to take a save on 3+, statistically 2 will die. If 6 have to take a save on 2+, statistically 1 will die.
I can't think of any more ways of making this clear.