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Made in gb
Stubborn Dark Angels Veteran Sergeant






Shooters are better, this has been proven time and time again.

They have more of an impact over a longer period of time. They are better at sitting on objectives. They do not need to waste 1-3 turns trying to get into assault.

Your 'mathshammer' is setting up an ideal scenario for melee troops, where they melee just as much as another unit shoots, and take no casualties from overwatch.
It does not take into account the number of turns they will be doing nothing, Losing distance on the enemy due to losing models from the squad, or the unreliability of charge distances.

You say you are trying to show a simplified answer, but this is not simplified. It is just skewed and quite frankly wrong.
   
Made in us
Prescient Cryptek of Eternity





East Coast, USA

Also, when I play marines against my buddy's orks, I deploy on the line and move back as the orks move forward. That keeps me in shooting range, but typically keeps them out of range. They sometimes don't get a charge off until turn 4... and by then the mob is pretty small.

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Completed Trades With: ultraatma 
   
Made in us
Twisted Trueborn with Blaster





North Denver

Choppas do so many wounds in CC that a lot of times they will win combat the turn they charged.

And then they get shot to

Shootas shoot things to do decent in the first round of combat and do decent again, all while not getting shot to themselves.
   
Made in us
Nasty Nob





United States

It's like watching the boyz argue over Gork and Mork.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Nasty Nob





United States

Just to compare another troops choice. I thought I'd bring up Tactical Marines and make what is probably just perceived as a biased and irrelevant comparison.

-A full squad of tactical marines are 40 points cheaper than a squad of Ork Shoota Boyz.

-Smaller footprint of the squad (and 6" better range) offers all sorts of underestimated tactical advantage in terms of limiting how many Ork Bodies can get to 18" to actually shoot. Shoota boyz have a significant problem here trying to get enough bodies within 18" to get their firepower on target. It's difficult enough that the shoota boyz likely have to waste one whole shooting phase to run just to offer themselves a good shot in the next game turn's shooting phase.

-Orkz have to achieve a 5+ cover save at all times to offer them a mathmatical equivelent to power armor assuming that a 5+ cover on two boyz is roughly equivalent to 3+ on a marine (variance would benefit the boyz a little). Any situation involving the orkz getting no cover makes this situation lopsided in favor of the marines.

Imagine it, deployment begins and the marines are gonna be deployed far enough away that regardless of who has turn one, orkz will not be able to close within 18" to fire. Say the orkz had turn one, Marines deploy 25" to 30" away and Shootas would have no shot in the first game turn. In the marine's phase they are gonna put almost the entire squad of tacticals exactly 24" away from no more then 5 Boyz in the Orkz squad and fire. They would likely kill three or four boyz unless they had a cover save. Marines could do this regardless of who had turn one, with the right amount of premeasuring put into it.

The Orkz next movement phase is spent moving 6". Keep in mind if you were standing in cover for a cover save last turn you will need to have a 6" on one of those two difficult terrain dice to even get any orkz a shot in this turn. With the footprint of boyz how many models can you roughly expect to be within 18" here? I would say any smart warboss would choose to run for sure. (So far slugga choppas are doing just as 'good' as shoota boyz are on turn two). There is a lot of dice that can go good or bad in this phase. Say the Orkz were in the open on turn one and decided maybe losing the extra ork boyz (statistically) wasn't soo bad. Well orkz need a decent run move to get their shoota boyz in shooting range just on turn 3. The Boyz need a 6" run if they want to force the marines to consider charging the boyz (to deny the orkz an assault which marines have to do here). It's reasonable to assume the orkz rolled a three or four inch run(it could be anything yes I know). This would put orkz roughly 14 or 15 inches away from the marines.

Here we are in the marine's shooting phase. He has options here depending on how far the orkz moved last turn. If the orkz moved 6" and then ran 6" well they should be 12" away. This might make my head hurt if I was the marine commander because he has to consider a headache of options. Really, the largest dilemma here is setting himself up so the orkz have to make a risky assault next turn. I think most would agree even at 12" the marines need to back up again and fire, likely killing 3 or four more orkz. Depending on how far orkz moved in turn two they will need a 6" to 12" assault after moving hopefully 6" on turn three. This is also assuming that the marines haven't had a bad difficult terrain role as well.

Top of Orkz turn 3. This is what will seperate the shoota boyz from the slugga boyz. Orkz will hopefully move 6", unless they are in terrain. They will likely consider a WAAAGH!. Think to yourself however, orkz are 22 or 23 Shoota Boyz at 6 to 12 inches away from the Marines. Do orkz really want to kill roughly two and increase their assault by one to two inches?. A missed assault could mean 7 marines firing rapid fire boltguns, likely killing 4 or 5 more boyz or maybe they fire bolt pistols, kill 2 or 3 and assault 2A 3S Boyz? Orkz kill one marine in overwatch, then the marines kill 3 Orkz at initiative step 4. Then the Shoota Boyz kill at best kill two marines at initiative step 2. Plus overwatch orkz likely tie the combat at best (Remember the part about the marines having 40 less points fielded?). I would think on this turn three in this game I would WAAAGH! and try to make that assault if it's 9" or less. If even 20 Shoota Boyz make it to assault this turn you are talking about 5 Dead Marines. Slugga Choppa orkz could be fifteen strong and do the same work.

But entertain the idea of shooting at the marines on turn three, killing two, then marines move to 12" next on the bottom of turn 3 and fire rapid fire weapons killing 5 more Orkz, or starting CC with a block of boyz with only two attacks and three strength. The dice easily push this scenario into a tie or the orkz run.

Tau Fire warriors can come in a block of twelve, fire from 6" inches further away with a 5S gun with only one less BS at 74 points cheaper then the block of ork boyz.

Is there one shooty troop unit in the game orkz don't have a bad range disadvantage with? Sure we can shoot up choppy stuff pretty good with them but if this is edition dakka and orkz chop the shooty why are we bothering with shooting within 18" when we should be runnin or assaulting?

Camping an objective yes it's obvious I want the Shoota boyz to contribute shooting to nearby fights and troll slow scoring units trying to take the objective. But if it's intent is a speed bump or a forward objective guy I think I want orkz that are just that little bit better at assaulting.

No I probably wouldn't footslog either of them though. But even out of a battlewagon, Slugga Choppas. Camp a midfield object, yes Shoota boyz.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in ru
!!Goffik Rocker!!






Shoota is more preferable for wagons either. There are lotsa targets you don't want to fight in mellee with boyz. If the enemy is even a bit mellee oriented or has someone capable of downing a nob in challenge - and that's every second geared sergeant - u're not gona get a free win in cc. Also, it's not alwayz good to assault a tau gunline before markers are downed. Even without markers - expect to loose like 5-8 frontal boyz from supporting fire and get decimated next turn. So if you can't perform multipple charges simultaniously - don't even try.
Sorry, mon. It's edition dakka+deathstars.

I think you should watch some game reports including sluggaboyz. U'll get it fast and without doubt. Like the ones with 90 sluggas vs a riptide, broadsides, pathfinders and firewarriors. 0 kills. And riptide ain't even that frightening for orkses - he's a meq nightmare. U just can't shoot down vital stuff before you close in. Shootas at least can aid with killing pathfinders with their bigshootas. And every killed pathfinder is a chance not to loose cover, or not to get increased bs on the enemy. That's huge. Now i mean if they were 90 shootas with 9 bigshootas, they'd have a chance. Personally, i do manage to kill taudar with shootas in wagons while i can tell you 100%, sluggas wouldn't stand a chance there. This +1 attack doesn't mean as much as +1 shot and +6'

It's not a random evidence that most ork players say choppas are worse now.

This message was edited 7 times. Last update was at 2014/01/29 11:40:15


 
   
Made in us
Nasty Nob





United States

Well. Perhaps it's time to put more toys then boys on the field

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
 
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