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Made in ca
Longtime Dakkanaut






Has anyone done the math on how effective a deamonhammer on a GKSS or Interceptor is against

AV12
AV13
AV14

 
   
Made in se
Ferocious Black Templar Castellan






Sweden

What vehicles in the game has rear armour 12 or 13, other than Titans, Baneblades and other super-heavies? Valk/vend and storm raven do I guess, but anything else?

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
Chaplain with Hate to Spare






AlmightyWalrus wrote:What vehicles in the game has rear armour 12 or 13, other than Titans, Baneblades and other super-heavies? Valk/vend and storm raven do I guess, but anything else?


Spoiler:
LAND FETHING RAIDERS


Just thought I'd point that out.


edit: M'kay, fair enough you didn't mention AV 14.. no offense intended anyway.

This message was edited 1 time. Last update was at 2011/04/22 18:35:41


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

Even if I had mentioned AV14 I'd reraise you Monoliths, so none taken.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
Chaplain with Hate to Spare






AlmightyWalrus wrote:Even if I had mentioned AV14 I'd reraise you Monoliths, so none taken.


I'm not right in the head tonight, so excuse my madness.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Vect's Dais has rear Armor 13. It sucks a ton so no one will ever take it but it is AV13

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Charing Cold One Knight




Lafayette, IN

felixcat wrote:
Has anyone done the math on how effective a deamonhammer on a GKSS or Interceptor is against

AV12
AV13
AV14


Moving or not moving, hammerhand or failed hammerhand, master crafting or not, and how far if moving? The numbers are pretty easy to crunch, though I won't bother doing the MC numbers, because I don't care too. Can I assume the hammer is on the justicar, for the extra attack?

Against AV 14 not moving, hammerhand goes off: 3 hits, 1 pen, and .5 glances. Glance results are half shaken 1/6 stunned, 1/6 weapon destroyed, and 1/6 immobile. Pens are 1/3 destroyed, and 1/6 anything else. With out hammer hand it is pretty pathetic, 1/2 of the time you get a glance, which can't really do all that much.

Against moving AV 14, just divide results by 2, or 6, depending on speed.

Against AV 12-13, I assume you mean dreads, so half the number of attacks to find number of hits, then apply S10 or 8 to dice rolls. On the charge, 1.5 hits, VS AV12 need a 2 to glance with S10, and a 4 with S8. Which happens 5/6 times, and 1/2 times per hit. S10: 1.25 pens/glances S8: .75 pens/glances. VS AV 13, need 3s to glance with S10, and 5 with S8, which happens 2/3 times and 1/3 times. S10: 1 glance/pen, and S8: .5 glances/pens.

So, as you can see, the daemonhammer with hammerhand is pretty reliable AV buster, especially against dreads and AV 14 that isn't moving. Against AV 14 moving, or failing to get hammer hand off, its not at all good.

 
   
 
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