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Made in us
Incorporating Wet-Blending






Glendale, AZ

Ok math wizzes, which is more optimal on Immortals? Tesla Carbines or Gauss Blasters? Assume (as usual) MEQ targets.

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Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

10 man immortal squad with gauss
10* .667 chance of hitting=6.67 hits
6.67 *.667 chance of hitting =4.44889 wounds
4.44889 * .667 chance of armor save= 2.966 casualties
x2 these numbers if you are within 12 inches

The beauty of the gauss blasters is they can charge after rapid firing if you give them a phaeron.

10 man immortals with telsa
10* .6667 = 6.67 hits w/ avg. 1.6667 extra tesla hits
8.3366 hits * .667 to wound = 5.56 wounds
5.56 * .667 armor saves on 3+ = 3.7 casualties

The thing about tesla is they can always shoot 24, even when moving, so you could kite to a degree with them.

I would also say against anything with a 4+ armor save but still at toughness 4, you'd be better with gauss, as your kills would go up to roughly 5.56 kills to tesla's 3.7

I think thats about it?

This message was edited 1 time. Last update was at 2012/04/10 04:51:52


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Made in us
Krazed Killa Kan






That math is some hard shenanigans right there with all those multiplications and sorts and kinds

You gotta look at dice probabilities? Whosawutsits

Depends on the range. Assault vs Rapid Fire.

24"

Blaster
.66*.66*.33
.14 unsaved wounds

Carbine
.66*.66*.33
.14 unsaved wounds
.16*.66*.33*2
.07
.21 unsaved wounds

12"

Blaster
.66*.66*.33*2
.287

Carbine
.21 unsaved wounds


If on foot use Carbines, if in transports, consider using Blasters.

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Made in cn
Shunting Grey Knight Interceptor




Fuzhou, China

10 Immotals

Tesla
10 shots
10 hits
20/3 wounds
20/9=2.22

Gauss
10 shots
20/3 hits
40/9 wounds
40/27=1.48 unsaved wounds
2.96 unsaved wounds in 12" range
-------------------------------------------------------------
in 24" range, tesla = 1.5 gauss
in 12" range, gauss = 1.33 tesla

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1850
(W32-D7-L8) 
   
Made in ca
Warp-Screaming Noise Marine




Canada!

Gauss immortals become favorable generally only when fighting a lot of 4+ armor (any worse or better and tesla is about even or has better numbers), or doing most of your shooting within 12.

Phearons attached to the squad for assault are interesting, but it is very hard to feel like it is worth while assaulting with a unit who's points are particularly loaded into the shooting phase, or wanting to waste an overlord that could be riding a barge just to make some immortals moderately better at their job.

Of course we also have to weigh the benefits of being able to move and shoot at 24 inches, and the unpleasantness that is being a necron nearby any sort of marine or cheap troop unit (you really don't want your expensive dudes wasting shooting phases or struggling to kill elves or kroot or anything else that can potentially survive a volley or has an open topped transport or some such)

I've overheard it discussed using them as one would troop deathmarks in a scythe bounding forward with crypteks and guns-a-blazing. The idea to use the gaze of flame to mitigate their poor showing in combat came up, as well as using special characters like ankyr or szeras to buff them were mentioned. Seems like a lot of work though, and taking up points and force org slots to get middling results.

I haven't used them too much myself. I rather like tesla ones. You can also think of them as one would when making a D&D character that is critical optimized, when you roll well, which one has the better results? Rolling too many sixes is really really fun with tesla immortals.

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Made in us
Longtime Dakkanaut






Telsa is assault, so without a Pharon I would recommed it simply for mobility reasons. If you have a Pharon extra, because of Stormlord most likely, then go with Gauss.

This is more of a question of mobility than lethality in my opinion, as you leverage the survivability of the crons versus shooting with the weakness in close combat. Thus, mobility that reduces your cc weakness leads to more shooting in general.
   
Made in de
Storm Trooper with Maglight







the problem with tesla and statistic is, that the average number of extra shots is almost the least possible number. There is not much room for negative statistical deviation and there is much room for positive statistical deviation.

So in almost every case it is in favour of the tesla carbine when you dont get the average result, which is in fact more likely than scoring the exact average.

Example: rolling all 1s: no hit, same as gauss weapons, rolling all 6s though: Tesla= 30 hits out of 10 shots, Gauss= 20 hits out of 20 shots or 10 hits out of 10 shots.

In other words: Tesla and Gauss are equally reliable, but Tesla has a certain chance to get an extraordinary good result.

 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

I built mine with Gauss, but that is only because my 5 odl metal ones all had the same and ai wanted a squad of 10.

I feel likie the gauss option is more versatile since it can also stunlock/strip a tank potentially. Whiel tesla is kind of a one-trick-pony.

Admittedly i have not teried proxying them as tesla Immortals yet...might have to try it.

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