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![[Post New]](/s/i/i.gif) 2013/11/16 19:13:59
Subject: Farsight bomb variant need opinions and maybe a little mathhammer
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Elite Tyranid Warrior
Edmonton AB
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basically I was in another thread I started and it got on the subject of Burst Cannon viability vs Missile Pod viability. It got me thinking maybe it could be interesting to try a Burst Cannon Farsight bomb. The units to make it work are extremely expensive (941pts) but I'm curious about it's actual viability. It looks like this
Commander Farsight (165pts)
Commander (209pts)
*Command & Control node, Multi Spectrum Sensor Suite, Neuroweb System Jammer, Iridium Battlesuit, Puretide Engram Chip
*Flamer
*Target Lock, Drone Controller, Vectored Retro-thrusters
*2x Gun Drones
Commander Farsight Bodyguard Team (567pts)
Crisis 1-7: 2x Burst Cannon, Target Lock
*2x Gun Drones each (14)
now like I said this unit is extremely steep point wise but it puts out...
70x S5 AP5 shots @ 18" (Full threat range of 24" due to 6" movement)
1x S6 AP2 shot @ 18" (2 if within 12")
Total of 71(72) shots
All shots are Twin Linked
All shots Ignore Cover
Whole group has Ld10
All shots can have Tank/Monster Hunter
Can all JSJ
Can Fire on Multiple Targets at once
Can give "gets hot" to a unit if within 12"
Provides Pinning
Now I realize you lose quite a bit of punch for dropping plasma but this gives you 6" of extra optimal range and the number of shots is more than double (2 plasma shots at 12" times 8 shooters is 16 shots plus equivalent drones is 30 shots total). I also realize the unit will have the same bonuses but Burst Cannons are cheaper. I was curious what some math would show.
Thanks in advance for the help/responses
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6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP
All points are base units with no upgrades
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![[Post New]](/s/i/i.gif) 2013/11/16 19:25:12
Subject: Farsight bomb variant need opinions and maybe a little mathhammer
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Boosting Space Marine Biker
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The problem is that the number of shots do NOT overcome the lack of AP and STR that plasma rifles have.
First of all, you don't scatter so you'll be getting the double tap on Plasma RIfles.
So now we're comparing a 2-shot Plasma Rifle to a Burst cannon.
For standard T4 3+ save:
2*(3/4)[change to hit]*(5/6)[change to wound]*(1/1)[chance for opponent to fail a save] = 1.25 dead MEQ for PR
4*(3/4)*(3/4)*(1/3) = .75 dead MEQ for BC
If you're facing TEQ, which are very common, it gets even worse. The only time the BC works out better is when you're facing T3 5+ save guys. Even versus Firewarriors, it comes out even at 1.25 dead for each weapon. Basically, BCs are just not better.
The best loadout is mostly 2x PR with a TL, and one or two suits with 2x FB with a TL so if you land near a tank you can pop it.
It's also usually better to save points and make one of the bodyguard suits have the C&C node and multi-spectrum sensor suite instead of spending so many points on a commander that doesn't do anything extra except give gun drones BS5, which by the way you really don't want.
The gun drones make the squad too big to really effectively place wherever you want. I'd recommend dropping some of them.
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![[Post New]](/s/i/i.gif) 2013/11/16 19:32:45
Subject: Farsight bomb variant need opinions and maybe a little mathhammer
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Elite Tyranid Warrior
Edmonton AB
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Thank you for the quick reply. I knew the PR set up was good but needed some help on the numbers. Think I'd still like to try it on a horde army or something and I'd love to see my opponents face if I start trying to roll 71 dice.
Thank you for the clarification and assistance. I appreciate it
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6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP
All points are base units with no upgrades
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![[Post New]](/s/i/i.gif) 2013/11/16 19:59:38
Subject: Farsight bomb variant need opinions and maybe a little mathhammer
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Fixture of Dakka
Vanished Completely
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Not really the right forum, but I shall try and assist by giving you one piece of advice. Move the Command and Control Node as well as the Multi-Sensor Suite to one of the bodyguards, and likely leave him unarmed or flamer quipped. This leaves the more accurate commander to carry weapons, generating more hits on then the body guard he replaces. After all, body guards have the same permission to take from the signature lists as well. The only reason not to consider it would be a slightly lower number of wounds but I don't think that matter all that much. One can always stick the model to the back of the drop and there still also the option to outfit him with injection systems instead of a target lock, seeing as locks are useless on a model that isn't going to fire anyway.
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This message was edited 1 time. Last update was at 2013/11/16 20:02:18
8th made it so I can no longer sway Tau onto the side of Chaos, but they will eventually turn aside from their idea of the Greater Good to embrace the Greatest of pleasures. |
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![[Post New]](/s/i/i.gif) 2013/11/16 20:06:16
Subject: Farsight bomb variant need opinions and maybe a little mathhammer
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[DCM]
Sentient OverBear
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Moved to proper forum.
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DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++
Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k. Rule #1 - BBAP
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![[Post New]](/s/i/i.gif) 2013/11/17 19:56:31
Subject: Farsight bomb variant need opinions and maybe a little mathhammer
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Big Mek in Kustom Dragster with Soopa-Gun
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For a 5pt difference per gun you cut your rate of fire in half but wound most things on 2s instead of 3s and pen all armor. Rate of fire on a model like that is only viable if its MSU not a big bass blob, because you cant guarantee youre going to kill anything without plastering it to hell and back with 70x shots. You most likely will kill it with that many shots, but then what? Mart targets a couple duoplasma suits can take it out, while the rest of the unit Target Locks to another unit to do the same to.
Burst suits arent bad, but in a crisis bomb, you dont want ALL bursts lol
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/11/18 00:19:35
Subject: Re:Farsight bomb variant need opinions and maybe a little mathhammer
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Trustworthy Shas'vre
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I favor the Burst Cannon over the Plasma Rifle, but I would never equip an entire Farsight Bomb with them. Mixed weapon loadout are better in this case. Automatically Appended Next Post: Here is what I posted in the other thread for my Plasma vs Burst Cannon vs Missile Pod Breakdown
Average Wounds Dealt
Dual Plasma Suit(52pts) at 12/24" vs Dual Burst Cannon(42pts) 18"/Cost Adjusted Value vs Dual Missile Pods(52pts) at 36"
Vs Wraithknight .33/.16 vs .22/.28 vs .22
Vs Riptide(5++) .66/.33 vs .22/.28 vs .22
Vs Riptide(3++) .33/.16 vs .22/.28 vs .22
Vs Lord of Change .45/.22 vs .59/.73 vs .59
Vs Armored Daemon Prince .88/.44 vs .666/.81 vs .55
Vs Wraiths .55/.28 vs .88/1.1 vs .55
Vs MEQ(No Cover) 1.66/.83 vs .88/1.1 vs .55
Vs MEQ(Cover) 1.1/.55 vs .88/1.1 vs .55
VS Necron Warrior 1.1/.55 vs 1.33/1.65 vs 1.66
Vs TEQ(5++) 1.1/.55 vs .44/.55 vs .28
Vs TEQ(3++) .55/.28 vs .44/.55 vs .28
Vs GEQ 1.66/.83 vs 3.33/4.13 vs 1.66
VS AV10 1.0/.5 vs 1.33/1.65 vs 1.33
VS AV11 1.33/.66 vs .66/.83 vs 1.0
VS AV12 .33/.16 vs 0/0 vs .66
This started out as a simple little breakdown, but has gotten a bit more involved. Obviously the range of the Missile Pods is extremely desirable, but does also represent a relatively low damage output vs many targets. When comparing the Dual Plasma Rifle and Dual Burst Cannon Suits the Plasma has good damage within 12" and sub par damage outside of that range while the Burst Cannon deals considerable damage out to 18". With a straight up comparison the are fairly evenly matched against all targets but when cost adjusted the Burst Cannon Pulls ahead. The Dual Plasma suit requires being within 12" of its targets to match the firepower of the Burst Cannons.
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This message was edited 1 time. Last update was at 2013/11/18 00:22:01
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