Galorian wrote:Want me to run the numbers on how many fusion suits it would take to take out the last two wounds of a Riptide who hurt itself 3 times over the course of a game?
You know what? Lets.
You don't care about melta range anymore so you can drop the suit with a greater error margin- say 6" to make sure all scatter results save mishaps would keep you in range and most would still be in
RF range. That's still 1/3 chance of a direct hit and a 1/12 chance of scattering 3" or less. If you scatter 4-5" you still won't ever mishap but there's a small chance you'll scatter directly away out of
RF range- 4-5 on a
2d6 is a 7/36 chance, and let's say 1/6 of these would be out of
RF. 6-12" inches of scatter, a 26/36 chance, is the "danger zone"- lets say 1/3 of these would mishap and of the remainder only half would be in
RF range.
Grand total: 16% chance of mishap, 65.7% chance of rapid fire and 18.3% chance of single shot.
1/2 to hit, 5/6 to wound, 2/3 to pass invul- Totals in 41.6% chance of getting a wound in. You need to do that twice though, so that's actually 17.3% for a pair of suits to take the last two wounds off (and if they arrive so late in the game the Riptide managed to take 3 wounds off of itself by that time then they've already failed by giving it free reign anyhow).
The chance of 5 suits to take out an unwounded Riptide? A hilarious 1.25%, while they'll nuke a Barge roughly 72.6% of the time.
You used awful math here. Don't ever use percentages when working with fixed amounts. Also your argument is apples to oranges when it compares riptides to ghost arks.
Now then: Who the feth cares what 5 fusion suits does?
who fields 5 fusion suits? I run 3 plasma suits and 3 fusion suits in a farsight bomb, and my list is considered
out there.
So, how about we look at a real life example of anti-monster shooting.
3 Plasma suits put out 12 S6AP2 shots. Their target is T6 with a 5++5+++. I have re-rolls to hit and wound. My Chance of hitting, wounding and getting through both saves is equal to 0.312. I have a mean of 3.75 wounds - I'll do from 2.14 to 5.352 wounds on average.
Riptides cost 225 points average with
FNP. they take 13 ap1/2 wounds to bring down. Bring more AP1/2.
The only people who can really complain about riptides are Space Marines, Nids and Orks. Those three armies fail to pump out AP1/2 en masse.