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2017/07/21 14:46:52
Subject: Chapter Tactics Leaks! Black Templar, Imp Fists, Salamanders, Iron Hands
Slinky wrote: Is that army-wide for that 1CP, or just one unit?
It sounds like it is army-wide. The question I have is what the duration is. If it is always on like some Strategems, holy hell! If it lasts until the start of your next turn, still pretty good. Overwatch would generate two hits per hit.
Tiny pic, but peering at it, it seems like it says it's used "before an Imperial Fists infantry unit fires in the shooting phase" - So only a single unit, not the whole army. Same with the Salamanders flamecraft strat.
Not sure how I feel about that.
2017/07/26 09:24:17
Subject: Chapter Tactics Leaks! Black Templar, Imp Fists, Salamanders, Iron Hands
Drager wrote: So a bit of maths to explain the better on venerables thing.
If you have a single 6+ FnP you have a 5/6 chance of taking a wound (for each unsaved wound) this means you have an increase in effective wounds of 20% 1/(5/6) = 6/5 = 1.2. You would need, on average, 12 successful wounds to down a 10 wound model.
If you have 2 6+ FnP you have a 25/36 chance of taking a wound (for each unsaved wound) this means you have an increase in effective wounds of 44%! 1/(25/36) = 36/25 = 1.44. You need, on average, 14.4 successful wounds to down a 10 wound model.
So the second FnP has a greater effect than the first, giving more effective wounds. If you have a model with more wounds this effect is magnified, because of the all or nothing nature of losing your last wound.
I would also point out that the addition of a second FnP does not give the 16.6% increase in survivability mentioned by many (a different measure to average wounds % required to kill) if it did, then it would be an effective 48% increase in wounds. Probabilities are not additive.