Switch Theme:

Who rolls the most dice?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Stealthy Kroot Stalker





Up until recently, I don't think I've ever seen the triple digits of dice being rolled. 90 shots for 30 Termegants with Devourers, or also 90 shots for 9 Ork Warbikers in Dakka range. However with the new Tau changes to Burst Cannons making them Assault 6 and being able to take 3 per model, you could potentially have to roll a whopping 162 shots if you fully kitted them out.

So that got me to thinking, is that the most you could potentially roll? Any combination of units and abilities is fine, so long as it is a single attack from a single unit. (melee counts too if someone rolls enough there.)

Who rolls the most dice?

This message was edited 1 time. Last update was at 2021/12/21 18:19:56


Armies:  
   
Made in gb
Leader of the Sept







Traditionally, orks do quite well in this exercise. Full mob in close combat with whatever buffs exist these days.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in ie
Battleship Captain





Could orks not quite easily roll about 120 attacks in close combat? Either this edition or editions past?


 
   
Made in us
Decrepit Dakkanaut





 Sim-Life wrote:
Could orks not quite easily roll about 120 attacks in close combat? Either this edition or editions past?


"Only" 90 for Boyz now unless they're under Waaagh.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Daedalus81 wrote:
 Sim-Life wrote:
Could orks not quite easily roll about 120 attacks in close combat? Either this edition or editions past?


"Only" 90 for Boyz now unless they're under Waaagh.


And only if you somehow manage to get 30 boyz in engagement range - more commonly you are rolling 30-36 attacks for a unit of boyz.

So no, orks are out for this one. Many high ROF units shoot more shots than orks throw attacks.

This message was edited 1 time. Last update was at 2021/12/21 19:07:26


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Stealthy Kroot Stalker





We can imagine a magical Christmas land scenario.

However, even under the Waaash! 30 boys could net you at most 121 attacks. Still not passing the Tau's 162.

Armies:  
   
Made in us
Longtime Dakkanaut




Ork boys atks have gone down this edition…
But prior greentide gave an extra +1 atk per boy and ork psychic power was also commonly used for another +1 atk… heck even ghaz gave an extra +1 atk to goffs.. and boys were decent so people used 90+ boys
   
Made in us
Ultramarine Chaplain with Hate to Spare






Squad of six Assault Centurions with dual Flamers and Hurricane Bolters against a large squad within 12" gets 144 shots, buuuut you don't roll to hit with the Flamers.

However, if you pump them to BS2+ (Recitation of Focus) and reroll 1's (Captain nearby), then on average you'd roll 141 dice to wound.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Not as Good as a Minion





Astonished of Heck

Not valid since 8th, the Imperial Guard could field units of 55 Guardsmen (5 10-man squads, 1 5-man squad). Without upgrades or Independent Characters, that was 49 Lasrifles and 6 laspistols. At Pistol range, that's 104 shots. With Front Rank Fire, Second Rank Fire, that goes up to a potential 153 shots.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in us
Ultramarine Chaplain with Hate to Spare






For single model the Storm Raven can get 50 shots. I bet the Repulsor is up there too if it loads up of Fragstorms and fires at big squads.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in gb
Crazed Spirit of the Defiler




There is some wild speculation as to whether Crisis suits will go to max 2 weapons with 1 support in the 9th codex. I'm not sure they will as that would mean a lot of players needing to chop off the extra burst cannons. But then this is GW... Another option is dropping max squad size to 6.

That would drop them down to 108 shots either way.

I've always enjoyed 30 Pink Horrors with The Changeling and a Daemon Prince. 90 shots re-rolling 1s to hit with their assault 3 guns. But then when they shoot back you start rolling your 4++ saves followed by 6+++ shrugs. Then you split your Pinks into 2 Blues with reinforcement points and start rolling some 5++ saves followed by 6+++ shrugs. Then you split your Blues into Brims and start rolling some 6++ saves followed by 6+++ shrugs. Only after they get 150 wounds through does the rolling stop.

 Insectum7 wrote:
Squad of six Assault Centurions with dual Flamers and Hurricane Bolters against a large squad within 12" gets 144 shots, buuuut you don't roll to hit with the Flamers.

However, if you pump them to BS2+ (Recitation of Focus) and reroll 1's (Captain nearby), then on average you'd roll 141 dice to wound.

In 8th I did have some Imperial Fist Centurions shoot at my 30 Pink Horrors once. I think they were 6 DevCents with 6 Heavy and 12 Hurricane Bolter shots each, exploding on 6s (could they get it to 5s ever?), re-rolling everything with a chapter master, re-rolling 1s to wound, then my save rolls. That was a long shooting phase. And yes, the "optimal" way to play it was slow rolling the whole lot so you can split the Blues/Brims midway.
   
Made in de
Junior Officer with Laspistol






It takes a bit of a setup but:

take 6 Mortian IG Infantry squads against Chaos
turn 1: merge 2 with "consolidate squads"
turn 2: merge another squad with them with the same strat
turn 3-5: the same, you now have a 60 man Infantry squad. Bring into rapid fire range and order first rank fire, second rank fire. Use "Vengence for Cadia" and "Volley Fire".

=> 60 x 4 =240 rolls, rerolling all failed hit and wound rolls => on average 300 hit rolls, all rolles 6es are rolled again (and also rerolled if they fail) => on average another 37 hit rolls for 337 in total.

~7510 build and painted
1312 build and painted
1200 
   
Made in ca
Stealthy Kroot Stalker





Not exactly in the spirit of a single unit, but you did technically follow the rules... hmmm, this must be what GW feels when they release abusable rules. It was certainly a pretty creative idea to pump the numbers. I was just counting base rolls though, still 240 looks pretty hard to beat.

This message was edited 1 time. Last update was at 2021/12/21 23:19:53


Armies:  
   
Made in us
Ultramarine Chaplain with Hate to Spare






Lol. That looks like a winner!

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in gb
Leader of the Sept







Surely anyone who manages to actually pull that off wins the internet

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in fi
Locked in the Tower of Amareo





Arco flagelants can pump out 93 attacks rerolling hits. Not bad for 10 models.

2024 painted/bought: 109/109 
   
Made in de
Junior Officer with Laspistol






@ the IG squads: I made some mistakes, it's more:
60 guardsmen (including 6 sergants with pistols) make 234 shots, reroll half of them (+117) which on average produce 58 sixes that roll another time (+58) with rerolling fails (+29) for a total of 438.

Bit wait... it gets better... the same 60 Infantry with grenadiers strat against 10+ Chaos models using their frag grenades:
60x6 =360 hit rolls + 180 rerolls +90 hit rolls (in average) for the 6es +45 rerolls of those =675 hit rolls

This message was edited 1 time. Last update was at 2021/12/22 07:13:26


~7510 build and painted
1312 build and painted
1200 
   
Made in us
Ultramarine Chaplain with Hate to Spare






^Noice. You broke it

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in es
Swift Swooping Hawk





 Tawnis wrote:
Not exactly in the spirit of a single unit, but you did technically follow the rules... hmmm, this must be what GW feels when they release abusable rules. It was certainly a pretty creative idea to pump the numbers. I was just counting base rolls though, still 240 looks pretty hard to beat.


If i recall correctly someone did the math on something similar with orks in past edition merging squads on several turns and being able to get a theorically number of thousands dice for wounds (with a lot if and rolling almost all 6).

There was a similar post in general discussions so maybe other dakkanauts can remember the title, there was some good numbers and posibilities there.
   
Made in it
Waaagh! Ork Warboss




Italy

 Flinty wrote:
Traditionally, orks do quite well in this exercise. Full mob in close combat with whatever buffs exist these days.


Naaah, orks do roll a lot of dice but with shooting units, not choppy ones.

Dakkajet during speedwaaagh fires 42 S6 AP-2 D1 shots for example. Each Megatrakk scrapjet fires 25-32 shots during speedwaaagh and while in dakka range. A full unit of 9 warbikes fires 108 shots during speedwaaagh and while in dakka range, etc...

This message was edited 1 time. Last update was at 2021/12/22 08:19:20


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, it would be better to consider the ratio given by the number of shots per point cost of the unit.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Nasty Nob




Crescent City Fl..

 Sim-Life wrote:
Could orks not quite easily roll about 120 attacks in close combat? Either this edition or editions past?


Yes. there was once a thing called the green tide, a single unit of 100 orks and a warboss, and that was at minimum size this unit could have been 300 and 1 models. (7th edition)
They'd never all get to fight and roll all their attacks but 290 boys 10 nobs and a warboss. That'd be a lot of dice. Heck they could have taken shootas, that would only be just above 600 dice.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in us
Decrepit Dakkanaut






Springfield, VA

30 conscripts under FRFSRF in 12" is 120 shots.
   
Made in jp
Drone without a Controller




 Unit1126PLL wrote:
30 conscripts under FRFSRF in 12" is 120 shots.


You could also grenadier them and the potential increases by an additional 20 shots against >10 models bringing this up to 140 shots.
   
Made in us
Regular Dakkanaut




An all infantry guard army can throw down a disturbing amount of strength 3 dice
   
Made in ca
Angered Reaver Arena Champion





 Tawnis wrote:
Up until recently, I don't think I've ever seen the triple digits of dice being rolled. 90 shots for 30 Termegants with Devourers, or also 90 shots for 9 Ork Warbikers in Dakka range. However with the new Tau changes to Burst Cannons making them Assault 6 and being able to take 3 per model, you could potentially have to roll a whopping 162 shots if you fully kitted them out.

So that got me to thinking, is that the most you could potentially roll? Any combination of units and abilities is fine, so long as it is a single attack from a single unit. (melee counts too if someone rolls enough there.)

Who rolls the most dice?


Flesh-Eater Courts in AoS can roll up to 200+ with rerolls in AoS 2.0 using Crypt Ghouls. It was a good way to murder your opponent's will to live and general interest to play the game.

Have not seen similar things in 40k.

This message was edited 1 time. Last update was at 2022/01/03 18:10:19


 
   
Made in us
Longtime Dakkanaut




 Sim-Life wrote:
Could orks not quite easily roll about 120 attacks in close combat? Either this edition or editions past?


Prior editions orkz had +1 for over 20 models, +1 for ghaz, +1 for Weirdboy. So theoretically you could have a unit of 40 boyz (Mob up) putting out 6 attacks each for 240 attacks. Please remember...THEORETICALLY. As Jidmah mentioned, getting them all into CC was...rare

 Tomsug wrote:
Semper krumps under the radar

 
   
 
Forum Index » 40K General Discussion
Go to: