In
5th Edition, if someone said they were bringing Long Fangs,
Devastators or Havoks you could safely assume that they were going to be armed
with missiles. It was a no brainer for
the most part because they were simply the most points efficient weapon
available. Does this hold true in 6th? The way we go about killing vehicles, and to
a lesser extent Monstrous Creatures, has changed quite a bit. The old paradigm might not hold true at all
anymore.
It's all about the numbers |
A
long while ago, I put forward some 40k theory that said it’s better your unit
does something, at any cost, than doing nothing for cheap. For example, if your only Troops choices were
the following two units:
5
Space Marines with bolters for 50 points or
10
Space Marines with two lascannons for 225 points
What
would you bring? If those were your only
two choices, the answer would be to bring the 10 marines with two lascannons by
a mile. The first unit, while extremely
points efficient, does nothing. It will
not advance your position in the game one bit.
The second unit, while way overcosted, at least does something. It has a chance to impact the game.
We
have established that you would, and should, spend extra points when necessary
to bring a unit that will actually be effective rather than one that is points
efficient but doesn’t help you win the game.
Let’s
look at some easy to compare units then, Long Fangs, Devastators, Havoks. First we will look at them with the old
standard loadout, 4x Missile Launchers.
Unit
Cost
Fangs:
115
SM
Devs: 150
BA
Devs: 130
Havs:
155
Results:
Units
|
Kills
|
AV10
|
AV11
|
AV12
|
AV13
|
AV14
|
|
4x
missile
|
Ave.
by HP
|
3.4913
|
1.876
|
1.4349
|
0.9523
|
0.1684
|
|
Ave.
by Insta
|
0.5651
|
0.6725
|
0.4751
|
0.2559
|
0
|
||
Ave.
Total
|
4.056
|
2.549
|
1.91
|
1.208
|
0.168
|
This
will be our baseline. Clearly Havocs are
so inefficient as to be unplayable. I
know said before that you can play inefficient units, but there has to be a
reason to. Obliterators and Predators
and Vindicators are pretty efficient so there is no reason to bring a pretty
trashy Havoc unit. Same for
vanillas. Blood Angels are definitely playable,
but Wolves are clearly undercosted. Let’s
see what Lascannons are up to…
Unit
Cost
Fangs:
175
SM
Devs: 230
BA
Devs: 190
Havs:
215
4x Lascannon
|
Kills
|
AV10
|
AV11
|
AV12
|
AV13
|
AV14
|
|
Ave.
by HP
|
3.3045
|
1.7604
|
1.483
|
1.1879
|
0.4706
|
||
Ave.
by Insta
|
1.2985
|
1.6758
|
1.3515
|
0.9667
|
0.6054
|
||
Ave.
Total
|
4.603
|
3.436
|
2.835
|
2.155
|
1.076
|
Wow
those are expensive. But look at those
stats, they pack a punch. Against AV11
and 12 they are almost a full dead tank better per game, which is a huge
difference. But the real selling point
is how strong they are against AV13. 2
dead AV13 per game is no joke, if you team can drop two Predators per game you
are pulling your weight. These will
definitely attract enemy attention, which is why I would say that BA Devs do
these the best thanks to a FNP priest nearby.
Point for point, the SW are probably better off with Missiles. Vanilla marines shouldn’t bother with these.
Lastly,
how about a reason to take Havocs at all?
Glad you asked…
Havocs:
155
4x Autocannon
|
Kills
|
AV10
|
AV11
|
AV12
|
AV13
|
AV14
|
|
Ave.
by HP
|
4.1082
|
2.6421
|
1.9382
|
1.0677
|
0
|
||
Ave.
by Insta
|
0.6033
|
0.7494
|
0.4334
|
0
|
0
|
||
Ave.
Total
|
4.712
|
3.392
|
2.372
|
1.068
|
0
|
Yep
you are reading those stats properly.
They are better than missile devs at every light mech killing task. Almost a full Rhino per game ahead. Almost half a Chimera ahead. That is big game, and a reason for this unit
to exist. While not as cheap as a Long
Fang unit, these actually do more, and like I said above, paying more points
for something is fine if you get more value from it. If you’re playing Chaos Marines you could do
a lot worse than bringing these. Where I
see these shining, though, is as an ally for Daemons. Daemons want can openers, these are can
openers.
Conclusions? Space Marines should be playing AV13 heavy
support units, or Rifleman Dreads via MotF.
Space Wolves can spend an extra 50% points on their unit to upgrade to
lascannons to gain around 50% value, so it’s debatable which to bring. Blood Angels gain more than they spend to
upgrade to lascannon Devs, so it bears serious consideration. And Chaos?
If 4x autocannons are a joke, I’m not laughing.
Thoughts? Comments?
Questions?
I can't help but wonder how Flakk Missiles will change their cost-effectiveness. When you can have a squad that knocks flying Monstrous Creatures down and takes out light aircraft. Though, word is, that the whirlwind will be getting a superior missile system and may be competing for that HS slot again...
ReplyDeletewith devs and stuff like whirlwind / vindicators all three in the HS slot... its a tight squeeze. furthermore, dev's can't split fire... it would end up being a army composition thingy i guess...
ReplyDeletegenerically, if you are running basic ML in your 10 man squads, you don't really need devs.
also, the issue now is when the development team will release the fucking flakk FAQ...
prolly after they finish milking gwfanbois from their flyer-milk-money.
i'd be pissed if flakk missiles are a more than 10 points upgrade though... coz that will fuck up army composition point costs... but you can't rule that stunt out coz gw needs $$$$$$$$$$$
You can split fire if you take the full ten guys and combat squad them. Also gives you extra wounds to soak up incoming shots :)
DeleteThey said the FAQ would be out by summer's end. I'm pretty sure the flakk missiles were around 10 points in the leaked DA test codex, so I think we'll be safe. :)
Just a matter of waiting a couple weeks, now :)
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