When I put my Crowe list through the metrics the first time I realized that I made some really bad math hammer errors. I wasn’t drunk when I did it, but I was at work, which is more than enough to cloud my thinking and judgment.
In addition to the mathhammer errors, I made some assumptions I’m not entirely happy with in retrospect.
So here is the updated breakdown.
Crowe 2.0 | DMS | DMCC | DRPG | DLRPG | Notes |
Crowe | 0.28 | 3.86 | 0.00 | 0.00 | |
10x Purifiers | 4.52 | 8.99 | 4.36 | 6.40 | 2 D-Hams, 2 Psy, Rhino |
10x Purifiers | 4.52 | 8.99 | 4.36 | 6.40 | 2 D-Hams, 2 Psy, Rhino |
10x Purifiers | 4.52 | 8.99 | 4.36 | 6.40 | 2 D-Hams, 2 Psy, Rhino |
5x Purifiers | 2.08 | 4.40 | 4.36 | 1.45 | 2 Psycannons |
5x Purifiers | 2.08 | 4.40 | 4.36 | 1.45 | 2 Psycannons |
Psybolterback | 0.75 | 0.00 | 2.20 | 0.00 | |
Psybolterback | 0.75 | 0.00 | 2.20 | 0.00 | |
3x Psyfleman | 2.98 | 1.27 | 26.65 | 0.00 | |
Totals: | 22.48 | 40.90 | 52.85 | 22.10 |
The results aren’t significantly different. The changes I made were...
1. Corrected the mathhammer on the psybolterbacks. I think I forgot to multiply by 5.
2. Corrected the mathhammer of the psycannnons on the 5 man squads.
3. Changed my assumption of 4 shots per turn from psycannons to 2. I know I say all weapons should be done in this system under their most optimal conditions, but in the dozen or so games I’ve played with this army; I’ve fired a 4 shot volley… twice. It’s one thing to assume a meltagun will always fire within 6” but it’s another thing to start my assumption based on a scenario that happens less than 1% of the time. This obviously decreases the numbers, but presents something a lot closer to reality.
4. I assumed close combat attacks against Land Raiders for the units with Hammers, but not against light mech. Generally speaking, the list counts on those hammers to help with Land Raiders, so I included the attacks. But the list does not count on the hammers to help pop light mech. Something is going wrong if I’m popping Rhinos with Daemon Hammers.
The net results of all these changes are the list is a lot lighter on anti-light mech than previously, about 5 penetrations less per game. This is a lot more realistic, but also conforms to my playtesting experiences. I’ve stated that my goal is to go 4-4 at NOVA. Anything better than that is a bonus for me. Looking at the 4-0 lists, and then looking at the 0-4 lists, I’d say I’m pretty comfortable my prospects.




