its not an exact science but it can be used to decide how effective a unit can be before you deicide to either use it or buy it. so iv math hammered a few new chaso units to decide there viability
firstly the process
i take a unit like the forgefeind with standard gear which is 2 hades autocanons then i have 2 decide what im firing at now i chose AV12 (av 11 would increase its efficeincy also 12 is the middle ground) and against 3+ and T4 armour as most people play marines and its ap4 so no point choosing a lower AP value
so here is how it works u roll 8 dice take away the misses with wats left work out if u penetrate or glance the armour value u want then with the same dice check the wounded the T u wrote down if their are any fails remove them then roll for armour saves and write down failed saves so you end up with something like this
hits p/g av12 3+ save T4
5 2pen 2wounds
4 1g1p 1
4 1g1p 0
4 1g1p 0
1 1p 0
4 1p 0
1 1p 1
6 2p1g 2
4 2p1g 1
4 2g1p 1
3 1p 0
6 4p 1
6 2g 2
4 2g2p 3
4 1p 0
2 0 1
4 1g1p 2
4 2p2g 1
6 1p 1
7 2g2p 1
an average from this would be 4hits 1p 2 wounds
from this we can see that the forge feind should be used for light armoured vehicles and light troops you could change that to 3 ectoplasma canons str8 ap2 then it can be used to take out infantry light or heavy
the next one is flakk missile from the havoc
using the same process
4 1G
4 1p
4 2p
3 1g
3 1g1p
over 3 games an average would be 3 hits 1p
obviously this is not a sure fire thing but helps to give an indication of how gd a unit will be
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