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Statistics for Warriors [Broken HTML]

Submitted By: Date: June 19, 2006, 12:00:00 AM Views: 2422
Summary: Here are some stats regarding necrons and their efficiency against various opponents. In order to have a comparison point between the different necron units, I have calculate the average efficiency for each unit type reported to 100 points of this unit. You will have a characteristic like 'Number of damaging hits per 100pts' or 'number of kills per 100 points'. In game terms, it has no meaning but it's only a way to compare unit to one another. Otherwise you will have # (number) of damaging hits/ kills per shot. Multiply it with the number of shots you have of the same weapon and you will know how many damaging hits/ kills you can expect from your troops. The number of damaging hits/ kills per model is the number of damaging hits per shot x number of the model's shots.

<p class="heading">Formulas:</p>
<p class="body">Number of Damaging Hits per shot = to hit roll (2/3 because of BS4 for necrons) x penetrating roll (1/6 for warriors for instance)

Damaging Hits per model = Damaging Hits per shot x # of model's shot

Damaging Hits per 100pts = (Damaging Hits per shot / cost of the model) x 100</p>

<p class="heading">Efficiency of necrons versus vehicles:</p>
<p class="body">Warning: there is no distinction made between glances and penetrating hits.

# Damaging Hits = # of Damaging Hits per shot x # of models firing at the vehicle.</p>

<p class="heading">Warriors:</p>
<p class="body">As warriors score only glances on vehicles whatever the vehicle armor, the stats are the same for every vehicle. Within rapid fire range the number of damaging hits per model will be twice more that the number of damaging hits per shot.</p>

<p class="subheader">Vehicle armor:</p> <p class="body">any

# of damaging hits per shot: 0.11

Damaging hits per 100pts (of warriors): 0.62 (1.23 within rapid fire range)



Whatever the vehicle, Rhino or Landraider, 10 warriors will score 2.2 glances within rapid fire range, enough to stop a vehicle!</p>

<p class="heading">Immortals, Pariahs and Lords with Staff of Light:</p>
<p class="body">As the Strength of their weapon is the same (5), those units will be considered as one.</p>

<p class="subheader">vs Vehicle armor 10:</p>             <p class="body">i.e. Ork Buggy or Dark Eldar Raider

Damaging hits per shot: 0.22

Damaging hits per model: 0.44 (Immortals and Pariahs) / 0.66 (Lord)

Damaging hits per 100pts: 1.59 (Immortals) / 1.22 (Pariahs) / 0.66 (Lord)</p>

<p class="subheader">vs Vehicle armor 11 or Higher:</p>
<p class="body">Damaging hits per shot: 0.11

Damaging hits per model: 0.22 (Immortals and Pariahs) / 0.33 (Lords)

Damaging hits per 100pts: 0.79 (Immortals) / 0.62 (Pariahs) / 0.33 (Lords)

Here we can notice that Immortals are more worthy than warriors for ranges between 24' and 12'. It's the contrary under 12'. Lords and Pariahs should not be taken only on their profitability.</p>

<p class="heading">Destroyers:</p>

<p class="subheader">vs Vehicle armor 10:</p>        <p class="body"> i.e. Dark Eldar Raider, Ork Buggy.

Damaging hits per shot: 0.33

Damaging hits per model: 1

Damaging hits per 100pts: 2</p>

<p class="subheader">vs Vehicle armor 11:</p>     <p class="body"> i.e. Space Marine Rhino or Dark Eldar Ravager

Damaging hits per shot: 0.22

Damaging hits per model: 0.66

Damaging hits per 100pts: 1.22</p>

<p class="subheader">vs Vehicle Armor 12 or better:</p>  <p class="body"> i.e. Imperial Guard Chimera

Damaging hits per shot: 0.11

Damaging hits per model: 0.33

Damaging hits per 100pts: 0.66



Destroyers can be really efficient versus lightly armored vehicles. But versus armor 12 or better you're waisting your points unless you have no other targets. Let the warriors shot heavily armored vehicles down, unless you're in a hurry to see it wrecked.</p>





{mospagebreak}
<p class="heading">Heavy Destroyers:</p>

<p class="body">For heavy Destroyers there will be no Damaging hits per model because it's the same number as the damaging hits per shot.</p>

<p class="subheader">vs Vehicle Armor 10:</p>         <p class="body">i.e. Ork Buggy, Dark Eldar Raider...

Damaging hits per shot: 0.66

Damaging hits per 100pts: 1.02</p>

<p class="subheader">vs Vehicle Armor 11:</p>        <p class="body"> i.e. Rhino, Dark Eldar Ravager...

Damaging hits per shot: 0.56

Damaging hits per 100pts: 0.86</p>

<p class="subheader">vs Vehicle armor 12:</p>       <p class="body"> i.e. Imperial Guard Chimera, Eldar Falcon...

Damaging hits per shot: 0.44

Damaging hits per 100pts: 0.68</p>

<p class="subheader">vs Vehicle Armor 13:</p>      <p class="body"> i.e. Imperial Guard Lemann Russ, Space Marine Predator, Tau Hammerhead...

Damaging hits per shot: 0.33

Damaging hits per 100pts: 0.51</p>

<p class="subheader">vs Vehicle Armor 14:</p>       <p class="body">i.e. Space Marine Landraider...

Damaging hits per shot: 0.22

Damaging hits per 100pts: 0.34



The Heavy Destroyer is only twice more efficient per shot than the other necron troops versus a Landraider and for 100pts, it's less profitable than the other troops. But here the range become important. If this Landraider transport 5 termies, you'd better stop it before the termies charge you.



Only facing armor has been recorded for the vehicle armor, side armors and rear armors are often lower, it have to be considered with the mobility of your units. Destroyers and Heavy Destroyers are more able to shoot at a vehicle side than any other necron troops. It can be a real advantage because you'll have a chance to score penetrating hits rather than glances.
Vehicles can be categorised into 2 classes: transport and combat vehicles.

Versus transport vehicles what you're looking for is to stop them, and in a second time destroy it if you're lucky enough.
Versus combat vehicles, it's almost the contrary, you want to prevent them from firing, even to destroy them rather than immobilising them (even if ultimately it could be a good result).

As necrons most often score glances on vehicles you may stop a transport vehicle 50% of time on glance result 3 (Crew stunned), 5 (Immobilised) and 6 (Vehicle Destroyed). This does not implies the improvement such as 'Power of the Machine God' or Eldar Spirit stones. For those vehicles you may stop them only 1/3 of time.

Versus Combat Vehicles, you may disable them 2/3 of time with damage results 1,2,3 and 6. Remember that in such case only the 6th result is definitive!Damage 4 (weapon destroyed) can be interresting as well. So Combat vehicle are easier to disable but harder to knock Down than transport vehicles.



All of those stats have not considered the matter of the range. It can become a crucial issue if you're firing at transport vehicles and dreadnoughts (because of close combats). Moreover these are only AVERAGE numbers! Dices are often traitors and luck can change any other roll. So just look at that stuff to have an idea of your chances versus a specific opponent especially when you have some choices to do.

For a better tactical approch of all of your units give a look at the excellent Firefox Tactical thread.</p>

<p class="heading">Efficiency of necrons versus infantry</p>

<p class="body">I will use the following figures to characterize necron efficiency:

- number of kill per shot: It's the average number of casualties you can expect from 1 shot of a given kind of firing necron troop.
- number of kill per model: average number of casualties you can expect from 1 given firing necron model.

- number of kill per 100 points: average number of casualties done by 100 points of a given unit type.</p>

<p class="heading">Formulas: </p>
<p class="body">number of kill per shot = average to hit roll x average to wound roll x average armor save roll when allowed

number of kill per model = number of kill per shot x number of selected unit type shot

number of kill per 100pts = (number of kill per model x 100) / selected model price</p>




{mospagebreak}
<p class="heading">Warriors:</p>
<p class="body">For the warrior, the number of kill per model is the same as the number of kill per shot except within rapid fire range where it's twice more. That's why the number of kill per model will not be included here. The number of kill per 100pts is writen as follow: number of kill per 100pts of warriors shooting between 12' and 24' / number of kill per 100pts of warriors within rapid fire range (<12')

100pts of warriors is something like 5,56 warriors.</p>

<p class="subheader">vs Toughness 3, Save 5+ or 6+:</p>      <p class="body">i.e. imperial guardsman, eldar guardian, any gaunt...
number of kill per shot: 0.44

number of kill per 100pts: 2.47 / 4.94

That's the kind of ennemy against which the warriors are the best.</p>

<p class="subheader">vs T3, Sv 4+:</p>                               <p class="body">i.e. banshee, firewarrior...

number of kill per shot: 0.22

number of kill per 100pts: 1.23 / 2.47</p>

<p class="subheader">vs T3, Sv 3+:</p>                              <p class="body">i.e. scorpion, warpspider...

number of kill per shot: 0.15

number of kill per 100pts: 0.82 / 1.64</p>

<p class="subheader">vs T4 Sv 5+ or 6+:</p>                     <p class="body"> i.e. ork pistolboy, tyranid warrior...

number of kill per shot: 0.33

number of kill per 100pts: 1.85 / 3.70</p>

<p class="subheader">vs T4 Sv 4+: </p>                             <p class="body">i.e. space marine scout...

number of kill per shot: 0.16

number of kill per 100pts: 0.93 / 1.85</p>

<p class="subheader">vs T4 Sv 3+:</p>                            <p class="body"> i.e. space marine

number of kill per shot: 0.11

number of kill per 100pts: 0.61 / 1.22</p>

<p class="subheader">vs T4 Sv 2+:</p>                            <p class="body">i.e. space marine with terminator armor

number of kill per shot: 0.06

number of kill per 100pts: 0.31 / 0.62</p>

<p class="subheader">vs T5 Sv 5+ or 6+:</p>                  <p class="body">i.e. Krootox or small squiggoth

number of kill per shot: 0.22

number of kill per 100pts: 1.23 / 2.47</p>

<p class="subheader">vs T5 Sv 4+:</p>                          <p class="body"> i.e. SM Scout biker

number of kill per shot: 0.11

number of kill per 100pts: 0.62 / 1.23</p>

<p class="subheader">vs T5 Sv 3+:</p>                         <p class="body">i.e. SM biker, Chaos's Spawn

number of kill per shot: 0.07

number of kill per 100pts: 0.41 / 0.82</p>

<p class="subheader">vs T5 Sv 2+:</p>                        <p class="body">i.e. Nurgle's Terminator

number of kill per shot: 0.04

number of kill per 100pts: 0.21 / 0.41



To summarize, your warriors will be the most efficient and profitable versus targets with toughness lower or equal to their weapon strength and with saves of 5+ or worse.</p>

<p class="heading">Efficiency of necron warriors versus monstrous creatures:</p>

<p class="body">For High Toughness model, the number of kill per shot have been replaced by the number of health point (taken to a monstrous creature) per shot.

As I have found no exemple of T6 Sv 5+ or 6+ creature, I have not included those stats here.</p>

<p class="subheader">vs T6 or better Sv 4+: </p>                     <p class="body">i.e. Large Squiggoth

number of hp per shot: 0.06

number of hpl per 100pts: 0.31 / 0.62</p>

<p class="subheader">vs T6 or better Sv 3+:</p>                     <p class="body"> i.e. Hive Tyrant, Talos, Wraith Lord...

number of hp per shot: 0.04

number of hp per 100pts: 0.21 / 0.41</p>

<p class="subheader">vs T6 or better SV 2+:</p>                    <p class="body">i.e. Hive Tyrant with improved armor

number of hp per shot: 0.02

number of hp per 100pts: 0.10 / 0.21



Just in order to have an idea, you need 200 gauss flayer shots to kill a Hive Tyrant with improved armor! Take an other target with your warriors and manage this big beast with more powerful weapons!

Just be careful with every kind of big beasties with your warriors. If you are tie up into close combat, you'll probably fall back because of the 10 creatures a monstrous creature represent! Be sure to be out of charge range or to have a monolith or a necron lord with veil of darkness to get you out of that HTH combat!</p>

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