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Wednesday 19 November 2008

Math-Hammer: Warlords vs Chaos Part 1

A person at the Friendly Local Games-Workshop (if there is such a thing =P) began progress on a Warlord Titan a couple of weeks ago. Woop-de-Doo. Therefore, I have to question the prospects of facing it down. Thus the Theory session
Somewhere in an Anderson shelter near the midlands of England, the Nurglish Math-hammer team is on the case. What is the best DIY Warlord killer?

We have a few normal options with us today. Including:
- Melta Weapons
- Chainfists
- Power Fists

Melta Weapons:
Who can use them? Wait, wrong question. Who can't use them? Dark Eldar, Necrons, Tyranids.
The obvious point is that in order for Melta stuff to be a good strategy, you need 2 assets. You need Flank March, in order to allow you to go straight behind that titan so it can't shoot them down. The other is Careful Planning, so you can start attacking from turn 1
Key Figures in this set up happen to really actually be Vulkan He'Stan mainly. He is a definate in your melta army, allowing ALL users of Melta weaponry in your army to act as if Twin Linked. The Relic Blade he holds means that he has a chance of inflicting glancing hits himself!

10 Chaos Marines with 2 Meltaguns, and Champion with Meltabombs and Combi-Melta
This is really the best set up you can have for your chaos squads. Since you're not bound to the '1 special only, 1 heavy only' rules, you can have 2 meltaguns. Take that, Warlord. These bunch are not only a scoring unit, but if they're flank marching, they will probably melta you in the first turn! All models in this unit have the oppurtunity to at least inflict glancing hits!

10 Chaos Havocs with 4 Meltaguns, and Champion with Meltabombs and Combi-Melta
Just when I said that there was a 'best' setup, I remember that Havocs may have 5 meltaguns in a unit. Oops. Just wait until you see the next choice...

10 Chaos Chosen with 5 Meltaguns, Champion, and all with Meltabombs
Count the meltas! Not only do these lot have the ability to infiltrate or outflank on the first turn (if you choose to send them in), they have up to 5 special weapons!

Math-Hammer Verdict:
The guns have 66% chance of hitting, and variable armour penetration. Outside of 6 inches, its a 16.5% chance of GLANCING the front armour, or 33% to do ANYTHING against the rear. AP 1 means that theres a 16.5% chance again of doing anything* on a glancing hit, and a 50% chance of doing anything* when you penetrate
The bombs probably will DEFINATELY hit, unless the titan moves. But it won't, who would be crazy enough for that? On average, you will definately penetrate as the average roll will be a 7
There is a 33% chance of doing anything* on a penetrating hit
(* as in Structure Point damage)

Chosen: 1st
Marines: 2nd
Havocs: 3rd
The only reason Marines are 2nd is because they are scoring. Otherwise, the havocs are 2nd

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