---
+ armour, speed movement and '#' are support units stats
* for purposes of comparison with the normal imperial guard with
supports
# Number of units it takes to equal the assault value of one space
marine unit. Note a unit can't be assaulted by more than two
units once. So the higher the number, the worse it is.
Example
-------
An example of how the firepower and assault comparsions were calculated,
using a normal space marine.
Normal firepower - 2/30=0.66667 (rounded down to .07)
Assault value - 6/30=0.2
With firepower and assault value the higher it is, the better it is.
Note that were a unit as a special ability, such as assault, cavalry,
jump packs etc, it has already been included in their stats.
TABLE
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SPACE MARINES
Fire Power Assault Armour Range Movement #
(per point) (per point)
Normal
Normal fire 0.07 0.20 5+ 30cm 10cm 1.00
Overwatch 0.13 - - - - -
(Has Stubborn)
Normal*
+ Dreadnought 0.07 0.18 6+ 45cm 15cm 0.75+
+ Vindicator 0.10 0.17 6+ 15cm 25cm 1.00+
Assault
Normal 0.06 0.24 5+ 15cm 20cm 0.75
Overwatch 0.12 - - - - -
(Has stubborn)
Devastators 0.10 0.08 5+ 45cm 10cm 2.00
Scouts 0.07 0.19 5+ 30cm 10cm 1.00
(have inflitrate & stubborn, can't have Rhinos)
Terminators 0.05 0.16 5+ 30cm 10cm 1.00
+ Dreadnought 0.08 0.22 6+ 45cm 15cm 0.75+
+ Vindicator 0.12 0.22 6+ 15cm 25cm 1.00+
(Has save & stubborn, can only use land raiders as ground transport)
Bikes 0.10 0.20 4+ 15cm 35cm 1.33
(Has Stubborn)
Note - Clearly Vindacators in combination with Terminators are
the deadlist close combat and firefight option. However
dreadnoughts have a 45cm range. However it seems to be
wast of time to use Vindicators and Dreadnoughts to support
normal, assault and devastators space marines.
IMPERIAL GUARD
Fire Power Assault Armour Range Movement #
(per point) (per point)
Normal 0.14 0.14 3+ 30cm 10cm 3.00
Normal
+Orgyn 0.13 0.25 5+ 15cm 10cm 0.75+
+Hellhounds 0.19 0.19 5+ 15cm 20cm 1.00+
+Demolisher 0.17 0.17 6+ 15cm 15cm+ 0.75+
Heavy Weapons 0.14 0.07 3+ 45cm 10cm 6.00
Rough Riders 0.10 0.20 4+ 15cm 20cm 0.66
Note - Jevis seems to right about the firepower of the imperial
gaurd. The imperial guard fire power (if moving normally)
is equal to space marine fire power on overwatch. Also
normal imperial guard troops with support troops have an
equal or better assault value to normal space marines, supported
by dreadnoughts or vindicators. Orgyns provide the best assault
value, hellhounds give equal assault and firepower, demolishers
have slightly less firepower and assault value than hellhounds, but
have better armour. Of course assault values for imperial guard
are easily beaten by Chaos, Eldar and Tryanids, the imperial
guard therefore will need to use artillery reduce the strength of
them before they get into close combat.
ORKS
Fire Power Assault Armour Range Movement #
(per point) (per point)
Ork Boyz 0.11 0.22 4+ 30cm 10cm 1.33
Ork Boyz
+Stompa 0.22 0.15 5+ 45cm 15cm 1.25+
+Dreadnought 0.09 0.24 5+ 45cm 15cm 1.00+
+Squiggoth 0.11 0.20 5+ 30cm 15cm 1.20+
[assault value calculated on average die roll of 3.5. Assumed 1 Ork
unit per mob]
Nobz 0.07 0.29 4+ 30cm 10cm 0.75
(Has save)
Shooty Boyz 0.12 0.06 4+ 45cm 10cm 3.00
Boarboyz 0.08 0.23 5+ 15cm 20cm 1.00
Starboyz 0.09 0.27 4+ 30cm 10cm 1.00
Stormboyz 0.08 0.25 4+ 15cm 20cm 1.00
Kommandos 0.08 0.17 4+ 30cm 10cm 1.33
Gretchin 0.20 0.20 3+ 30cm 10cm 3.00
Gretchin
+Stompa 0.14 0.14 5+ 45cm 15cm 1.25+
+Dreadnought 0.13 0.22 5+ 45cm 15cm 1.00+
+Squiggoth 0.11 0.20 5+ 30cm 15cm 1.20+
[assumed 2 getchin per mob]
Note - An all nobz army has the best assault and armour value (because
of the save), but it doesn't look good, you normally don't have an
army of all officers. Gretchin have a higher assault and firepower
values than nobz, but only two thirds of them could assault
equal points value of normal space marines. Ork nobz have a
higher assault value (per point) than any space marine infantry
unit. Ork dreadnoughts seem be a bit of a fizzer.
ELDAR
Fire Power Assault Armour Range Movement #
(per point) (per point)
Guardians 0.25 0.13 3+ 15cm 15cm 3.00
Scouts 0.10 0.10 4+ 30cm 15cm 3.00
(Has infiltrate)
Aspect Warrior 0.10 0.40 4+ 15cm 15cm 0.66
Swooping Hawks/ 0.07 0.29 4+ 15cm 30cm 0.66
Warp Spiders
Dark Reapers 0.05 0.10 4+ 15cm 15cm 1.33
Aspect+Exarch 0.09 0.46 4+ 15cm 15cm 0.60
Aspect+Exarch+ 0.07 0.33 4+ 15cm 30cm 0.60
Swooping Hawks
Aspect Warrior
+Dreadnought 0.13 0.21 6+ 45cm 15cm 0.80
Note - If you thought nobz had a high assault value, the aspect+exarch
assault value is even higher. This compensated for by aspect
warriors having low fire power and short range. The best
combination for aspect warriors seems to be aspect+exarch+swooping
hawk. This allows Eldar to assault troops charge from outside of
the normal 30cm range of infantry weapons.
CHAOS MARINES & CULTISTS
Fire Power Assault Armour Range Movement #
(per point) (per point)
Marines
Normal Fire 0.07 0.20 4+ 30cm 10cm 1
Overwatch 0.13 - - - - -
Veterans
Normal Fire 0.06 0.18 4+ 30cm 10cm 1
Overwatch 0.12 - - - - -
(Has Inflitrate)
Noise Marines 0.09 0.07 4+ 45cm 10cm 2
(Has Stubborn)
Thousand Sons
Normal Fire 0.06 0.19 4+ 30cm 10cm 1
Overwatch 0.13 - - - - -
Marines
+Dreadnought 0.05 0.20 6+ 45cm 15cm 0.6+
[assumed 1 chaos marine unit per squad]
Terminators
Normal Fire 0.06 0.17 4+ 30cm 10cm 1
Overwatch 1.11 - - - - -
(Has save)
Terminator
+ Dreadnought 0.05 0.19 6+ 45cm 15cm+ 0.60+
Bike Squad 0.10 0.20 4+ 15cm 35cm 1.50
Cutlists 0.14 0.14 3+ 30cm 10cm 3.00
Beastmen n/a 0.20 4+ n/a 10cm 1.50
1 Champion per n/a 0.33 4+ n/a 10cm 1.00
squad
[assumed only one unit per squad]
CHAOS DAEMONS
Fire Power Assault Armour Range Movement #
(per point) (per point)
Bloodthirster n/a 0.21 6+ n/a 15cm 0.50
(Has save)
Great Unc. One 0.07 0.29 6+ 15cm 10cm 0.50
(Has save & psyker)
Keeper of n/a 0.32 6+ n/a 15cm 0.50
Sercets
(Has save, psyker & stubborn)
Lord of Change n/a 0.29 6+ n/a 25cm 0.50
(Has save, psyker & skimmer)
Bloodletters n/a 0.36 4+ n/a 15cm 0.75
(Has rampage+save)
Flesh hounds/ n/a 0.25 5+ n/a 30cm 0.75
Slaanesh fiends
(Has save)
Flamers n/a 0.27 4+ n/a 30cm 0.75
Daemonette/ n/a 0.27 4+ n/a 15cm 0.75
Pink horror/
Plague bearers
(Has save)
Note - Cultists are really only useful for their firepower and to act as
screen for other units. Because they have same fire power as
marines overwatch when moving normally, they can advance and fire
at the enemy at the sametime. Beastmen with champions are excellent
in assault, only being bettered by the bloodletters. With daemons it
really is a case of horses for courses i.e choose what is best for
doing the job in hand. Your Daemons assault values are not as good
as the Eldar aspect warriors. However chaos can concentrate more
assault value at single point and have greater survivability (e.g
daemon saves and armour of 6+). Chaos marines are very similar to
normal marines. Personally I would weight a chaos army more in
favour of Daemons, cultists and beastmen. Only using marines for
roles that can't be carried out by daemons, cultists or beastmen
, such as drop pods and flank attacks by bikes.
TYRANIDS
Fire Power Assault Armour Range Movement #
(per point) (per point)
Termagents 0.14 0.28 3+ 15cm 15cm 1.33
Genestealers n/a 0.60 4+ n/a 15cm 0.50
Lictors n/a 0.23 6 n/a 15cm 0.75
(Has inflitrate)
Carnifexs 0.8 0.15 6 n/a 15cm 0.50
(has rampage)
Zoathropes n/a 0.13 6 n/a 10cm 1.33
(Has psyker)
Note - The beauty of the tryanid broods is that they can creat great assualt
detachments. The problem with the Tryanids is their lack of long
range infantry power. Which means that tryanids will face lots
heavy weapon troops and anti-tank weapon fire. Also they don't have
jump packs or cavalry, so they will take longer to reach the enemy.
Tryanid players should make best use of cover possible and try and
take out the enemy artillery and anti-tank, once this has been done
the termagents can act as screen for genestealers etc, when advancing
across open ground. Use artillery, flyers and mycetic spores to
destroy enemy anti-tank weapons and artillery.
--
Sean Smith
Home - Seans_at_...
--
Received on Tue Dec 02 1997 - 02:52:44 UTC
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