---
+ 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. 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 values, 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
-----
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, which great against
Eldar aspect warriors with jump packs. It appears to be
a waste of time to use Vindicators and Dreadnoughts to support
normal 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 the fire power of space marines on overwatch. Also
normal imperial guard troops, with support troops, have an
equal or better assault value than 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. The assault values for the imperial
guard are easily beaten by Chaos, Eldar and Tryanids, the imperial
guard will need to use artillery to reduce their strength 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 - Nobz have the best assault and armour value (because of the save),
but it doesn't look good, you normally don't have an army
consisting solely of officers. Gretchin have a higher assault and
firepower values than nobz, but only two thirds of them can assault
an equal points value of normal space marines. Overall Orks have a
higher assault values than space marine and imperial guard units,
they pay for this by having lower fire power and shorter range
indirect fire. Ork dreadnoughts seem to 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 is compensated for by aspect
warriors having low fire power and shorter range. The best
combination for aspect warriors seems to be the aspect+exarch+
swooping hawk combination. This allows Eldar to assault troops
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 the same fire power as
marines overwatch when moving normally, they can advance and
provide covering fire at the sametime. Beastmen with champions are
excellent assault troops, only being bettered by the bloodletters.
With daemons it really is a case of horses for courses i.e choose
the daemon which is best for doing the job in hand. Daemon assault
values are not as good as the Eldar aspect warriors. However Chaos
can concentrate more assault value at a single point and daemons have
greater survivability (e.g daemon have 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 getting around the
flanks using 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 brood is that they can create great assault
detachments. The problem with the Tryanids is they lack long
range fire 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,
hereby giving the enemy more time to shot at them. Tryanid players
need to make the best use of cover possible and try and take out the
enemy artillery and anti-tank weapons, once this has been done the
termagents can act as screen for the rest of the brood, when
advancing across open ground. Tryanids should 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 - 04:49:20 UTC
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