[Epic] Modified Infantry Comparsion

From: Sean Smith <seans_at_...>
Date: Fri, 05 Dec 1997 08:31:27 +1300

As several people on the list have pointed out, my infantry comparsion
table failed to take into account the command structure of imperial guard
infantry detachments. Below is modifications to the table, that take into
account the command stucture of imperial guard infantry.

There seems to be a way to get around the command structure of the imperial
guard infantry detachment. A tank detachment with infantry as support is onlyrequired to have one HQ.


COMPARSIONS OF THE DIFFERENT TYPES OF INFANTRY AND THEIR SUPPORTS
  
I hope this provokes discussion on how to best use the various troops
included in it.
   
Executive Summary
-----------------

- Imperial guard infantry detachments fire power (if moving normally)
   is 50% greater than the fire power of space marines firing normally.
   As for assault values, imperial guard supported by ogyns match the
   assault value of normal marines. Overall however, it is clear that
   imperial guard infantry point for point (even with supports), do
   not match up with marines. This is caused by the odd command structure
   of imperial guard infantry detachments. There seems to be a way to get
   around the command structure of the imperial guard infantry detachment. A
   tank detachment with infantry as support only required to have one HQ.
  
- Terminators combine with dreadnoughts or vindicators (especially
  vindicators) make a very powerful combination.
  
- Nobz point for point are the best orks. Orks overall have a greater
  assualt value than marines, but pay for it by having less infantry
  firepower and having short range indirect fire.

- Eldar have the second best assault values (after Tryanids), but have low
  survivability. They compensate for this by having high speed (i.e jump
  packs), long range anti-tank (warengines of vaul, phantoms titans),
  excellent disrupt weapons (e.g night spinners) and transports.
  
- Chaos cultist have the same firepower as marines on overwatch, beastmen
  with champions are excellent assault troops. Daemons (particularly
  greater daemons) have excellent assault values and survivability, but are
  generally slow.
  
- Tyranids have the best assault troops of any race, but they don't have
  the survivability of Chaos or the speed of Eldar.
 
Key
---
 
+ 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.
_at_ Because of the unique nature of the command structure of Imperial 
  Guard infantry detachments I have included the cost of their 
  two additional command squads, when calculating their firepower and 
  assault values.
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 which, 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 is 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          0.11          0.11     3+     30cm    10cm     3.00_at_
Normal
 +Commissors    0.8           0.13     3+     30cm    10cm     1.33+_at_
    & 3 Heros       
   (The 3 command squads and other 9 units now have save, and an 
   assault value of 2)
 +Orgyn         0.11          0.20     5+     15cm    10cm     0.75+_at_
 +Hellhounds    0.16          0.16     5+     15cm    20cm     1.00+_at_
 +Demolisher    0.15          0.15     6      15cm    15cm     0.75+_at_
[If have all squads supported by ogryns, hellhounds or demolishers, have 
  commissars and HQ's each have heros, their assault values remain the same, 
  but their firepower decreases]
Heavy Weapons   0.11          0.04       3+     45cm    10cm    3.00  
Heavy Weapons
+Commissors     0.08         0.06      3+      45cm    10cm     
    & 3 Heros       
   (All units now have save)
 +Orgyn          0.11        0.16        5+      15cm   10cm    0.75+_at_
 +Hellhounds     0.16        0.12        5+      15cm   20cm    1.00+_at_ 
 +Demolisher     0.15        0.11        6       15cm   15cm    1.33+_at_ 
Rough Riders     0.07        0.13        4+      15cm   20cm   0.66
  +Hellhounds    0.14        0.18        5+      15cm   20cm   1.00+_at_
IMPERIAL GUARD TANK DETACHMENTS
              Fire Power    Assault  Armour  Range  Movement    #
              (per point) (per point)
              
Hellhounds
 +infantry      0.18         0.18        5+      15cm   20cm    1.00+_at_
Demolishers  
 +infantry      0.16         0.16        6       15cm   15cm    1.33+_at_ 
Note - Imperial guard infantry detachments fire power (if moving normally) 
       is 50% greater than the fire power of space marines firing normally. 
       As for assault values, imperial guard supported by ogyns match the 
       assault value of normal marines. Hellhounds and demolishers don't 
       provide as much additional assault value, they instead boost the short       range firepower of imperial guard infantry detachments. Overall 
       however, it is clear that imperial guard infantry point for point 
       (even with supports), do not match up with marines. This is caused by        the odd command structure of imperial guard infantry detachments. 
       The only benefit of imperial guard heavy weapon troops is that they 
       have a range of 45cm, but their assault values decrease substantially.       There seems to be a way to get around the command structure of 
       imperial guard infantry detachment. A tank detachment with 
       infantry as support is only required to have one HQ.
-- 
 Sean Smith 
 
 Home - Seans_at_...
 
-- 
Received on Thu Dec 04 1997 - 19:31:27 UTC

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