[Epic] 2nd ed. - Cannons of Khorne

From: <duckrvr_at_...>
Date: Wed, 30 Apr 1997 23:49:13 -0500

Cannons of Khorne suck. Even assuming they never scattered, they would
still be only passable.

Once again . . . I'll use 6 cannons, 'cuz the math is easier

6 shots w/ random BPs = 1 explosion, 1 hit on a 6, 1 on a 5, etc = 1 dead
cannon and 15/6 (2 1/2) hits. 2 1/2 hits vs 1 cannon is not bad you say?
Well there hasn't been any counter fire yet. If we assume you can target 2
models with each template you will only get 5 hits with 400 points of
firepower, and they kill themselves.

Then let's figure in scatter . . . 1/3 of the time you get all five models.
2/3 of the time you scatter, which means that unless you are fighting a
horde of closely packed stands you cannot count on more than one model per
template (on a good day). 1/3 * 5 + 2/3 * 2 1/2 = 5/3 + 5/3 = 3 1/3 hits
for 2 detachments WITH their own loss of 17% firepower. So that's (just
under) 3 hits next turn, and 2 1/2 third turn. So you have 9 hits at an
admittedly high save mod. The Cannons have broken themselves (one
detachment, anyway) with the other guy ignoring them.

If you figure the numbers for an IG arty company (650) versus 9 cannons
(600) the IG leave them eating dust on the number of hits. Although they
have lower save mods, -2 or -3 is still sufficient to kill most things, and
the extra hits can easily make up the difference. Also, your opponent has
to actually fire at them before they die. Also, the IG can fire indirect if
necessary, which the Cannons can't.

Temp
Received on Thu May 01 1997 - 04:49:13 UTC

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