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Old 10 Oct 2008, 06:13   #8 (permalink)
razgriz_cipher
Shas'El
 
Join Date: Jun 2007
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Default Re: Intense Mathhammer: 5th ed style

I* am good at mathammer but this may take me a while. The two deathrains work however smoke launchers in 5th basically make most weapon ineffective against them. One weakness with just this data is it assumes you are in range. This is why the deathrain appears inefficient while in reality and actual game play his utility is greater as he will get more shots off fast. The thing is its hard to assume your opponent has cover. agianst the non cover is just doubles. the thing is smoke launchers are only one turn. Another reason that does not happen is if you have the first turn and are shooting the deathrain gets. imoblizing the enemy may help on rhino as it renders the scoring rhino ineffective. So one half of the time if you get the first turn 34 (seizing the initive cancels out) percent chance to kill the rhino before he strikes the one half here replaces the cover save. Then there is the 34 percent chance to kill it on the second turn. However unless your opponent stupidly places his rhino in front of you. however you cannot assume that the 11/12 of the time that you do not sieze the initive your opponent will place the rhino directly in front of your or other tank you want to take out. Yes you also did forget the immobiliznign for the rhino on penning. Remeber theese kind of staics apply to your vehicles and their disruption pods. so for that unit deathrains is actualy more eefficient than the figures first suggest. Same with broadsides and hammerheads although hammerheads can manevuer making cover less important.
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