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dawn blade?
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Old 06 Jan 2009, 03:47   #1 (permalink)
Shas'La
 
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Default dawn blade?

anybody know the exact probability of not destroying a vehicle with farsights dawn blade?2d6+5 seems like overkill for the penetration and with 4 attacks.... seems like the dawnblade eats vehicles as a snack and baneblades for breakfast.
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Old 06 Jan 2009, 04:00   #2 (permalink)
Shas'El
 
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Default Re: dawn blade?

It does a good job against armor in 5th edition now that you strike against rear armor. Odds are you'll be getting penetrating hits considering that most vehicles are rear armor 10. However, there are ALWAYS better options for taking out Tanks than charging them when you're using the Tau. Railguns, Missile Pods, Fusion blasters... ALL of these options work better than close combat. However, if you're in a pinch then it works. But dont think you can go in charging him against a dreadnought or a defiler. He'll get exploded!
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Old 06 Jan 2009, 04:01   #3 (permalink)
Shas'El
 
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Default Re: dawn blade?

just takes one gimp of a claw, or fist to end poor mr farsight.
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Old 06 Jan 2009, 05:00   #4 (permalink)
Kroot Shaper
 
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Default Re: dawn blade?

Anything that's NOT a dreadnought or more CC worthy than Farsight will definitely go bye bye. I would find Farsight extremely powerful against MEQs and possibly TEQs, that is, if they don't have powerfists, and if they do, you would find yourself relying on his shield generator. With a 4+ save, that's pretty grim odds if you're going against several terminators equipped (if not, all) with power fists.....
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Old 06 Jan 2009, 05:11   #5 (permalink)
Shas'Saal
 
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Default Re: dawn blade?

The Average Armor Penetration roll you will get will be a 12. That Will Penetrate the Rear armor of anything but a Land Raider. But then you also forget about how you will only hit on a 6 if the vehicle moved at cruising Speed, and how You're Leaving your Precious Farsight exposed and vulnerable.
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Old 06 Jan 2009, 05:24   #6 (permalink)
Shas'Ui
 
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Default Re: dawn blade?

You are pretty much garanteed a penetrating hit versus all vehicles. Lets see how the Dawn Blade fairs against the Monolith.
Considering it is stationary, all of Farsights 4 attacks should hit. You have a 27.77 probability the attacks should glance/penetrate so even against the most heavily armed vehicle, you will statistically have a hit. Of course, most vehicles have a back armor of 10 which, once again considering it has moved, makes the probability of glancing/penetrating 77.14. Thats 3.1 glances/pens. If the vehicle moves 6", its 1.6. 12", .5. In conclusion, Farsight is a pretty good anti tank unit. It is more likely to destroy a vehicle that has moved 6" than a broadside is (even versus the monolith moving 6", Farsight should get .56 glances/pens opposed to the broadsides .375) .

*edit* just in case someone wants to check my math, here's a link to the probabilities for 2 dice
http://www.advancedtautactica.com/vi...obability+dice
The armor - the strength of the model = the number under the "Ld" you look at. The chance under the word "Failed" gives you the chance of a penetrating hit, the number above that is the chance of a glancing or penetrating hit
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Old 06 Jan 2009, 05:45   #7 (permalink)
Shas'El
 
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Default Re: dawn blade?

Quote:
Originally Posted by leatherback
You are pretty much garanteed a penetrating hit versus all vehicles. Lets see how the Dawn Blade fairs against the Monolith.
Considering it is stationary, all of Farsights 4 attacks should hit. You have a 27.77 probability the attacks should glance/penetrate so even against the most heavily armed vehicle, you will statistically have a hit. Of course, most vehicles have a back armor of 10 which, once again considering it has moved, makes the probability of glancing/penetrating 77.14. Thats 3.1 glances/pens. If the vehicle moves 6", its 1.6. 12", .5. In conclusion, Farsight is a pretty good anti tank unit. It is more likely to destroy a vehicle that has moved 6" than a broadside is (even versus the monolith moving 6", Farsight should get .56 glances/pens opposed to the broadsides .375) .

*edit* just in case someone wants to check my math, here's a link to the probabilities for 2 dice
http://www.advancedtautactica.com/vi...obability+dice
The armor - the strength of the model = the number under the "Ld" you look at. The chance under the word "Failed" gives you the chance of a penetrating hit, the number above that is the chance of a glancing or penetrating hit
Farsight wouldn't get his 2d6 plus strength against a monolith. The monolith has a special rule where anything that grants you extra dice against it doesn't work. So he actually has a 0% chance of hurting a monolith at all. He could run up to it and bounce off of it though... that could be fun.
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Old 06 Jan 2009, 07:23   #8 (permalink)
Kroot Warrior
 
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Default Re: dawn blade?

I believe the way it works is he gets the 2d6 as that is his basic AP value and not a bonus (Much like how the turbo booster is 3d6 and works against the mono though who would waste that shot) the plus 5 however is added to his AP value of 2d6 and so he wouldnt get that.

So that would be correct that he couldnt hurt a monolith.
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Old 06 Jan 2009, 09:04   #9 (permalink)
Shas'El
 
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Default Re: dawn blade?

Quote:
Originally Posted by Vicioushellsing
I believe the way it works is he gets the 2d6 as that is his basic AP value and not a bonus (Much like how the turbo booster is 3d6 and works against the mono though who would waste that shot) the plus 5 however is added to his AP value of 2d6 and so he wouldnt get that.

So that would be correct that he couldnt hurt a monolith.
I think you've got it backwards. Melta-guns dont work against monoliths either and the dawn blade works pretty much like a toned down melta-gun. Because the +5 in the equation isn't a bonus, that's Farsights basic strength. The bonus is the extra D6. Normal armor penetration is just d6+5 for a crisis suit. So he gets an extra d6 as a bonus. Which doesn't make a difference but y'know... so we're gettin' right is all.
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Old 06 Jan 2009, 15:57   #10 (permalink)
Shas'El
 
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Default Re: dawn blade?

Basically, the monolith's Living Metal rule states that penetration is reduced to str + D6, no matter what you use (applies to lances, meltas, powerfists, chainfists, and dawn blades)
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