According to Lyle at the South Store, there's going to be another tourney on the 10th of October. So Farmpunk and I are both busy prepping our forces. Part of that is creating an army list. And part of creating that list is figuring out how to arm my Sentinels.
Generally, I favor ether Autocannons or Lascannons. But, as I've said before, I go back and forth between the two. The lascannon is better at cracking armor, but the autocannon puts out more shots. And, as I noticed at the last tourney, Sentinel autocannons make short work of Monsterous Creatures and other baddies like Tyrannid Warriors. So a test was in order. Which weapon would be more effective against transports?
I can calculate the odds easily enough for either gun, and I know what my gut tells me. But I decided to just throw some dice and see what I came up with, since that's more real-world than simply running the math. My primary target, as always, will be Marine Rhinos. With the slimmer possibility of facing IG Chimeras. So I simulated a series of attack rolls versus AV11 and AV12 with Autocannons, Lascannons, and Autocannons + HK Missiles.
Why HK missiles? Because they cost the same as an upgrade from Autocannons to Lascannons. And hey, in most games the Sentinels are dead by turn 3 anyhow. So it's worth seeing if the boost in first turn firepower might be worth it.
Each test was conducted as a series of 20 attack rolls, so each run constitutes 5% of the total test. "Success" was measured by whether the transport was stopped. By which I mean it was stunned, immobilized, wrecked, or destroyed. Cut the numbers in half for a transport that's in cover.
Here's the Results:
Shooting at Rhinos:
3 Autocannons: 75% (5% stunned, 10% immobilized, 60% w/d)
3 Lascannons: 80% (10% stunned, 30% immobilized, 40% w/d)
3 ACs + 3 HKs: 100% (10% stunned, 30% immobilized, 60% w/d)
Hmmnnn... that's pretty interesting. The lascannons did a bit better overall, though not as well as I'd thought they would. But the Autocannons had a significantly higher number of wrecked or destroyed results. Probably because on their good rolls, the autocannons were rolling a lot more dice on the damage chart. Whereas the lascannons would only ever get one or two rolls.
Shooting at Chimeras:
3 Autocannons: 45% (10% stunned, 15% immobilized, 20% w/d)
3 Lascannons: 50% (20% stunned, 15% immobilized, 15% w/d)
3 ACs + 3 HKs: 60% (20% stunned, 15% immobilized, 25% w/d)
3 Autocannons: 45% (10% stunned, 15% immobilized, 20% w/d)
3 Lascannons: 50% (20% stunned, 15% immobilized, 15% w/d)
3 ACs + 3 HKs: 60% (20% stunned, 15% immobilized, 25% w/d)
And once again, we see the same pattern. The Autocannons do a bit worse overall, but have a significant edge when it comes to wrecked/destroyed results.
Winner: Autocannons!!!
The answer is obvious. If you want to spend 150 pts. on Scout Sentinels, take Autocannons with HK missiles for a turn 1 alpha strike that's much better than what you would get with lascannons. On turn 2 it's a wash, and on turns 3, 4, or 5 you're either tarpitting an assault unit or dead.
Now to finish painting all those melta troopers...
The answer is obvious. If you want to spend 150 pts. on Scout Sentinels, take Autocannons with HK missiles for a turn 1 alpha strike that's much better than what you would get with lascannons. On turn 2 it's a wash, and on turns 3, 4, or 5 you're either tarpitting an assault unit or dead.
Now to finish painting all those melta troopers...
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