Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 3 posts ] 

Infanty Saves - 40k Comparison

 Post subject: Infanty Saves - 40k Comparison
PostPosted: Thu Oct 20, 2005 11:45 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Oct 12, 2005 9:50 pm
Posts: 50
Location: Nottingham, England
In comparing the 40k/EpicA Tyranids, I've done some statistics.

Note: This is just infantry and assumes they are not in cover.

Column 1 - Number of Heavy bolter hits require to destroy a unit (one stand)
Column 2 - EA save
Column 3 - Creature Code (creatures per base)

In order of resiliance

18.0 ? 4+ ? ZO(1)
15.0 ? 4+ ? RV(5)
9.0 ? 4+ ? TW(3)
7.5 ? 6+ ? GS(5)
6.0 ? - ? ?GY(5)
6.0 ? - ? ?HG(5)
6.0 ? - ? ?TG(5)
4.5 ? 5+ ? LC(1)
3.0 ? - ? ?BV(1)

Two saves look a little out of place, the TW and the LC!

For comparison -

30.0 ? 4+ ? ?SM Bikers
22.5 ? 4+ ? ?Space Marines
7.5 ? ?5+ ? SM Scouts
6.0 ? ?5+ ? IG Storm Troopers
6.0 ? ?- ? ? Guards man

Which now makes it look like the GS save should be increased.

Are there reasons for these being the values they are?

Am I using the wrong number of models per base?

Is HB hits not a reasonable comparison?

Cheers Scott.





_________________
Tyranids 5.40B - (w/d/l) 5/2/2


Top
 Profile Send private message  
 
 Post subject: Infanty Saves - 40k Comparison
PostPosted: Mon Oct 24, 2005 4:31 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
The armor save in EA takes into account more than just the armor/toughness of the target.  In addition to the number of modesl per stand, it also takes into account all other defenses not modeled separately.  For example, Tau infantry armor saves includes the assumed use of drones.

And, of course, there is a fair amount of simple diffference in play balance.

As far as the Lictor, in addition to the Teleport ability reflecting ambushes, the armor includes some of its camouflage ability.  In other words, it's not just the number of Heavy Bolter hits that it would take to kill it, but also the fact that it would be a lot harder to get those hits in the first place.  EA tries to minimize special rules, so rather than adding extra to-hit mods or cover-bonus rules, it just boosts the armor.

_________________
Neal


Top
 Profile Send private message  
 
 Post subject: Infanty Saves - 40k Comparison
PostPosted: Mon Oct 24, 2005 4:55 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Oct 12, 2005 9:50 pm
Posts: 50
Location: Nottingham, England
Hi Neil,

I understand that,

40K TW have "sysnapse creature" which means that they can't be instant killed.

40k Lictors have "stealth" (which I included in the stats above)

40k GS have exactly the same T/W/Sv profile as SM scouts, but one less pip in EA?

I was really just asking were people happy with the saves or whether, like me, they though them odd.

The game difference is probably the strongest argument for these "odd" saves being justified.

Cheers Scott

_________________
Tyranids 5.40B - (w/d/l) 5/2/2


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net