Hellebore wrote:
Not sure where you're getting the 6 attacks from?
It gets +3 Extra Attacks that are TK, and its DC is 3 so halved rounding up is 2. That's 5 attacks, 3 of which are TK.
I'm getting six attacks from the War Engine rules.
3.3.2 Close Combat and Firefight Attacks
Instead of rolling a single hit dice for each war engine in an assault, roll a number of hit dice equal to the war engine’s starting damage capacity. You may choose to split these between close combat rolls and firefight rolls as you see fit, but close combat rolls will only hit enemy units in base contact, while firefight rolls will only hit units within 15cm that are not in base contact.Half rounded up is from third edition, where War Engines had more DC.
Hellebore wrote:
The bloodthirster at 30cm movement with jump packs is going to get into melee earlier, and do a lot more damage. The avatar will take twice as long to get into melee, has fewer and less damaging attacks, meaning that overall the bloodthirster is going to do about twice the damage output per game, if not more.
Not having a firefight stat will affect it if the enemy are the ones performing engages and refusing to get into BC, but it's got counter charge of 10cm rather than 5cm, which means they'd have to be more than 10cm away to prevent him getting into BC.
With his speed I expect the BT to be doing most of the engagement moves himself.
It sounds like you haven't faced Firefight-heavy or Skimmer-heavy forces very often. :-(
In practice, the Bloodthirster will often end up with Skimmers as the only units in its 30 cm threat range, who will choose to float up and force both sides to use Firefight values.
Depending on other factors like Webways, the Bloodthirster is obviously going to get into position faster, but on the turn they assault, they both have the same 30 cm threat range.
The other issue with no Firefight value is hit allocation. Because of the War Engine limitation of 'close combat rolls will only hit enemy units in base contact', the Bloodthirster
needs its 30 cm speed just to be able to barge through enough enemy units that its hits don't get wasted overkilling 1-2 units. Assuming it gets close enough to non-Skimmer units.
The third issue with no Firefight value ties into position and threat range. Even if you're facing a footslogging opposing force who don't have Transports to simply move out of the Bloodthirster's 30 cm threat range, the Bloodthirster is almost always going to be in the threat range of the target formation. Basic infantry can move 15 cm and then firefight 15 cm, which is likely to result in the target being two-up* for combat resolution and a broken Bloodthirster.
Obviously the Avatar suffers from several of the threat range issues as well, but at least it's going to get an average of 1.5 hits back in the firefight, instead of there being no chance of any hits, and it can use Firefight values to get hits on units that aren't in base contact.
In practice, CC attacks are
substantially less valuable than FF attacks, and even more so on War Engines because of their additional hit allocation limitations. By now, it's a running joke for Chaos Marine lists that you never
ever take a Chaos Lord character with its extra MW CC attack if you can possibly take a Chaos Sorcerer with its extra MW FF attack, because the Chaos Lord is going to use its CC attack once every 2-3 games even with the help of transports...
In terms of power level, I'd rank the standard Avatar and Bloodthirster profiles pretty evenly - in the right situation the Bloodthirster is going to hit a lot harder, but that type of situation (unfortunately!) doesn't come up very often.
*I'm assuming no Blast markers on either side, 1DC lost by the Bloodthirster (+1 to combat res), seven or more units in the target detachment (+2 to combat res) vs the Bloodthirster's Inspiring (+1 to combat res).