Quote: (Dobbsy @ 16 Oct. 2008, 01:25 )
Ignoring the extra vehicles and the skimmer argument - because skimmers can easily be avoided with the new skimmer rules. I mean straight fight 1300 points for 20 LRs (2 Coys inc 2 vanquishers that hit on 2+, with commissar fearless) vs 1300 for 20 HHs(3 formations inc 2 swordfish that hit on 2+ ... + an extra couple to make points up). LR fire the same range and get 2 saves for each hit they sustain. Tau tanks get a slightly better to hit value, a second 75cm attack and one save each.
What is the maths on that? No sarcasm, just a question. Statistically, how many hits does each side make and what saves are made?
Thats not that good a comparison as Russ always have hydra and if you aren't bonkers hammerheads have skyray and swordfish.
So two activations of Russ are 1400. Each formation of HH are 500 (HH, Skyray, Swords, Network drones). 600 if you want a big formation of 9 but have to choose between leader and swordfish.
So assuming no cover to worry about (and I'll be amazed if this is the case). In isolation the HH can simply pop up on overwatch and shoot the russ, sinking back down to avoid return fire unless the russ move. There is no dissadvantage doing this as you have to advance to pop up anyway.
Other factors to consider are throwing in some tetra or a nearby commander for a co-ord fire and upping the Tau firepower to activations compared to the retains and two lots of goes needed otherwise.
But anyway.
Raw firepower for Russ 700 points
On advance at Long range (75cm)
5 1/3 hits - 2 2/3 killed hammerheads
Short range (under 45cm, i.e. two moves)
9 1/3 - 4 2/3 killed hammerheads
On double at Long range
3 2/3 hits - 1 5/6 kills
Short range
5 2/3 hits - 2 5/6 kills
On sustain at Long range
6 5/6 hits - 3 5/12 kills
Short range
12 5/6 hits - 6 5/12 kills
Hammerhead also moving to simulate hiding from russ and pop ups.
Long range on Advance 500 points
Lit 6 2/3 hits - 1 2/3 killed russ (assume hydra is at the back)
Unlit 5 2/3 hits - 1 5/12 kills
Short Range (little advantage other than a couple of missile launchers and the skyrays markerlights, best instead moving away)
7 2/3 hits - 1 11/12 kills
Long range on Double
Lit 4 2/3 hits - 1 1/6 killed russ
Unlit 4 hits - 1 kill
Short Range
5 1/3 hits - 1 1/3 kills
Long range on Sustain (more likely than Russ as they have to move to get line of sight onto you)
Lit 9 hits - 2 1/4 kills
Unlit 7 2/3 hits - 1 11/12 kills
Short Range
10 1/3 hits - 2 7/12 kills
600 point hammerhead formation (HH, +HH, Swordfish and skyray)
Long range on Advance
Lit 9 hits - 2 1/4 killed russ
Unlit 7 1/3 hits - 1 11/12 kills
Short Range
10 hits - 2 1/2 kills (still of course not hitting the Hydra

)
Long range on Double
Lit 6 hits - 1 1/2 killed russ
Unlit 5 1/6 hits - 1 7/12 kills
Short Range
6 2/3 hits - 1 2/3 kills
Long range on Sustain
Lit 10 hits - 2 1/2 kills
Unlit 8 1/3 hits - 2 1/12 kills
Short Range
11 1/3 hits - 3 5/12 kills (finally definatly hit the hydra

)
Of course all this assumes Leman Russ can target popping up skimmers at 75cm (insert double), which in my experience isn't true. And no one is in cover in which case the hammerheads have a bigger boost (at -2 they get (500) 3 hits at 75 to the russ's (700) 2) due to higher to hit numbers. Also if the russ manoever to hit the HH's they get to sustain back.
And of course in terms of raw firepower the HH's are out in front so all the other armies with less armoured vehicles worry about HH's more.
At their best (short range on sustain) the Russ pump out 1 AT hit per 54.55 points. At long range on advance at long range its 1 AT hit per 131.25 points. The best Hammerhead profile is 48.39 points per hit and at long range on advance its far better at 66.67 - more than twice as good.
Of course all this ignores the AP aspect of both forces, attrition on both sides before and after their activations, the fearless surviving tank, skimmer and terrain, actual pop up tactics and the need to take objectives. And CC troops are nay bother as a Glaswegian would say

In a duel the Hammerheads would get first strike due to cover. Say two 600 point formations and a formation of Tetra. In one activation everything gets to fire placing 4 1/2 kills and 7 1/2 bm. Whether you round up or down on the kills its still broken. The unbroken company can advance and fire back getting its 2 2/3 kills and 3 2/3bms most likely breaking the HH (say its 3 kills). Then there are too many variables to continue

With 3 500 point formations you are doing more damage but if the first LR company hit gets a bit lucky and doesn't break after two formations attack it and marshalls its unlikely it will break in the first turn. However even if you lose a formation to return fire you have more firepower ready next turn.
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