Friday, 4 January 2013

AP2 Fixation

Introduction



We all know sixth edition brought weird and wonderful changes to 40k, notably flyers and hull points for tanks, as well as weird psychic powers that were almost… generic. By far the most uncomfortable changes have occurred in assault, where certain armies have simply become unviable. Certain units severely weakened. Those same units that could once deal with multiple threats per turn are actually hindered by entering multiple combats. I know armies (armies, geddit?) that have suffered as a result of changes, especially in the way close combat weapons work. It has been horrific. Sometimes, models have had their entire arms amputated to compensate for the changes! 


I am of course, referring to Power weapons being AP3. Now, I am promising not to complain about AP3 weaponry - quite the opposite, in fact. The main observation that I have is thus: 


As Power Weapons have been reduced to AP3, people have become eccentric. Rather than gain a large strength (Power fists or Power Mauls) or points bonus (usually -15 to remove the weapon), they limit their models with Unwieldly +1 S AP2 Axes 


This belief is erroneous. There are so many hindrances to the fabled Power Axe, people simply glaze over them. To put it succinctly and to quote a friend, 


“People think that a single sarge with an axe will INSTA PWN ALL DUH TERMINATORZ”


Argument

Last edition, a Tactical marine sergeant with a power sword and a bolt pistol was a terrible option – although it dealt with all armour equally, most often a power sword was eschewed for a powerfist. Which, although equal at dealing with armour, was only slightly more expensive and the speed modifier was acceptable – maybe because of wound allocation. Nowadays, everyone’s so worried about the poorness of the ubiquitous power sword that they’ve done a strange thing. Rather than stick with the reliable if slow power of a power fist, they’ve shifted to the arguably “made in china” assault weapon. While the Axe is matched AP and speed with the Power fist, it trades strength for price.

I question this. While “Lean and mean” has always been the normal play style, with points cost always being an issue – everyone always squeezes the potential of their points to fit in that extra sanguinary priest or that seventeenth vendetta. I don’t question this logic because it’s cheaper to get a power axe than a power fist, but that if one is so set on purchasing something else that they simply have to economise on that power fist, why bother with the special combat weapon at all? Surely, it is far cheaper to simply leave a sergeant with a chainsword or – the horror – a boltgun rather than force him to use a subpar close combat weapon?

Observations


Axes are +1 S at AP2 I1 with the normal 2CCW bonus. Because of their AP2, they can replace power fists when points are an issue, putting out an extra attack in exchange for strength.

Power swords are normal S at AP3 I(standard) with the normal 2CCW bonus. Swords are left unchanged in most respects, but are now next to useless against terminators.

Power Mauls are +2 S at AP4 I(standard) with the normal 2CCW bonus. Mauls provide a tactically significant strength bonus without sacrificing speed, but lack infantry armour penetration. They are better against AP2 than power swords, and excellent against low-toughness mutliple wound models.

Powerfists are *2 S at AP2 I(standard) without the normal 2CCW bonus. Fists are arguably the best weapon on a S4 or 5 model. The downside is reduced weight of attacks and low speed. They are the most expensive, but make up for this in being able to really bring the hurt on paladins and terminators. 


Another, "interesting" addition of 6th edition is the Power Lance. 

This strange weapon is +1 S at AP3 on the charge. I don't consider these useful. If you're going to waste your time with on-the-charge bonuses, why not just take a power maul? the Strength bonus is consistent and better - you aren't gonna be winning fights on the charge if you use these stupid weapons. 

Notes


I’m mostly a Space Marine Player myself. I can’t comment on most armies. I have thought about the bonuses that the different power weapons give to Marines of a BA and SM persuasion, as well as GK to a lesser extent (Though, GK have only truly have special power weapons and my comments differ greatly for them). I can make comments on them most easily – as I have been.

For units that will undoubtedly end up in combat, all power weapons are an option. Power axes and fists are worst on characters (like an assault marine sergeant or veteran) as they often die before they strike. Fists (and by extension axes) are an excellent (“excellent”) option on non-named character (like death company) as they can’t be singled out by assaults and, if placed correctly can be protected by ablative wounds. Characters who are unable to get an invulnerable save of some sort should look at Power Mauls or swords – the extra attack can make the difference, and a power maul has so many tactical applications that it is simply not possible to not consider it. On squads like Sanguinary Guard, where the upgrade to a power fist is relatively cheap (10 points?), using them over an axe is always advisable.

In short, Axes have applications. But so do Power swords and so do Power Mauls. But, it seems to me that a squad sergeant really doesn’t stand a chance in combat, now that he can be singled out. The value of any close combat weapon on such a character has dropped dramatically. The game is shooting now anyway. Spend those 15 points on a missile launcher somewhere.

An afterthought:


In writing this, I always assumed a Strength of 4. This was wrong of me, as some armies aren’t like SM (hard to believe, I know.) So, I’ve taken them into account

Power fists start to have their bonus reduced after S5. As S10 is the cap, models with Strengths higher than 5 are actually wasting some of the value of their fist. On the other hand, fists bonuses get smaller and smaller as the Strength value of the model decreases. This, in effect, limits the effective range of a power fist to approximately S3-6 (and that’s pushing it.) Anything lower, a maul is more valuable and anything higher, mauls and axes are more value for their cost bonuses (anything with S6 or higher should be pretty expensive…)

Saturday, 3 November 2012

Defining units in 40k




Thesis
It's very comfortable for us; 40k players find it simple to call a Space Marine Terminator 'heavy' and an Imperial Guardsman 'light'.
Heavy Infantry?
To truly define a unit in 40k, however, we must consider its potential and its roles. While an Assault Terminator definitely has more survival potential than a Tactical Marine, it is noticeable that in an actual game, an Assault terminator will cover more ground and thus, cannot simply be defined as 'Heavy' or "Superheavy".
There are four things that must be considered when defining a unit and its capabilities
Role
Mobility
Armour
Statline

In detail:
Role
A model or unit's role refers to it's duty on the battle field, what a the player ('Commander') wants it to do.

Mobility
A model's mobility is literally defined by the speed at which it normally moves, and how it may move and still be effective.

Armour
A models armour is well understood to define its typing. Most  can be content to ignore role and mobility, and simply see "oh this guy has a cool 2+3++ save! He's a Super Heavy Infantry!"

Statlines and quantity/value:

Statline refers to the characteristics of each model inherently.
While usually only its Toughness and wounds are considered, a model’s Leadership, strength, attacks and skills can also play a vital role in deciding a model’s characteristic value.

Producing a definition
With these four terms in mind, it becomes a much less clear and clean-cut definition of ‘heavy’ and ‘light.’

To produce a definition, it is usually the case that a unit’s four emphasis points will be given a ‘weight’. For example, a 2+3++ save is almost always considered superheavy. But, the name superheavy automatically implies that the unit is slow; this is not always the case.
So then we have to look at the other four points of the model with a 2+3++. If you’re thinking like I am, the most prominent example of a 2+3++ would be an Assault Terminator

The 2+3++ dilemma
An Assault Terminator can be defined in four points
  1. It has a 2+3++ save. (Superheavy)
  2. It wants to move very quickly, but can’t. (Medium)
  3. It wants to close into assault with hard-hitting power. (Heavy)
  4. It has a standard T4 W1 statline. (Light)
From this we can already see that in reality, the assault terminator is basically all over the place.

To give this a simple definition, let’s make this a math thing. Apply a number to each weight value:
Ultralight: 1 Light: 2 Medium: 3 Heavy: 4 Superheavy: 5
With these values in mind, we will take the Assault terminator’s values and find the average.
(5+3+4+3)/4 = 3.75 Since 3.75 is closer to 4 than to 3, it is safe to simply call an assault terminator ‘heavy’. However, by virtue of its role, characteristics and mobility, an assault terminator can never truly qualify for a ‘Superheavy’ role.

Yeah, but Lysander.
Another example, this time using Lysander: he can be defined in four similar points (I’m assuming he’s actually being run with assault terminators)

  1. He has a 2+3++ save. (Superheavy)
  2. He wants to move very quickly, but can’t. (Medium)
  3. He wants to close into assault with hard-hitting power. (Heavy)
  4. He has a standard T4 W4 statline with eternal warrior. (Superheavy)
In this case, his values add up to a solid 4.25, meaning he is on the heavier side of heavy; but he still cannot be considered ‘Superheavy’.

Light Infantry, but Static?
Light armour makes for light qualities
A unit like a Guardsman squad with multiple lascannons is a good example of where light armour can become medium or even slightly heavy. Once again, guardsmen are defined in four points
  1. They have a 5+ save (Ultralight)
  2. They do not intend to move, even if it may be the death of them. (Superheavy)
  3. Intending to provide heavy Fire Support. (Heavy)
  4. Has T3 W1 statline (Light)
As you can see, the role and mobility of the average heavy weapons guardsman means that he is as varied as an assault terminator. This ultimately gives him an average value of three, moving them from their role as ‘Light infantry’ to “Medium infantry” in the space of their role.

And Veterans?
It is easy to say with their heightened qualities that a veteran squad is intended to be a medium infantry, but is this the case? Usually, Veterans are run fast and far, with either chimeras or Valkyrie/Vendetta gunships to carry them. As a result, their status as ‘Medium infantry’ in the Guardsman army is under threat.
Once again, Veterans are defined by four points:
  1. A 4+ save (Light)
  2. They tend to attempt to cover a  lot of ground (Light)
  3. They can either be used to attack specific targets or to capture objectives (Medium)
  4. They have T3 and W1. (Light)
By this very admission, Veterans become a lowly 2.25 – putting them at the high end of light infantry.
Understanding the way ‘weight’ of infantry should be discerned may enable armies to be better critiqued and may help with fire options when it comes time for shooting. Hopefully these descriptions have been fairly clear, but questions are always welcome.

Okay, sure. What about a monster?
Trygons are an excellent example.
Their four points:
  1. A 3+ save (Medium)
  2. They tend to cover a lot of ground to get into assault (Medium)
  3. They are going into assault to cause a lot of damage, dangerous for tanks. (Superheavy)
  4. They have T6 and W6 (Superheavy)
Unfortunately for the Trygon, his lack of an invulnerability tends to force him to be slightly weaker; his two medium stats forcing him into the heavy category at 3.75 (actually making him lower than even Lysander.)
Though this makes sense; it takes only 6 lascannon (roughly 14 lascannon shots, guardsmen) wounds to kill him, whereas it takes about 12 lascannon wounds to fell Lysander (28 shots from guardsmen)

Noteworthy:
While I’ve tried to make this as simplistic as possible, there was a little bit of math behind the way things are defined. While Mobility and Role are not strictly defined, Statline and Armour is.
Armour:
Armour has used this system to provide rankings:
6-5+: Ultralight
4+: Light
3+: Medium
2+: Heavy
1+: Superheavy
Modifiers were applied for invulnerable saves
6++: -1 to armour save value
5++: -2
4++: -3
3++: -4
2++: -5
FNP: -1
(Invulnerable saves alone were considered to be one point lower and as armour save, if the model had no armour save.)
Statline
T1-2: Ultralight
T3-4: Light
T5: Medium
T6-8: Heavy
T9-10: Superheavy


T
Level
W
1-2
Ultralight
1
0
3-4
Light
2
1
5
Medium
3
2
6-8
Heavy
4
3
9-10
Superheavy
5-10
4
Eternal
2

Other Notes:
I've used two images in this, neither of which I own. While I've made my best effort to make them aware/gain permission for their use, I've effectively failed. That said, I'm a bit of a rebel, and I used them anyway.

Obviously, I'm a terrible person.