Are Scatter Bikes Overpowered?: Assault
Following on from yesterday's discussion of overpowered Scatter bikes and their prowess in shooting, we now look at how they compare to White Scar Bikers in assault.
As you can guess, the White Scars come out on top:
You may be wondering why I bothered leaving in Guide there, and the White Scars ability at 24-inches. This is so we can properly evaluate the value of the bikes against each other, compared to what we had yesterday.
Right now, we have an average shooting score per wound, and an average assault score per wound. We can now average both these out to see if the assault power of the White Scars out does the Shooting power of the Jet Bikes.
Now we've done that, we can see that the shooting advantage of the Jetbikes does not over shadow the assault potential of the White Scar bikers. True, with Guide you increase the value of them, but that requires a Farseer for support. The standard jetbikers are actually lower in assault/shooting value than White Scar bikers at close range.
As expected, the value of White Scar bikers falls dramatically beyond the range of their double tapping boltguns. This is a nice numerical conformation of how you should use scatter-packs; keep at long range, and don't get close.
But is that the end of it? Nope. We still need to factor in the defensive value of these units. Which os what we'll do next!
Thanks for reading.
If you liked what you saw, and you want to help out, please visit and donate at my Patreon. Every Little helps!
As you can guess, the White Scars come out on top:
Unit | Scatter Jetbikes | with Guide | White Scars bike | at 24 |
Attacks | 6.0 | 6.0 | 8.0 | 8.0 |
Hits | 3.0 | 3.0 | 4.0 | 4.0 |
Hammer of Wrath | ||||
3 | 1.5 | 1.5 | 3.3 | 3.3 |
4 | 1.0 | 1.0 | 2.7 | 2.7 |
5 | 0.5 | 0.5 | 2.0 | 2.0 |
6 | 0.5 | 0.5 | 1.3 | 1.3 |
7 | 0.0 | 0.0 | 0.7 | 0.7 |
8 | 0.0 | 0.0 | 0.7 | 0.7 |
Normal Wounds | ||||
3 | 1.5 | 1.5 | 2.7 | 2.7 |
4 | 1.0 | 1.0 | 2.0 | 2.0 |
5 | 0.5 | 0.5 | 1.3 | 1.3 |
6 | 0.5 | 0.5 | 0.7 | 0.7 |
7 | 0.0 | 0.0 | 0.7 | 0.7 |
8 | 0.0 | 0.0 | 0.0 | 0.0 |
Total Assault | ||||
3 | 3.0 | 3.0 | 6.0 | 6.0 |
4 | 2.0 | 2.0 | 4.7 | 4.7 |
5 | 1.0 | 1.0 | 3.3 | 3.3 |
6 | 1.0 | 1.0 | 2.0 | 2.0 |
7 | 0.0 | 0.0 | 1.3 | 1.3 |
8 | 0.0 | 0.0 | 0.7 | 0.7 |
Average | 1.2 | 1.2 | 3.0 | 3.0 |
Points/wound | 69.4 | 69.4 | 28.0 | 28.0 |
You may be wondering why I bothered leaving in Guide there, and the White Scars ability at 24-inches. This is so we can properly evaluate the value of the bikes against each other, compared to what we had yesterday.
Right now, we have an average shooting score per wound, and an average assault score per wound. We can now average both these out to see if the assault power of the White Scars out does the Shooting power of the Jet Bikes.
Unit | Scatter Jetbikes | with Guide | White Scars bike | at 24 |
Shooting Value | 44 | 33 | 77 | 155 |
Assault Value | 69.4 | 69.4 | 28.0 | 28.0 |
Average Value | 57 | 51 | 53 | 91 |
Now we've done that, we can see that the shooting advantage of the Jetbikes does not over shadow the assault potential of the White Scar bikers. True, with Guide you increase the value of them, but that requires a Farseer for support. The standard jetbikers are actually lower in assault/shooting value than White Scar bikers at close range.
As expected, the value of White Scar bikers falls dramatically beyond the range of their double tapping boltguns. This is a nice numerical conformation of how you should use scatter-packs; keep at long range, and don't get close.
But is that the end of it? Nope. We still need to factor in the defensive value of these units. Which os what we'll do next!
Thanks for reading.
If you liked what you saw, and you want to help out, please visit and donate at my Patreon. Every Little helps!
Comments
Post a Comment