- Black_pheonix wrote:
- Well I can see the value of having 2 cannons of the venom stays at long range but what about when the range dops? 2 SCs will still throw out 12 shots 8 hits and four wounds while a TLSR/SC throws out 8 shots 6 hits and 3 wounds so the way I see it when the range drops the value of the canon also drops. Am I missing something?
Yeah, you are right. Since the TLSR is a shorter ranged rapid fire weapon it's worth increases with decreasing range.
The SC is 6 shots / 4 Hits / 2 Wounds allways, while the TLSR is 0 shots / 0 Hits / 0 Wounds at 36", 1 shot / 0.88 Hits / 0.44 Wounds at 24" and 2 shots / 1.77 Hits / 0.88 Wounds at 12".
So the SC is 2 Wounds better than the TLSR at 36", roughly 1.5 better at 24" and better by one at 12", for 10 points.
- Black_pheonix wrote:
- And are shredders really that ineffective? It seems that for less than the cost of an IG grunt I can get a weapon system that can greatly increase the squads firepower when they jump out of their boat to rapid fire some poor fool.
And that's were you lost me. You argue that a weapon, that adds 1-2 Wounds and 12" of range, is overpriced, while you are willing to pay 5 points for a weapon that probably will inflict only half a wound more or even less than a normal SR.
I admit it looks great on paper it's a S6 small blast marker for 5 points, what could one do wrong?
You hit 9 models and inflict 7.5 Wounds, right?
Too much? But you will hit 4 without problems, won't you?
Unfortunately it is very unlikely to hit more than 2 models, if they are spread out by 2" each, since you have to place it centered on a model, the diagonal distance between two models is 2.8" and the blast marker scatters by whole inches only.
Additionally the Shredder is AP- so it will suffer from 6+ and 5+ armour.
Just to Mathhammer it:
Shredder
2 Hits / 1.66 Wounds / 1.4 after 6+Save
2 Hits / 1.66 Wounds / 1.1 after 5+Save
1 Hits / 0.83 Wounds / 0.7 after 6+Save
1 Hits / 0.83 Wounds / 0.5 after 5+Save
SR:
2 shots / 1.33 Hits / 0.66 Wounds
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