Hena2 wrote:
Those are interesting charts. Some details though, all units get 6+ save within transport regardless if they have any.
I had it this way originally, but actually if hit by a MW then there is no cover save so 0 armour is valid, so I added it back. Though granted the RA transport & zero armour transported units combinations wouldn't be, since the MW would be stripping one of the transport's saves. Not sure what happens to transported unit armour if hit with sniper or crossfire actually... For the sake of completeness, consistency and potentially some edge case I hadn't considered (maybe necrons), I figured it best to leave them all in. There are other scenarios not covered either, like invulnerable saves (i.e. different second save to the first, and/or more than 2 saves).
Hena2 wrote:
Also MW and TK is applied to units inside if they are involved in hitting the transport. But as you say there are other variables which affects this than what is modelled within them. Which is effectively how many hits you get in scenarios of inside and outside (AP vs AT weapon hit values, cover -1 from vehicles etc). Gets very complicated and fast.
Yep exactly, just way too complicated. By the way, I didnt explain in the sheet but I figured that MW and TK didnt need more tables, you'd just alter the save values you'd look up. It's also usually pretty obvious which option is best against units that only have MW or TK shooting (get the inf out!). Beyond this, there's too much to consider. There are some assumptions that could be made to take it a little further fairly easily (i.e. assume the total hits is the same and distributed among transported and transport units in 1:1 or 1:2 ratio), but I don't think it's much more useful as it's rarely that simple.