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Demolisher Cannons - What to do?
1. MW4+ Ignore cover 48%  48%  [ 13 ]
2. AP3+/AT4+, Small Arms +1EA Ignore cover 22%  22%  [ 6 ]
3. Something else (state below) 30%  30%  [ 8 ]
Total votes : 27

Demolisher Cannons - What to do?

 Post subject: Demolisher Cannons - What to do?
PostPosted: Fri Jul 27, 2007 2:47 pm 
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Ehm....sofar i remember only one battlerport featuring Vindicators (me against siegemasters). So how about writing a battlereport with Vindicators to show their effectivity and your view how it should be usesd?


On another note: for the new WH40k Apocalypse multiple Vindicators can cokbine their shot to gain a very big template. And their siege shells then are capable to destroy any terrain features (not only bunkers as usual).
What about a specialrule that 2 Vindicators can combine their two shots to a single MW4+ shot and 3+ Vindicators to single MW4+TK(1) shot?

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 Post subject: Demolisher Cannons - What to do?
PostPosted: Fri Jul 27, 2007 3:00 pm 
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On another note: for the new WH40k Apocalypse multiple Vindicators can cokbine their shot to gain a very big template. And their siege shells then are capable to destroy any terrain features (not only bunkers as usual).
What about a specialrule that 2 Vindicators can combine their two shots to a single MW4+ shot and 3+ Vindicators to single MW4+TK(1) shot?


WH40k's Apocalypse rules are largely designed to increase the speed of play.

In the example you cite above, normally you'd have to place the template, measure to see if it's in range, scatter it, then check to see who's hit, then roll to make attacks... and you'd have to do it three times.

Apocalypse just says 'okay, let's speed things along... you get only one shot, but it's super-big!'.

In other words, it's an abstraction of the cumulative effect of three Vindicators firing, and it isn't a mechanism that should be replicated in Epic.

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 Post subject: Demolisher Cannons - What to do?
PostPosted: Fri Jul 27, 2007 3:22 pm 
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I know but the destroyng of terrain features is new.

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 Post subject: Demolisher Cannons - What to do?
PostPosted: Fri Jul 27, 2007 3:28 pm 
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If starship bombardments don't damage buildings, then Vindicators won't either. :D


Apocalypse is an arcade game... while some of the new unit types will be worth looking at, a lot of the rest is just mechanisms to make 40k games run faster.

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 Post subject: Demolisher Cannons - What to do?
PostPosted: Fri Jul 27, 2007 3:47 pm 
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Hey but only because in previous edition buildings where deathtraps for infantry :)

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 Post subject: Demolisher Cannons - What to do?
PostPosted: Fri Jul 27, 2007 4:09 pm 
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I want to come back to this if I may Blarg.


No problem.

In your system, are you only taking the dice rolls into account in isolation of each other then?

I'm not entirely sure of what you're asking about, so let me give this response. ?What I do is calculate what the number of hits would be for one turn's worth of firing from each weapon system, modified by the range of the weapon. ?Once that is done I aggregate everything together for the unit.

It seems to me that you're not applying any modifiers for hulls with multiple shots (Ie: Predators), to take into account that although there may be the same statistical probability of getting 1 hit... Predators also have a truely infinitely higher probability of getting 2 or occasionally 3 hits each.

It seems to me you're not taking this possibility into account in your model?

First off, even though the Predator has multiple weapons it is not statistically assured to get at least one hit unless you are only firing at infantry. ?(3 shots that have a 33.333% chance to hit infantry = 100% chance to hit infantry. ?Of course this is merely statistics, your dice rolls might be skewed from turn to turn such that you might get no hits one turn and 2 hits the next.) ?If this were something like the Gatling Blaster titan weapon, where you have 4 shots and a 50% chance to hit something then statistically you should be averaging 2 hits per turn.

Infinitely higher probablility of getting 2 or occasionally 3 hits each?!?!? ?Technically, yes, you are correct, but that is a twist of logic. ?Since the Predator has a very small chance of getting 2 or more hits in a single turn and the Vindicator has zero chance of getting more than 1 hit in a single turn, you get the situation that something divided by zero = infinity. ?But you are looking at it from a single turn basis. ?By doing that you are trying to glean statistical significance from a sample size that is nowhere near big enough for consideration. ?In our discussion where we are trying to use some statistical information to compare the overall effectiveness of different units we should look at things from a multi-turn perspective.

In my opinion your statistic of "Predators also have a truely infinitely higher probability of getting 2 or occasionally 3 hits each" gives credence to the quote from Mark Twain: "There are three types of lies: Lies, Damn Lies, and Statistics." ? :D ?:D

But hey, let's run the to-hit numbers. ?Since we don't know what kind of target the Predator Destructor will have we will average the to-hit probabilities together, as I did in the earlier statistical analysis. ?The autocannon has a 25% ((33.333% + 16.667%)/2) chance to hit something. ?One of the heavy bolters has a 16.667% ((33.333% + 0.00%)/2) chance to hit something. ?To get both the autocannon and the heavy bolter to both hit on one turn you have a 4.167% (25% of 16.667%, or .25 x .1667 = .041667) chance to hit 2 things. ?If you want to have all three weapons hit then you have a 0.694% (25% of 16.667% of 16.667%, or .25 x .1667 x .1667 = .0069444) chance to hit 3 things. ?The chance to score at least one hit against something is 48.333% for the Predator Destructor, compared to 58.333% chance to hit something for the Vindicator. ?(Remember that the reason why the weapons for both tanks are pretty close in firepower is because the autocannon has a longer range than the other weapons, boosting the Predator Destructor's scoring.)

Now here is where you are probably going to say "But since we know that the Predators's weapons are better against infantry we will always use them against infantry." ?A dangerous assumption to make, but for the sake of intellectual curiosity we'll run those numbers also. ?The autocannon has a 33.333% chance to hit infantry. ?One of the heavy bolters has a 33.333% chance to hit infantry. ?To get both the autocannon and the heavy bolter to both hit infantry on one turn you have a 11.111% (33.333% of 33.333%, or .333 x .333 = .111) chance to hit 2 infantry. ?If you want to have all three weapons hit then you have a 3.703% (33.333% of 33.333% of 33.333%, or .333 x .333 x .333 = .037037) chance to hit 3 infantry.

Also, I'm interested to see what the numbers say when Predators and Vindicators both Sustain.

A quick mental guesstimate gives Predator Destructors a 50%-60% edge in firepower (And even applying the Ignore Cover bonus to Vindicators, they don't have a hope of closing the capability gap).

OK, let's run the to-hit numbers with an additional 16.667% added in to represent the +1 to hit bonus. ?Since we don't know what kind of target the Predator Destructor or the Vindicator will have we will average the to-hit probabilities together, as I did in the earlier statistical analysis. ?For the Predator Destructor the autocannon has a 41.667% ((50.0% + 33.333%)/2) chance to hit something on Sustain. ?One of the heavy bolters has a 25% ((50% + 0.00%)/2) chance to hit something. ?To get both the autocannon and the heavy bolter to both hit on one turn on Sustain orders you have a 10.417% (25% of 41.667%, or .25 x .41667 = .1041667) chance to hit 2 things. ?If you want to have all three weapons hit on Sustain orders then you have a 2.604% (25% of 25% of 41.6667%, or .25 x .25 x .41667 = .02604) chance to hit 3 things on Sustain orders. ?The chance to score at least one hit against something while on Sustain orders is 91.667% for the Predator Destructor, compared to 75% chance to hit something for the Vindicator.

But all of that is just to-hit, and not firepower which takes into account range and Ignore Cover. ?

The Vindicator has the Demolisher Cannon, which has a 30cm range and an AP2+/AT3+ rating on Sustain orders, and the Ignore Cover special ability. ?You average the to-hit probabilities, 83.333% against infantry and 66.667% for armored vehicles, to a 75% chance of hitting something. ?Multiply the probability to kill something by the number of 15cm increments the range of the weapon has, 2 (30cm/15cm increments = 2) by the 75% chance of hitting something to get a 150%-brackets number. ?To factor in the Ignore Cover special ability we'll multiply the final number by 1.16667 giving a final 175%-brackets number.

The Predator Destructor has an autocannon, which has a 45cm range and a AP4+/AT5+ rating on Sustain orders, and two Heavy Bolters which have a 30cm range and a AP4+ rating on Sustain orders. ?The autocannon has a 41.667% chance of hitting something on Sustain orders. ?Multiply this by the 3 range brackets it can reach and you get the number 125%-brackets. ?The heavy bolters have a 25% chance of hitting something on Sustain orders. ?Multiply this by the 2 range brackets they can reach and you get the number 50%-brackets. ?Add all three weapon's numbers together and you get 225%-brackets.

Compare the 2 numbers: 175%-brackets for the Vindicator and 225%-brackets for the Predator Destructor and you see that the Vindicator has 77.77% as much firepower as the Predator Destructor. ?(Or, in other words, the Predator Destructor has a 28.57% edge in firepower.)

Considering the Space Marine's emphasis on moving I don't think that this is a worthwhile analysis, but it is interesting to see how going on Sustain benefits the tank with a higher number of weapons.





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 Post subject: Demolisher Cannons - What to do?
PostPosted: Fri Jul 27, 2007 4:24 pm 
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Since the Predator has a very small chance of getting 2 or more hits in a single turn


It's what, 33% reduced by two thirds?

So, 11% of the time, a single Predator will get 2 hits.

Statistical insignificance in your combat model is 5%, no?

So, 11.1% of the time, 4 Predators will generate 8 hits, all else being equal.


That is, as I mentioned, yet another thing that the Vindicator is incapable of. Infinitely so. :D


"There are three types of lies: Lies, Damn Lies, and Statistics."  

Wasn't that Disraeli?


*Looks it up*

Ah, Mark Twain was quoting Disraeli.


But since we know that the Predators's weapons are better against infantry we will always use them against infantry.

Apart from noticing that you also gave 11.1% just beneath this quote, I wanted to say that I've been assuming AP attacks for Predator Annihilators & Vindicators alike during this stats debate.

I think aggregating attack types (AP/AT) is a big mistake, as Epic has a strong paper/scissors/stone element to the system.

It would be better to generate power stats for AP and AT seperately, IMNSHO.

That way we could also have the stats for a Predator Destructor, and would be enabled to make a meta-analysis (heh) of its utility in a wider context (Flexibility as traded for firepower)





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 Post subject: Demolisher Cannons - What to do?
PostPosted: Mon Aug 13, 2007 1:21 pm 
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Interesting convensation. There are many good arguments on both sides.

Personally I dont like MW on Vindicator. In addition it would reflect to other armies in unwanted ways as pointed out.

I would drop its price and give it walker. Walker would be for the role of the vehicle. Price drop would be for the restricted usability and lack of range and speed compared to other units. Firepower has been proven equal on certain situations but role, speed and range keep them from being as useful as many other units in army. Vindicators are useful if SM player retains and assaults after them, othervise those are assaulted or shot to pieces as those go too close to enemy. Of course being a back-guard is a role, points-sucking-useless role. That is really restricting. EpicA is all about ranges and tactics and Vindicators wont make the cut. If you want vindicators to be seen, you have to make those attractive.

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 Post subject: Demolisher Cannons - What to do?
PostPosted: Mon Aug 13, 2007 2:42 pm 
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At 250pts, you could buy 4x Devestators, with Transports... which are still superior in speed, firepower, firefight, close combat, number of shots, manueverability, etc.

I remain in the camp of MW4+. It gives the Demolisher Cannon a definite role.





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 Post subject: Demolisher Cannons - What to do?
PostPosted: Mon Aug 13, 2007 2:48 pm 
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(Evil and Chaos @ Jul. 27 2007,16:24)
QUOTE
Since the Predator has a very small chance of getting 2 or more hits in a single turn


It's what, 33% reduced by two thirds?

So, 11% of the time, a single Predator will get 2 hits.

Statistical insignificance in your combat model is 5%, no?

So, 11.1% of the time, 4 Predators will generate 8 hits, all else being equal.

Thats not true. The chance of 4 Predator Tanks doing 8 Hits will be 11%*11%*11%*11% which is something like 0,01 to 0,02%  :D

The chance of 3 predators doing such a miracle is higher but under your 5% insignificance.

Sorry but your conclusions start with the wrong numbers.





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 Post subject: Demolisher Cannons - What to do?
PostPosted: Mon Aug 13, 2007 3:01 pm 
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Your numbers look wrong to me Soren, though I'm not mathematician enough to prove it.


Additionally, you only need to achieve 5 hits with your four Predators (A quite common occurance, statisitically), to outperform those four Vindicators (Which have to be very lucky in order to get only four hits).

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 Post subject: Demolisher Cannons - What to do?
PostPosted: Mon Aug 13, 2007 3:18 pm 
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My numbers take into count:

- Every Predator has to do 2 hits.
- Chance for 2 hits is 11% (I did not recalculate this)
- So if every predator does two hits, the numbers have to be multiplied to get the chance 4 Predators out of 4 get two hits.
- I took not in count that if a predator does 3 hits, another predator only needs 1 hit. Looking at the numbers this event is sure unter 1% and multiplied there is no real reason to get this added up.

I?m pretty sure that I?m right but I will take any slapping by everyone who proves me wrong   :blush:





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 Post subject: Demolisher Cannons - What to do?
PostPosted: Mon Aug 13, 2007 3:50 pm 
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On average, 4 Predators firing in AP mode will generate 4 hits every time they fire, with the potential to generate more.


29.6% of the time, 4 Vindicators will generate 3 AP hits.
19.7% of the time, 4 Vindicators will generate 4 AP hits.


In other words, only once out of every five firing events will the Vindicator formation equal the average four hits of a Predator formation.

Every so often, a Predator formation will generate 5 or more hits, further seperating it in power from the Vindicator.

And that's leaving aside the lower range and slower speed of the Vindicator, both of which will require more Double actions (And even worse to-hit ratings).



The Vindicator is frankly dismal when compared to the Predator (Which is itself a sub-par tank).





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 Post subject: Demolisher Cannons - What to do?
PostPosted: Mon Aug 13, 2007 4:07 pm 
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Agreed. SM do not lack AP shots so a Destructor will not draw the same attention than the Annihilator. (at least in whole formation thinking)

BUT:

The Destructor would excel as an support tank for Infantry, not in separate units but as an attachment (which is the logical use of it). I would not tweak on them If I could take them instead a Vindi for my Tacticals. Pretty sure they are worth their points in this role.

The Vindi on the other side does not fit into my thinking of usage, at least with this weapon configuration.

So I thought over and maybe this could be an idea:

Give him 1BP, 30cm Ignore cover. THIS is the role they really excel. blasting Infantry in short distance out of cover. It would act more like a short barreled artillery piece. (which it is actually)


Further Step: DISALLOW them as upgrade to hinder players laying barrages with 1 BP.

I think this would give them a real job in the list, shilouette against any other tank in the list and not rival Whirlwind because of much higher range and completely different tactica usage.

With 1bP weapon I also have no problem with speed 20cm.

my 0,002 cent

Soren





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