Wednesday, October 20, 2010

Optimal Loadouts: DE Warriors

I've been thinking a lot about optimal loadouts for warriors. There's a thing I like to do when weighing multi-variable options where I rank each piece of each option and then, generally speaking, the option with the lowest total is the best; alternatively, the option with the lowest average rank. So with that in mind, thinking about maximum efficiency in general, let's see what we can see:

  Cost 36"Lance 18"Lance SX SX(max) Bodies
5Warr+B 55   1 4 8 5
-Venom+SC 65     12 12 1
TOTALS 120 0 1 16 20 6
RANK 1 3 1 1 2 2
RNK TOT 10
10Warr+DL 105 1   9 18 10
-Raider+5++ 75 1       1
TOTALS 180 2 0 9 18 11
RANK 3 1 2 3 3 1
RNK TOT 13
10Warr+SC 90     13 24 10
-Raider+5++ 75 1       1
TOTALS 165 1 0 13 24 11
RANK 2 2 2 2 1 1
RNK TOT 10
10Warr+B+DL 120 1 1 8 16 10
-Raider+5++ 75 1       1
TOTALS 195 2 1 8 16 11
RANK 4 1 1 4 4 1
RNK TOT 15

With this, the best option becomes pretty obvious. Our ranking tells us that both the 5Warrior+Blaster+Venom and the 10Warrior+SC+Raider options are the best, however, the better choice of the two is obviously the 10 warriors in the raider. Not only does it have twice as many bodies, it has the added benefit of having its lance weapon both longer range and on a vehicle. Additionally, there is always the option of adding a blaster to the group to increase the lance count. This would make the points go up and the SX shots go down, shifting the rankings to put it in second and bumping the 5man-venom squad into third. In a few weeks when I realize how awesome blasters are, it's going to be a great option.

The ranking helps me to sort through things in a little bit easier manner, but it is important to pay attention to unranked factors as well. For example, mobility is important in 40k and is always something to consider. If the 10Warriors+DL+Raider option was able to move a full 12" without losing any of its firepower, but none of the other options could, then it might be something to keep in mind when choosing what you're going to field. Even if it came in third in the ranking, the fact that it was so much more mobile might be enough to make it the most desirable option.

In this case, it just so happened that mobility doesn't really change anything with both our top choices being able to move a full 12" without losing any firepower, but this may not always be the case. Forunately for us, it just makes our choices that much easier this time.

Duality is a word that gets thrown around a lot by competitive and casual folks alike. (competitive usually because it is good list-building, and casual as a term to describe units approvable by WAAC jerks) I just want to point out that this sort of analysis is not about duality at all. You may often find that the most dualitious option is the one that ranks the highest, but in general this is about sheer efficiency. Not necessarily making sure that every warrior squad can deal with multiple threats, but just trying to determine how to get your squads the most toys for the smallest cost.

After doing this, I have decided that my squads will be 10Warriors+SC+Raider. At least until I can play some games with them and realize that mathhammer analyses don't work and it's actually a completely different "inferior" build that works the best. Ah well, I mostly do it for the enjoyment of the activity anyways*.

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* - I mostly do mathhammer for the fun that I derrive (tee hee) from it, but I also think that it has some merit on the tabletop. Maybe not as much as some people believe, but certainly more than others. Comparing 2 units against each other in a vacuum is a silly task, but trying to analyze expected outputs for various wargear or loadout options can be a pretty reliable method for determining which you should use.**

CML vs AssCans on Wolf Guard, for example. Do some quick math and you'll see that against armour the AssCan just about always is the "better" option, but not by a huge amount. Same thing against troops. This may make you think the AssCan is better, but what it really shows you is that it isn't that much better for the significantly reduced range and the fact that it can't ID S4. Looking at the overall picture the numbers represent, and not just the numbers themselves, makes the CML the obvious choice. (oh, how I still do love AssCans though)

It is a dream of mine to play a game of 40k in which every decision is made strictly by statistical analysis. Every movement option, every shooting option, everything. Generally speaking, maintaining good target priority will accomplish essentially the same results, but I think it would be cool to be able to reduce everything to statistical calculations. Maybe build a computer program out of it. It may not be any good at real 40k, but I think I could make it work for Vassal. If I were much smarter than I am, and had much more time and/or ambition on my hands, that might make a pretty sweet thesis project.

** - Statistically, 9 harlequins with kisses will kill a full squad of marines without taking any casualties on the charge. (without hit and running they will kill 7 their turn, take no casualties, and then kill the remaining 3 in the SM's assault phase) This doesn't mean that a single squad of harlies can beat a whole army of space marines, but if I need 20 extra points for something else it might help to know that I can take 9 instead of 10 without really sacrificing very much.

1 comment:

  1. Wow...you are kinda godly. Thanks for doing it so we don't have to!

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