Monday, March 21, 2011
2+ armor saves struggle against two things at range: low AP and high volumes of fire. This gives me two ideas.
1) Increase the amount of low AP fire in my army. I can do this by switching around a few weapons and putting a lascannon or plasma cannon in each dev squad.
2) I can add another unit of devs and a 5 man squad of assault marines at the cost of my vanguard vets. This would increase my volume of fire by allowing me to have 3 units of 4 missiles and piling up wounds and hoping for 1s to roll out eventually. It would cost me my vanguard vets, which I loathe as they are really useful for jumping in and tying up units to support my army.
I kind of like option 2 the best because it beefs up my model count and against armies that don't have a ton of 2+ armor saves, it makes my ranged fire against armor fairly nice. There is nothing like throwing out 12 S4 templates into an eldar, imperial or orc mob to start the pain. Just ask my Space Wolf army.
Both options will eventually win out over 2+ armor saves, low AP weapons will more regularly remove models, but usually don't shoot as much. High volumes of fire hit more, but don't negate armor, so both options, in my mind, bear the same results. Is there anyone out there who has done the stats work to give me some help? I like how the army played and think I had a good control of the game, though I decided to play it safe instead of trying to throw my army against his in a risky maneuver. So, the army has lots of potential and I think I can wrap my head around it. I just need to work out this long range fire problem. Thanks for your help.