Today has some rather special preamble.
After 75 posts and almost 3,600 page views this blog turns 1 year old
today. But enough of that, I'll write about that after I've got to
the topic at hand, so you don't have to wade through it in order to
get to the juicy Chaos Analysis. Today's serving, the last of the
Heavy Support choices. Havocs. Now, I said that I'd try and keep
these posts shorter, but this one is going to be of longer length,
for 2 reasons.
1: I think that the Heavy Support slot
is one of the most important slots at the minute. 6th
edition is a shooting game, and this is where most of the shooting
is, so I need to do it justice in finishing, so prepare for
mathhammer and in depth analysis here. 2: It's the blog's birthday,
and I want to provide a good contrast between the posts now, and the
posts last year. So enough rambling, let's get on with it.
Havocs. How is the unit as a whole
outside of the context of the force org slot and army? There were 2
things that immediately caught my eye when looking at this entry. The
first was that Havocs can take up to 10 men, the second was that they
have a lower base cost per model than a Long Fang. I'll break these
down a little more.
There is a little bit of a down side to
taking more than 5 Havocs, only 4 models per squad can take heavy
weapons, so additional models may not take them. This isn't really
such a bad thing. Sure, it's nice to have the guns, and so you're
probably never going to max out the squad size, but it's nice to have
those ablative wounds. I'm going to be comparing the Havocs to Long
Fangs a lot here because it's what I know, and what I do is I put the
Long Fang pack leader at the front of my squad, just to absorb the
first wound for me so that I don't lose a precious Missile the first
time I fail a save. Here, you don't need to do that, meaning that you
can bury your Aspiring Champion at the back and keep hold of that
Ld9. I don't think that a few points away from 15 is too bad to safeguard your heavy
weapons. I'd only take 1 or 2 meatshields though.
So, base, they cost less than a Long
Fang, and you aren't forced to give them heavy/special weapons.
Although not doing so would probably be silly. Now for just shy of
100pts you could take 5 Havocs with Flamers, and lob them up the
field in a transport burning things. But that's a pretty fragile
unit, and a waste of a Heavy Support choice when other units can do a
similar thing, so I wouldn't take the flamer.
The Heavy Bolter works out as making
the Havoc wielding it a few points more expensive than a Long Fang,
but this is null and void as I don't really rate the Heavy Bolter.
Just a quick breakdown of why. Can it hurt vehicles? Anything more
heavily armoured than a Rhino, no. and it still needs 6s to glance
those. Can it hurt heavy infantry (power armour)? 3 shots, 2 hit, 1.3
wounds. 0.4 go through. Not great either. Hordes. 3 shots, 2 hit, 1.3
wounds vs Orks, 1.6 wounds against Tyranids/ Heavy Bolter. The
remaining 28/29 aren't really going to care.
Meltaguns, suffer from the same problem
as the Flamers, same with the Plasma gun, you might as well take
advantage of those heavy weapons. Then we have the Lascannon, quite a
bit cheaper than the Long Fangs equivalent. And considering that I do
use Lascannons on my Long Fangs, I'd honestly say that this choice is
worth thinking about for some low AP goodness.
I have skipped over a couple of choices
here. These are the two that I think are most interesting. The
Autocannon and the Missile Launcher. The Missiles on the Havocs
essentially provide the best piece of anti-flyer that Chaos have. I'm
not going to mention the Heldrake, as that's for frying backfield
shooty units and things like that. The only possible anti-flyer on it
is the vector strike and giving up the Baleflamer for a twin linked
autocannon and a lower BS and that's not particularly fearsome.
What you're essentially getting with
the flakk missile is a single shot autocannon with skyfire. So let's
compare on a point for point basis which is better overall, the flakk
missile launcher, or the autocannon. So, just as a round number, for
roughly the same number of points I can get 4 flakk missile launcher
toting Havocs and 6 Autocannon Havocs, with the havocs being a bit
cheaper. When I say a bit I mean double figures but not enough to get
another Havoc in. I know that the squad size and the number of heavy
weapon toting models isn't legal but this is just for mathematical
purposes. Anyway, prepare yourself for a huge amount of maths.
Autocannon is up first.
Infantry/Monstrous Creatures:
Vs Termagants: 8 hits, 6.6 wounds, 6.6
killed.
Vs Ork boyz: 8 hits, 6.6 wounds, 6.6
killed.
Vs Sisters of Battle: 8 hits, 6.6
wounds, 2.2 killed.
Vs Space Marines: 8 hits, 6.6 wounds,
2.2 killed.
Vs Plague Marines: 8 hits, 6.6 wounds,
1.46 killed.
Vs Wraithguard: 8 hits, 5.3 wounds,
1.77 killed.
Vs Wraithlords: 8 hits, 1.3 wounds, 0.4
wounds removed.
Vehicles:
AV10: 8 hits, 1.3 glancing hits, 4
penetrating hits.
AV11: 8 hits, 1.3 glancing hits, 2.7
penetrating hits.
AV12: 8 hits, 1.3 glancing hits, 1.4
penetrating hits.
AV13: 8 hits, 1.3 glancing hits, 0
penetrating hits.
AV14: 8 hits, 0 glancing hits, 0
penetrating hits.
AV10 flyer: 1.3 hits, 0.11 glancing
hits, 0.33 penetrating hits.
AV11 flyer: 1.3 hits, 0.11 glancing
hits, 0.22 penetrating hits.
AV12 flyer: 1.3 hits, 0.11 glancing
hits, 0.11 penetrating hits.
I told you it'd be quite extensive.
Missile Launcher up.
Infantry/Monstrous Creatures
Vs Termagants: Assuming 2 hits per
blast due to large nature of squad, 8 hits, 5.3 wounds, 5.3 killed.
Vs Ork boyz: Assuming 2 hits per blast
due to large nature of squad, 8 hits, 4 wounds, 4 killed.
Vs Sisters of Battle: Krak Missile, 2.6
hits, 2.2 wounds, 1.83 killed (remember shield of faith).
Vs Space Marines: Krak Missiles, 2.6
hits, 2.2 wounds, 2.2 killed.
Vs Plague Marines: Krak Missiles, 2.6
hits, 2.2 wounds, 1.48 killed.
Vs Wraithguard: Krak Missiles, 2.6
hits, 2.2 wounds, 2.2 killed
Vs Wraithlords: Krak Missiles, 2.6
hits, 1.3 wounds, 1.3 wounds removed.
Vehicles:
AV10: Krak Missiles, 2.6 hits, 0.43
glancing hits, 1.73 penetrating hits.
AV11: Krak Missiles, 2.6 hits, 0.43
glancing hits, 1.3 penetrating hits.
AV12: Krak Missiles, 2.6 hits, 0.43
glancing hits, 0.87 penetrating hits.
AV13: Krak Missiles, 2.6 hits, 0.43
glancing hits, 0.43 penetrating hits.
AV14: Krak Missiles, 2.6 hits, 0.43
glancing hits, 0 penetrating hits.
AV10 flyer: Flakk Missiles, 2.6 hits,
0.43 glancing hits, 1.3 penetrating hits.
AV11 flyer: Flakk Missiles, 2.6 hits,
0.43 glancing hits, 0.87 penetrating hits.
AV12 flyer: Flakk Missiles, 2.6 hits,
0.43 glancing hits, 0.43 penetrating hits.
They are actually quite evenly matched,
they each beat each other on stats against each of the variables
mentioned an equal number of times. The only slight subjective result
being the AV13 ground targets, which I gave to the Autocannon. The
Autocannons will remove more hull points but the Missiles are more
likely to get penetrating hits. All in all, the Autocannon is more
effective up to the points where you reach Marines then the start to
balance out and the tougher you get the bigger the lead Missiles get.
So, if you know that you're going
against durable troops and vehicles with flyers, take the Missiles.
If not go for the Autocannons. But I'm not going to leave that there.
The conclusion should not be on a tailoring method for which weapon
to take. Both units have their benefits, but of the two, I'd take
Autocannons. Yes the Missile Launchers have duality and can hurt
anything to some degree but every time you lose when that's quite a
lot of points, so you'll want to then add a lot of extra men to the
squad to eat bullets.
Plus, if you end up facing an army that
maybe you're Missile Launchers are not so effective against, you'll
have a lot of points standing around not fulfilling their full
potential, whereas if the Autocannons are not fulfilling their
potential at least you haven't pumped a huge amount of points into
them. You could say that there'll always be something that the
Missiles can hurt but that's not the case with Autocannons, but I'd
disagree, so long as your opponent's army does not consist solely of
AV14, then they can at least do something, however minimal.
I'm going to quickly round this part of
the post off, because it's 2:00am, meaning that technically this blog
was 1 year old yesterday, but it doesn't matter because this'll show
up as posted on the 13th because the blog's clock is
messed up. But anyway, the rest of the wargear.
Close combat weapons. No, they aren't
going to end up in combat often enough to justify this points cost.
Special Weapons on the Champion. No,
they're short ranged and he's not going to get to use them.
Gift of mutation. Fun, but random so
from a competitive standpoint those points want to be going into
reliable upgrades.
Melta Bombs on the Champion. Never
going to use them, no.
Marks: Khorne, no, for the same reasons
as the close combat weapons. Tzeentch, no, doesn't really do much for
the Havocs. Nurgle, maybe, T5 Havocs are going to be tough to shift.
Slaanesh, no, for the same reason as the Khorne Mark, which is odd as
they hate each other.
Icons. I wouldn't take them, you don't
want to make these squads too expensive.
Veterans of the Long War. Yes, it's
really cheap on this squad and it's a good safeguard against running
away.
That last bit was quick, but now down
to the big question. Are they the best shooty choice in the Heavy
Support section. Right now, I'm going to have to say yes, simply
because of their low points cost, and they can keep using the same
weapon twice in a row, so you don't have an Obliterator moment of,
'oh, if only I had fired a different weapon last turn'. However,
that's not to say that Obliterators are bad. At the minute, I'm
thinking that if you really want to load out on the shooting go for 1
squad of Havocs with Autocannons, 1 with Missiles with Flakk and 1
squad of Obliterators, pending playtesting.
That's all for the Heavy Support
section, which means that now all that is left are the Special
Characters and the Elites choices (I say all). So, I'll try and get
down to that as soon as possible. Hopefully tomorrow/today. On to the
blog reminiscing!
PS. If any of the maths are wrong
please notify me, I'm currently brain fried right now and I'd like to
look like a guy who can't count for the least possible amount of
time. Thanks in advance.
There were a few main reasons for me
getting into blogging. One of them was as kind of a trail that I left
that I could look back on as I delved into the hobby, with the
terrible post titles and the rather egotistical battle reports. This
was mainly spurred on by the fact that I had attended my first
tournament a couple of months previously.
A year later, I have attended 3 more
tournaments, including my first doubles, and am really enjoying them,
with my 5th tourney and 2nd Throne of Skulls
coming up in January. I'm also partaking in a league now, which is
something that I hadn't really considered before, and although we're
only 2 games in I'm quite pleased with my performance thus far. All I
can say is that without all of the support that this blog has
received in the past year, I probably wouldn't have been as motivated
to delve as deeply into the hobby as I have done.
So incoming nostalgia, I'd especially
like to thank all of the Overlords forumites that created, signed up
to, and allowed me to partake in the blogroll. It has really helped
this blog to grow and has shown me some more great blogs to read. I
would seriously recommend checking them out, I read them all and they
all put out fantastic content. You can find them on the right hand
side of the page under the title of 'Underlings Blog List' or
something along those lines, you may have to scroll up a bit though,
I'm approaching 2,500 words in this post right now. Matt from Power
Armoured Metal has been a big help in recent weeks too, his blog is
on the right hand side of the page at the top. Another quality blog
there.
The final point is where do I see this
blog going? Now although I do like to talk about myself, and
chronicle my journey through the hobby, I'm trying to cut back on
that. What I'm planning on doing is just a quick summary of recent
happenings at the top of posts when I have something to say, but
these will not be the main focus. Instead, the focus of this blog is
going to be producing content that you will hopefully find
interesting.
A good example of this is the Chaos
Analysis series, which is something that everyone in 40k could find
useful rather than just being me rambling on about my experience
which, I now understand is not very interesting. On a selfish point
for this, I actually find it really useful to do these unit
breakdowns. It gets me thinking in depth about individual units and
how I can see them working on the tabletop, and helps to give me a
better grasp on the army. Here's an example; since the Chaos Codex
came out, I have played 10 games against it. I have won 8 of them,
lost 1 and drawn the remainder. A record I'm quite pleased with. I'm
not keeping count, I just remember these things.
Anyway, last thing, I'd also like to
thank everyone that reads this blog for their continued motivation
and support. Without you reading this, I probably wouldn't still be
posting. Thanks again.
1 and a half hours and 2430 words.
2:20am at the time that I finished writing. Still, I have a day off
tomorrow.