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 Post subject: Battlesuit Weapon Statistics
PostPosted: Jun 22 2009 06:27 
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Well, after a couple hours of calculations, sparked by some requests in this thread, I have compiled a list of battlesuit weapon statistics. I have added on explanations near the beginning to explain how one could use the given data to calculate these statistics. Enjoy.

Code:
How to calculate a weapon's kills               
Weapon Kills * BS multiplier * cover multiplier (if applicable) = number of kills
For a Multiple weapon unit, do the above process multiple times.
All Multipliers are taken from the below charts
To find the points per kill, divide the cost of the weapon, model, or unit by the wounds it inflicts               
               

BS            1       2       3       4       5
Multiplier    0.17    0.33    0.50    0.66    0.83

BS            6       7       8       9       10
Multiplier    0.86    0.89    0.92    0.94    0.97

Cover Save   2+     3+     4+    5+     6+
Multiplier   0.17   0.33   0.5   0.67   0.83

Example: A BS4 Shas'El Helio fires at a Terminator squad hiding in cover (4+ save) from 12" away. We multiply a plasma rifle's kills versus a TEQ in rapid fire range (1.66) by the Shas'El's BS multiplier (.83) by the Terminator's cover multiplier (.5). We then repeat the process for the fusion cannon. It's kills (.83) times the BS multiplier (.83) times the cover multiplier (.5). We then add these two results, getting 1.03 +.34, or 1.37. We can then divide the model's cost (97 points) by its kills (1.37) to determine the points-per-kill (70.8).

How to calculate twin linked               
   (1-multiplier) x multiplier + multiplier = twin linked multiplier           
   Change BS multiplier to twin linked multiplier in the top equation           

Example: A BS4 Shas'Ui with twin linked plasma rifles fires at a unit of marines from 24" away. We first must determine the twin linked multiplier. This is done by multiplying 1-the original multiplier (1-.66 =.33) and multiplying that number by the original multiplier (.66*.33=.22). We then add that number to the original multiplier (.22 + .66) to get the new twin linked multiplier (.88). After this is done, we can solve the equation as normal, multiplying the twin linked multiplier (.88) by the weapon multiplier (.83), which will yield the total kills (.73).

How to calculate twin linked template weapons
   (1-multiplier) x multiplier + multiplier = twin linked multiplier           
As you can see, it is the same equation for normal twin linked, except that the multiplier used is the weapon multiplier instead of the BS multiplier.
Example: A Shas'Ui with twin linked flamers fires at a team of GEQs, covering 5 with his template. Fist off, we find the twin linked multiplier. This is done by multiplying 1-the original multiplier (1-.66 =.33) and multiplying that number by the original multiplier (.66*.33=.22). We then add that number to the original multiplier (.22 + .66) to get the new twin linked multiplier (.88). Lastly, we multiply this twin linked multiplier by the number of models under the template (5) to get the total kills (4.4).


   Battlesuit Weaponry kills (assuming all shots hit, and no cover saves are present, to determine the exact number of kills, use the above equations)           

Weapon:   Airbursting Fragmentation Project      *multiply given number by number of models under template                     
   Armor Save           
Toughness   6+   5+   4+   3+   2+
      1    0.83 0.83 0.420 .280 .14
      2    0.83 0.83 0.42 0.28 0.14
      3    0.67 0.67 0.34 0.22 0.11
      4    0.5 0.5 0.25 0.17 0.09
      5    0.33 0.33 0.17 0.11 0.06
      6    0.17 0.17 0.09 0.06 0.03
      7    0.17 0.17 0.09 0.06 0.03
      8 N/A
      9 N/A
     10 N/A

Weapon:   Burst Cannon           
   Armor Save           
Toughness   6+   5+   4+   3+   2+
     1      2.5 2.5 1.25 0.83 0.42
     2      2.5 2.5 1.25 0.83 0.42
     3      2.5 2.5 1.25 0.83 0.42
     4      2   2   1   0.66 0.33
     5      1.5 1.5 0.63 0.5 0.25
     6      1   1   0.5 0.33 0.17
     7      0.5 0.5 0.25 0.17 0.09
     8      0.5 0.5 0.25 0.17 0.09
     9 N/A
     10 N/A

Weapon:   Cyclic Ion Blaster           
   Armor Save           
Toughness   6+   5+   4+   3+   2+
      1     4.17 4.17 4.17 1.93 1.38
      2     3.33 3.33 3.33 1.67 1.25
      3     2.09 2.09 2.09 1.39 1.11
      4     1.67 1.67 1.67 1.11 .97
      5     0.83 0.83 0.83 .83 0.83
      6     0.83 0.83 0.83 .83 0.83
      7  N/A
      8  N/A
      9  N/A
      10 N/A

Weapon:   Flamer      *multiply given number by number of models under template     
   Armor Save           
Toughness   6+   5+   4+   3+   2+
      1     0.83 0.83 0.42 0.28 0.14
      2     0.83 0.83 0.42 0.28 0.14
      3     0.67 0.67 0.34 0.22 0.11
      4     0.5 0.5 0.25 0.17 0.09
      5     0.33 0.33 0.17 0.11 0.06
      6     0.17 0.17 0.09 0.06 0.03
      7     0.17 0.17 0.09 0.06 0.03
      8   N/A
      9   N/A
     10   N/A

Weapon:   Fusion Blaster           
   Armor Save           
Toughness   6+   5+   4+   3+   2+
      1      0.83 0.83 0.83 0.83 0.83
      2      0.83 0.83 0.83 0.83 0.83
      3      0.83 0.83 0.83 0.83 0.83
      4       0.83 0.83 0.83 0.83 0.83
      5       0.83 0.83 0.83 0.83 0.83
      6       0.83 0.83 0.83 0.83 0.83
      7       0.66 0.66 0.66 0.66 0.66
      8       0.5  0.5  0.5  0.5  0.5
      9       0.33 0.33 0.33 0.33 0.33
     10      0.17 0.17 0.17 0.17 0.17

Weapon:   Missile Pod           
   Armor Save           
Toughness   6+   5+   4+   3+   2+
      1     1.66 1.66 1.66 0.55 0.28
      2     1.66 1.66 1.66 0.55 0.28
      3     1.66 1.66 1.66 0.55 0.28
      4     1.66 1.66 1.66 0.55 0.28
      5     1.66 1.66 1.66 0.55 0.28
      6     1.33 1.33 1.33 0.44 0.22
      7      1   1   1   0.33   0.16
      8     0.66 0.66 0.66 0.22 0.11
      9    0.33 0.33 0.33 0.11 0.06
     10    0.33 0.33 0.33 0.11 0.06

Weapon:   Plasma Rifle         *Double the numbers when within 12"   
   Armor Save           
Toughness   6+   5+   4+   3+   2+
       1  0.83 0.83 0.83 0.83 0.83
       2   0.83 0.83 0.83 0.83 0.83
      3   0.83 0.83 0.83 0.83 0.83
      4   0.83 0.83 0.83 0.83 0.83
      5   0.66 0.66 0.66 0.66 0.66
      6   0.5  0.5  0.5  0.5  0.5
      7    0.33 0.33 0.33 0.33 0.33
      8    0.17 0.17 0.17 0.17 0.17
      9   0.17 0.17 0.17 0.17 0.17
     10  N/A


*edited for formating issues *

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Weapon Statistics


Last edited by leatherback on Jul 03 2009 08:00, edited 5 times in total.

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 22 2009 06:43 
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leatherback :
Thank you for your effort. I just have one small suggestion: the columns don't line up on your tables. I fixed the first two for you to kind of give you an idea of how much easier it is to read by just making sure that things line up. I noticed that you used tabs to space over as well; when I make tables, I count out spaces to guarantee that they always line up. Such are the vagaries of using the [code] tag...

Again, thank you for your effort, and thanks for making this an even better resource for Tau players.
- Shas'Vre SpartanTau

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 23 2009 01:10 
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Thankyou I'll have to print this off for when I'm debating what to shoot at :). It also makes me think the dice gods love me :D.

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 23 2009 03:33 
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Thank you leatherback!

Just so I understand, the numbers in the tables are the numbers after you rolled for to wound and assuming you hit with all shots?

You spend an enormus amount of time on those number and I'm gratefull. But I'm going to ask you if you could add an example of a twinlinked weapon. I'm not sure how that works
leatherback wrote:
(1-multiplier) x multiplier + multiplier = twin linked multiplier Change BS multiplier to twin linked multiplier in the top equation

Thanks in advance.

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 23 2009 05:43 
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Yami Kero: For a twin linked weapon, you roll to hit as normal - this is the "+ multiplier" part. To work out how many of the re-rolls then hit, you need to take the number of misses (1 - multiplier), and then multiply it by the multiplier. That should give you the fraction of shots that will hit for a twin linked weapon. I hope that makes it a little clearer.


Leatherback: Nice work, and fairly well explained and presented!

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 23 2009 07:23 
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I've found only one problem with it so far, and that is the Cyclic Ion Blaster entry. I don't think you have accounted for the pseudo-rending on it. For example, on Toughness 6, the chance to wound should be identical across the board. The only chance to wound is on a 6, which therefore ignores armor saves.

Other than this, you still have a couple of columns that don't quite line up, but it's all still readable.

Hope this helps.

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 24 2009 01:13 
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Quote:
I've found only one problem with it so far, and that is the Cyclic Ion Blaster entry. I don't think you have accounted for the pseudo-rending on it. For example, on Toughness 6, the chance to wound should be identical across the board. The only chance to wound is on a 6, which therefore ignores armor saves.


I did take into account the rending. However, you are right about the mistake on Toughness 5 & 6 models. I will go over my data and attempt to figure out what numbers are wrong. Once done with that, I'm going to add a couple examples of how to calculate the kills with various variables (BS, twin linked, cover saves, multiple weapons, and whatever else I can think of).

Everyone:
Thanks for all the feedback.

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 24 2009 01:26 
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leatherback wrote:
I did take into account the rending. However, you are right about the mistake on Toughness 5 & 6 models. I will go over my data and attempt to figure out what numbers are wrong. Once done with that, I'm going to add a couple examples of how to calculate the kills with various variables (BS, twin linked, cover saves, multiple weapons, and whatever else I can think of).

Feel free to use my numbers and work for the CIB here if it will help your corrections! It might make things a little easier.

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 24 2009 01:40 
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I'm a little confused about the twin-linked stats. For twin-linked BS 4, would it be 0.66 x 0.66 + 0.66? I'm confused, because that equals over 1. You can't get more than 1 hit from 1 shot!
Also, how would I work out Twin-Linked Flamers?

It would be 0.667 + (1 - 0.667)*0.667. The second term is for the rerolled misses. - ST


Last edited by lightning on Jun 24 2009 01:58, edited 1 time in total.

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 24 2009 01:48 
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M'yen Shi:
Thanks for the link. After factoring in the BS, our tables match up :D

Lightning:
I think you misread it slightly. Its (1-.66) *.66 + .66. The 1-.66 is to figure out the chance of missing the initial shot, and the *.66 is the chance of you making the re-roll. Add the chance of making the re-roll to the chance of making the original shot and you get the new chance of hitting.

A thought just occurred to me. These charts would be very helpful to anyone trying to play PsyBomb's Diceless 40k variant.

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 24 2009 02:36 
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Thanks! This chart is really helpful. I've actually used it to figure out the average kills for almost every unit in my army against GeQ, MeQ and TeQ. For a Heatwave suit, would I just double the number? I'm not really sure how to figure out twin-linked flamers... :sad:

Apart from that, though, a huge thumbs-up from me!


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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 24 2009 03:01 
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Twin linked flamers are done similarly to normal twin linked weapons. For example, you would take the chance of wounding, say, a GEQ (.66). Then you would subtract that number from 1 (1-.66 = .33), multiply that by the original chance of wounding (.67 * .33 = .22), and add that to the original chance of wounding (.66) to get the new chance (.88). Then, to get the total amount of wounds, you would multiply that number by the amount of models under the template. I think I will add this to the article.

Also, does anyone know the average number of models that can be fit under a flamer template and a large blast template? It would make comparing the AFP and flamer to other weapons much easier.

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: Jun 24 2009 03:16 
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If I'm sneaky about it then usually I can fit about 6-7 Space Marines underneath one flamer template. If they see you coming though, usually they'll spread out and I can only get about 4 or so under there. That's what I like about a 3-man Heatwave squad; it's hard not to get caught under one of the three templates.


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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: May 27 2010 04:14 
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Seeing as how this topic covers how accurate weapons are I want to add a statistic that shows what weapon platform is best suited. (I got 'Vre permission to 'revive' this topic)

I wanted to find out if a XV'8 'Ui, Team Leader 'Ui with TA, 'Vre with TA or 'El with TA is the best weapon platform. I also added a PosRel'O Fireknife for reference.
My premise: what unit is point wise the most cost effective?
My goal: to find out what unit can generate the most wounds per point with the Fireknife VS MeQ as example.
Code:
Numbers are rounded down/up at 3 digits.
The formula:((PR Shots*BS*Wounds)+(MP Shots*BS*Wounds*Save))/Unit Cost

Shas'Ui (62)
PR:1*0.5*0.833=0.416
MP:2*0.5*0.833*0.333=0.277
Unsaved Wounds (USW):0.416+0.277=0.693
'Ui:0.693/62=0.01118

Shas'Ui TL (77) and Shas'Vre (82)
PR:1*0.667*0.833=0.556
MP:2*0.667*0.833*0.333=0.370
USW:0.556+0.370=0.926
'Ui TL:0.926/72=0.01202
'Vre:0.926/82=0.01130

Shas'El (97) PosRel'O (122)
PR:1*0.833*0.833=0.694
MP:2*0.833*0.833*0.333=0.462
USW: 0.694+0.462=1.156
'El:1.156/97=0.01191
'O:1.156/122=0.00948

Conclusion:
'Ui TL: 0.01202
'El:    0.01191
'Vre:   0.01130
'Ui:    0.01118
'O:     0.00948


Surprisingly a Shas'Ui TL is the most cost effective and not, what I thought, a Shas'El. Of course the differences are small but in low point games you need every edge you can get. Purely statistical you should fill you Elites slots first with 'Ui TL's and then start filling the HQ slots with El's and Vre's.

I'm not a math expert but I think that any configuration against any opponent would have wielded similar results. Not the same numbers but the same % differences.

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Last edited by Yami Kero on May 27 2010 05:30, edited 3 times in total.

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: May 27 2010 04:41 
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You say you are using a fireknife suit configuration against MEQs, but I am a little unclear about exactly what you are showing. Is this the kill-to-points ratio for one weapon, both weapons, or something else. Also, for the TL 'Ui, which weapon did you twin-link?

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: May 27 2010 05:30 
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I edited the post a little bit make it a bit clearer.

Quote:
My goal: to find out what unit can generate the most wounds per point with the Fireknife VS MeQ as example.

Quote:
Code:
Conclusion (wounds per point):
'Ui TL: 0.01202
'El:    0.01191
'Vre:   0.01130
'Ui:    0.01118
'O:     0.00948


I also edited the intro a bit to show that it should be a Team Leader 'Ui, not a Twin-Linked 'Ui. I'm used to designate Twin-Linked as TWL. ;)

I hope this clears things up.

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 Post subject: Re: Battlesuit Weapon Statistics
PostPosted: May 27 2010 07:37 
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Ah, thanks. It reads through much more clearly now, and makes for a much more even comparison. I'll agree, it is interesting that the Team Leader is the most cost effective - still not that helpful if you want a team of 3 though. :P

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