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As one of my HQs, the Duke has become a staple in all of my lists. His ability to give me free deepstrikes is invaluable. But what I've really been wondering recently is what troop is best to put the Duke with. Normally I deepstrike him in with a squad of 9 Warriors armed with Splinter Rifles. However, I decided to test the other option I've been thinking about, which is a squad of Kabalite Trueborn armed with Shardcarbines. Mainly, I wanted to see just how much of a difference he would make in giving the squad extra wounds, thanks to his 3+ wounding instead of 4+s. Here's the results I got after rolling ten sets of dice.
EDIT: This test was done under the misconception that Splinter Racks would work with Shardcarbines; they do not, so these are skewed. Re-rolling the test now without, and it actually is changing the outcome of this dramatically.
Trueborn w/o Duke - Trueborn with Duke
8 - 17
10 - 15
15 - 15
10 - 18
18 - 19
14 - 14
10 - 19
13 - 14
13 - 20
11 - 15
As you can tell just by looking, the results show a rather one-sided victor: Even with the absence of one of the Shardcarbines for a spot for the Duke, the amount of wounds were increased dramatically. On average, the normal squad would do 12.2 wounds from the tests: with the Duke, 16.6. This is also NOT taking into account his blast pistol. I think this also shows how good splinter racks are; without them, these numbers wouldn't be nearly as high.
Just thought this would be helpful information for people debating how to deploy the Duke; i plan on rolling more when I'm not as tired as I am now, and I will update this list at that point. If anyone has any comments on the tests or on the troops themselves, please let me know
Last edited by vishra; November 15th, 2010 at 03:08.
duke is a beast no doubt, im wondering myself how to feild him, i just feel that to max out his potential you have to follow an outline of sorts you know lots of CD choices and warriors as wracks dont really benifit much from his abilities. deepstriking is really cool but how reliable is deepstrike anyways? i will definatly try him out as my troops are gonig to be warriors/wytches anyways but well see.
I've been deepstriking him with a squad of 9 warriors, so that late game they can storm an objective. I've yet to actually have a deepstrike actually go badly, so no problems there.
It looks good but splinter racks don't let you re-roll shardcarbines, only splinter rifles and pistols.
I haven't used him yet but i'm thinking about adding him to a raider heavy army depending on whether or not you can assault out of them if u use his rule to deep strike instead of retrofire jets
Was working from an old file of the codex, don't have the actual one. Though SR were all splinter weapons, my mistake.
Personally i'd run the duke with a reasonable sized squad (say 8 ) with 2 splintercannon is a good plan for cost versus effectiveness. As much as I like shardcarbines they do eat up points quickly so include them if they fit into your army (I guess they would if the duke is your defacto HQ).
Maybe get a dracon in there with a venom blade to give the unit a little edge in CC (it allows you to use them more aggressively) and you've got a nice unit that pumps out silly amounts of gunfire for a reasonable cost.
What do you all feel is more effective: 10 splinter rifle re-rolling misses, or 10 shardcarbines not re-rolling? Mathematically, it should come out to 7.5 wounds either way, meaning it would be more cost-effective to use the base splinter rifle.
Shardcarbines have an 18" range on the move, splinter rifles have a 12" range. Shardcarbines have the advantage then if the math works out to both having 7.5 wounds.
The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed
As someone pointed out, Splinter Racks only work with Splinter Rifles and Splinter Pistols, not Shardcarbines. The 7.5 wounds is figuring a squad of 10 Trueborn with Shardcarbines firing 30 rounds. They hit on 3+, so 20 shots hit, then 4+ is 10 wounds. Splinter Rifles should hit about 13 the first time, another 4 or so will statistically hit, so about 17 shots, wounding on 4+ means 8.5 wounds. So now that I don't do it in my head, Shardcarbines should wound more, as well as being assault instead of rapid fire. Yay for writing math out instead of doing it in head! lol.
I'll edit OP so there is no more confusion.