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Broadside Maths! (vs Armour)

4244 Views 17 Replies 7 Participants Last post by  Aethelwulf1972
So, in one of the army list threads, someone stated that HRR broadsides were more effective against flyers than HYMP broadsides...

This is not what I expected - I would expect HRR to be more effective against av14 (duh), them to be about level at AV13 and HYMP to be better at av12 and below. HRR is about pens, HYMP is about HP attrition. so I decided to crank out some mathhammer!

I used the calculator found here: http://mathhammer40k.com/shooting/armor

I
've ignored the 'chance to destroy' column because it doesn't seem to take HP attrition into account and is only about penetrating hits (i.e. removing 6HPs was still only 60ish% to destroy)

3 x HRR:

# HitsAVPensGlancesHP Removed% to destroy
2.25101.50.3751.87562.5%
2.25111.1250.3751.553.1%
2.25120.750.3751.12537.5%
2.25130.3750.3750.75018.8%
2.251400.3750.3750%



3 x HYMP:

# HitsAVPensGlancesHP Removed% to Destroy
9104.51.5655.8%
91131.54.542.1%
9121.51.53.023.6%
91301.51.50%
9140000%




So, HYMP is clearly superior at AV12 and below and will destroy things (as expected) with Hull Point attrition

At AV13, HYMP is superior at HP Attrition, but HRR balances this out with the fact that it can penetrate (and therefore straight up destroy it)

And obviously at AV14 HRR out performs - though it can only remove HPs

If you want to consider a jink save (or a helldrake's Inv save), simply multiple each figure by 2/3

EDIT:

How about... broadsides with EWOS shooting at fliers that arrive from reserve (no velocity tracker), relatively common setup for them

HRR:
# HitsAVPensGlancesHP Removed% To Destroy
0.917100.6910.1530.76430.6%
0.917110.4580.1530.69122.9%
0.917120.3060.1530.45815.3%


HYMP:
# HitsAVPensGlancesHP Removed% To Destroy
0.917101.8330.6112.44428.2%
0.917111.2220.6111.83319.8%
0.917120.6110.6111.22210.2%


Statistically speaking, HYMP is 3 times as powerful as the HRR in this instance
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Yeah, I appreciate HYPM dish out good anti AV12< but they are also at a lot more risk. The reason HRR work so well is that they can stay out of range with 2 wounds & a 2+ save. AP1 AT 60" is amazing- something that not many-if any other army has.

HYMP 36" which isn't bad but it puts them in target range to be killed- which they will be. ( happens fairly often, despite cover+ supporting gun line)

HRR are equal to HYMP because they are more durable in the sense that you can hide on the other side of the planet and still shoot a night scythe from the sky with relative ease.
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