Mathfight - Plasma Rifle vs Grenade Launcher on St. Trooper Aug 1, 2019 21:32:09 GMT
Post by jason on Aug 1, 2019 21:32:09 GMT
Quick run down on weapon choices. This is my first analysis as it is a fairly simple one [same range and upgrade cost]
Given that the to-hit is the same for both weapons on the given unit [and the HE Grenade only has 1 to-hit roll], I am going to ignore the hit chance step and only look at the wound chance.
Save Fail % -> chance that the Target Defense fails a defense roll against the indicated attack
Avg wounds -> average wounds that make it through the Defense roll
Min 1 wound % -> chance that at least 1 wound makes it through the Defense roll
Note: all data points are rounded to 2 decimal places (IE HE Grenade min 1 wound chance for 6+ less then 1, but close enough to round to it)
|Plasma||AT Grenade||HE Grenade|
|Target Unit Save||Save Fail %|
Min 1 Wound %
|Save Fail %|
Min 1 Wound %
|Save Fail %||Avg Wounds||Min 1 Wound %|
From this we can see that HE grenades are always better then AT grenades (always more likely to wound) and better then Plasma except for the target defense of 2+ situation were you only need to get 1 wound through - which for Firefight only appears to be relevant for a stunned unit - otherwise the extra wounds appear to either rack up extra 'wound markers' or the second one is then hitting a stunned unit which means death. What I don't like about this situation is that, from a mathematical point of view, there isn't an trade of between the 2 weapons or 2 ammo types here, I would like to see some more trade offs between weapons beyond just cost/effectiveness.
I will note that v2.3's wound notes indicated/implies that all wounds from a single attack were treated as a group and could only collectively stun or knock out (roll a die for all and take the worst). I also had to go digging through the long form rules for GF to get the 6 always succeeds, which I would consider to need to be part of the short list of rules. It is unclear on version 2.4 if a multi-wound attack which of the following should happen -> 1) apply all the wound markers and roll 2x, 2) unit dies (if first stuns, second auto kills from stun), 3) apply a wound marker, then roll... repeat until all have been rolled for, if no deaths show up -> stunned, 4) apply all the wound markers then roll 1 die for each wound, 5) apply 1 wound markers, roll 1 die for each wound, apply remaining wound markers - Every one of them will have slightly different outcomes. I think I will go with #4 from that list until clarified.
If you have any other Mathfight comparison that you would like me to do, let me know and I can see about doing it.