A greater than 10% points increase is a lot, and when compared with a 18% decrease to broadsides they have effectively swapped places. I am still wary of the broadsides mobility but at least I run Mont'ka. I love the hammerhead model and prior to the dalaslate I had 2 (2 rail, 1 ion) in my list. I've immediately gone down to 2 but I may have to go further, maybe a skyray and 2 broadsides is I can find the extra 30 points.
I did the math and they are the most efficient anti tank killer if there are no invul saves or sunforge outside melta range. So there has to be a mistake in the video
Fun fact! Sun forged led by farsight within 6 inches while in retaliation cadre and guided by stealth suits have a 96% chance to kill a questoris knight in one round of shooting.
@@jonahbreen8512 I guess in that specific situation it wouldn't but S10 helps against some other T10 or T5 monsters and vehicles. Not sure if AP-5 is ever better than AP-4. Maybe something with a 2+ save, no invuln?
I don't believe this is accurate. You only average about 12ish wounds when including the 5++ and 6+++. You're only 95% likely to get 4 or more wounds onto the thing. Not to say this can't happen, as this happened with me in my first game against knights. My Farsight unit dropped in and my opponent flubbed his invulnerable saves and it was evaporated. Correction: you average 16 wounds and have about a 95% chance to do 5 or more damage
I love the points drop on the Starscythe suits, ran 2 Units of 3 with Burst Cannons and an Enforcer yesterday against nids and they cleared all the horde units out so well
I did the math and against Leman Russ, unguided hammer heads did twice the dmaage on average than sky ray. 50% more if guided by stealth suits They are a bit more efficient than sunfore outside melta range, but blow them out the water when in melta. Seems like hammer heads are the most efficient long range anti big tank. This changes against invul saves where skyray do better.
@@UniquelyAwfulit's really not that swingy unless against invul saves. 2+ to hit and rerolls with stealth suits. Wounds on 2s or 3s against most targets and skipping saves for most targets
@@UniquelyAwful The super-efficient cost per point of hammer heads is really good though. You can one shot a lot of things consistently with stealth suits and hammer heads. Not nearly as consistent with 2 sky rays. typically, things with invulsaves trade that defense for defence anyway. Look at Riptides. Their damage output really isnt that great, but they're really hard to kill with dedicated anti tank weapons.
Thanks for getting this updated analysis out so soon. I assume the pathfinders ion option was without overcharging. I think for 15 points more than strikes they are still better (even before counting the double observing).
I enjoy Farsight in my montka set, particularly for Focused Fire and good ol Overwatch being free now on my Missleknives unit. Not the most efficient I guess but its been fun with my friends
How did you come up with these numbers? HRR Broadsides into that Land Raider profile are 50% at point efficiency vs. a Hammerhead with rails sitting at 81%. The expected damage of an HH with rails is also double that of the HRR at 8. Am I missing something?
I would push back slightly that Farsight is worse in Montka. Now he can do pulse onslaught or counterfire defense for 1CP which may be quite useful. I'm going to test out running him solo in my next couple of games.
Flamer staescythes in retal Cadre absolutely clean house I love them so much. Great damage against anything that's t5 or lower and absolutely wreck shit in overwatch.
I did some checking and hammer should for sure show up. Mayeb you forgot to factor in their +1 to hit and single reroll of hits or wounds With guiding they hit vehicles on a 2+ and wound many on a 2+ and also no saves due to the huge AP. They should be more efficent than sunforge outside melta range against Russ tanks. Which is huge considering they have range 72 and the enemy cant command reroll a save due to 5 AP ignore cover.
Strike teams being above breachers vs tsangors means something is wrong with the math. Breachers hits on 3/2, strikes on 4/3. Breachers might get RR wounds.
I need to check on the hammerheads (might have been an error caused by removing longstrike), but certainly the riptides didn’t rank well. Riptides have other benefits though