Tuesday, November 23, 2010

Djinni-ous

Previously I looked at the slightly mad idea of taking the Djinn Blade, and started wondering how it stacked up against the other common weapons. Now, I'll have a look at how much flailing needs to happen before an opposing independent character can be taken out of action, thus charging the soul trap and transforming the limp rhubarb of S3 to the brutally sharp knife of S6.

So what is the probability of taking out an independent character or monstrous creature with repeated application of limp rhubarb?

The table below summarises the probability of inflicting sufficient unsaved wounds to remove a character, of 2 or 3 starting wounds.



Clearly the Husk Blade is the best at nailing multiwound characters, since this is what it was designed for. Of interest is that the Djinn blade has a higher probability of doing enough damage to kill compared to the agoniser, against T4, and not against T5+. Again, the purpose of the agoniser is to reliably wound high toughness opponents, so this is no surprise. It suggests that there is a narrow window around T3/T4 where the Djinn blade is optimal against Rank and File, and serviceable against independent characters. Notwithstanding the concomitant risk.

For the curious, even though the Djinn Blade has a lower expected return against T4 opponents than the agoniser, it has a higher chance to inflict 2+ wounds than the agoniser in the same circumstances. It also has a higher chance to bomb out completely, hence the lower expected return.

Of course, the comparison is hardly flattering to the imprisoned genie. An agoniser is generally better against a broad range of opponents, and a Husk Blade is much better at offing independent characters and monstrous creatures. Why would you bother with trapping your foes essence in a blade of not so much utility?


Empowered

Djinn Blade Husk Blade
Drug vs T <> vs T <>
Fleet/+1WS 4.26 3.33
+1S 4.26 3.33
+1A 4.81 3.89
reroll wounds 4.97 3.89
Fcharge 4.26 3.33


That's why. An expected return of over 4 wounds per charge round, against any foe with T<5, or <6 if furious charge or +1S drugs are enabled.

Of course, if you are willing to spend a few more points, there is the third way. Equip with your choice of agoniser or Husk blade, and take the Djinn Blade along for the ride. As it stands, it is a wargear item, meaning that you can equip one other special weapon and still have a pistol for the bonus attack. Use the other weapon to charge the soul trap, then switch to the Djinn Blade to start reaping the other ranks.

And if you do bet the Devil your head, hope your shadowfield pulls through!

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