Wednesday, November 30, 2011

How destructive are Tesla Destructors?

We know about Tesla Destructors, and we know that they can be spammed (by my count you can fit 9 into 1500 points, although you start to look a bit unbalanced...). But how destructive are they really? Can you rely on them to break a wall of Rhinos, Razorbacks or Chimeras?



I've (math)hammered out the probabilities of damaging these vehicles, based first on the probability distribution for the number of hits (curiously, even though the expected value for a twin-linked Tesla Destructor is 5 1/3 hits, you are much more likely to get either 4 or 6 hits), and then using the binomial distribution to assess the probability of scoring one or more of a given damage result, or better.

Waffle out of the way, here is the graph.


Forgive the garish colours, but the hippie look at least makes it easier to read :P

The first thing you should notice is that even against AV 12, there is a >80% chance of doing some kind of damage, and against AV 11 or 10 the odds are >90%.

Secondly, the odds of destroying a vehicle skyrocket with open-topped - which is to be expected, since the open-topped damage bonus cancels the AP - damage penalty. In fact, there is much the same chance of destroying open-topped AV 12 as normal AV 11. Make sure your Imperial Guard opponents know how much they are putting their Chimeras at risk by opening the hatch!

Thirdly, even against enclosed AV 12, there is a 60% chance of achieving a stun or better. Therefore, you are reducing their ability to return fire, reducing their ability to move, or both. Have Scarabs on standby for stuns and immobilisations - and we know that scarabs eat stationary vehicles for breakfast - and suddenly the Tesla destructor is looking very destructive indeed!

So now you know. A battery of twin-linked Tesla Destructors will be quite happy to stall the advance of your opponents transports, and more than likely happy to barbecue whatever is in them, too. Get out there and start wrecking.

Oh, and shoot a Chimera with an open hatch in the side, for me!

2 comments:

  1. I wouldn't say it's that unbalanced. It seems to me its one of the most well rounded weapons in the game. Of course it has problems with av14 but all your troops can still glance the crap out of any vehicle. And just one round with some scarabs can make it susceptible to all your guns on the field. I'd say for 2000 points I might take 12 of them, an overlord with a war scythe and command barge to crack open some av 14 wich I assure you would most probably be ignored when there is 12 destructors on the field with various flavors and 3 large groups of scarabs.

    It seems like an excellent strategy but I hate it... It doesn't really do much else except beat the DE at their own game. Screw you splinter cannons! When you kill my dedicated troop transport my units go to reserve! Of course that might be the only time I would field a monolith so I can get them right into battle when they come on the board.

    ReplyDelete
    Replies
    1. I guess I like infantry too much to load out exclusively on tesla destructors... a foible of mine, I know :)

      Definitely the command barge + warscythe complements the detructors beautifully, with the gauss glance as back-up. Of course it sucks to try and take an objective only to find your troops walking on from the board edge (or dead if you don't have another turn :o ), but taking the mono drops your destructor count...

      Its a cool codex. Lots of choices like that. Still not sure how my DE will go against it.

      Delete