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The Electors' Forum / Missile bearing state troops vs. Leadbelchers
« on: May 07, 2012, 03:04:23 AM »
A crazy comparison, I know! But let's just say that this week I had a 4 hour plane trip and forgot to bring a book... inflight magazine Sodoku will only take you so far.
So there I was flying over Nebraska and Iowa, as I always do, making up army lists in my head and trying to figure out what I would do with missile troops, besides the detachment+soulfire+helpit+cannonshot situation. Why did they have to make an already marginal choice a full point more? Why couldn't they be more like my leadbelchers? So, I started making the comparison.
I was thinking about the unit of 4 leadbelchers I like. With a musician they come in at 182 points. But dang, if it doesn't turn out that 20 crossbowmen or handgunners comes in at... 180 points. Not an endorsement of one or the other mind you, just a comparison with some interesting wins going to the state troops.
So how does 182 points of leadies compare to 180 points of state troops?
- The leadies get 4-24 shots, averaging 14 shots per turn. The state troops always get 20 shots. Advantage: State Troops
- The leadies have BS3, like state troops, but can move up to 6" and shoot without paying a penalty. Because they can move and shoot, and also because they stand a chance of contributing more to your own combat resolution than your opponents in combat, leadbelchers are a lot more likely to be in short range when they fire. State troops can give up the -1 AP for a 30" range, but can't move and shoot. Advantage: Leadbelchers.
- Leadbelchers cannot stand and shoot, state troops can. Advantage: State troops
- Leadbelchers are S4, T4, A3 W3. In combat... well, I'll just stop right there. Advantage: Leadbelchers
- On Panic: Leadbelchers have 12 wounds to the state troops 20 and both have LD7. But everytime the leadbelchers lose a single ogre, they're up against the panic check. Furthermore, the leadbelchers are frequently outside of the Inspiring Presence and Hold Your Ground bubbles because of all the more important, large footprint units that are occupying that space. Meanwhile, the state troops can use the LD of the parent unit, usually 8 or more. Advantage: State Troops.
- On Buffs: The leadbelchers when buffed by Gut Magic can become ferocious combat machines, and they can become more survivable and therefore, shoot longer. The state troops can gain benefits from a parent unit that aren't as good over all, but the possibility of flaming attacks alone makes me say... Advantage: draw.
- Leadelchers are special choices, state troops are core. Advantage: state troops.
So, overall, I do think the leadbelchers are quite a bit better. In truth, the leadbelchers are still among the first things to get pared down or go completely when I build and ogre list. But this comparison has led me to believe that our state missile troops have their uses, albeit limited and that the 9 point price tag isn't totally absurdly out of line with the leadbelchers for comparison's sake. It may be completely absurdly out of line with the Empire fluff and with the effectiveness of BS based shooting though.
So there I was flying over Nebraska and Iowa, as I always do, making up army lists in my head and trying to figure out what I would do with missile troops, besides the detachment+soulfire+helpit+cannonshot situation. Why did they have to make an already marginal choice a full point more? Why couldn't they be more like my leadbelchers? So, I started making the comparison.
I was thinking about the unit of 4 leadbelchers I like. With a musician they come in at 182 points. But dang, if it doesn't turn out that 20 crossbowmen or handgunners comes in at... 180 points. Not an endorsement of one or the other mind you, just a comparison with some interesting wins going to the state troops.
So how does 182 points of leadies compare to 180 points of state troops?
- The leadies get 4-24 shots, averaging 14 shots per turn. The state troops always get 20 shots. Advantage: State Troops
- The leadies have BS3, like state troops, but can move up to 6" and shoot without paying a penalty. Because they can move and shoot, and also because they stand a chance of contributing more to your own combat resolution than your opponents in combat, leadbelchers are a lot more likely to be in short range when they fire. State troops can give up the -1 AP for a 30" range, but can't move and shoot. Advantage: Leadbelchers.
- Leadbelchers cannot stand and shoot, state troops can. Advantage: State troops
- Leadbelchers are S4, T4, A3 W3. In combat... well, I'll just stop right there. Advantage: Leadbelchers
- On Panic: Leadbelchers have 12 wounds to the state troops 20 and both have LD7. But everytime the leadbelchers lose a single ogre, they're up against the panic check. Furthermore, the leadbelchers are frequently outside of the Inspiring Presence and Hold Your Ground bubbles because of all the more important, large footprint units that are occupying that space. Meanwhile, the state troops can use the LD of the parent unit, usually 8 or more. Advantage: State Troops.
- On Buffs: The leadbelchers when buffed by Gut Magic can become ferocious combat machines, and they can become more survivable and therefore, shoot longer. The state troops can gain benefits from a parent unit that aren't as good over all, but the possibility of flaming attacks alone makes me say... Advantage: draw.
- Leadelchers are special choices, state troops are core. Advantage: state troops.
So, overall, I do think the leadbelchers are quite a bit better. In truth, the leadbelchers are still among the first things to get pared down or go completely when I build and ogre list. But this comparison has led me to believe that our state missile troops have their uses, albeit limited and that the 9 point price tag isn't totally absurdly out of line with the leadbelchers for comparison's sake. It may be completely absurdly out of line with the Empire fluff and with the effectiveness of BS based shooting though.










Ugh, I guess old habits die hard, right?