[Efficiency] Kroot: Sniper Vs Pulse Round

Articles by commanders from Prior Phase Expansions. Worthy historical datacores.
User avatar
Aun Tier
Por'Vre
Por'Vre
Posts: 400

[Efficiency] Kroot: Sniper Vs Pulse Round

Post#1 » Mar 01 2014 09:00

Kroot Efficiency: Sniper Vs Pulse (When To Use Which Round)





Image

*Image credit to BrotherOstavia from DeviantART.



With the arrival of C:TE3, we have been swamped with a plethora of new rules, gadgets and gizmos. In amongst all of this, we as a community have been striving to find the best use for all of these new options. This article is designed to assist in the most efficient use of one new piece of wargear – Kroot Sniper Rounds. In particular; when to use them.
Note: by 'Pulse Rounds', I am referring to Kroot Rifle Pulse Rounds as listed in the Weapons Profile section of C:TE3, opposed to Pulse Rifles.

When I saw the cheap upgrade to sniper rounds in the Kroot entry, my initial thought was “Awesome!” But, when I began to use them in battles, I struggled to decide precisely when to snipe. Some of the issues I faced were; ‘Am I better off potentially ignoring armour, or wounding on a three plus?” or “Am I better off Rapid Firing, or using the Sniper Rounds?”.

As a fore note; although a large factor in this decision is the freedom of movement, I am only focusing on the pure statistics of damage caused in each situation. When deciding whether to move however, these results can be used to weigh the differences in potential damage with the resultant danger to the Kroot themselves.

The following variables have been analysed:
- Sniper Rounds Vs Pulse Rounds.
- Variable Toughness.
- Variable Armour Save.
- Variable Range.
- Variable Cover and Invulnerable Saves.
- Variable Ballistic Skill.
- Vehicular Targets.


The Article is divided into five sections:
- General.
- Cover and Invulnerable Saves.
- Ballistic Skill.
- Vehicular Targets.
- Quick Reference Sheet.

The statistics I present are based upon a 10 man Kroot Carnivore Squad (with only the Sniper Rounds upgrade), shooting at variable opponents at variable ranges. The first section (General) deals with no cover saves or invulnerable saves. The second section (Cover and Invulnerable Saves) expands to deal with variable cover and invulnerable saves over certain common enemies (Geq, Neq, Meq & Teq). The third section analyses Ballistic Skills between 1 and 5 against both No Cover or Invulnerable Save targets and 5+ Cover or Invulnerable Save targets. The final section (Vehicular Targets) analyses the comparison between the two rounds against vehicles of Armour Value 10, 11 or 12.
It should be noted that the Sniper Rounds also have access to the special rules listed in the ‘Sniper’ entry of the USR section of the Rulebook. Additionally, sniper Rounds are subject to different movement restrictions to Pulse Rounds. Whilst these factors will affect the decision of which mode to fire in, they are not discussed here.
Truth was flame against a sleeping lake of petrol.

User avatar
Aun Tier
Por'Vre
Por'Vre
Posts: 400

Re: Kroot Efficiency: Sniper Vs Pulse Round

Post#2 » Mar 01 2014 09:03

General:





Range: 12” – 24”


At this range, each model will only fire a single shot. The only advantage of the Pulse Rounds at this range is the ability to wound low toughness models more easily. Conversely, the Sniper Rounds have the benefits of wounding high toughness models more easily, and can potentially ignore armour thanks to Rending.

Image

Image

Image

Image

Image


AS (-) or (6+):
Shooting against enemies of T3 or lower, the Pulse Rounds are superior.
Shooting against enemies of T4, both rounds are equivalent.
Shooting against enemies of T5 or higher, the Sniper Rounds are superior.

AS (5+):
Shooting against enemies of T3 or lower, the Pulse Rounds are superior.
Shooting against enemies of T4 or higher, the Sniper Rounds are superior.

AS (4+):
Shooting against enemies of T2 or lower, the Pulse Rounds are superior.
Shooting against enemies of T3, both rounds are equivalent.
Shooting against enemies of T4 or higher, the Sniper Rounds are superior.

AS (3+):
Shooting against enemies of T1 or T2, both rounds are equivalent.
Shooting against enemies of T3 or higher, the Sniper rounds are superior.

AS (2+):
The Sniper Rounds are always superior.

Additionally:
Shooting against enemies of T5 or higher, the Sniper Rounds are always superior.
Shooting against enemies of T8 or higher, the Pulse Rounds are ineffective.


Range: 0” – 12”


At this range, the Rapid Firing of the Pulse Rounds becomes pivotal. The Sniper Rounds still maintain their previous advantages. The Pulse Rounds maintain their previous advantages, in addition to producing more shots.

Image

Image

Image

Image

Image


AS (-), (6+), (5+):
Shooting against enemies of T5 or lower, the Pulse Rounds are superior.
Shooting against enemies of T6 or higher, the Sniper Rounds are superior.

AS (4+):
Shooting against enemies of T4 or lower, the Pulse Rounds are superior.
Shooting against enemies of T5, both rounds are equivalent.
Shooting against enemies of T6 or higher, the Sniper Rounds are superior.

AS (3+):
Shooting against enemies of T4 or lower, the Pulse Rounds are superior.
Shooting against enemies of T5 or higher, the Sniper Rounds are superior.

AS (2+):
Shooting against enemies of T3 or lower, the Pulse Rounds are superior.
Shooting against enemies of T4 or higher, the Sniper Rounds are superior.

Additionally:
Shooting against enemies of T3 or lower, the Pulse Rounds are always superior.
Shooting against enemies of T6 or higher, the Sniper Rounds are always superior.
Shooting against enemies of T8 or higher, the Pulse Rounds are ineffective.


Range: 24" - 30"


Move towards the enemy, and use Pulse Rounds (and hope there's nothing in the way).


Range: >30”


Shoot something else. If you need to kill it, well, that's a shame, I guess...


Conclusion 1:


Generally; the Sniper Rounds excel against enemies of higher toughness, and of better armour saves. The Pulse Rounds excel against enemies of lower toughness, and of worse armour saves.
Very generally; at Range (12-24”), the Sniper Rounds are mostly superior. At Range (0-12”), the Pulse Rounds are mostly superior.


Common Enemies:


12"-24”:
Geq – Pulse Rounds.
Neq – Sniper Rounds.
Meq – Sniper Rounds.
Teq* – Sniper Rounds.

0"-12”:
Geq – Pulse Rounds.
Neq – Pulse Rounds.
Meq – Pulse Rounds.
Teq* – Sniper Rounds.

*Although Terminators themselves have Invulnerable Saves, recall that these results do not account for Cover or Invulnerable saves.
Truth was flame against a sleeping lake of petrol.

User avatar
Aun Tier
Por'Vre
Por'Vre
Posts: 400

Re: Kroot Efficiency: Sniper Vs Pulse Round

Post#3 » Mar 01 2014 09:04

Cover and Invulnerable Saves:





Range: 12”-24”


When cover and invulnerable saves are accounted for, some major shifts occur in terms of Round supremacy. The major contributing factor to this is the minimised effectiveness of Rending. The same factors still affect the ratio (i.e. lower toughness and armour saves benefits Pulse, and higher toughness and armour saves benefit Sniper), however the Sniper Round’s advantage against better armour saves is reduced.

Image

Image

Image

Image


T3 (5+):
Pulse Rounds are superior regardless of the save.

T4 (4+):
Sniper rounds are superior against saves of (5+) or worse.
Sniper and Pulse Rounds are equal against saves of (4+) or better.

T4 (3+):
Sniper Rounds are Superior against saves of (4+) or worse.
Sniper and Pulse Rounds are equal against saves of (3+) or better.

T4 (2+):
Sniper Rounds are Superior against saves of (3+) or worse.
Sniper and Pulse Rounds are equal against saves of (2+).


Range: 0”-12”


At this range, the increased volume of fire of the Pulse Rounds adds to the decrease in effectiveness of Rending. This creates a further shift in favour of Pulse Rounds.

Image

Image

Image

Image


T3 (5+), T4 (4+) & T4 (3+):
Pulse Rounds are always superior.

T4 (2+):
Sniper Rounds are superior against saves of (6+) or worse.
Sniper Rounds and Pulse Rounds are equal against saves of (5+).
Pulse Rounds are superior against saves of (4+) or better.


Conclusion 2:


The previous generalisations still hold true, however are swayed in favour of Pulse Rounds.


Common Enemies (5+ cover/invulnerable save):


Range 12”-24”:
Geq – Pulse.
Neq –Sniper.
Meq – Sniper.
Teq* – Sniper.

Range 0”-12”:
Geq – Pulse.
Neq – Pulse.
Meq – Pulse.
Teq* - Indifferent.

*The invulnerable save of Terminators is accounted for in this.


Common Enemies (4+ cover/invulnerable save):


Range 12”-24”:
Geq – Pulse.
Neq – Indifferent.
Meq – Sniper.
Teq – Sniper.

Range 0”-12”:
Geq – Pulse.
Neq – Pulse.
Meq – Pulse.
Teq – Pulse.
Truth was flame against a sleeping lake of petrol.

User avatar
Aun Tier
Por'Vre
Por'Vre
Posts: 400

Re: Kroot Efficiency: Sniper Vs Pulse Round

Post#4 » Mar 01 2014 09:05

Ballistic Skill





Ballistic Skill is normally a fairly constant trait in Warhammer 40,000, however playing Codex: Tau Empire, we have access to a very useful piece of wargear that allows us to increase the Ballistic Skill of our units – the Markerlight. In addition to this, Snap Shots have become a significant mechanic in 6th Edition. Because of these factors, Ballistic Skill is an important variable when considering the use of either Pulse or Sniper Rounds.
Note: 'CoIS' refers to Cover or Invulerable Save.

Range: 12"-24" (No CoIS)



At this range, lower Ballistic Skill reduces the difference between Sniper and Pulse Rounds, however at higher Ballistic Skill the difference becomes more pronounced.

Image

Image

Image

Image


Range: 0"-12" (No CoIS)



At this range, lower Ballistic Skill still reduces the difference between Pulse and Sniper Rounds, and higher Ballistic Skill still increases it. However; where Pulse Rounds were superior, the difference is increased, and where Sniper Rounds were superior, the difference is decreased (excepting T4 4+, in which the difference is similar, however Pulse rather than Sniper is superior).

Image

Image

Image

Image

Conclusion 3:



Surprisingly enough, these results show that despite variable Ballistic Skill having an effect on the two firing modes, the previous results remain constant at each BS level. This means that when there is no Cover or Invulnerable Save affecting the target, Ballistic Skill will have no effect upon which firing mode is superior against Geq, Neq, Meq or Teq.

Range: 12"-24" (5+ CoIS)



At this range, lower Ballistic Skill reduces the difference between Sniper and Pulse Rounds, however at higher Ballistic Skill the difference becomes more pronounced.

Image

Image

Image

Image

Range: 0"-12" (5+ CoIS)



At this range, lower Ballistic Skill still reduces the difference between Pulse and Sniper Rounds, and higher Ballistic Skill still increases it. However; where Pulse Rounds were superior, the difference is increased, and where Sniper Rounds were superior, the difference is decreased (excepting T4 4+, in which the difference is similar, however Pulse rather than Sniper is superior).

Image

Image

Image

Image

Conclusion 4:



It would seem that even when considering 5+ CoIS, variable Ballistic Skill does not affect whether Sniper Rounds or Pulse Rounds are most effective. Also, note that as Twin-linking is mathematically equivalent to certain Ballistic Skill values, these results mean that when Twin-linking is at BS1-5, there is also no effect.


Common Enemies:



Identical to previous results.
Truth was flame against a sleeping lake of petrol.

User avatar
Aun Tier
Por'Vre
Por'Vre
Posts: 400

Re: Kroot Efficiency: Sniper Vs Pulse Round

Post#5 » Mar 01 2014 09:07

Vehicular Targets:





The central differences between Pulse and Sniper Rounds versus vehicles are the ability to penetrate and to damage tougher armour. Whilst the Sniper Rounds generally have the advantages here, Pulse Rounds can still apply significantly more shots at close range. Note that cover and invulnerable saves are not included in this section. This is because the Rending of Sniper Rounds (what made these factors relevant against infantry) is not affected by cover or invulnerable saves against vehicles. Therefore, they would have no affect on the intercepts of Pulse and Sniper Rounds.

Image

Image

Image

Note: ‘Hull Depleting Hits’ (HDH) refers to either Glancing or Penetrating Hits. I.e. it is a hit that results in a depleted Hull Point.


Conclusion 5:


Pulse Rounds are incapable of causing Penetrating Hits.
Pulse Rounds are incapable of damaging AV11 or higher.
Sniper Rounds are generally superior barring:
- At Range 0”-12”, Pulse Rounds are capable of producing more HDHs, however Sniper Rounds can Penetrate.
Truth was flame against a sleeping lake of petrol.

User avatar
Aun Tier
Por'Vre
Por'Vre
Posts: 400

Re: Kroot Efficiency: Sniper Vs Pulse Round

Post#6 » Mar 01 2014 09:08

Quick Reference Sheet

Zero88 has kindly provided a quick-reference sheet for the results of the General section.
Note; this information does not account for cover saves or invulnerable saves (including standard Terminator invulnerable saves).
Image

*Image credit to Games Workshop.




Any comments that you wish to make regarding the article can be posted in the Tau Tactics thread.

Relevant Articles and Discussions:
- [Troops] Kroot; Overview of the Kroot as a unit.
- Krootox: The Sneaky Autocannon; Discussion on the benefits of the Krootox-mounted Kroot Gun.

Thank you for taking the time to read through this, and I hope you’ll find it useful in the exploits of your Cadre.

Tau’va.

Regards,
Por'vre Tier.
Truth was flame against a sleeping lake of petrol.

Return to “Academy Archival Datacore”

Who is online

Users browsing this forum: No registered users and 1 guest