|
Post by Permutation Servitor on Mar 7, 2017 15:37:11 GMT
Axis has an abysmal RAT: 2 There are still two Vectors that I would like to make the case for with Axis. Case 1: Cipher I think this is an easy case to make as it has two 4" AOE's that don't need to hit. Flare is great against everyone. Crater works wonders against armies without significant access to pathfinder. Bombardment will depend on whether the enemy has *very* squishy troops or not. But as the song says: 2/3 ain't bad. Case 2: Diffuser I know what you're thinking: Diffuser doesn't have an AOE. This is true. However, it does have Luck which gives a re-roll on missed ranged attacks. With Axis mostly taking a melee force, being able to charge or slam for free, with 2" additional movement is a big deal. It lets you hit harder and farther away. Working out the probabilities, we get this (all to-hit rolls boosted) DEF | RAT 2 (Base)
| RAT 4 (Aim | Flare)
| RAT 6 (Aim + Flare)
| 12 | 86% | 97% | 99% | 13 | 75% | 93% | 99% | 14 | 61% | 86% | 97% | 15 | 45% | 75% | 93% | 16 | 30% | 61% | 86% | 17 | 18% | 45% | 75% | 18 | 9% | 30% | 61% |
So, if you can put a flare in there, you've got some really good odds to get off the shot. If you can flare + aim in the late game, you might be able to tag their caster. Be careful though - Beacon is only per model, so if you boost damage and kill the model, you don't get Beacon!
|
|
|
Post by Korianneder on Mar 8, 2017 13:18:16 GMT
Especially with the theme force giving free attunement servitors I usually bring a diffuser with Axis. It's there to hit heavies so that I can outthreat them. A lucky, boosted, flared shot can connect most of the time against defense 12 or defense 10 heavies.
|
|
|
Post by colobos on Mar 8, 2017 20:03:43 GMT
I love a Cipher with Axis.
Feat + Razor wall + Cipher Rough terrain templates + counter charge are a nightmare to deal with.
|
|
|
Post by PiperMacB on Mar 9, 2017 11:31:12 GMT
No need to discuss - Cipher and Diffuser do have their use in an Axis melee list.
|
|
|
Post by javaman21011 on Mar 10, 2017 2:27:47 GMT
Plus stabbing people with POW 20 piston spikes is fun
|
|
|
Post by themusicalcake on Mar 10, 2017 14:36:20 GMT
On Monday I'm going to be bringing a Conflux with Axis to see how that runs, I'll try to remember to let everyone know how it goes! I figure it'll be decent since it's mostly melee with two diffuser guns, which gives it the benefit of having decent range and amazing melee
|
|
|
Post by danfromchicago on Mar 28, 2017 20:36:38 GMT
I've been running this: conflictchamber.com/#bc1b_-0id8d7d7dndndBd4d9d9dededfdgdgdzConvergence Army - 75 / 75 points [Theme] Destruction Initiative (Axis 1) Axis, the Harmonic Enforcer [+30] - Cipher [16] - Cipher [16] - Conservator [12] - Conservator [12] - Corollary [6] - Diffuser [6] - Inverter [15] - Inverter [15] Attunement Servitors [0] Attunement Servitors [0] Elimination Servitors [3] Reflex Servitors [0] Reflex Servitors [0] Optifex Directive [4] In a game against 2na, an attunement servitor flared a shifting stone, which enabled a diffuser to tag a Pureblood, which enabled an inverter to charge the Pureblood, macropummeler 2na, then meteor hammer her repeatedly. Personally I would hesitate to use a Conflux. It's a lot of points if you're going to largely ignore the main gun
|
|
regleant
Junior Strategist
Sometimes things go right
Posts: 267
|
Post by regleant on Apr 2, 2017 11:24:30 GMT
I think the math is wrong, as it shows a 61% chance to roll a 12 on 3 dice. It should be under 50%. Or am I misreading the table?
|
|
|
Post by PG_AcidOverride on Apr 2, 2017 12:58:57 GMT
You are not misreading the table, but you are not recognizing the roll that the special rule "Luck" plays into your hit chance.
Rolling a 12 or higher on 3 dice is 37.5% (81/216). However, with the Luck Reroll you have to fail twice to fail. The odds of failing are 62.5%. Failing twice is .625^2, or .3906. So the odds of NOT failing twice (succeding a minimum of one time in the two rolls) would then be .6094, or 60.64%, which rounds to 61%
|
|
|
Post by Korianneder on Apr 2, 2017 14:40:28 GMT
You are not misreading the table, but you are not recognizing the roll that the special rule "Luck" plays into your hit chance. Rolling a 12 or higher on 3 dice is 37.5% (81/216). However, with the Luck Reroll you have to fail twice to fail. The odds of failing are 62.5%. Failing twice is .625^2, or .3906. So the odds of NOT failing twice (succeding a minimum of one time in the two rolls) would then be .6094, or 60.64%, which rounds to 61% That's some good math right there.
|
|