I’m sure this has been brought up before but I wanted to run some numbers on Assault Marines fighting Hordes, especially in light of the new stuff from First Founding. I’ve thought AMs and other meleeists suffer against Hordes compared to ranged fighters, given how much easier and cheaper ranged modifiers stack – most dependable melee modifiers are derived from Talents (Hatred comes to mind foremost), while Ranged modifiers are more about rate of fire and distance from the target. Both melee and ranged get size mods, obviously. Regardless, the AM in my group has dealt nowhere near the damage as the Dev (and rightly so in some ways - they were Rank 1) so I wanted to see how he might improve at higher Rank and/or if there is a melee build that can compete with Devs or even high-BS bolterspec Tacmarines in slaying Hordes.
The build proposed is extreme, and obviously optimized. Less optimized builds will therefore have worse damage results. As a side note, it’s interesting that the degree of optimization needed to create a Horde-killing AM is much higher than that needed for a Dev that kills Hordes even faster.Devs need Req; AMs need XP.
Here is a quick rundown of relevant equipment, talents, and builds for this model. The optimum build appears to be an Ultramarine Tyrannic War Veteran Assault Marine dual-wielding power weapons who’s taken Thunder Charge as an Elite Advance. Thunder Charge is necessary to get additional attacks (as I read it, it’s additional attacks, NOT additional hits – this is key unless I derped hard) against a Horde and Tyrannic War Veteran is necessary to be able to parry (and therefore Counter-Attack) Horde attacks (parrying Hordes is available to Tyrannic War Veterans through a Talent).
Equipment/Actions:
- Power weapon: +1 hit per attack
- Death is Joy Armor History: +1 hit per attack
- Attacking: +1 hit per 2 DoS on the attack roll
Relevant Talents:
- Lightning Attack + Two-Weapon Wielder (Melee): 4 attacks per round (3 w/on-hand, 1 w/off-hand, all made at -10 WS)
- Thunder Charge: +(1d5+1) unarmed attacks to a Horde when Charging, prior to resolving Charge damage
- Counter-Attack: after parrying, free attack at -20 WS
- Wall of Steel: gain an additional parry Reaction
- Preternatual Speed: may use Lightning Attack as a Half Action or when Charging
- Whirlwind of Death: double Magnitude damage done to Hordes in melee
Career:
- Wrathful Descent (Assault Marine): +1d10 damage to Horde Magnitude on a successful Charge
- Tyrannic War Veteran – Bulwark Stratagem: parry Horde attacks with a penalty to WS equal to half the Horde’s Magnitude
Now to the math, which is where I want someone to check me, especially involving Thunder Charge and how it relates to other Talents and gear. For this exercise, I’m leaving aside Preternatural Speed and Whirlwind of Death (because they’re flat competency additions and gained very very late in the game – both are Rank 8 and appropriately nasty). Everything else is available pretty early – Lightning Attack is Rank 2, Wall of Steel is Rank 3, and Counter-Attack is Rank 4 (but you can also get Counter-Attack through a Deed).
I’d like to see if my math holds up on this!
Assumptions necessary for this model:
-The Battle-Brother is an Ultramarine Assault Marine and Tyrannic War Veteran (necessary to even be able to parry Horde attacks).
-The Battle-Brother got 6 DoS on every single attack roll, including Counter-Attacks at -20 WS – not necessarily hard given high WS/cheap Advances, the bonus from Magnitude size, Hatred, Charging, etc. --Assume maximum damage is calculated at 6 DoS on every single attack roll – this is necessarily an abstraction, since I’m not great at math and obviously in-game, the actual amount of DoS will fluctuate.
-The Horde is infinite size and will not break, since that would change both its and the AM’s actions
-The AM always rolls an amount of damage exceeding the Horde’s Toughness + AP, and thus inflicts Magnitude damage on every attack
COMBAT BEGINS , Assault Marine (AM) beats the Horde in initiative.
1st Round – AM’s action
(Close and Engage): Charge Horde. 6 unarmed attacks from Thunder Charge + 1 armed attack from the Charge itself.
-Maximum damage on each Thunder Charge attack = 4: 1 [Death is Joy] + 3 [1 per 2 DoS, at 6 DoS]
-Maximum damage on the Charge = 15: 1 [power weapon] + 1 [Death is Joy] + 10 [Wrathful Descent] + 3 [1 per 2 DoS, at 6 DoS]
-TOTAL maximum damage = 39 [24 from 6 Thunder Charge attacks + 15 from the Charge itself]
1st Round – Horde’s action
(attack); AM successfully parries and counters 2 attacks, and survives any more
-Maximum damage on each Counter-Attack = 5: 1 [power weapon] + 1 [Death is Joy] + 3 [1 per 2 DoS, at 6 DoS]
-TOTAL Maximum Counter-Attack damage = 10 Magnitude
TOTAL ROUND 1 MAXIMUM DAMAGE = 49 Magnitude [39 from attacks, 10 from Counter-Attacks]
2nd Round – AM’s action
(Full Attack - Lightning Attack + Two-Weapon Wielder): 4 armed attacks broken down as 3 with Lightning Attack and 1 with the off-hand.
-Maximum damage on each attack = 5: 1 [power weapon] + 1 [Death is Joy] + 3 [1 per 2 DoS, at 6 DoS]
-TOTAL maximum damage = 20 [5 per attack x 4 attacks]
2nd Round – Horde’s action
(attack); AM successfully parries and counters 2 attacks, and survives any more
-Maximum damage on each Counter-Attack = 5: 1 [power weapon] + 1 [Death is Joy] + 3 [1 per 2 DoS, at 6 DoS]
-TOTAL Maximum Counter-Attack damage = 10 Magnitude
TOTAL ROUND 2 MAXIMUM DAMAGE = 30 Magnitude [20 from attacks, 10 from Counter-Attacks]
TOTAL MAXIMUM DAMAGE IN 2 ROUNDS = 79 Magnitude [49 from Round 1, 30 from Round 2]
If I did it right, Thunder Charge has the potential to deal huge damage with up to 6 unarmed attacks - not exactly paltry; given how SMs calculate unarmed attack damage, they might exceed TB + AP on every hit. Death is Joy is almost necessary as the 1st round consisted of 9 total attacks, and DiJ added 9 Magnitude damage total. The power weapon is the same way - but most SMs will grab a power sword ASAP and hold onto it at least til they can get the fist or a Thunder Hammer. Two Weapon added a bit of damage to the overall Lightning Attack scheme.
Anyone spot any errors? Going through this sorta changed my opinion of the AM's capabilities, but it leads me to wonder how well non- or less-optimized AMs (or other specialties going into melee) would fare. Certainly not every GM will allow Thunder Charge as an Elite Advance, certainly not everyone will get Death is Joy, etc.