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Saturday, August 11, 2012

Comparison: Tesla & Gauss

Chaos Dwarfs

Because Necrons aren't getting enough attention currently, right? In 5th edition, running your Immortals with Tesla was generally the way to go but several rule changes have muddied the waters a bit. Let's take a look at both options now and whilst the obvious place this comparison takes place is on Immortals, it can be applied to the rest of the Necron army as well.

Tesla Weapons -

With BS4, you averaged more hits than you were actually shooting thanks to Tesla's special rule (any To Hit rolls of 6 generate two extra hits automatically). Throw in twin-linking and you'd get roughly 1.3 hits per model. That's pretty awesome and made Tesla weapons the infantry option of choice since they were Assault 1 24" range weapons - they could keep away from combat and do damage to infantry pretty well. They weren't great at hurting vehicles though due to AP - but thanks to the removal of such a ruling and the inclusion of Hull Points, Tesla weapons are more capable of inflicting lasting damage on low AV vehicles by stripping hull points. They aren't going to drop a vehicle by itself (unless it's a two HP AV10 vehicle like a Venom or Vyper) but they can help strip hull points off weakened vehicles due to this new system.

Tesla is also very good whenever snap firing is involved as every time they snap fire and hit, they get three hits. This means they are much more effective than other units at dealing with flyers or in churning out Overwatch firepower - particularly if they have a twin-linked ability in there. This doesn't make them great at dropping flyers or assault units but they are a more viable option compared to straight up firepower. Remember though, they cannot deal with AV12 flyers or Dreadnoughts so their improvements in this area mean nothing against such foes.

In the end Tesla are really what they were before but with anti-vehicle improvements at lower AV values - a medium ranged weapon which is decent at affecting light vehicles and infantry on the go.

Gauss Weapons -

In 5th edition, Tesla had the mobility and range advantage being Assault 24" weapons. They could move 6" and still fire at max range but with most Gauss weapons on Infantry being Rapid Fire, any movement stopped shooting at max range. This has changed with 6th edition meaning Gauss can actually firing on the move at range now - a huge step up compared to before if it wasn't mounted on a relentless platform (i.e. Phaeron Overlord). This doesn't make Gauss as good as Tesla at range - Tesla still generates more hits and benefits more from things like twin-linking but it means Gauss isn't infinitely outclassed at 18-30" by Tesla weapons on basic infantry models.

Otherwise Gauss still has a lot more damage potential when you get in actual double tap range - the shots are doubled, shockingly, and this means lots more damage but it puts you in range of enemy assaults, etc. where Necrons generally fold quite easily. The extra damage potential is there but it's not something you want to be running towards your enemy to use. It'll more often be used defensively when the opponent gets closer but remember - the average model can now assault outside of Rapid Fire range with RCL. Be wary.

However, Gauss still has more trick up their sleeve. Hull Points. With Hull Points now making every glance a reduction in a vehicle's durability, Gauss as actual anti-vehicle weapons is a viability. Every six they roll to penetrate automatically counts as a glancing hit so even your basic Gauss Flayer can drop the mightiest of tanks. To get lots of sixes though requires lots of shots and even a 10-man Necron unit with Gauss is only going to inflict just over two Glances at double tap range. Not enough to blow a vehicle away and you're putting yourself in danger of the opponent's retaliation. With the new Rapid-Fire rules though, this ability makes Gauss based Necrons a lot more effective at range at both anti-infantry and anti-tank. They're not going to drop a tank by themselves but they can take off that final HP a more dedicated anti-tank unit may leave on a vehicle.

Conclusion -

Gauss has really stepped it up with the inclusion of Hull Points making them a more applicable anti-tank option than Tesla across a variety of AV values whilst the changes to Rapid Fire means this can happen at range similar to Tesla weapons and still be useful against infantry. Tesla is still the better option at range against infantry though and against low AV vehicles. With the average extra shots Tesla does more damage against both targets - it's when the AV creeps above 12 that Tesla can no longer damage it or when Gauss moves into Rapid Fire range that their output becomes better. Tesla is also the best option in regards to anything involving Snap Fire - Overwatch or shooting at flyers; yes it's even better than double-tapping Gauss.

So which one to use? There's not really a clear winner here and it more depends how you want the rest of your army to work. I'd generally take Tesla on larger foot units and Gauss on units in transports. This also makes Warriors more viable as their damage is now comparable to Immortals for only a few points less.

Comments (25)

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ive been pondering this myself. since my immortals are going to be in night scythes, theyll probably have gauss weaponry, so the scythe can drop them near a nasty vehicle and they can strip its hull points.
but if the model can get twin linked tesla guns (i.e. tomb blades) they get the tesla option every time.
1 reply · active 660 weeks ago
^This. Nights Scythes have enough tesla to pound any infantry to dust and massed gauss fire is pretty nice at removing vehicles from the board. I would argue that the buff to gauss has made scarabs less of an issue; who's worried about a fragile pack of bugs when the basic infantry can, again, kill tanks with their basic weaponry?
I was expecting this article to contain some sort of statistical breakdown of the two types of weaponry firing at various AVs as at multiple ranges to show which was better at glancing those hulls to death.

As it is it was a pretty superficial "analysis" that anyone could put together just by reading the books...
1 reply · active 660 weeks ago
The math isn't hard. The analysis is interesting. I would rather read commentary and ideas then a rehash of something I'm more then capable of replicating on my own time personally.
Necrofencer's avatar

Necrofencer · 660 weeks ago

Well, Tesla all the way for me. It is better at dealing with everything not AV12 or less than 18" feet away, they can retreat and still fire at full efficiency and can do nasty things on overwatch / AA duty. There's Tempestek, Fast Attack and Spyders for killing vehicles at short range, and TL-Tesla Destructor for killing flyers (because really, Gauss won't kill a Stormraven).

On a side note, Gauss get some kind of second wind when Zahndrek is taken. Units with Gauss and the new Tank Hunter kill armor dead. To be fair, anything S5+ with the new Tank Hunter isn't bad in that department.
4 replies · active 660 weeks ago
Matt-Shadowlord's avatar

Matt-Shadowlord · 660 weeks ago

Necrons have enough advantages under the new rules already without needing to claim their weapons fire 18 feet.
Clearly he said (quote)18" feet away(quote), which is to say, eighteen inch feet, which, although it may seem odd to use Shaq's feet to measure distances, it would be nonetheless acceptable if said feet where properly graduated yes?

;)
Necrofencer's avatar

Necrofencer · 660 weeks ago

Ah yes, sorry about that. I blame GW calling their unit "foot" in France, when it is clearly an inch.
They fire 12 and move 6....
Somethings that tend to get overlooked in the comparison. The Gauss blasters are AP 4 (and cannons AP 3), both of which tend to make a difference quite a bit more often in 6th then they did in 5th, and are certainly worth noting. With the changes in cover blasters are anywhere from 16.7% more deadly to 50% more deadly (if focus firing the guys out of cover for instance) to 4+ and worse saves then they were before now. Tesla gained no advantage from this change.

On the flip side, Tesla are assault weapons. I know the general tendency seems to be to just assume that Necrons instant die to anything in base to base contact, but the truth is a properly designed squad of Immortals is more then capable of back pedaling an assault squad until sufficiently whittled down and then stepping forward, firing to full effect, and assaulting. Having assault weapons at least gives you the opportunity to do this when the opportunity presents itself. Or say when a unit attempts an assault at sub 6" range, but fails from overwatch/bad rolls. Stepping back might not be better then stepping forward, unloading, then charging (giving you the extra attack versus them, makes a pretty big difference).
1 reply · active 660 weeks ago
While charging does give you an extra attack, at I2 against any dedicated assault unit there probably won't be that many attacks left by the time you get to make them. It feels like it would still be better to step back, fire, and then get to Overwatch again when the enemy tries to come at you a second time.
Phase Assassin's avatar

Phase Assassin · 660 weeks ago

I agree with the bit about assaulting. Thanks to Anrakyr's upgrades, a squad of Immortals can catch a squad of vet Guardsmen off guard. Unfortunately since FC doesn't give you the init bonus anymore they won't be swinging at the same time but Immortals are hardy enough to withstand some hits. The good part though is that tesla carbines can shred guardsmen. One volley is enough to kill 4 vets then the Necrons assault.

Ironically, Gauss Blasters can probably wipe out the same vet squad but there's a chance one guy will make it out alive. If he doesn't break, then that objective still belongs to enemy hands. At least with tesla Immortals you get to contest or even kite the vets from the objective.
4 replies · active 660 weeks ago
Phase Assassin's avatar

Phase Assassin · 660 weeks ago

Was supposed to be a reply to Logoth's comment. :/
Wow, immortals kill guardsmen in combat? I'll have to reconsider my perspective on combat units.
Phase Assassin's avatar

Phase Assassin · 660 weeks ago

Sarcasm or not, I usually play against IG hence why I used the example. Instead of making a statement of ambiguous intent you could be more direct. I'd appreciate that.

Also I use Immortals as vanguard units and the IG player I play against uses vets to capture forward objectives. This is why I did this match up. Tesla weapons are better for this because they can assault and I use Anrakyr's upgrades to make them a bit better at it.

So again whether you are sarcastic or not, I'd appreciate it if you were clear.
A 10 man Tesla Immortal squad and, say, a MSS/scythe lord, is also quite capable of assaulting a full 10 Tactical squad and should statically prevail as well. Or weakend ASM or Grey Hunter Squad. The point is, if you want a scoring unit that can get onto backfield objectives and at least be a respectable threat if they have to go base to base, a unit filled with resilient dudes with S5 assault weapons and a CC/Challenge master like the Scythe lord is your best bet out of the codex. Especially if you couple them with a Tek with CC benefiting abilities. Fennel rather artfully demonstrated on the tournament level what the rest of us already knew from competent use of the codex, Cron troops are more then capable of being designed to allow the close combat aspect of the game to be something that can be used to your advantage, a tool that is always more useful to have then to abandon on principle.

(The principle here being that no matter what I do, Crons will insta lose in assault, so why bother?)
BS4 tesla generates as many hits as their are models firing. I.e. 10 models firing = exactly 10 hits.

I mean really Kirby, I expect better. =/
@Archnomad- Kirby must be devastated at your comment.

@Kirby- Keep up the good work man. Your insights are always helpful.
Chickenwire's avatar

Chickenwire · 660 weeks ago

Only the big Tesla gun gets additional hits. With 7 of them in my army, i use gauss on my immortals, combined with 2 Storm crypteks they glance vehicles to death.
1 reply · active 660 weeks ago
not quite correct. The big tesla gun generates "arc" hits which splash to other units, all guns with the "tesla" quality generate extra hits on the unit the fire upon on a roll of a 6.
Yeah but for the people with old immortal models the rapid fire rule changes makes it so we don't have to convert them to tesla.

Besides necrons already have enough anti-flyer weapons on their own flyers so using tesla for that does present another interesting use if you can get rear armor shots, but no big loss if you took gauss instead.

Really necrons need the most help against AV12 and up particularly against other Necron forces, Imperial Guard, and Land raiders/(and preadtors at range). That's where gauss really starts to shine, and help shore up the weaknesses of the list. Granted with guard you can always get side shots on Chimmeras, and it might be better to have a Doom scythe floating around to deal with land raiders but over all gauss proves to be a valuble extra resource in those math-ups.
I think there is a clear winner: gauss blasters for inmortals.

1-Wider range of targets. Doesn't care about AV because of always glancing on a 6
2-AP:4. Easier to blast off the board 4+ save troops when in the open or with a 5+ or worse cover save
3-MOST IMPORTANT: the new rules for rapid fire weapons. Now that you can fire once even if you moved... With rapid fire weapons you have double the firepower for sure if your target is within 12". With Tesla, the dice gods can laugh on you and don't give any 6, oh crap!!!
Yay Matt ward....
They also have the invasion beam, and the FnP that never gets negated...oh and the good ole wraiths that need never take a Dangerous terrain test, and have an upgrade that negates a large necron flaw (lash whips). They get access to 4HP skimmers also. Not to mention how much night fighting they cause, oh and the only chariot, and mind shackle scarabs etc... They seem to have their cake and then proceed to get to eat it too..

Sorry if I sound bitter, but every time I play against crons there's always, "oh I rolled a six, this arcs onto nearby units", "oh I rolled a 5+ my guys get back up", "oh I rolled 3 6s against your LRMBT op now its wrecked" "I just hammer of wrathed you while you were in difficult terrain, I don't need to take an DT test"...there just get sooooo many positives and I can't see a huge amount of negatives...

Cheers
1 reply · active 660 weeks ago
Negatives:- They look like the tomb kings and the Terminator had an illict love child.
Their fluff makes NO SENSE (hey, lol, galaxy wide warfare without FTL go! 7 and a half million year transit times...guh).
They..uh...have pokegods.

Oh!Oh! they have no psychic def..no, sorry, that's a 5th problem. Hm. Sorry, I'm out.
Maybe I'm mistaken, but doesn't special rules that would occur on a 6 not get their specialness? Like sniping, or was this just a case to case scenario and this should be covered in a FAQ?

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