Some hate them under the new rules, some love them. Where do you stand?
Here is a look on how the Starcannon compares to the Scatter laser - a weapon that seems to have become the go-to gun for Eldar players since it is the same range and gives 4 shots instead of 2. I excluded the Eldar Missile Launcher from this table because of the randomness of the number of hits is highly situational. I'll get back to the EML in another post though.
I created an Excel table so I could easily change between what kind of unit I was shooting at. Did you know you can copy and paste Excel cells into Blogger? In the event a target does not get a save, it also counts as a failed save for the purpose of this table. Guide and Doom are not taken into account here. They can be figured out with a little math depending on if you are using them or not.
|Shots||Hits||Wounds||Saves Failed (Kills)||Points Per Kill (Larger = More Effective)|
|VS MEQ IN THE OPEN|
|VS GEQ IN THE OPEN|
|VS 2+ MEQ IN THE OPEN|
|VS 2+/5+ MEQ IN THE OPEN - TERMINATORS|
|VS MEQ IN COVER (4+)|
|VS GEQ IN COVER (4+)|
What does all this Mathhammer really mean though besides a bunch of numbers? Against most targets, the Scatter laser shows a higher number of kills across the board. The Starcannon shines against any durable targets in the open.
Points per kill is an effective way of looking at the statistical value of each option in terms of relative points. The higher this value the more effective it is in that given situation... but it is not exhaustive. Anything with good saves will fall to Starcannons with far more reliability than the Scatter Laser, but in almost every situation the Scatter Laser seems to have the edge in both pure kills and Points Per Kill.
What does it mean? Being in the right place at the right time so you can kill the right target, or "making" the target be in the right place; which in itsself is an art, but that is Eldar for you.