MarkDawg said:
If I score a hit I need a roll of 6 to bypass the shields how do you get the 50-50?
Okay let's give very simple example. 6 photons shoot at long range. Ultimate average to hit scores 1, 2, 3, 4, 5, 6.
5 and 6 hits.
6 bypasses shields.
1 hit out of 2=50%.
Again it's 50% of HITS.
Shield hits with photons are more of an afterthought. For starters there's no crits on shield hits and crits are what photons live for(the devastating trait kinda gives that away). Particularly against the klingons where it's more than possible that the shields are still healthy by the time ship is blown up.
With the great photon's and all those precise phaser 1's feds are the ultimate crit hunters. Crits need hull hits. As such shield by passing hits are your best friend
And before you say it takes 6 to hit remember you are tossing bucketload of those...Taking 40k analoque orks can be devastating shooting opponents(I have been outshot by orks quite often back when i played 40k...). Sure they have crappy BS but since they are rolling literally bucketload worth of dices when they open up they WILL score hits.
Lootas with their d3 shot S7 long range guns were plain nasty.
Or another 40k analogue. Any deathwing player worth his salt knows the mantra "lascannon kills a terminator but rapid fire kills a squad". 2+ save is all well and good but when you have to make 20 of those things sure get hairy. Deathwings actually prefer to maintain range of about 19"-24"for that reason...
Quantity has quality of it's own. And decreases variance. The more dices you roll the faster it evens out luck element. Give me 12 shots needing 6+ to hit over 4 shots needing 4+ and I'm happier.
(guess I'm an ork player by heart...)