How does UnitCrunch handle LETHAL HITS with DEVASTATING WOUNDS?
In 11th Edition 40K, LETHAL HITS became optional - you can choose to have critical hits automatically wound, rather than being forced to.
This creates an interesting decision when a weapon also has DEVASTATING WOUNDS, which deals mortal wounds on critical wounds (typically a wound roll of 6).
The Dilemma
If you auto-wound via LETHAL HITS, the attack skips the wound roll entirely, so it can never become a critical wound. But if you skip the auto-wound and roll normally, you have a chance to roll a 6 and trigger DEVASTATING WOUNDS for extra mortal wounds.
What UnitCrunch Does
UnitCrunch assumes you always make the optimal choice:
- When wounding on 2+ through 5+: UnitCrunch skips the
LETHAL HITSauto-wound and rolls normally. Rolling gives you a 1-in-6 chance of triggeringDEVASTATING WOUNDSfor bonus mortal wounds, and you still have a decent chance to wound even if you don't roll a 6. - When wounding on 6+: UnitCrunch uses the
LETHAL HITSauto-wound. Since you'd need a 6 to wound anyway, there's no benefit to rolling - the auto-wound guarantees success.
Example
A weapon with S8 attacking T4 wounds on 2+. With both LETHAL HITS and DEVASTATING WOUNDS:
- Critical hits (6s to hit) skip the auto-wound and roll to wound normally
- Most will still wound successfully (83% chance)
- Those that roll a 6 to wound trigger
DEVASTATING WOUNDSfor mortal wounds - The small risk of failing a 2+ wound roll is worth the chance at extra mortal damage
This optimisation ensures your simulations reflect the best tactical choices available.