So I was thinking about FRFSRF and how I would possibly homebrew "fix" it, not that itself is bad, but I just felt to make the idea of massed infantry fire of the Imperial Guard...I personally find that it's a little lacking.
*Note the following requires one to have excel*
**NOTE The following involves MathHammer, which we all know isn't dice**
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Edit: There Was an error in this document - look for the one a few posts below, it has been removed here to avoid any potential issues.
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In general the idea of FRFSRF is that it adds a single additional die per lasgun (or hot-shot lasgun) to the pool.
However this is simply the most inefficient way for Guardsmen to wound Space Marines or Orks, as for generic Guardsmen (which are probably the most likely to be seen using FRFSRF since blob squads). They only net a single wound against something Tough 4 once out of every ten shots**.
So going from 9 shots to 18 shots (since laspistols do not count) only nets a single additional shot at max (again with Mathhammer) and that's assuming that you do not have range to rapid fire by default OR you do not have any heavy/special weapons in the squads (Your guardsmen, of course you have these things)
I have also broken up the spreadsheet by the differing ballistic skill of the various guardsmen (conscripts @ BS2, guardsmen @ BS3, veterans @ BS4)
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I've learned that FRFSRF as it is now, is not really as useful order, if the order was to be buffed one way or another I would simply choose for the rerolls to wound/shred (and I would just make it any las weapon, so pistols will now help more), while it is not as powerful as simply allowing las weapons to be twin-linked and/or shred.
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In short the most effectient way to cause wounds is
1) Modify dice via Reroll to hit & reroll to wound ~ 50% wound rate)
2) Modify dice via Rerolls to hit only - shockingly this is better than only allowing rerolls to wound ~ 40% wound rate
3) Modify dice via Rerolls to Wound only ~ 20% wound rate
4)no modifiers at all ~ 10% wound rate
*Note the following requires one to have excel*
**NOTE The following involves MathHammer, which we all know isn't dice**
----
Edit: There Was an error in this document - look for the one a few posts below, it has been removed here to avoid any potential issues.
----
In general the idea of FRFSRF is that it adds a single additional die per lasgun (or hot-shot lasgun) to the pool.
However this is simply the most inefficient way for Guardsmen to wound Space Marines or Orks, as for generic Guardsmen (which are probably the most likely to be seen using FRFSRF since blob squads). They only net a single wound against something Tough 4 once out of every ten shots**.
So going from 9 shots to 18 shots (since laspistols do not count) only nets a single additional shot at max (again with Mathhammer) and that's assuming that you do not have range to rapid fire by default OR you do not have any heavy/special weapons in the squads (Your guardsmen, of course you have these things)
I have also broken up the spreadsheet by the differing ballistic skill of the various guardsmen (conscripts @ BS2, guardsmen @ BS3, veterans @ BS4)
----
I've learned that FRFSRF as it is now, is not really as useful order, if the order was to be buffed one way or another I would simply choose for the rerolls to wound/shred (and I would just make it any las weapon, so pistols will now help more), while it is not as powerful as simply allowing las weapons to be twin-linked and/or shred.
----
In short the most effectient way to cause wounds is
1) Modify dice via Reroll to hit & reroll to wound ~ 50% wound rate)
2) Modify dice via Rerolls to hit only - shockingly this is better than only allowing rerolls to wound ~ 40% wound rate
3) Modify dice via Rerolls to Wound only ~ 20% wound rate
4)no modifiers at all ~ 10% wound rate