I'm late to the party here; it's been tought to find the time to reply in full, though I have been watching.
Some thoughts in Gingers change options.
Ginger wrote:
Development options
The following extends options considered before which could also be combined, but not all will appeal to eveyone.
Increase the range to 45 cm
Would give them greater reach which would make them more forgiving of poor initial placements and better able to shoot past screens.
This is quite possible.
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Remove the Forward Fire arc restriction
This would make them more lethal as a static guard and more forgiving of poor positioning during the game. However it does not reflect the apparent design of the Cobra which has not turret.
I'm not willing to mess with the stats that are derived directly from the physical model. It just doesn't make sense.
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Make them initiative 1+
This would significantly improve their chance of activating, but still leaves the strategy roll-off as the single most important factor in their success against titans. However it is contrary to the generic Eldar list design, and would make the Cobra better in other situations.
Unless there's a solid reason for this change in the fluff, I'd consider it very unlikely. It doesn't mess with model-based characteristics, but is only a step away.
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Make them DC4 or improve the armour to RA 4+
Either would make them more able to survive losing the strategy role, which in turn gives them a better chance of sustaining at a critical point. Neither are unreasonable given the way the Cobra has to be put into a 'suicidal' position to achieve the goal of destroying an enemy titan. However both options are contrary to the generic list design, and may make Cobras too good in other roles.
These characteristics are derived from the Scorpion hull. I won't mess with them.
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Reduce their cost
Mentioned for completeness, but not desirable for many reasons.
Agreed. It's an option, but a last ditch one.
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Increase the firepower to 3BP
This does not really assist killing titans, while it does make the Cobras better all-round killers. Not my preference, but should be considered. IMO the issue is whether it makes them too good as a singlton and especially as a pair.
Another good option
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Revert to Ignore Cover against all targets
Reverting to IC against infantry and vehicles obviously makes them better against these targets, which may be desirable if they cannot be improved against titans. However this does remove an annoying anomaly in the stats.
You're aware this has already happened? This was the initial correction I made to the Cobra upon taking over the ACship.
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Ignore Shields
Boosts the attack against WE targets while not against other targets. However, as Cobras need not rely on other formations to strip the shields, this potentially boosts the rest of the army. It is also another 'special rule'
Possible, but I'd prefer to try other avenues first. It fits the fluff IIRC, and would be desirable in that sense. The "another special rule" thing is the key IMO. It's on the table though.
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Increase the TK damage value
Boosts the damage to WE targets while not affecting other targets. Could be a single number (TK5) or used with a variable (TKD3+2) etc. This would also boost the ability to kill smaller titans with a single Cobra. Few if any downsides other than a possibility of distorting the balance against titans (taken to the extreme a 250 point Cobra might kill a 1050 point Mega-Gargant in a single attack which could be seen as a little excessive)
Also on the table, though as you say it needs to have the average damage balanced against the potential damage.
I too feel that the TK(d6) leaves you with a hugely unreliable weapon - one that is difficult to balance because the average and maximum damage differ by so much. Against a Warlord an "average" roll (from a pair of Cobras) would be 4 * 1/3 * 3.5 = 4.667 DC. The maximum damage would be 24 though, enough to kill it outright.
I agree with Ginger that modifying the static component of the TK is a better option than changing the random component - at least upwards. Counterbalancing the static and random changes might be desirable - TK(d2+2) would be more reliable, and slightly higher in average damage - I'm considering it, though I don't think the d2 has a precedent in Epic.
Right now I view the options that affect the damage potential and the range modification as equally likely. Other options trail by a significant amount, but as always I'm open to persuasion.
Please, continue the discussion.