Quote: (Lord Inquisitor @ 15 Dec. 2008, 14:48 )
The hellblade armour save is to represent it's extreme maneuverability rather than armour (like the Land Speeder). Increasing its range is very controversial and there are those that would agree with you on that one. However, remember that with 30cm range and fighter manuverability it can evade any defensive weapon mounted on a thunderhawk or other bomber.
I'd be willing to look at an "extra attack with reduced CC" change to bezerkers, as they seem to be under-used. 2x3+ is quite a boost, however.
Dreadclaws: I agree and I've been thinking something along the same lines. How about you lose the Deathwind but you're allowed to re-roll the scatter dice if you wish?
Thanks for the quick reply.
As for the armour save in the hellblades, as commented before, jink does quite the job for the maneuverability, which can be represented in those extra 15cm of range when attacking other crafts. That's why i've suggested dropping the AP to 5+. Hellblades excel in dogfights, but are very weak in ground attacks. If you have played Aeronautica imperialis you'll know what I am talking about. ÂÂ
For the berzerkers, bear in mind that ork nobs cost 35 points. They have Armour 4+, CC 3+, FF 5+, 2xAP6+/AT6+, extra attacks(+1), and leader. Drop the leader and the range weapons, add fearless and there you go...
Drop pods would be much better than dreadclaws if dreadclaws lost the deathwind attack and were given only a re-roll in the scatter dice. They are supossed to be controlled once they have been launched. That's why i've suggested changing slightly the drop coordinates once you know where your opponent has deployed. Perhaps moving up to 15cm the drop coordinates before rolling the scatter dice?