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[Units] Banshees and Overwatch

 Post subject: [Units] Banshees and Overwatch
PostPosted: Mon Dec 14, 2009 1:33 am 
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Hence the suggestion of variable armour, which is dependant on being in assault rather than some other more transitory definition.

However, if we take Simulated Knave's viewpoint, even that is too much. So what do you think of "Assassin" on the Banshee mask (confering -1 to Infantry armour saves)? This would make them the bane of Terminators, and good against other heavily armoured infantry, while they would remain mediocre against AV and RA vehicles.

With the change to First Stike on the Warp Spiders, and relative increases in mobility etc would that make the HBs more viable??

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 Post subject: [Units] Banshees and Overwatch
PostPosted: Mon Dec 14, 2009 1:38 am 
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You may not even need to change Warp Spiders at all if that rule were to be implemented, and I think being rooted to the spot by the power of scream of the Banshee could easily be represented by a -1 to saves in assaults, as it would represent units being unable to react as quickly to parry.  (Would this be b/c and FF, or just b/c?  The latter would be more logical in my view, but if it's overcomplicated, then the former would probably be okay).

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 Post subject: [Units] Banshees and Overwatch
PostPosted: Mon Dec 14, 2009 2:33 am 
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Putting "Assassin" on the Banshee mask would mean it would only operate in B-B (ie in CC). Effectively it represents the power sword capabilities of slicing up enemy infantry. If applied I would recommend reverting to CC3+. Note however against Terminator armour there is ~50:50 chance of killing in First Strike, so you would need to double up. Doing this should leave 1-2 Termies alive, causing 1-3 HB casualties in return and leaving the HBs up in the assault resolution.

Changing their mobility to 20cm with infiltrator would mean they could be positioned 31cm-40cm from the Terminator target (so outside shooting and assault range), when the terminators have a reasonable chance of survival if they get the strategy roll and just move elsewhere. OTOH, if the HBs get to go first, the termies should be toast :O

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 Post subject: [Units] Banshees and Overwatch
PostPosted: Mon Dec 14, 2009 10:44 pm 
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If the 'Assassin' ability only works in base contact, then I'm all for it, and this could be combined with the infiltrator rule for play testing purposes, in order to see how they work together.  I suspect that a reduction to CC3+ would be needed in combination with these two bonuses though, as you say.  I may play test this over Christmas to see how it works.

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 Post subject: [Units] Banshees and Overwatch
PostPosted: Sat Dec 19, 2009 12:37 am 
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Just a thought here but how about adding 'Lance' to the CC ability of banshees? This would mean they are better at cracking troops with RA (such as termies) without making them too strong against non-RA troops (which giving them MW would).

Just a thought.

Or even.....

Infiltrator AND lance....???

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 Post subject: [Units] Banshees and Overwatch
PostPosted: Sat Dec 19, 2009 2:14 am 
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Thanks for the 'thought', but unfortunately this goes in the totally wrong direction.

The 'fluff' indicates they should be good against infantry and poor against vehicles, not the reverse. Adding 'Lance' would turn the HBs into specialist Titan killers (quite apart from stepping into Shining Spears niche).

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 Post subject: [Units] Banshees and Overwatch
PostPosted: Sun Dec 27, 2009 7:45 pm 
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Anyone had a chance to try out any of the suggestions?

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 Post subject: [Units] Banshees and Overwatch
PostPosted: Sun Dec 27, 2009 11:46 pm 
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Quote: (Ginger @ Dec. 27 2009, 18:45 )

Anyone had a chance to try out any of the suggestions?

Not yet, but if my Howling Banshees make the cut in my latest list, then I will try out the infiltrator bonus, and perhaps the -1 save to infantry rule that was discussed.

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