Cheaper doesn't change usage as much as the specials do. It simply makes them appear more often.
Meaning that a cheaper Baneblade will
tend to simply see more "pillboxes" being used, not that they'll suddenly become break through tanks. If changing how they're used is the victory condition I'd not spend as much time on price then (they may or may not need a price change-that's an independent discussion). Personally I've got no issue with them being a mobile bunker. As I've stated earlier, often the best use of a SHT is that it shapes the flow of the battle by locking down areas of the table even if it's not super killy on enemy units.
When I ported the EA lists over to Exodus Wars rule set (aka Epic Armageddon v2.0) I suddenly had access to a wider range of specials and capabilities than found in EA. One of them was the
totem rule that basically provided a bonus to rally for nearby formations. Conceptually and fluff wise, Baneblades are the unit that makes fleeing guard stand and fight. After all, it's a tank the size of a house.
I saw solved a huge amount if "why take this" and "what does it do?" by applying that ability to the unit to great effect in play tests. Basically that gave a reason for the tank to be taken AND be used in a manner that matched the fluff: I want to advance that tank as part of a wider front as the supporting units / screening forces will keep it together longer and not be as likely to break.
Perhaps something similar could somehow through some combination of abilities or notes be worked out?
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