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Baneblade Test Thread

 Post subject: Re: Baneblade Test Thread
PostPosted: Fri Nov 21, 2014 7:25 pm 
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Redgeran wrote:
I wouldn't mess with supreme commanders, etc. you're messing with lists too much, and if anything should be reserved for discussion on a different thread.

I also don't think we should change the speed/infiltrate. The BB chassis is specifically stated as being slow.

I'm also starting to think the BB cannon isn't the solution. It's not supposed to be a heavy firepower linebreaker. The stormhammer is. The BB is an all-rounder. A slow all-rounder at that. What I keep reading however is that it is often used as a command vehicle due to its vox, sensors, and overall inspiring presence. In this way i like the "commander" idea that has been circulating on this thread recently.

What if Baneblades got a special rule where IG formations within 5 cm got a +1 bonus to initiative and rally rolls, kind of like orks? I know people don't like special rules, but this might prevent major changes to stats while giving a clear role for a baneblade... Namely an all-rounder command tank that inspires other formations to advance and hold the line. It makes it more of a synergist tank, something I don't think any of the super heavy tanks have.


There's always the Improved Coms rule. While it is an addition in the NetEA lists it's now become a defacto standard ability in that the many lists that take it do not even define the rule anymore. We should just add it to the TP and be done (if not already-separate discussion that is). Perhaps that's something we should consider?

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 Post subject: Re: Baneblade Test Thread
PostPosted: Fri Nov 21, 2014 7:41 pm 
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Oh, an make that 10 or 15cm to avoid intermingled. Plus 5cm is probably too short to begin with.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Fri Nov 21, 2014 7:44 pm 
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Will have to check out improved coms rule once out of work.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Fri Nov 21, 2014 7:54 pm 
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Ahm... guys... why don't we simply test dual shot that is the least technical change statwise (AP/AT) and rulewise. Though it would be hilarious to see infiltrating Baneblades (if are at it, add skimmer ability!!! :D ), but let's not forget we are dealing with a long time concrete approved list.
That's why my word alone means too less (though I'm impersonating one of the best commissars in 40k universe! O0 ) for such a change to make.

EDIT: No matter what will be the final result, be aware that it should work on singletons too, not just 3xBB companies.

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 Post subject: Re: Baneblade Test Thread
PostPosted: Fri Nov 21, 2014 8:44 pm 
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I'm certain no one here is saying these will not be tested. They're just spittballing ideas about things to try out.

Good thinking though to make sure we're keeping ourselves realistic CH! I'm sure you'll put a bolt round through our heads if we're derelict in our testing duties! :)

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 Post subject: Re: Baneblade Test Thread
PostPosted: Sat Nov 22, 2014 1:35 am 
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I think balancing them with a single shadowsword is asking too much... Currently the choices I can see are a baneblade company and shadowsword single as that optimises both. Shadowsword companies are to specialised and a single baneblade lacks the big scary gun...


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 Post subject: Re: Baneblade Test Thread
PostPosted: Sat Nov 22, 2014 6:57 am 
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I really think we should just keep it simple and make a small change: giving the Baneblade Cannon either 1 x AT2+/AP2+ or 2 x AT4+/AP4+ would help, while not being too much.

Actually, yes, a Storm Hammer should have TRA. It's in Raiders but has been missed out of the TP, I'll go report the error.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Sat Nov 22, 2014 11:18 am 
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@Jimmyzimms:
Quote:
Good thinking though to make sure we're keeping ourselves realistic CH! I'm sure you'll put a bolt round through our heads if we're derelict in our testing duties! :)

;D

@The_Real_Chris: I agree with you on that. A single shadowsword is soo useful role that the baneblade probably never reach that, unless we make it overpowered, especially in company. Yet a bit more upgunning would still make a huge difference, lessening the gap beetween single shadowsword and baneblade.

@GlynG: The two shot is preferable in a way, that it gives the BB a chance to differ from shadowsword. A shadowsword will always have a possible one kill / turn with it's main gun, assuming best rolls. However a baneblade with two shots (especially when those are quite good values: AP3+/AT4+ ) will gain an opportunity to inflict more kills than a shadowsword, so against normal targets (less armoured) a BB would become better.

If the number of shots (dices) become too much, autocannon can be removed as fluffwise it is used for tracer anyway.

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 Post subject: Re: Baneblade Test Thread
PostPosted: Sun Nov 23, 2014 12:12 am 
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I'd be very against removing the autocannon. It's goes against WYSIWYG as it's clearly on the model.

Rather than make a large boost to the main gun to the extent it needs to loose the autocannon to counterbalance it, it would be better to just make a smaller boost in the first place.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Sun Nov 23, 2014 12:51 am 
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I'd be happy to go with AP2/AT2. Very little difference, but more confidence of plinking shots while advancing.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Sun Nov 23, 2014 11:04 am 
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Largo_W wrote:
Or simply give it speed 20cm (the same as a Russ). That could also work.

That would address the Baneblade's shortcomings more than up gunning it would. Who needs more guns when it's never in position to use them? It wouldn't match the other super-heavies but its hull doesn't look like theirs anyway. No exotic weaponry on board.

FF3+ would probably be appropriate as an alternative, but it'd make it a very defensive unit and that seems wrong. I don't care that it'd be too similar to the Stormhammer because most people choosing between the two are just trying to use the models they actually have access to.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Sun Nov 23, 2014 8:31 pm 
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Hmm, the 20cm moving range seems intrigating but I like to see the Cannon changed to 2BP/AT 3+ This would fit well enough IMO.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Sun Nov 23, 2014 10:54 pm 
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The biggest downside to giving them a 20cm move is probably that it makes it faster than the Macharius, which would lead to questions about that tank that might be entirely reasonable. The other superheavies are types that in real life wouldn't be expected to be as fast as regular tanks.

The upsides are we'd start using the Baneblade offensively, which would be more fitting for what I think it's meant for. It's not an infantry tank, so it shouldn't travel at the same pace as them. The Macharius isn't either, right? The Malcador might be, and the Stormhammer might be too. If the latter isn't, well, it's got two turrets on a Baneblade hull and that's bound to weigh it down.

2BP makes the company more flexible. I don't think there's great value in that, especially when artillery is so readily available in most of the lists that have Baneblades. Just like the proposed 2 shots change, it raises the cost of doubling. That's a negative in my view.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Mon Nov 24, 2014 8:32 am 
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Screw the Macharius! No one uses them anyway :D

edit: that may sound harsher than it is meant to be. My point: The Macharius is another underperforming tank and should be addressed when the Baneblade is fixed.

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