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[Aspects] Howling Banshees, does anyone take them?

 Post subject: [Aspects] Howling Banshees, does anyone take them?
PostPosted: Wed May 17, 2006 8:32 pm 
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Quote (semajnollissor @ 17 May 2006 (20:12))
Giving banshees an extra attack at a lower CC value would be a problem because then they would better than scorpions (assuming a 4+CC value). Despite the better armor on the scorpions, the difference isn't equal to the benefit given by first-strike. Unless you're talking about 2xfirst strike CC5+, which maybe okay (but seems about as effective as they are now, thus it would still be a problem).

Maybe bump the CC value to 2+? I'd really hate to see that, but maybe that's what it would take. I'll reiterate my proposal for sniper for their CC weapons (if that even has an effect, which now that I think about it, it might not, given multiple attacks and the hit distribution rule for assaults). Too bad infiltrator includes 2 abilities (double move on engage actions, ignore closest enemy unit requirements), as giving them the latter would seem okay, but not giving them the former.

OR Maybe change the first strike ability of the warp spiders so that it is part of the weapon stats (thus making it FF only), instead of part of the unit stats.

While we're on this topic, do people really think scorpions are worth the same as avengers. It seems to me like avengers are better, since it is far easier to get into FF range (and create annoying clipping attacks) than it is to get into CC. The armor differences don't seem equal to the tactical differences.

My only issue with making the Warp Spiders' ability to first-strike be weapon-based is it doesn't fit quite right with them stylistically. Their first-strike comes from their ability to teleport. Not from the weapons they use. They just appear out of thin air suddenly and start laying down the hurt on the enemy before the enemy can respond.

As far as Scorpions vs Avengers, I'd consider the Scorpions to be better for accepting an assault and holding down ground then the Avengers are. Defensively the Scorpions are as good as Space Marines and harder to remove with melee-assaults. Though a bit easier to remove with FF assaults. Put them in Wave Serpents and they have an effective 15cm counter-attack (10 cm move, then 5 cm disembark) and it becomes impossible to clipping-assault a group of Scorpions. Making them VERY lethal when it comes to defending against enemy assault troops. The Dire Avengers are easier to pick off at range, slightly, and if you get into base-to-base with them they're kinda SOL, losing their extra attack AND dropping to 5+ ability.


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 Post subject: [Aspects] Howling Banshees, does anyone take them?
PostPosted: Sat May 20, 2006 1:52 pm 
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Quote (dptdexys @ 17 May 2006 (13:33))
Before giving the banshees a boost how do they compare against other aspects ,is it more of a case that the warp spiders need to lose some effectiveness rather than banshees gain something.

This is the real issue with me. I campaigned before to have Warp Spiders gain 20 cm movement but loose the ability to be transported by Wave Serpents. They never had the ability before to be tranported by Wave Serpents and it doesn't make sense they have it in EPIC. They were given that ability by Jervis solely for the purpose of playing them in mixed units so people wouldn't be expected to to have 8 stands of them to use them. So basically Warp Spiders got to be an uber troop (because they do ride in WS) and overshadow Howling Banshees (who should be the sole first strike WS mounted force).

Quick fix: Warp Spiders don't ride in transports (coming through the webway is fine). That works fine as I play them that way and I love my Warpspiders.

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