Vaaish wrote:
Steve, I've read through them all and I fail to see how changing the warhound critical across the board will balance the warhound in the marine list. Even if somehow it does magically make the warhound balanced there, what about the effect of the change in IG or AMTL? I've yet to see one post that describes exactly how an event that occurs 16% of the time on a dc3 WE will have any effect on the warhound fulfilling it's role any differently than it already does in the marine army. You have higher odds of killing the Warhound outright than the critical doing anything at all.
The problem can't be activation count since even if you manage to prevent the second warhound from being taken you can always used the points to take more marine formations. You can't even effectively limit it by upping the cost to a ridiculous level. Outside of changing the allies percentage to 15% or hard capping the warhound in a marine list you can't limit it to a single warhound or no warhounds which seems to be the desire.
Effectively Warhounds are very slightly overpowered for their points - but gain a synergy effect within the Marine list that makes them slightly more overpowered and at the same time the best choice for a given points level. Now the warhound critical doesnt really solve all the problems but it does make the Warhound slightly worse for its points in a reasonably fluffy way.
Basically in a standard Marine tournament list, the Warhounds alpha strike against my opponent going for an ideal target of AA but if that is unachievable just aim to break a smaller support formation and drop my oponents activation count. At this point my opponent will be forced to counter attack the Warhounds as they are too dangerous to leave running around (tying up activations for other marine formations to exploit).
Unfortunately what initially looks like a weakness becomes a strength here for warhounds - they are very easy to break, but once broken all they do is run back 60cm to a position of safety and then rally on a 3+ (with reroll which in a Marine army you will invariably keep for this task). Then in the later game their Void shields make it difficult for an opponents now battered formations to apply enough concentrated force to actually kill them.
Basically the critical makes it a bit less predictable for the Warhound player, as after that initial alpha strike if my opponent gets lucky and causes a critical my warhound will end up dead and not just break backwards as I want. Same applies in the late game a single hit may critical and take out the warhound so they are just not quite as reliable and predictable.
At the same time the critical doesn't weaken them so much that they become unusable in say a Guard army which doesnt gain as much from a warhound (other than its basic efficiency for its points).