While several people seem to want to add thick rear armor, there is nothing in background, WH40K, or previous editions of Epic to support doing that. That, and I don't think adding TRA will enhance the effectiveness of the Baneblade enough to make it the equal of the Shadowsword.
I think we are running up against a logic fault here, and that is what has people stuck regarding what to do about the Baneblade. Every suggestion runs up against one of these blocks:
1) Doesn't conform to the history/background of the Baneblade. 2) Doesn't conform to the prior use/rules of the Baneblade in Epic. 3) Doesn't conform to the WH40K rules of the Baneblade. 4) Doesn't conform to the perceived mission profile of the Baneblade.
So pretty much we have to agree on the least offensive upgrade(s) for the Baneblade to make it worth its points.
A lot of discussion, aside from little things like Thick Rear Armor, has focused upon the weapons of the Baneblade. I feel that this is the best route to go because all of the other factors (CC, FF, Armor, etc.) are pretty much written in stone. The only weapon that has any real chance to have any changes made to it without it affecting other vehicles, exceeding the number of weapons shown on the miniature, or offending WH40K is the main cannon.
Here is the problem: In WH40K, to make the Baneblade work in the game without it being obscene the turret cannon is listed as a rather anemic weapon. But if the Baneblade is going to be the equal of the Shadowsword in Epic: Armageddon it will have to be significantly upgunned because, let us face the facts, the Volcano Cannon on the Shadowsword is a monster weapon. Very long range, great to-hit probability, and it does TK damage. If you think that the Demolisher Cannon, an autocannon, a couple of paltry lascannons and a couple of twin heavy bolters are going to narrow the gap then I suggest you re-think things.
We are going to have to SIGNIFICANTLY upgrade the battle cannon beyond what WH40K thinks it should be.
The Baneblade Cannon (let's just drop "battle" from the name) is going to have to be brought up in power to make it a lot closer to the Volcano Cannon than the original Battlecannon stats. What can be done?
The Volcano Cannon has a 90cm range while the Battlecannon on the Baneblade has a 75cm range. While I think that increasing the range would not be to much, there seems to be little support for that.
The Vocano Cannon has a 2+ to hit. (Very Nice!) It also does MW - TK(D3) damage. (Very, Very Nice!) While nobody wants to give the Baneblade Cannon TK damage, I think it is safe to say people might be willing to give the weapon MW ability.
One other thing about both weapons is that they both fire one shot per turn. Nobody would be willing to let the Baneblade fire 2 or 3 times per turn. But, there is another way to effectively give the Baneblade more than one shot per turn:
Make it a BP weapon.
What if we were to give the Baneblade Cannon something along these stats:
Baneblade Cannon Range: 75cm Firepower: 3BP Notes: Macro Weapon
Notice that the weapon does not have Indirect Fire capability, so effectively it is lobbing a large high explosive shell. Assuming the BP/MW rules revision goes through the to-hit number would be 4+.
What do you think?
_________________ I shot a Deathstrike Missile and destroyed an enemy titan in my pajamas last night. ?How it got into my pajamas I still don't know...
|