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![[Post New]](/s/i/i.gif) 2011/12/09 07:22:44
Subject: Banshee mask vs. coil whips
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Sybarite Swinging an Agonizer
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So we had this come up the other day and GW really couldn't give us an answer, suggested a roll off. Since the mask says always strikes at Ini 10 in first round of CC and coil whip reduces to Ini 1, which one works. Since the Eldar dex wasn't made for this 5th ed, what should be done.?
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![[Post New]](/s/i/i.gif) 2011/12/09 07:50:08
Subject: Banshee mask vs. coil whips
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Elite Tyranid Warrior
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Since it is a modification of their in stat I would say that they still would be dropped down to in 1 by the coils . There was a similar post about grey knight halberds..
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Im not larger than life , Im not taller than trees..
6000+ 1500+ |
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![[Post New]](/s/i/i.gif) 2011/12/09 09:17:36
Subject: Banshee mask vs. coil whips
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Numberless Necron Warrior
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Eyesedragon wrote:Since it is a modification of their in stat I would say that they still would be dropped down to in 1 by the coils . There was a similar post about grey knight halberds..
I would say the opposite. Whip Coils reduce Initiative to 1. Banshee Masks means you strike at Initiative 10. It doesn't increase your Initiative statistic. So, effectively, the Banshees get reduced to I1, but still strike at I10. At least that's how I'm reading it but I don't have either Codex on me right now, so maybe I'm missing the fine print.
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This message was edited 1 time. Last update was at 2011/12/09 09:18:08
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![[Post New]](/s/i/i.gif) 2011/12/09 09:31:30
Subject: Banshee mask vs. coil whips
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Discriminating Deathmark Assassin
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I am with banshees on this one. The continouus effect of the coils is interrupted by the banshee masks. For that one assault bashees are I10. Afterwards they drop to 1.
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![[Post New]](/s/i/i.gif) 2011/12/09 10:08:29
Subject: Banshee mask vs. coil whips
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Twisting Tzeentch Horror
http://www.dakkadakka.com/dakkaforum/user/edit/40180.page
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If I were in this situation, I would just restore the Banshees to their normal Initiative
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DS:90S+G++MB++I+Pw40k09#+D++A+/eWD344R++T(S)DM+
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![[Post New]](/s/i/i.gif) 2011/12/09 14:15:51
Subject: Banshee mask vs. coil whips
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The Hive Mind
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Banshee Masks beat Lash Whips, so I'd see them being FAQed to beat coils as well.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2011/12/09 14:22:22
Subject: Banshee mask vs. coil whips
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Longtime Dakkanaut
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Same situation as Lash Whips. The Init value is lowered to 1 however first round they don't use there Init value and rather are auto 10. In the broad scheme of things though it's not a huge deal since with a 3++ save the Wraiths will mop the floor with them.
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![[Post New]](/s/i/i.gif) 2011/12/09 15:34:23
Subject: Banshee mask vs. coil whips
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Huge Hierodule
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As stated above, Banshees *strike* at I10 on the first round of combat, regardless of their actual initiative value. Therefore both effects apply, the Initiative 1 banshees (from the coils) strike at initiative 10 (from the masks) and then will promptly get killed by the wraiths at initiative 2. <----slightly biased interpretation but the rules are solid.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2011/12/09 20:20:35
Subject: Banshee mask vs. coil whips
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Dakka Veteran
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Ravendove wrote:I would say the opposite. Whip Coils reduce Initiative to 1. Banshee Masks means you strike at Initiative 10. It doesn't increase your Initiative statistic. So, effectively, the Banshees get reduced to I1, but still strike at I10. At least that's how I'm reading it but I don't have either Codex on me right now, so maybe I'm missing the fine print.
That is how they treat regular lash whips, so I would expect the same answer to be included in the faq.
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5000 points (Blue rods are better than green!)
5000 points (Black Legion & Pre-heresy Sons of Horus) |
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