Everyone here will tell you they won't. And at 500 points, I'll agree. The issue with the Banshees is a mix of high cost, low durability, and inability to reach combat. Oh, and inability to play their MEQ killing role with S: 3. In other words, you won't be using them at low points games. However, they are still usable. It's just difficult. Banshee's have fantastic running speeds with acrobat-Falcon's Swiftness giving them an 11-17" movement speed. However, you can't run and assault so The turn you assault you only get a 6+2d6" movement. Tactically speaking, knowing when to stop running and choose to assault is critical, Next on the list is their durability. Tactically speaking, hugging cover and LOS blocking nulls this a little, but I would suggest a Farseer rolling on Telepathy for Shrouding or thy holy invisibility. This will help ensure they reach their target (side note, give the farseer a bike so he can keep pace.) Punching power is a hard to counter issue with the Banshees. You have Jain Zar, so that's helpful. Highly suggested that you get an exarch with an Executioner for more high strength hits. But that's about all you can do for sure. Final side note, you'll probably want 10 banshees if you do this. ALTERNATE OPTION: Two farseers and Jain Zar (so yes, an allies list and a mediocre deathstar) First farseer rolls Sanctic to hopefully grab Sanctuary and Thy Holy Hammerhand. Second dives down Telepathy for Invisibility to give you a S: 5 team of power weapons that can't be hit. And Jain. However, that will run you about 500 points, so it'll work but not to the point of getting its points back. Unless your enemy is a stupie, at which point it might.
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