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You have some interesting thoughts there, Bharring. While I"m normally all for making a mechanic more interactive, I'm not sure I'm a fan of these particular suggestions.
What I like about your proposed tweak to Acrobatic is that it gives the player an extra d6 inches of charge range on the turn they want to actually try to get into assault. What I don't like is that, as it happens after declaring a charge, foot-based banshees will now be running 3" less thus making it more difficult to hide them behind terrain or simply cover ground as they sprint up the table.
That extra charge range can be very nice, but I think I might actually prefer the versatility and raw speed that comes with the current acrobatics. As I'm sure you know, Banshees are already considered one of the few underwhelming units in the current Eldar book, and I think I'd rather see a rules change that addresses their issues rather than something that basically evens out with what they have. Running a nd assaulting in the same turn or assaulting out of a wave serpent would both be helpful in this regard.
Now if the d6 assault move could be done even without declaring a charge, I might like this change a bit more. It would keep the banshees basically the same speed (d6" instead of a flat 3") and would also help on the turn that you charge.
As banshees are far from overpowered right now, I'm not a fan of making banshee masks only affect a 3" range. I get that it wouldn't be as harsh a limitation when combined with the d6"bonus assault move you've proposed, but it's still a nerf. I don't feel that the penalty to enemy initiative really makes up for the nerf because are swinging before most things already anyway. Of the things that they aren't swinging before, many of them aren't really ideal targets for banshees anyway (invul saves on daemons, harlequins, and wyches, low armor save on most dark eldar units, etc.)
Adding interactivity is great, but let's not minimize one of the main advantages of a unit that already doesn't get enough love. ^_^
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