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Made in us
Fixture of Dakka





Just an idea for Banshees, as their new rules are good, but feel flat. I'm not a huge fan of flat-out denying Overwatch with no interaction.

How would this work out:
Acrobatic allows the following, instead of the current rule:
-Any unit consisting entirely of models with Acrobatic may move d6" once per Assault phase.
-This may be used between declaring a Charge and resolving Overwatch. If done so, the move may bring the unit into CC with its target, but not with other enemy units.
-If used in CC, the move must follow all Pile In rules

Banshee Mask:
-No longer prevents Overwatch outright
-Any enemies within 3" of the model count as Gone to Ground during their Assault phase, even if they cannot Go to Ground or be pinned (mostly just prevents overwatch).
-A unit successful charged by a model with this rule fights at -2I

So they would have the tools to avoid or minimizs overwatch, while being super fast and making the denial automatic.
   
Made in us
Fixture of Dakka





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. ^_^


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Fixture of Dakka





Using that move on the Charge is one way to use the move. Otherwise it can be used at another time during the Assault phase. So even after they Run, they get a second Run, if that's what they want to do.

Also, using it on the Assault to get within 3" would deny overwatch, but so would moving out of LOS.

Further, the Mask as listed has some other uses as well. If they can Assault move within 3" of two units, another unit can charge one, without overwatch, while Banshees charge the second.

I also brought back the I penalty.

This message was edited 1 time. Last update was at 2016/02/17 15:42:30


 
   
 
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