Author Topic: Banshee help  (Read 14 times)

Angel of Death

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Banshee help
« on: November 25, 2009, 12:02:56 PM »
Im wondering how to deploy theses woman of wrath, I love there rules and plan to use at least a squad in my games, But im dont know how to deploy them, I tried them for the first time yesterday and charged some Genestealers and got owned, the dice gods did not like me and i only hit 4 times -_-....But yeah i sent them on foot, being nids i wouldnt expect much shooting, But on the weekend we are having a big game and it my first time playing Eldar with a large number of friends and ive been trying to tell them there good.

I thought maybe waveserpent, but then they have to take a round of being shot at, that dosnt seem good for a 4+

Simply put how should i deploy them (Agianst possably, Nids, SM, CMS, TAU, Necrons)

Offline Finn

Re: Banshee help
« Reply #1 on: November 25, 2009, 12:16:07 PM »
I'm no Eldar player but I've seen this kind of delivery and it's kinda annoying:
In your Turn:
1) Howling Banshees in Wave Serpent/Falcon
2) Fortune the Transport by Farseer
3) Move Flat Out towards intended target
In your Opponent's Turn:
4) Shrug away Glancing/Penetrating Hits with re-roll-able 4+ Cover Save
In your Turn:
5) Howling Banshees disembark from Transport
6) Move 6"
7) Run D6"
8) Assault 6"
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Angel of Death

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Re: Banshee help
« Reply #2 on: November 25, 2009, 12:21:46 PM »
I didnt think you could jump out a transport and assult in the same turn...

Offline Archon Charybdis

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Re: Banshee help
« Reply #3 on: November 25, 2009, 02:15:33 PM »
I didnt think you could jump out a transport and assult in the same turn...

If the transport is stationary, absolutely. Also Zenai didn't expressly mention it, but you get 2" to deploy out of the transport, giving you a 13-20'' total charge range. As for Banshees vs. Nids, it's really not their strong suit. Bashees excel at taking out smaller units of MEQ and TEQ models, though against genestealers might not be a bad matchup for them if the genestealers are doomed.

Angel of Death

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Re: Banshee help
« Reply #4 on: November 25, 2009, 02:18:41 PM »
YEah i guess found the rules about it, page 66. and yeah i thought genesteals would be good, and they where dooms, i just didnt hit, me being WS4 and them WS6 -_-

Offline Archon Charybdis

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Re: Banshee help
« Reply #5 on: November 25, 2009, 03:56:43 PM »
YEah i guess found the rules about it, page 66. and yeah i thought genesteals would be good, and they where dooms, i just didnt hit, me being WS4 and them WS6 -_-

You're still hitting on 4's in that case, and striking at I10 for the first round-- did you just have really bad rolls?

Offline Brandubh

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Re: Banshee help
« Reply #6 on: November 25, 2009, 04:04:50 PM »
If the transport is stationary, absolutely. Also Zenai didn't expressly mention it, but you get 2" to deploy out of the transport, giving you a 13-20'' total charge range. As for Banshees vs. Nids, it's really not their strong suit. Bashees excel at taking out smaller units of MEQ and TEQ models, though against genestealers might not be a bad matchup for them if the genestealers are doomed.

One more thing.  Pivoting in place doesn't count as moving.  So rotate 180 degrees, jump out 2" then go.

Angel of Death

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Re: Banshee help
« Reply #7 on: November 25, 2009, 04:17:44 PM »
YEah i guess found the rules about it, page 66. and yeah i thought genesteals would be good, and they where dooms, i just didnt hit, me being WS4 and them WS6 -_-

You're still hitting on 4's in that case, and striking at I10 for the first round-- did you just have really bad rolls?

Yes, very bad rolls

If the transport is stationary, absolutely. Also Zenai didn't expressly mention it, but you get 2" to deploy out of the transport, giving you a 13-20'' total charge range. As for Banshees vs. Nids, it's really not their strong suit. Bashees excel at taking out smaller units of MEQ and TEQ models, though against genestealers might not be a bad matchup for them if the genestealers are doomed.

One more thing.  Pivoting in place doesn't count as moving.  So rotate 180 degrees, jump out 2" then go.

I believe it saying in the rule book that pivoting does count for disembarking

Angel of Death

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Re: Banshee help
« Reply #8 on: November 25, 2009, 04:32:23 PM »
Also on another point, if i was to take Jain Zar could she start off with the Banshees in a wave serpent, or would i lose a turn and have to place her in it?

Offline Archon Charybdis

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Re: Banshee help
« Reply #9 on: November 25, 2009, 05:05:12 PM »
One more thing.  Pivoting in place doesn't count as moving.  So rotate 180 degrees, jump out 2" then go.

For shooting it doesn't, for disembarking it does.

Guitardian

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Re: Banshee help
« Reply #10 on: November 25, 2009, 05:30:49 PM »
Also on another point, if i was to take Jain Zar could she start off with the Banshees in a wave serpent, or would i lose a turn and have to place her in it?

You can begin the game with her assigned to a squad, like any other HQ. That's actually the best way to go. The serpent trick with fortune is great, but even better if your farseer goes with them, and also has doom as a backup power. Doesn't even need the spirit stones unless you can afford them. 1st turn fortunes the flat out serp. second turn dooms the chosen target.
 
The big deal about banshees is the power weapons, which are kind of wasted on Tyranids for the most part. Banshees are sick wicked awesome againt marine type armies, but against the hordes of nids-and-orks-and-guard-oh-my they are kind of irrelevant.

 I really like Jain Zar. Her an Maugan are the only two phoenix lords I even bother with. If you don't deploy her in a trans with a squad of banshees as meat shields, the other option is to put her in a very small squad of harlequins with a shadowseer so she can edge ever closer until she's in move-fleet-charge range with little chance of being a valid target during her approach. Otherwise she'll just get shot down before she gets the chance to go crazypsychobitch in cc, which she does best.

TheCleavelord

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Re: Banshee help
« Reply #11 on: November 25, 2009, 07:44:57 PM »
the other option is to put her in a very small squad of harlequins with a shadowseer

I thought Phoenix lords could only go in squads of their aspect?

Guitardian

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Re: Banshee help
« Reply #12 on: November 25, 2009, 08:38:10 PM »
Correction, sir... They can only go with aspect squads of their own aspect. Big difference.

Angel of Death

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Re: Banshee help
« Reply #13 on: November 26, 2009, 02:38:40 AM »
Yeah nice little loop hole there

Guitardian

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Re: Banshee help
« Reply #14 on: November 27, 2009, 06:05:41 AM »
Yeah nice little loop hole there

O dont think it was unintentioned. They show up out of the webway from who knows where to help ot.... but yeah the only aspect shrine they join is their own, pride and stuff, but they are still there to help the amry in its hour of need. Not a loophole IMO, just a way of making them fluffy... no fuegan leading avengers, or asurmen leading hawls, etc. But they can join any other non-aspect with no problem and it is not a loophole, it's just a fact.

redhotchilipepper

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Re: Banshee help
« Reply #15 on: December 15, 2009, 04:31:14 AM »
personally i think banshees are not too affective if it isn't a squad of ten... also i like the wave serpent idea. either just disembark into cover and wait till next term.. or keep them in the serpent till they can unload when its stationary. also an effective thing to do is a to put a farseer that has doom in the squad and just doom the unit you want to assault before they assault. especially against marines.