Another Gentle Suggestion
Posted: Tue 15 Mar, 2016 6:03 pm
Dear Forum,
There has been a recent series of posts that follow a consistent complaint format, "Unit X, by losing Y function, are useless!" and are frequently followed by requests to return the unit to their previous state.
Example 1, "Banshees, by losing their retreat kill potential, are useless!"
Example 2, "Noise Marines, by losing their instant ranged lockdown, are useless!"
I suggest, that these views are too narrow in scope. What you might find more helpful, is asking for help in utilizing these units in light of the new changes.
Example 1. "I am struggling to find a place for banshees now that they don't have their retreat killing potential."
Example 2. "I am struggling to utilize Noise Marines since they no longer instantly lock down ranged units."
And I believe you will find helpful responses from the community on ways to engage your units to their fullest potential.
Example 1. While Banshees no longer are as proficient at retreat killing, consider what they do provide to the eldar army. They make for amazing counter-initiation units, especially against jump troops. By denying jump troops an effective role, you allow your Dire Avengers to pour on the damage, and you have forced your opponent into an economic loss. ASM are 450/50, Banshees are 350. 100/50 is a significant chunk of t1 investment. Against IG, banshees effectively counter Ogryns, which is the standard purchase to deal with your Wraithguard, and your Wraithguard counters every other IG infantry squad. While you will bleed Banshees fighting these squads, you will win fight, and you will have bled your opponent models that cost power to reinforce.
Example 2. While Noise Marines do not instantly shut down ranged damage, they still provide a powerful flame weapon, which is effective at damaging light infantry, and destroying buildings, including turrets, beacons, banners and generators. In addition, they provide on demand control, with their Cacophony ability. The Chaos Lord and the Plague Champion (with his armor upgrade) are immune to Cacophony's knockback. They are ideal for reaping havoc among the enemies army while disabled. This has become especially true now that Genestealers have become more common in the Tyranid line-up. Cacophony to knock units back and land either a Blight Grenade or Immolate (because you are still mobile) and suddenly that's an engagement won for you. Or perhaps you'd like to give your Lightning Claw Terminators a little more time to hug it out with Nobz.
In the end, I sincerely hope that attempting to tackle the issue in this way will help you find new and inventive ways to play this fine game we enjoy. And maybe, will help open your eyes to the hidden capacity of some of your favorite units.
There has been a recent series of posts that follow a consistent complaint format, "Unit X, by losing Y function, are useless!" and are frequently followed by requests to return the unit to their previous state.
Example 1, "Banshees, by losing their retreat kill potential, are useless!"
Example 2, "Noise Marines, by losing their instant ranged lockdown, are useless!"
I suggest, that these views are too narrow in scope. What you might find more helpful, is asking for help in utilizing these units in light of the new changes.
Example 1. "I am struggling to find a place for banshees now that they don't have their retreat killing potential."
Example 2. "I am struggling to utilize Noise Marines since they no longer instantly lock down ranged units."
And I believe you will find helpful responses from the community on ways to engage your units to their fullest potential.
Example 1. While Banshees no longer are as proficient at retreat killing, consider what they do provide to the eldar army. They make for amazing counter-initiation units, especially against jump troops. By denying jump troops an effective role, you allow your Dire Avengers to pour on the damage, and you have forced your opponent into an economic loss. ASM are 450/50, Banshees are 350. 100/50 is a significant chunk of t1 investment. Against IG, banshees effectively counter Ogryns, which is the standard purchase to deal with your Wraithguard, and your Wraithguard counters every other IG infantry squad. While you will bleed Banshees fighting these squads, you will win fight, and you will have bled your opponent models that cost power to reinforce.
Example 2. While Noise Marines do not instantly shut down ranged damage, they still provide a powerful flame weapon, which is effective at damaging light infantry, and destroying buildings, including turrets, beacons, banners and generators. In addition, they provide on demand control, with their Cacophony ability. The Chaos Lord and the Plague Champion (with his armor upgrade) are immune to Cacophony's knockback. They are ideal for reaping havoc among the enemies army while disabled. This has become especially true now that Genestealers have become more common in the Tyranid line-up. Cacophony to knock units back and land either a Blight Grenade or Immolate (because you are still mobile) and suddenly that's an engagement won for you. Or perhaps you'd like to give your Lightning Claw Terminators a little more time to hug it out with Nobz.
In the end, I sincerely hope that attempting to tackle the issue in this way will help you find new and inventive ways to play this fine game we enjoy. And maybe, will help open your eyes to the hidden capacity of some of your favorite units.
