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Whenever i see howling banshees in a list, i almost exclusively see them put in a Wave Serpent. My question is why?
They cannot charge the turn they disembark and so all i'm seeing is them taking a full turn of fire before they can possibly get into CC, as most people wont charge at them first.
If you were to put them out of LOS of the enemy then i imagine the enemy would then just run any units that are possibly in assault range of them away, thus making them footslog once again
I would greatly appreciate an answer as i have a unit of 10 Banshees gathering dust as i can't seem to feild them effectively and im toying with the idea of getting a Wave Serpent for them.
P.S. another question, would it be effective to group them with a farseer?
Putting them in a Wave Serpent gives them a lot of protection against enemy fire (Wave Serpents are one of the most survivable vehicles in the game barring Monoliths) and it gives them far more movement capability. Your argument that if they disembark after the WS has moved then they're going to attract a lot of fire is moot, as a unit of Banshees footslogging across the board can be taken out at your opponent's leisure whereas they only have one turn after you get them out. However they can considerably weaken the unit of Banshees in a round of shooting, so you leave them in the Wave Serpent until they're capable of moving on the turn they disembark.
As to your other question, it is not usually effective to group them with a Farseer, however what can be effective is if you put a Farseer with a group of, say, Dire Avengers in a Wave Serpent nearby and then you can cast Doom on the Banshees before they charge, thereby almost doubling there effectiveness without risking the life of a Farseer in the process.
right on dude thanks a lot!
I didn't actually know you could assault out of a transport if it hasnt moved i'm gonna suffer some horrendous bloodclaw assaults now.
I also didnt know that you could cast psychic powers out of a vehicle, this should improve my game a lot!
thanks again DiW
Their toughness and save mean they will be ripped apart footslogging it.
In a WS they can move 2 feet, plus another for star engines if you want which more or less puts you anywhere on the board. Then you get a cover save from moving so fast, which you can Fortune to make re-rollable.
Anything that's going to shoot you can't run away, and anything that is going to run away is going to run 12" or less. Your banshees which fleet have an 15" average threat range from that transport next turn (meaning that in two turns you can very likely be in assault anywhere within 50".) Not to mention they're ridiculously hard to kill on their way in and will definitely draw some fire away from your other things.