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ok, i don't know anything about eldar, but i was wondering if someone could tell me about the howling banshees becuase i dont know what they do and i am just curious cuase the models look so freaking sweet. just give me the basic info about them. note, i am not asking for stats.
You should hit a gaming store and see if they keep an on-site Eldar Codex so you can look at the stats yourself, that's probably the best way to get a concrete understanding of what Banshees are capable of. I agree that the models for the Aspect are really neat, though.
I'm not sure what changes will be made to the Banshees in the new Codex, if any at all, but at present they are an elite close combat unit designed to destroy heavily armored infantry. They are fast and equipped with power weapons that bypass armor saves. Unfortunately, they are pricey and fragile, and so require support in the form of transports or solid cover to keep them safe until they can engage their targets. They also do not do well against superior numbers because they cannot make many attacks; this task is best left to the Banshees' close counterparts, the Striking Scorpions.
Depends how you define 'many attacks' - a Banshee will get 3 on a charge, a Banshee exarch with power blades would get 4.
But yes, basically Scorpions are a bit better primarily because they get an extra attack from their mandiblasters, and also have an extra point of strength. Banshees don't really excell against heavily armoured infantry because, whilst they ignore armour, they struggle to wound T4 creatures. They're good, but I wouldn't throw them against large groups of terminators, except with an exarch in there (if she's acrobatic she can get in there and take out the powerfisty types).
Howling. Banshees. Rock.
They are fast and light armoured. Their swords cut through armour like butter. But their coolest, their signature aspect is their Scream.
Their helmets are pychic amplifiers. When the banshees release their hatred and contempt of the enemy in a heart-rending scream the helmet amplifies it, leaving enemies stunned, sick and disoriented, giving the banshees a chance to lithely cull the enemy before they can strike back, before fleeting to their next target.
Do the math, weigh up pros and cons and Scorpions are a bit better...
Imagine for a second what they do and how the fight and banshees are just so much cooler than the buck-toothed, Ronaldinho look-alike, santa hat wearing, chainsaw tooting marine wannabies.
Holwing banshees actually make up more points than scorpions in my battles. But that's probably due to the fact that they have a knack of finding the opponent's hq squad.
Kai Shin Craftworld (Biel Tan / Ulthwe) 5000 pts
Emperor's Children 2000 pts
basicly it all depends on who you fight.
If the opponent has a losy save scorps rule.
If the opponent has a great save but also T4 they're about equal.
If the oppent has a great save and a losy T then banshees rule (yeah SoB's).
The Morbidos Fleet will reclaim the Eldar empire. This time there shall be no mercy. Let them choke in their own blood!
Each of these wields a power sword. In large squads the shear volume of attacks that ignor normal armour saves is anough to deal with any squad. Their banshee masks also guarantee them the first strike on the first round of combat. The downside to these is that they tend to have a lower toughness and armour save than what they are fighting, so they don't take return hits very well. The exarch can be given either power blades or an executioner. The power blades adds more to the volume of attacks whilst the executioner gives the Exarch a boosted strength. The executioner is more useful as it allows the squad to be able to deal with higher toughness models, though do not go charging these tougher units intentionally as in the end there are probably better ways of dealing with them.
They are pretty hard to use due to their frailty, often getting them to combat is the bigger issue. But this can be solved via using Waveserpent transports (though they become very expensive) or they can foot slog using fleet of foot to hide from terrain peice to terrain peice. Banshees are generally good against any infantry sized model in the game, this is only because they have a large number of attacks, so small squads won't do as well as bigger squads. This goes for going against terminators too, because terminators are very expensive you won't find them being feilded in large numbers.
Banshees can be better in different craftworlds, for example Ulthwe Strike force allows you to get the squad close to the opponent without exposing them to shooting at all.
I personally think banshees rock. My wife plays an Eldar army and has a full squad of them with exarch, and uses in every list she makes. I know so many Eldar players that don't like them, stating the strength three sucks for causing wounds. But I'm sorry, the name of the game in 40k is power weapons, and every banshee carries one. The next name of the game is Initiative, and well they always go first in the first round of combat, even they didn't charge. Not to mention the only Eldar unit that is not strength 3 are the scorpians, so what are people complaining about there?
Lets just look at this. On the charge with powerblades exarch. They get 32 attacks that all go first and are power weapons. The easy stats are reduced in half for hits, so 16 hits, and those are reduced to 6 wounds, making it a bit tougher since harder to wound T4. . Hmm I'm thinking a tactical squad of 10 just had 6 guys killed, because no saves. They get their attacks back, providing they even have anyone in BtB still. Four attacks, 5 if their is a Vet Sgt, say 3 hit, 2 wound and if using a PF one banshee dead, one has 50/50 save to make.
The marines have now lost combat, under 50%, and out numbered at least 2 to 1. So they are -3 to leadership and are running from something that is Init 6.
When my wife plays these things she slaughters stuff. The only time I have wiped them out in assault is when I charged with a full squad of 20 cultists. The sheer number of saves she had to make killed them off.
I would not take banshees against tough high armored things. They do much much better against basic troop infantry type things where they won't get a save, and at best toughness four.
In my own use of Banshees, I have found them to work better when attacking a force already softened up from a little fire. Or when used with Scorpions ( or Santa Hats if you prefer ), to be the second unit to attack.
I think Scorpions are better at attacking fresh units because their armor lets them last longer in a prolonged engagement.
Again though Banshees are better, when in large numbers, against things like termies and Tac squads. They do NOT work against dreadnoughts. That's from my own personal experience. I didn't try for it, but they got stuck and it just happened. And they all died.
If you have transport for them ( which is a real good idea ), I have often waited a couple of turns to see how my opponent's tactics are working. Find the "keystone" squad that is supporting the army, and loose the Banshees on it. Of course this is still dependant on the "keystone" being some kind of infantry.
Last but not least, Banshees make for good flank maneuvers in a more open battle. Run them up a flank with Warp Spiders. Let the Spiders fire on a unit for softening up, and attack with the Banshees. Rinse and repeat.
This may or may not have been helpful. But currently, it's all I learned about my girls.
Arvan'drynn Craftworld - 15,000pts (deceased)
Tau - 2,000 points (atomized while on patrol)
in nearly every single battle ive taken part in i tend to go towards the exarch delivery system, i use 9 banshees, 1 exarch in a starcannon armed wave serpent, it normaly gets about half way accross the table before going BOOM, usualy by tau rail guns, so my banshees have to duck an rolll between cover (god fething bless fleet of foot) and then charge into the enemy units where they usaly do a good deal of damage before being dwindled down to the exarch.
but yea banshees rock :w00t: , fleet of foot an power weapons are kick of ass :yes: