SeerK here again. Well we are finally
down to the last ship in the “Ships Of The Rense” series. We are
down to our main command ship. The ship that strikes fear into the
hearts of the enemies of the federation and in the hearts of disloyal
citizens of the Federation. I speak of course of the Banshee
Dreadnought. The dreadnought is currently the biggest class of ship
in Firestorm Armada. They are capable of devastating firepower and
can take as much as they can dish out. They also are rather
expensive points wise, justifiably so.
The Banshee is no exception. As
Dreadnoughts go the Banshee in my opinion is a good ship, but a
little under gunned as compared to other Dreadnoughts. It has the
customary Dindrenzi style kinetic weapons in the fixed fore position,
but it is not as strong as the kinetic weapons on the Dindrenzi
Battleships. The secondary fore arc weapon is a powerful beam
weapon, but its limited to 20 inches of range. This gives the
Banshee, like the other tier one RSN vessels, the lack of a one two
punch that they really need to deal with vessels of the same weight
class. The starboard and port beam weapons are very nice though.
They have good range and strength for dealing with smaller vessels.
Now despite my opinion the Banshee
needs more in the way of weaponry, what it lacks in punch it make up
for in secondary systems and tricks to help deal with the enemy
fleet. The Ops Center and Dirty Secrets MAR's come standard. This
gives you some nice tactical advantages. You can take 4 TAC cards
and you can force your opponent to waste a TAC card when he plays it.
Dirty Secrets, although you can only use it once a game, can be
pretty clutch. This is especially true when facing the new TAC cards
in the Marauders fleet manual. Being able to prevent your point
defense from being shut off or a ship from shunting out can really
give you an advantage to hang over your opponents head.
The Banshee, like all the RSN ships,
also has the advantage that it is way more maneuverable than your
average Dreadnought. With the ability to reduce your turn limit to
one inch and being able to move up to eight inches you can bring your
weapons to bear much more easily. I once got in a firefight with a
Nausica Battleship and a Retribution Dreadnought with just my
Banshee. Spellduckwrong had wiped out my entire fleet say for the
Banshee. It was mostly untouched and with 2 shield dice it was
proving hard to take out. I was able to out turn both ships in very
close quarters and keep my main weapons on target. The game ended
before the Battleship died completely sadly. If another turn or two
had taken place the Nausica would have died and the Retribution would
not have been far behind.
So yes I think its under gunned, but
you can use the weapons more effectively. I almost always use the
same load out for my Banshee. I add a shield, -1 on the turn limit
and add 2 inches to movement. I run at least two Sirens as well. I
also add Special forces as I like to run the Banshee in close
quarters.
In my experience this is probably the
best way to actually run your Banshee. Up close and personal. The
fluff refers to Dindrenzi commanders charging headlong into combat.
The Banshee cannot really slug it out with other Dreadnoughts or even
squadrons of heavier craft at a distance. Basically your lethal
operating range is 12 to 20 inches from the enemy vessels you are
engaging. With Sirens as escorts this means more accurate fire at
your ideal range and you have the ability to bring it to bear in such
a way that more ponderous vessels cannot bring their most lethal
weapons to bear. Out maneuvering your targets is one of the key to
success in running the Banshee. Picking your targets is as well. Be
mindful of your targets weapon arcs and ideal ranges. Obviously the
rear arc is vulnerable on most vessels. Hitting the vessel in the
aft can be difficult and its an obvious tactic. Mine fields and
other vessels can easily cover the hind quarters of targets. Hitting
the port and starboard arcs or even the Fore can be more desirable to
attack as long as the weapons in that arc are weak.
For example, Sorylian vessels tend to
have very weak Fore arc weapons. They are set up to broadside enemy
vessels. Vessels with lots of turrets can be problematic, but this
is when attacking from multiple arcs comes in. I have always said
you have to play RSN fleets smart. They are a fleet based on
synergy. Dreadnoughts are big targets and you can use this to your
advantage. Drawing fire with the Banshee and hitting your target
with another squadron helps give you the one two punch that destroys
tier one vessels quickly.
Dreadnaughts are big and tough and
generally not to be taken in low point lists. Battle fleets benefit
from the presence of a Banshee, but a totally kitted out ship can
take a big chunk of your points. So choose wisely and make sure the
benefits outweigh the negatives.
Well thats all for the “Ships Of The
Rense”. I am going to start delving into the Marauders next. They
are new and change the game up quite a bit. I will also be covering
Planetfall at the end of October. Its up for pre order as of the 9th
and is slated for an October 22nd release. I have to say
I am pretty excited for this game. Firestorm combined with
Planetfall for joint games and campaign play is going to be awesome.
I also want to remind everybody I am
hosting a Tournament on October 11th at Evolution Games in
Lansing Michigan. The Battle At Cyrax Alpha has an event page on
Facebook. All the details are there.
Until next time crush the Alliance and
as always.............
REMEMBER DRAMOS!!!!!!
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