As we all know, some units rarely see the light of day, while others bask in perpetual sun light. This got me thinking as to why this is. Why do we see a tendency to favour high Defence units, and units with Crushing Strength and/Thunderous Charge?
I think I have found the main culprit.
Before this spell created overpowered ranged units as it gave piercing (+1). That didn’t seem like a lot at the time, but when it came to game play, it was quickly apparent that it was breaking the game. So, it was changed on order to help balance the game. I’d argue that it needs more changes.
Most if not all casters have it as (2/3), which makes it near enough guaranteed. All is needed is one die to roll a 4+ for it to work.
It skews units damage ability far beyond their points cost, and at the same time makes force selection slide over to higher Defence units. Going from Crushing Strength 1 to 2 is a big leap in damage output.
For example a unit with Crushing strength (1) goes to Crushing strength (2) . If it is attacking a unit with Def 5+ it has now gone from 4+ to 3+. That is from 1/2 to 2/3. Against Def 4+ goes from a 3+ to a 2+. Players are more than likely fully aware of the prevalence of Bane Chant and how it turns Def 5 to below average, so favour Def 6 to help mitigate the impact that Bane Chant has on the game. Where as units with no natural Crushing Strength can be over looked, it is a better points investment to help increase the damage output of a unit that already has odds in its favour.
In doing this we make it a no-brainer, horde up the unit with Crushing Strength, point and click it towards the enemy, once in contact cast Bane Chant on it.
If instead of increasing Crushing strength by 1, if it gave a unit Crushing strength (1), it would help lift up a lot of units that are not taken, while also not over powering those who already have Crushing strength. A small change, but one which I think would open force selection a lot more, and create more fun games.
This would mean that some factions would lose the spell, as their units already have at least Crushing Strength 1, mainly Ogres and Orcs. Also I have no issue with it being applied to units that have Thunderous Charge and no Crushing Strength, mainly because Thunderous Charge can be cancelled very easy.
I honestly think it would help open up the game more, as units with low or average Defence melee units wouldn’t feel like they are a liability, and it would help Bane Chant achieve its goal as a balancing spell. That Kingdom of Men Shield Wall Regiment may not be much, but with Bane Chant they can do something beside just standing on objectives and being a speed bump.
It might also help shift the meta away from Def 5/6 units, which I’d argue are taken more as a reaction to what Bane Chant does to units.
Anyway, these are my thoughts on the matter. What do you think?