Dawn Of War Baneblade

Stormhammer 8th Edition Rules
- Apr 15, 2017 - Just the damned glory hounds of the empire, space marines do a quarter of the work and get all the glory anyway. One chain sword may slay.
- Warhammer 40,000: Dawn of War II: Chaos Rising March 11, 2010. PC LIN Warhammer 40,000: Dawn of War II February 17, 2009.
Stats. Leveling. Weapons. Abilities. Upgrades. Strategy The Baneblade is a super-heavy Imperial Guard tank in Retribution multiplayer. Gallery Pre-release screenshot Pre-release screenshot. Games Movies TV. Dawn of War Wiki is a FANDOM Games Community.

EA has been accused of copying Warhammer 40k tanks for its browser-based real-time strategy game Command & Conquer Tiberium Alliances.

Users on Reddit noticed a number of tanks in C&C, developed by German studio Phenomic, are pretty much carbon copies of tanks in the famous Games Workshop tabletop game.
Baneblade Dawn Of War 2
C&C's Forgotten Grinder Tank is compared to the Ork Bonecruncha, created by Games Workshop for Warhammer 40k in 1995. An image highlighting the similarity is below.
And the Forgotten Bombard Tank is almost indistinguishable from the 1995 Baneblade design. Again, an image comparing the two is below.
EA and Games Workshop are yet to comment on the matter. Interestingly, the Baneblade appears as a unit in the THQ published, Relic developed PC exclusive RTS Warhammer 40k: Dawn of War - under license of course.
Dawn Of War Baneblade Quotes
But my latest consideration is Baneblade.
2 main cannons are moderatly good. But BB in shape it is now, is kinda 1 shot mobile platform to them. Maybe 2 times.
Slow and big, gets easily destroyed by almost anything. Especially heavy melee hitters with some support.
Problem is, that BB doesn't have any function. And by that I mean that all other top units have one.
Avatar, GUO - tankers. Can take a lot of damage, but still mobile enough to try run away when in danger. Both have good damage and offensive abilities (Wailing Doom and Vomit) that does aoe damage and can get rid off a lot of weaker units.
Swarmlord - same as above (Leech essence, maybe not as effective, but good) and additionally he enable reinforcing.
Landraider - transporter, enable reinforcing, with 2 heavy falmers and assault cannon good against infantry (not mentioning granades ability even), so good vs. blobs. Crap against vehicles, but that is the price.
Battlewagon - transporter, 2 good abilities, not bad damage output. But as for me worst of them (except skills, those are great).
And now we are comming to BB. The most expensive from all of them. His good abilities tend to block on obsticles, because they are projectiles. Does he do anything except those?
No.
Why? First of all: moving accuracy 50%. FFS! Even orks Looted tank has 75%... Not sure if there is ANY other vehicle with 50% moving acc. Only a T1 Sentinel has also 50%... Really? REALLY?! 319 TONS vehicle is less stable then a dreadnought with it's 100%? Or what? What lowers accuracy that damn much?
Secondly: With it's shitty acc it doesn't have almost any damage output.
Against infantry:
All 3 HEAVY TWIN-LINKED Bolters that it has, aren't in fact heavy bolters. They are treated as single, normal bolters. All 3 of them together, shooting at 1 target does LESS damage then Tactical Space Marines squad with Sergeant and plasma rifle.... No comment on that.
BB anty infantry fire: 66.67 DPS piercing damage type (don't forget about 50% accuracy, so it's actually about 33 DPS).
TSM with Sergeant and plasma rifle: 44.8 piercing damage type + 26.76 DPS plasma damage type. And altough Marines have 50% acc too... sergeant has 100%. so it's about 30.22 piercieng + 13 plasma DPS.
Against vehicles:
2 Lasercannons: 27.5 (together, with 50% acc each of course, so basicly 13.75 DPS should be counted).
Devastator Marines with Lasercannon: 33
Same armor piercieng damage type. So even when standing it's worse.
So... BB isn't good to kill anything enemies may throw at him. No defence mechanism (like Avatar's Khain Wrath, GUO Swarm of flies or Swarmlord both Leech essence or blade furry). 1 good ability which is main BB cannon, cause at least it hits unless blocked by 40cm fence. Demolisher cannon can be avoided, especially if it cannont be shot instantly and BB needs to turn, giving enemy a lot of time to move aside.
So I ask: WTF it is for? 2 Leman Russes does much more then him with about same cost. And they are still worse then stupid Predators. LR has (in TT, which this game came from) higher armor, better weapons and they are cheaper. And for every predator You can set on battlefield, I can set 3.
Here, Vanquisher cannon (which is one of the ultimate AV weapons in TT) does 1.5 DPS less then Looted tank. With only 11 more range.
In conclusion: IG is the most underpowered, unthought race in game, especially in 3v3, with all it's spirit and game type lost with transition from TT.
Can't mass enough like it should, filling out the lack of fire power and heavy armors.
Fragile, die like flies, but that is normal for IG.
Almost impossible to counter turrets at T1. Not easy in T2, but manageable. Or 2 heavy bolters for that matter.
No superiority in vehicles, in which IG excel.
Anyone can defeat it with melee oriented troops. Only counter: catachans, good, I admit, can stop even assault marines. But loosing every model except one with ASM cost You 166/16, with Stormboyz 160/16, while the same combat will leave catachans probably only with sergeant and granade launcher model, which cost me 200/20 to reinforce. Banshees won't cost any power, altough they might do not as much damage, stopped by shotgun ability.
And I set only, cause before You get to Ogryns, You probably got Your power wiped, You're losing dramatically in points and enemy has leveled up his units, has more resources, so even if You got them, You are outnumbered and outgunned.
Bugged HWT also doesn't help.
As well often Manticore bug shots.
In fact Manticore and Ogryns are only good units in IG army in this game. Both on T2.
If enemy is good, Manti will die in about 2 minutes after it fires first time.
IG will build meltas, SM can teleport his FC with powerfist or jump in with assaults and melta bomb it.. Orks will barrage it with tankbustas. Eldars can go into base with wraithguards. Chaos can run with Bloodcrusher, teleport with Bloodletters or simply walk with Plague Marines. Only Tyranids might have problem, but Tyrant Guard or Hive Tyrant can do the job.
With Ogryns situation is a bit better. I don't know what exactly domino effect does, but after it got changed, hlaf the time, half the squad is lying on the ground instead of fighting, when facing any good-melee opponent.
I know that it is not the most important army for GW, cause most players are so excited to play genetically mutated supersoldiers or they even more packed up buddies from the dark side of the force, but really... is that hard to make it work as it should?