Absolutely not. The guys at PP have stated a few times that no Battle Engine would ever eclipse a warjack in power and effectiveness. The focus of the game has always been and always will be on the warjacks - jacks are kind of the mascots for the games in both rules and fluff. The power of the Battle Engines is just right about where I thought it should be, and so far both of them are well worth their points.
Quantify that. I see that comment made a lot on gaming forums without any real detail.and so far both of them are well worth their points.
After seeing the arcantrik force generator, I can certainly agree it's worth the time, effort and points. I just think for the price of the gun carriage you can get something more useful. That's not including the cost of supporting units, like mechanics, you might need to make it more survivable.
I don't think there is anything wrong with making something more powerful than a Jack. In fact, you could probably argue pretty strongly that the Gun Carriage is much more strong then most Jacks. If it weren't for the base size, I'd say it could potentially be one of the best buys in the game. Base size plus a few Battle Engine rules put's it more in the meh category. I'd take the Behemoth, more points and all, over the gun carriage almost anyday.
I'm more sold on the Arcantrix Force Generator. It supports it's army much better and provides more than just a large target on the tabletop.
In my experience Mechaniks are are rare. Most players realize that the chances of them coming in handy are slim to noe. In large games I might take a small unit but in general the points are better spent elsewhere.
Since the Mechaniks can hide behind the carriage, I think we might be seeing more of them. Being able to hide behind a model that can't be shot through or slammed back will make them much more survivable, and they can come out to repair in mid-late game much more easily.
Taking actual ballistics out of the equation, since we have no idea what kind of round the rifle is firing, POW 7 is one higher then the Hunter's POW 6, a dedicated anti-armor jack with a ROF 1 armor piercing gun. The trade off is that instead of 6 points you pay 2, but aren't as mobile or durable. To counter act the lack of mobility the gun has a longer range. Potential difficulty hitting targets, even though their RAT isn't terrible, is made up for by virtue of being a weapons team, and thus having a bonus to hit because of the spotter.
While small base models aren't optimal against the gun, saying it's useless against anything over ARM 11 is, respectfully, incorrect since armor piercing gives you +2 damage against small base models, bringing the effective Pow to 9, at which point double ones is the only thing that wouldn't kill your target at ARM 11. Average dice will box ARM 15 models with one wound...though I dare you to find me one.
Against medium and large base models, the gun's intended target, you are at flat dice for damage with against ARM14, which is admittedly low for a medium base, but for every two points of armor above that you are only at one less point of damage, with ARM 20 coming in at dice -3 for damage.
Realistically, armor piercing on ranged is never going to look as powerful on paper as the few things that have it on melee weapons. That said, to apply it in melee you have to go through the task of getting your Behemoth or Angelius into melee, and for more points spent as well, where as the Hunter or the Heavy Rifle Team only require line of sight, and have a range longer then the charge threat ranges of either melee users for about 1/2 and 1/5 the cost respectively.
I'm sorry, but your comment about pow 7 with armor piercing being next to useless against Arm11+ smacks of noobness. You do realize that you HALVE your opponents armor rating right?
So Khador Jacks at Arm20 become arm 10. That's dice -3. Odds are high you're gonna put some dmg on em. And as far as solo hunting goes... omg, yeah! This thing will wreck just about anything it hits in one shot given the avg arm of most solos hovers around the 14-18 mark (depending on the faction).
Armor piercing is an awesome ability whether it's a shooting attack (extra awesome most of the time) or in melee. It can really put the hurt on just about anything. Of course, if you could boost damage with them, that would be ridiculously awesome, esp @2pts a pop.
Or you could just take a bunch of those stupidly under-costed assassins
As of right now, I'm not really sold on the battle engines either.
As a cryx player who hates jacks outside of the chickenhawks, I really want the Wraith Engine to be awesome because I like the model.
But I'm extremely skeptical of that actually being the case. The odds are high that I'm just not going to buy the model at all b/c it'll be a waste of pts in my list.
But hey, who knows what'll happen. Could be that Battle Engines turn out to be great.
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Just for the record, Armor Piercing only halves the armor of medium and large base models. Against small base it just adds +2 to the damage roll. I also think you may want to take a look at the average armor of solos again. Considering that most solos are small base warrior models I think you'll find they tend to hover in the 12-14 range more often then not, with a few exceptions being higher (cavalry/dragoons, solo versions of multi-wound infantry, etc) and another few being lower (purely support solos, non-combatants, and the like).
Also, why so aggro? We're all friends here, and all share a common interest, let's act like it. K?