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My changes:
The incendiary missile launcher is range 2-3 (anti infantry)
The vengeance missile launcher is 3-4 (anti early/mid armor)
So it cannot defend itself close range. Can act as artilery due range 4 has a sweet spot at range three.
Now the unit is much more fun in my opinion.
It is still subject to change but it is unlikely these basics will change anymore.
Still feel like the fire rounds are bugged. I've only had a handful of times where they did more than the default weapon.
No. a Whirlwind has the cost of a squad of scouts (40), while the Devastator is more expensive (60)
Oh wait, yeah, thinking of support battery units.
The group I play with all view Whirlwinds the same - wildly disappointing. Produce & research other units and you're better off. The devs should play other 40k strategy games where the Whirlwinds are actually useful in terms of damage, rather than just situational effect.
As a tabletop person (assumption) I wonder how you might adjust the unit.
My own ideas:
-Range 4
-Incendiary rounds do decent damage to unarmoured infantry, set hex Ablaze for 2-3 Turns. Units in Ablaze hexes take fire damage (Burn) per Turn they occupy it.
-Anti-Armour rounds do somewhere in the realm of Basilisk damage versus armour. These rounds have a 2 Turn cool-down after they get fired.
-move Whirlwind to Tier 3.
All else as current.