http://infinitythewiki.com/en/Mine_Dispenser I like it. Laying a mine 8-16" away on a 17 is nice. Especially in a sectorial that doesn't have camo infiltrators capable of planting mines midfield. Although I would've assumed the ammo would list antipersonal mines or something. I'll just assume it tosses monofilament mines until then... it's only natural. Combined with a baggage bot we could get some serious coverage for few orders. Sounds like fun either way.
I also really like the heavy shotgun addition, but more so in a fluff way than real game-mechanics-wise
Yeah that 100pt range is a bit scary. I like the idea of seeing a converted Raicho with Heavy Shotgun. I didn't notice that, thanks. Although It really should be listed under Ammo.
At least there are no more "Preta" mines... (for those too "young" to know, once upone a time Pretas dropped mines that were triggered by anything that wasn't a Hungries. Friend or foe...)
'Mines' is not an ammo type, in the same way that 'Deployable Repeaters' aren't an ammo type for Pitchers.
YES! I love this. I was planning on getting the new Raicho model, but now I really want it. I think it feels right for its cost considering the slight buff to the profile and the fact the baseline TAG actually went down from 91 to 89 points. Besides, with Hungry links MAF can easily put this monster on the table and still have 13 to 15 orders.
Morat Aggression Force ────────────────────────────────────────────────── GROUP 1 6 4 5 RAICHO MULTI HMG + Heavy Shotgun, Mine Dispenser / . (2 | 94) RAICHO PILOT 2 Heavy Pistols, D-Charges, Knife. (0) RAICHO MULTI HMG + Heavy Flamethrower / . (2 | 89) RAICHO PILOT 2 Heavy Pistols, D-Charges, Knife. (0) OZNAT Vulkan Shotgun, Smoke Grenades / Pistol, DA CCW. (0 | 20) GAKI AP CCW. (0 | 4) GAKI AP CCW. (0 | 4) GAKI AP CCW. (0 | 4) PRETA Chain Rifle / AP CCW. (0 | 7) KURGAT (Operative Group) Boarding Shotgun, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 17) Bit Hacker (UPGRADE: Expel) Submachine Gun + Pitcher, Deployable Repeater + KISS! / Pistol, Knife. (0.5 | 19) KISS! Adhesive Launcher / Electric Pulse. (- | 4) R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) GROUP 2 3 MORAT Lieutenant Combi Rifle / Pistol, Knife. (1 | 14) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) 5.5 SWC | 298 Points Open in Infinity Army Resupply to pitcher and mine-launcher. Turn 1 make a huge wall of mines and repeaters bonus from Raicho's duo that. Turn 2, go to destroy or surround the enemy with hungries team. Turn 3, finish with hungries and push the buttons with kurgat + 2 pilots (yeah... finally 13 WIP...).
Maybe they should, tangent this way... Otherwise it's essentially like a sniper rifle with no ammo types listed on the weapon profile but found in the description instead. Which is terrible structure. Light grenade launchers, Pitchers, Mine Dispensers, off the top of my head, all share the same range modifiers. They could be placed in a Light Launcher type category. Separate any Traits between the ammo type and category as needed. This would lead to Throwing weapons as another generic category. Which consolidates the rules about using PH etc. That way grenades are simply ammo to be used with a launcher or thrown, All grenade types get placed into this category. Smoke may need special attention, but not going to go that deep into it atm. Deployed weapons with no range would get their own rules governing them. Because right now CB is clearly intent on having certain things be dropped, thrown, or launched. Continually adding all these rules/traits to each individual weapon and having important information in the description is exhausting.
I noticed that in the Profile in Gutier's article it's listed as "Mine Dispenser (Antipersonnel)" which is even simpler than listing them under ammo types.
In a future edition, maybe. In the current edition that's just going to cause confusion by changing what people have got used to.
Fair enough. I wouldn't go that far, but it a decent bandaid. Ideally, proper naming conventions would be used to convey certain features of a weapon like the ammo it uses. Like a K1 Sniper Rifle follows the standard sniper rifle profile and uses K1 ammo. So an Antipersonnel Launcher or Mine Dispenser (Antipersonnel) accomplishes the same thing but the ammo type still needs to be listed. Consistency is important. Having rules about what a weapon actually does in the ammo or name is not consistent.
That covers the majority of weapons already. Such as the K1 Sniper Rifle, the MULTI Marksman Rifle etc.
The point I was making... Mine Dispenser or any other weapon that puts the effective 'ammo type' as part of the weapon name, even in brackets, is still bypassing what 'ammo type' already accomplishes. There's no need for it. I understand this is where we're currently at with Infinity and any changes should be in another edition. I don't want to get any further off track. I'm more excited about gaining a new option in MAF I didn't have before. Sure Rodoks and Zerats can place mines but they're far more restricted. Zerats are alone and vulnerable, especially without first turn. Rodok's can lay down a mine field but odds are they already have the area under control if they're advancing. Midfield table control is in short supply for MAF. Mine Dispenser is a cool new addition to Infinity and a welcome one for MAF.