LOL. No he doesn't. He still has the exact same problem he's always had, he's too squishy, indefensible, and he's a blatantly obvious LT. You play him like that you'll lose him in quick order and your Strategos along with it. Being able to deploy 4 inches closer to your opponent doesn't fix any of this, in fact it just makes it worse. Bringing him closer is just gonna make him die faster.
Sun2 can accurately be boiled down to a Yadu that you pay +20 points to field. WIP 17 and mandatory Strategos that does nothing for the non-LT profile is just far, far, too costly and of little to no use taking the price into account to be worthwhile. The compound interest on the WIP just weighs too heavily on this profile.
Yeah, pretty much identical to a Yadu, except for the MOV, the CC, BS, PH, WIP, ARM, AVA, MSV1, Strategos, Marksmanship, Advanced Command, Total Immunity, fireteam options, and the completely disparate armaments past the MULTI Rifle. I don't disagree that v.2 is an expensive luxury, but let's not compare them to Yadu just because they're both MI with MULTI Rifles.
Comparison across factions are generally going to be dubious for anything other than the most egregious of differences.
I'm quite shocked that no one here aknowledged the druze link with their bloody E/M grenade launcher that now starts 4" closer. I'm definitely looking forward to it, those bastards definitely needed this kind of buff... As for yu-jing, there isn't much change i'd say. We have practically no MI so this one doesn't concern us directly (our best option to make use of it is minelayer Armand, and everyone can do it), and while the change to AD is pretty sweet it's still not enough to make it better than airborne infiltration considering even a beast like the tiger still fails 25% of it's landings. Definitely makes it easier to use though. Long story short, if this is enough to make MIs more popular, then we'll feel it through the meta shift, not the change itself. Ennemies who start closer to us and move a bit slower is a good thing for a faction bent on hyper-aggression like ours, i feel like our su-jians and rui-shi will do even more work than before!
Or Emily Link in StarCo, which can be 30pts cheaper for same effect... I really think that JSA gets a bigger benefit from idiots over-extending than YJ does, but it will be interesting to see.
If you go first and can alpha strike said over extended units. If you go second, it's a hell of alot worse for a faction that traditionally has a mediocre to awful ARO presence because it's that much easier for said link of Marauders to waltz on over and stomp your shit in.
I think they don't, since there are no MI that links with Emily... and I think she is not a MI either.
Yeah emily isn't an MI, that's why i didn't mention her. FD1 on druze is basically 1 free move-order, which means less order spent positionning and more to spam those stupids grenades. True that, though it means the USariadna player is essentially gambling the outcome of the game on the Lt roll, so sun-tze might help in this regard. But yeah marauders are probably the most worrying, most others MI will still have a long way to walk to our DZ and can ultimately be repelled with monks and kuang-shis but marauders starts close enough and can tank a few chain rifle with dogged before going down...
The point is that if you want to use Sun Tze v2 in a combat role, Sun2 doesn't compare well boom-for-bucks to a MI unit that's actually designed for it. And if you want to pull out the argument Alphz did, then we've got just about any HI in-faction to be better at combat and Sun1 to be better at being an LT (which wasn't the profile discussed), not to mention the sniper mercs to be a better sniper. But sure, get hung up on the details.
Y̶o̶u̶r̶ ̶w̶h̶a̶t̶ ̶n̶o̶w̶?̶ ̶Y̶o̶u̶ ̶m̶e̶a̶n̶ ̶t̶h̶e̶ ̶S̶u̶ ̶J̶i̶a̶n̶ ̶t̶h̶a̶t̶ ̶i̶s̶n̶'̶t̶,̶ ̶n̶o̶r̶ ̶e̶v̶e̶r̶ ̶w̶a̶s̶,̶ ̶c̶a̶p̶a̶b̶l̶e̶ ̶o̶f̶ ̶b̶e̶i̶n̶g̶ ̶t̶h̶e̶ ̶D̶a̶t̶a̶t̶r̶a̶c̶k̶e̶r̶ ̶b̶e̶c̶a̶u̶s̶e̶ ̶i̶t̶ ̶h̶a̶s̶ ̶G̶:̶R̶e̶m̶o̶t̶e̶ ̶P̶r̶e̶s̶e̶n̶c̶e̶?̶ Disregard my statement, I'm retarded.
There is nothing about this in Datatracker rules. He cant be REM, but its not same thing. SJ is HI, so all good.
I'm quite liking the new ITS season, although I'm not cognisant of all the changes, the ones already discussed here seem fine. The improvement to airborne deployment is welcome and although we don't benefit particularly from the medium infantry change, I want to see how it affects my games against other factions before commenting. Just because a unit type gets a funky new rule doesn't automatically make it more powerful. I've had one game using the new pack, playing a limited insertion Decapitation game against Ariadna. Marauders essentially get infiltration due to the extended deployment area but it didn't really have any impact on the game at all. (Not for lack of effort from my opponent.) It's only the one game and I certainly appreciate that I will not be looking forward to seeing a Druze link across the table I'm not convinced yet that it's going to massively upset the game.
They're not gambling shit. If you get first turn they can just not deploy in a stupid over extended position. If you lose the roll, then they can go first, deploy ahead, and run rampant against weak AROs.
Thanks Worth noting it's not that much of an over extension because a big chunk of their backline can start further up as well. Maverick are also MI as well. Pretty much the only thing in USARF that has to start in their DZ are 112, Dozers, Muls, Minutemen, warcor, war driver, Desperadoes, and Devil Dogs.
USARF grunt spammers are getting a small buff time to buy a few extra grunt boxes XD, I kinda wish MI got this buff standard, not because of the ITS they do need something extra to stand, but I guess that could happen with n4 whenever that drops. I kinda feel like the whole ITS thing does not affect me much I mainly play nomads(Tunguska right now) and ISS so not that may units that benefit from the MI buff for me.