Using Xenotech Engineer as a Human Shield

Discussion in '[Archived]: N3 Rules' started by Tongfa, Sep 20, 2018.

  1. Commoner1

    Commoner1 Well-Known Member

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    #21 Commoner1, Sep 21, 2018
    Last edited: Sep 21, 2018
  2. Mahtamori

    Mahtamori Well-Known Member

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    Just a tiny bit of input on this from observations during game: not being able to place down mines and dodge when the Xenotech is prancing over the battlefield is very annoying. An infiltrating controller such as a Locust enables the Xenotech to complete their objective with minimum number of orders and zero risk on a large number of board layouts, but infiltration or forward deployment isn't even necessary if there's a sufficient hiding spot near the edge of the DZ.
     
  3. DukeofEarl

    DukeofEarl Well-Known Member

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    Honestly hadn't considered ARO situations only active turn.
     
  4. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
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    How is the controller making a difference? It's the Xenotech that has to move far enough out of the Deployment Zone.
     
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  5. inane.imp

    inane.imp Well-Known Member

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    More room to find cover within 4" outside of the DZ so you don't need to move to complete the objective.

    I agree though that it's hardly necessary. It still needs 2 Moves.

    Also, there's no reason that it can't be a Trooper in a Marker state state I'm aware of?
     
  6. colbrook

    colbrook Grenade Delivery Specialist

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    The CivEvac State is cancelled if the controller is in a marker state.
     
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  7. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
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    The Xenotech only needs to keep Coherency with the controller, it's not going to make any difference to Order efficiency whether the controller is staying in Total Cover up-table or Total Cover within their Deployment Zone.
     
  8. inane.imp

    inane.imp Well-Known Member

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    No it's cancelled if they enter a Marker state.
     
  9. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
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    From the Xenotech rules:
    • During the Deployment Phase, the Xenotech will be deployed in the CivEvac state, Synchronized with a trooper that meets the requirements to declare the Synchronize Civilian Skill.
    From the Synchronize Civilian Requirements:
    • Only models and not markers can perform this Common Skill. Any Marker which declares Synchronize Civilian is automatically revealed.
    My emphasis. I know it's not 100%, but it's going to be a stretch to claim that you can start the game with the Xenotech Synched to a marker.
     
  10. inane.imp

    inane.imp Well-Known Member

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    How many interactions that are accepted as "the Rules" are based on interpretations that are - at best - described as "a stretch"?

    The cancellation clause is entering the state. Deploying in a state isn't entering a state.

    Cancellation clauses are king.

    Now an argument of "Yes you're correct that is what the rules say, but it's an obvious exploit so I recommend not doing it" I'd buy.
     
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  11. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
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    Please point out where I said anything about cancellation clauses. That's a wild goose chase. :-(

    The Xenotech rules say that you can't attach the Xenotech to anyone who cant fulfil the Requirements to synch Civilians. As per the Synchronize Civilian Requirements, Markers can't synch Civilians.
     
  12. Andre82

    Andre82 Well-Known Member

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    Infinity is not about just simply winning...
    You must grind your enemy into the dirt and extract the best 10/0 points you can. Any game I don't take a full 10 points is a game that I failed and might keep me from first place!

    Sadly I am only a little joking. Twice now I was matched vs a newish player and as opposed to taking my time and helping him understand what was happening or mistakes he made, I had to simple and quickly farm them for points.
     
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  13. paraelix

    paraelix Seed Embryo Scholar

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    Bold underline is my emphasis @inane.imp - a marker state could not declare the skill, so wouldn't be a valid selection.
     
  14. Mahtamori

    Mahtamori Well-Known Member

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    The controller makes a difference due to coherency requirements and ARO geberation. If you have forward deployment of any sort it's much easier to put the controller in a hidden spot where it won't generate inconvenient AROs which will lead to the Xenotech mechanism being a dull order sink instead of a trade off of risk.

    That and it seems tailor made to punish lists with fewer orders.
     
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  15. tox

    tox SorriBarai
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    BTW, is there any restriction about other Sync?
    Can a Doctor with 2 Servant be appointed as Xeno-Nunny? A Chimera? A Kanren with Mad Traps?

    I didn't see any restriction about this...
     
  16. inane.imp

    inane.imp Well-Known Member

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    Dr yes.
    Chimera no (due Impetuous).
    Moran with Koalas yes.
    Kanren in Holo 2 state and Madtraps no (due Marker state).
    Kanren in Holo 1 state and Madtraps yes.
    Puppetmaster yes.
    Apsara yes.
     
  17. xagroth

    xagroth Mournful Echo

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    I think the idea is to move + move without risking the controller, then move + plant xenotech. As it is, the Xenotech is just an order tax /shrug

    Personally, I'm waiting for this year's narrative campaign. The Templar "hunt" has been promised, and it is delicious.
     
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  18. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
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    I must still be missing or misunderstanding something in your posts, sorry. :-(

    Coherency plus 'move forwards 2" and back 2"' by the Xenotech gives you 10" distance between the Controller and the area that Place Multiscanner can be successful. That means the Controller can stay a bit under 6" deep into their Deployment Zone. If there's nowhere safe to hide while you're that deep into your DZ, there are going to be much bigger issues with the game than the Xenotech...
     
  19. Masterblaster

    Masterblaster Well-Known Member
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    Just read your complete discussion. Do you have any further info on the topic? Apart from beeing a dick or not or whatever the rules for Xeneotech seem to need some clarifications.
    Playing civilians active makes a complete difference to so many rules. Running around as shields for other units is just one of several bad errors.
     
  20. Mahtamori

    Mahtamori Well-Known Member

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    .
    You're focusing on something that's not the issue. All the deployment skills does is give you more options where an enemy sniper or infiltrator can't see your trooper.
     
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