I did. A few of them are quite open, but most is ok. Most of the time placing HMG in a good defensive position in your DZ - in a building, on a roof, etc - means deploying it pretty close to the DZ border. In active turn well placed Spitfire-armed trooper should be capable of reaching its 24" range in one, two orders.
Yeah, it was one of those time when you would have loved to have a knight in NCA because your Aquila suddenly has to use his pistol to manage to win FtF rolls. The Spitfire was the best weapon of this tournament. @Arkille1 used only once his Marut, just to find out that playing Achille's list would have been better due to the density of the terrain. But yes, depending of the table, Spitfires can suck or being the way to win. That's why I think Vanilla PanO is really underrated these days. You can have the best solo HMG wielder side by side with the best Spitfire wielder of the faction. I still think that MO could have a better long range game though as FT like Dakini's one or just something like a Sukeul in a Triad is really too powerful for anything except Montesa Spitfire and Hospitaller HMG in FT.
HMG's and sniper rifles cost more for a reason. There should be a couple of firelanes going from DZ to DZ, even edge to edge. But they shouldn't be tablewide, 2"-4" will do, depending on how many there are.
True enough. That was one of the good reasons the Shang Ji had a combi, it was much cheaper! I'm not even expecting the Paradiso campaign. All I'm expecting out of Third Offensive is Tunguska, TAK, OSS, and Varuna. Nothing more.
It takes a lot of effort, to create new sectorials, so likely they won't appear out of thin air. We already can have a rough idea the time CB needs to produce stuff. Btw, should I buy Outrage and Uprising?
While I understand HMG's cost, I never understood MULTI sniper cost. Same points as a HMG, fixed 1.5SWC, awful Burst, all you get is better high range. Maybe we are playing on the wrong tables.
This is the second thing what I don't understand about people's thinking about ARO. First you need to win the F2F for ammo to have any effect, and B1 is really bad at winning F2F. Your opponent will have full burst, will be able to choose his best counter against your ARO piece, so you'll get a HMG or a linke HMG to your face. I bad rolls are the only thing that can save you here. And 1.5SWC is a lot for a speedbumb, not to mention a decent ARO piece usually costs like 30 pts. That potential is mostly negligible imo.
With the timeline into the start of next year, I don’t think it’s unreasonable to expect at least IA in this book, if not more content.
Invincible Army, maybe? You see, CB said that we were going to see 8 new sectorials in 2018. JSA, Druze, Ikari Company, and StarCo were in Uprising, so I'm only expecting 4 additional sectorials in Third Offensive (and TJC, TAK, OSS, and Varuna makes 4). I suppose you could make an argument that DBS was revealed before Uprising, though, so there were only 3 new sectorials (JSA as it's own thing, Ikari, and StarCo) in Uprising. I will be thrilled to have more, of course. Just not going in with expectations of more than that. Human Sphere N2 had quite a lot of sectorials, since it introduced them in the first place: 3 for PanO, 2 for YJ, Haqq, Nomads, Aridana, and Combined, plus introduced the Steel Phalanx for Aleph. Campaign Paradiso had a pretty massive update for Aleph and Steel Phalanx (new/revised profiles for pretty much the entire Steel Phallus), and introduced Tohaa, but otherwise only added or changed 3-5 units per faction. Uprising is the first actual major addition to the game since 2012, after N3 pushed the reset button on things (HSN3 took all the old Human Sphere stuff and added Tohaa).
ARO sniper have "tricks" for this (many depends on deployement, table, scenery...) : - staking TO/camo/DDO, range and cover (and smoke) to force your target to dodge because -12 to BS to shoot - use camo/to state and/or smoke to ARO only when the situation is in your favor - when facing fireteam, using good placement to be able to hit a non-leader member without being in the leader LoF - when deployed in hidden deployement : only AROing when you can shoot your opponnent on his second action - when deployed in hidden deployement : only AROing when a second unit (TR drone for example) ARO at the same time, forcing your opponent to split his burst
Steel Phalanx came in Paradiso, along with Tohaa, Human Sphere only had vanilla for Aleph. HSN3 also brought the complete list for USARF and Onyx.
They're certainly good, for sure. They're an easy go-to weapon for firepower to cost superiority. Fellas on /tg/ will have you believe that theres no other reason to ever take any other weapon though, which is just misguided and silly.
And C:P had a little more fluff about the triplicitous nature of the asparagus-heads, too. Just a few gems, buried within the campaign notes.
In general, I think good snipers are able to stack mods in their favor. They should be working at their +3 range, while the other model is at -3. Then they should have camo and/or cover. Many of them also have marksmanship or msv to negate opponent mods, or they are catching models moving out of cover. While not perfect, stacking -6 or -9 heavily swings the f2f back in your favor.
Catching an hmg out of 32 swings the ftf pretty heavily back in your favour. While not easy it can be done. And when pulled off can cost your opponent hugely in losses or spending orders getting around. That potential combined with a very lethal 2 wounds is expensive in Infinity points. Against Spitfires and the like, a sniper pretty much shuts down a route.
Have you run the numbers? Sierra Dronbot (TR HMG) in active turn versus Guilang MSR in ARO, over 32", both sides in cover: Active Player 21.69% Sierra Dronbot inflicts 1 or more wounds on Guilang (Unconscious) 2.16% Sierra Dronbot inflicts 2 or more wounds on Guilang (Dead) Failures 40.70% Neither player succeeds Reactive Player 37.62% Guilang inflicts 1 or more wounds on Sierra Dronbot (Unconscious) 16.82% Guilang inflicts 2 or more wounds on Sierra Dronbot (Unconscious 2) Nearly twice the chances of the Guilang popping the TRbot than vice versa. Flipping that to the Guilang's active turn, you get: Active Player 57.84% Guilang inflicts 1 or more wounds on Sierra Dronbot (Unconscious) 35.48% Guilang inflicts 2 or more wounds on Sierra Dronbot (Unconscious 2) 12.08% Guilang inflicts 3 or more wounds on Sierra Dronbot (Dead) Failures 23.59% Neither player succeeds Reactive Player 18.57% Sierra Dronbot inflicts 1 or more wounds on Guilang (Unconscious) 1.64% Sierra Dronbot inflicts 2 or more wounds on Guilang (Dead) Multisniper over 32" is how you kill TRbots. The hard part is getting a 36" LOF on the TRbot.
Outrage, yes. Absolutely. Especially if you can find one of the packages with Knauf's mini included. Excellent story, though the idea of Hendrix as 'classical' music made me giggle (and then launched me into a Hendrix kick on youtube). Uprising? Maybe. The only reason to buy the books is for fluff, and I don't think that the fluff in Uprising is very good. Other people have other opinions. See if you can find an open copy to read a little before you buy.