While it is true that Morats do have a moral superiority unfortunately I doubt it'll be recosted, although the tweaks to Hospitliers give me maybe a little glimmer of hope there.
Maybe if the Haris option wasn't double the SWC of virtually any other Haris figure in the game... The Suryat one, too.
Wulvers, Marauders and Druze all pay 1SWC as well. Plus stuff like the Mormaer, who technically only pays 0.5, but that's from a starting point of 2WSC for an AP HMG...
Having followed this thread from the beginning, I think there's a bit of a problem with what the community wants/sees morats as and the reality of the rules. A lot of the complaints seem to hedge off section after section of design space for a mythical virtue of being the "professional army." Much of this seems to come from ability names and descriptions and from fluff perceptions and conflicts. There's no clear path from here though to satisfy the more outspoken community given the exasperation of full auto on Sogs and the potential for melee skills on morats. The one thing that seems to unify is ph14 suryats. I see the Morats as a sort of infinity Klingon and as a result could probably benefit from some more melee and perhaps some more leadership abilities. Inspiring leadership to offer the free coordinated order would be a nice touch but we can't get that because of the gakis. Maybe advanced command instead? CoC would be interesting if it was spread around instead of vet on everything. The only other thing I can think of would be to allow morats to take multiple core and haris fireteams but that opens a whole nother fishkettle. Personally I dont mind morats getting access to full auto and or berserk on more profiles but I would like to see some fatality sneak in. Also if were going to get pop culture references everywhere, just make a predator morat already.
Seemingly all factions that *don't* suffer SWC starvation in the way MAF seems to... Realistically, this swc price point makes them unattractive options in a faction with a number of other Haris choices. CB are.just creating dead profiles if they don't make them more Ccessible or give them a boost to warrant fielding them.
My experience of those factions is that they can also be very SWC-heavy, so we'll have to agree to disagree on that. Regardless, I was just correcting Mike that the Kurgat Autocannon is already 1SWC rather than 1.5, no more, no less.
I get that. I still don't believe the Autocannon will ever see use as is. There is never a "spare" 1 SWC to throw at it, nor is the profile attractive enough to warrant being a first pick for SWC expenditure. Unfortunately, Dr Worm really hogs the niche that Kurgats (of any profile) would otherwise dominate... And if you were to be chasing mines and shotguns in a Haris, then you'd be investing in the new Rodok Haris that the AVA chart teased - assuming that wasn't a mistake on the chart used in the video, as seems to be fairly prolific these days.
I often take the Kurgat in lists (MAF or otherwise) where I've got limited need to fix up meat-based troopers but do want to keep a Q-Drone online and so am happy to save the 6pts. But obviously that excludes taking the autocannon.
Again, all we can do is agree to disagree, as my experiences are different and I've faced the Kurgat Autocannon several times.
For me, its less about having the Doctor for healing troops as it is having the Doctor for Classifieds. And the Worm is a 6-4 Wip14 model.
That is a huge draw the worm doc has. Being 6-4 Uber specialist allowed a harsh exclusion to kurgats...
Totally fair. The objective-grabbing potential of the good Doctor is pretty damn excellent as well. But e.g. from the Australian perspective right now we've got a lot of guys prepping for CanCon, where those qualities are pretty relevant in Supplies but maybe not so relevant in the rest of the pack, and those saved points allow for things like upgrading an R-Drone to a Krakot or Daturazi, or fitting in some more hungries. Sometimes it matters a lot. Fair enough. From my perspective, we have a local who fields it, and the damage potential of the gun is enough that you have to at least respect it, but at the end of the day it's BS11 with no mods so you don't necessarily have to respect it much. It's not like people load up on unlinked Alguacile missiles or snipers as ARO or active pieces. I do look forward to seeing if there's some potential post-25th november. Out of interest, what sort of circumstances have you seen it be effective in? Lists / what it's synergising with / what it accomplished / etc - if you've got time.
Usually far back and with a Servant supporting a TAG, as the Kurgat gets to reposition into good firing or mine-laying positions 'for free' while moving the Servant around, typically in the second or third turn when the enemy troops aren't positioned as well as they could be. In a couple of notable examples, Geckos and Xeodrons who didn't manage to get into Total Cover at range, and whose Blitzens were not very effective against a Morat... Missions that use the scenery structure rules are another place where it shines, like The Grid or The Armory, where the closer range band and native Burst 2 mean it's hitting about as hard as a fully linked Vanguard or Rodok ML, letting you concentrate on high-Burst weapons in the Core Fireteam. It's not an amazing must-take unit, but when you need to destroy structures at range (aka what you'd expect a Combat Engineer to be doing) it's pretty good, and simply encouraging your opponent's hard hitters to spend an extra Order or two each turn to make sure they're safe from it is already enough to justify the points and SWC, even if it never fires in the game - I'm not a big believer in the common 'making back it's points' approach as an accurate measure of a unit's effectiveness.
Yeah, here is my problem with it; Kurgat Autocannon 28/1 vs Rodok Missile Launcher 28/1.5 If I was going to run a solo anti-TAG piece, I'd find somewhere to scrape that extra 0.5 SWC from. Bs12, Mimetism, and SJ for repositioning makes it a superior weapons platform. Yes, not a specialist - but I am also a little averse to putting my specialists in harms way as ARO pieces when I have other, more expendable troops for that.
The Original Raicho was 91 Pts with the Flamer, and was WIP 12 (the ONLY WIP 12) in MAF. It was pretty crappy. Current flamer Raicho sits at a comfortable 89 points, which is pretty on par with other similar TAGs that don't get immunity to isolation and a BS12 Specialist packing 2 Heavy pistols and D-charges inside it. Suryat fluff, Rodok fluff and Vanguard fluff all gives off the "Professional Soldier" vibe. Plus there's the lore from the RPG games and their oddly schewed viewpoints on the use of violence and aggression. As I mentioned before, I think the current state of the army is actually going well on representing Morats as professional soldiers (Quick reminder: we're tied for most Fireteam options in the game with ISS). However, the biggest problem is the army lacking special tricks makes it super hard to leverage what little advantages we have. That's why I've been asking for stuff like minelayer or perimeter. We need good tools to stall the enemy advance so we can push back on the active turn.