CB kind of wrote themselves into a bad spot by retconning the Daofei and Tigers out of IA at the last second. The expectations for these guys are going to be pretty huge going into White Banner now.
ITT: People who apparently never dodge mines and auto lose when they see mines in the midfield. There only a handful of units that start in the midfield with armor 3. You know the stat that makes you more likely to survive the intsta lose mines.
( Also PH13, granting a 50/50 chance of a successful dodge as opposed to the PH12 or less we more often see. )
Please remember that Mines are an easy example, but it's not about Mines: it's about the presence of lots of Shock ammo. And there is a lot of it floating around.
Squalo has 6 different ones to choose from. The ones with Duo can do it with anything with Aquatic Terrain it looks like Including: Machinist Orc Echo Bravo Kamau Clipper Cutter It it's just the ones with Varuna Division then: Machinist Orc Clipper It's hard to say with Kamau since it's Wildcard. The one that scares me is the Squalo+Machinist. Just walking behind his big buddy and fixing it as it goes down.
That is true but the zhencha is still one of the better units that start in the midfield for surviving those hits.
Honestly, and correct me if I'm wrong, but... isn't it the case that most other infiltrating skirmishers lack Shock ammo outside of their mines? Only ones that come to mind to me now are Ariadna Scouts and Darts, alongside the Koalas on Nomad Morans... so... could it be... that the Zhencha can bully midfield skirmishers if they've yet to create exceedingly dense minefields?! It's an option, at least. And any option to bully the ever growing local Ariadna playerbase is one I am glad to obtain.
The Ryuken-9 could be considered one, albeit with ODD instead of camo, and FD2 instead of infiltration? I think SMGs are more ubiquitous on midfield units? I'd be interested to see design notes for the Zencha, @Bostria @Interruptor
I was mostly looking at skirmishers themselves. Didn't check much of the other stuff, since I was mostly looking at this from the point of view of wrestling out the midfield from enemy midfield specialists.
Dodging the mine is at best a 1-1 order trade. Considering it locks you down to your first movement, removes your marker state, and 25% chance to kill you, I'd that say that favors the mine deployer. Worse if it has the minelayer skill. And that's if the mine is unattended. Supporting the Zhencha with something else is preferable. Considering they are usually 30-75% more expensive for I'd hope so. But that's a +10-15% flat increase on the armor save.
4-2 is much less than a constant extra order on every second move, because any time you move + other action you lose nothing. And you'd know this, if you played the game and were being serious in your arguments. And often, with mines, it's not a matter of spending extra orders - it's a matter of having to deal with the randomness of one of your troops potentially dying.
Just to dispel misinformation, a handful of the units listed above aren't legal in a Duo with a Squalo. Patsy, Kamau and a Clipper profile all have Wildcard, so they're eligible to Duo with a Squalo. A Squalo can also Duo with another Squalo.
The best reason for that I can think of is the excuse to say Squalo twice as often. Squalo is a fun word to say. That being said... how's the aquatic army of Varuna shaping up in your opinion?
It's been quite a damp reception, I can sea some promise but we're all a bit wet behind the ears with it so far. I expect a wave of opinions soon though.
Come on over to the PanO section and you'll see. I'm planning to discuss it on White Noise this weekend as well. Going back to earlier in the thread btw, Decoy isn't "double ambush camouflage." It's more like a "one time Holo2 that can't move." No need to discover when interacting with Decoy, and they don't get many of the advantages inherent to the Camo state. That's why Helots also have a Limited Camo profile.
That is a fine barge full of puns you've served us up. Most of my voyages there tend to end up going into ''So... I hear you guys also had your HI sectorial improved? It is a fine time to have an unreasonable love for HI, is it not?''
On a static firebase, like the Yan Huo, that's true. On a mobile midfielder that probably wants to get places to tick boxes, then you *could* inefficiently meander round the battlefield taking potshots, or you could camo up and sprint. And, in that specific case, 4-2 is noticeable. As, apparently, you might know if you'd played the game, too
Yeah, I never really feel the sting of 4-2 units that deploy in the midfield. In your DZ, maybe. But typically you're trying to get to objectives on the centerline, so...
I'm thinking that your Zencha is also likely to be completing your Classified, for instance, and might need to break into the other DZ. And, don't forget exclusion zones are a thing...