Thanks for the info. There also doesn't seem to be a scenario associated with this dire foes, at least not on the downloads page. Is there a code or site address for one included in the box?
Last week I found it on the Infinity-Homepage, but now it is gone. You can still find it using the search function though: https://assets.infinitythegame.net/downloads/direfoes/datacash/en/v1.0/datacash.pdf
The Dire Foes mission is linked at the bottom of their announcement post, doesn't look like it's made its way onto the Downloads page yet. https://www.infinitythegame.com/blog/item/777-dire-foes-mission-pack-9-datacash
Generally when your unit (especially when taken 4x+sensorbot and costing half of your list) just folds to staple units from extremely powerful and popular armies, you are at a disadvantage and you should probably skip on that unit. Your opponent needs to think about missions when preparing lists, you need to think and adjust to missions AND matchups - thats a losing position. Hollows used to be extremely good for Biotechvore, Frostbite or control zones missions - now you are forced to take another list when you are matched with Shas for those scenarios because you cant play around a dazer in a building and they can trade with your whole list with just Taighas.
Agree with this, the only reason I can run Riot Grrls at all in the current meta is because of their awesome dodge and morlock support
The 5 man still works for me. Are you leaving them in one spot? Hollowmen aren’t meant to be a defensive link team even though man people tend to use them as such. They are meant to be leveraging their super jump and 6-2 movement to move across the battlefield. If the 5 man no longer works in your meta don’t take it. Run the spitfire guy solo. A super jumping hi guy is terrifying as a forward offensive piece. Or take a Haris with the Tinbot and spitfire. Even without a full 5 man I’ve found I can still use hollowmen to great effect.
I could agree, but only at part. Puppettactica are remotes, and in that regard nomads should be at the top, and yet...we do not rely on them much more than other factions (and I see them as a badly dessigned unit, I've tryed them a lot of times, but they do not work for me, too much points for so much flaws). The problem with HI and MI is not just a nomad problem, but from the core rules and asking for a nerf in one unit for that is just wrong. Getting out the good options of a medium faction would just the same as making it bad for no reason. All those endeavours should be directed against the top factions instead (is curious I see more cryes about nomads than about aleph, even after aleph got much better results in the last 2 seasons and the 2019 data shows a huge gap between them) well... I don't hate TJC (Actually I have fun using them), and I agree that there are ways to address their flaws. But that doesn't mean that still, TJC has more that other sectorials. well.. you can take 2 or 3 options of a sectorial and make it bad? ok, but taking just 1 and be as bad should be a hint to see the problem.
Semi-derail, but I agree. ALEPH Proxies had a lot of problems in the previous version of the game, and they "fixed" them all (to the point where our meta, including Aleph players, think they're too good for their cost). Why do Puppets have such a glaring bloody weakness? I'm fine with weaknesses, I really am. But a guy who can't defend himself / react as a lynchpin of 50+ points? Argh.
Comparing anything to Proxies is madness IMO. They, more than anything else in the game make me question CB's unit costing and apparent faction "discount" design. In a relatively balanced game, they stand out like a Scarlet Letter. I know it's intended that Puppetactica be the Nomad rough equivalent of Post Humans, but it's not even close to what ALEPH puts on the table.
Honestly, I'd prefer to lose the Troupe and instead have them just work like G:Servant but with guns. The Troupe is cool, but it's what I think drives their limits. Much simpler to understand and use. Similar utility. Would also allow you to go AVA1 Puppetmaster and AVA3 Puppets in Vanilla vs AVA2/6 in TJC.
Fair, and I 100% agree. They're absolutely dumb. I just wish that the Puppets weren't quite as vulnerable via targeting the Puppetmaster. That's fair. I'd rather (as above) just not be able to lose my investment because the Puppetmaster couldn't react to some shlub coming up to him with a pistol.
He has both nerd phys and BS, even if he could react against anything that's attacking him back there he'd be dead anyway, so it's kind of a moot point. also if they're wasting the resources required to do that and not in dismantling the defensive fireteam, or head hunting your LT in the end that is still a net gain, and that is IF they are able to get to the PM. I find people that complain about this aspect of the unit either play in metas where it's DOA regardless what happens, or they are just making mountains out of molehills, there are very few times where I've had the PM go down while the puppets were still combat effective and I wasn't already losing the game. Also Proxies are real dumb and like a handful of other units in the game severely warp player perspectives on list building and unit evaluation, and there's very little about them that isn't just pants on head stupid, and just that little bit too good in every area. Proxies really shouldn't be a bench mark for anything except for how to not design a unit.
I agree that "they're just going to die" is an overstatement. But Suppression Fire and the ability to Dodge DTWs / Spec Fire both significantly improve survival odds. Even if they only got the same AROs as Inactive Proxies (which is not the ridiculous part of Proxies) it'd be a vast improvement. I honestly look at G:Marionette and think "how does this complex a rule improve the game?" You can get the same "that's cool and very Nomadic" feeling by far simpler implementations that are still mechanically useful.
with g servant and one of them having repeater, the hacker option would make good sense even if the pupets cannot get supportware, but that would be called "op" by the other factions
I'd specifically avoid the natural synergy by not including a Repeater. This would mean you'd need a third unit to provide the Repeater. Great when you pull it off, but far less efficient. It's worth noting that Scylla already does this with G Sync, so the distances on Servant is the only difference. Dangerous yes, OP no. Mainly however, I wouldn't want it because of how vulnerable it makes the HD: you have to be very careful about navigating around your opponent's Hacking game or you'll fork yourself. It's also less of an issue if you only have a SMG and HD. It makes the Puppetmaster not particularly great for combat on their own: so really great efficiencies are hard to get.