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CA in code one

Discussion in 'Combined Army' started by Melkhior, Mar 31, 2020.

  1. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    @wuji C1 is not Infinity N4. It is a simpler, shorter, smaller game.

    The changes in ability writing and some of the rules will be the same for N4, but the points cost will be different and there will be another army builder for N4 as well. So right now what stays and what changes is pretty much speculation.
     
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  2. bloodw4ke

    bloodw4ke Well-Known Member

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    As far as C1 list-building goes, I'm going to give Supplies a whirl with my buddy tonight. Tried to put together a balanced mix of specialists, gunfighters, and ARO pieces, mostly to see how things perform.

    I will say that with the AVA and current costing list-building feels... generous? Like, what would you even take to fill out your list if you took 5 nox for a 30pt game? Maybe that will change with TAGs and other units being added.
     

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  3. colbrook

    colbrook Grenade Delivery Specialist

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    This is how C1 will look.

    N4 remains the same points scale as N3 (200/300/400 points for ITS)
     
  4. RobertShepherd

    RobertShepherd Antipodean midwit

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    I noticed the same thing. This is a very tentative first impression, but presently it does feel like Code One could easily be played at less than the full 30pts/6SWC and probably benefit for it.
     
  5. wuji

    wuji Well-Known Member

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    Thanks all, well, like the man said list building does look generous... I kind of want it to be simplified this way, having the cost and SWC broken down into .5 increments feels good, and easy to max out points. No, hitting 290 or 291 and asking your self what can you do about that. List making feels like it will be tighter or maybe the word is giving more of a sense of completeness.

    I did have a glance at the rules. I see now MA gets B2, i take that has nerf to Daturazi unless Daturazi get MA 5, and let them be the only non character in the game to get it. That would be a beautiful boon so they have more of a different feel than krakots. Where krakots feel expendable, I want Daturazi to be feared more than krakots, mostly cause everybody gets Krakots, not so with Daturazi.
     
  6. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    It's not really a nerf because the bonus now are incremental, so MA4 > MA2. The key difference is that you don't want to go up against other CC troops without numbers and/or NBW or Berserk, which you didn't want to anyways. If anything, Daturazi now are even more dangerous as they get a whooping PH17 Plus their AP CCWs to butcher stuff in melee. And with Criticals now potentially causing 2 wounds, Daturazi might actually become quite devastating.

    What I am worried about is stuff like the Sogarat. Regen got a neat buff, but no mention of automedikit. If the Sog gets regeneration he might become pure awesomesauce again, but we need to see how N4 turns out first.
     
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  7. colbrook

    colbrook Grenade Delivery Specialist

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    For what it's worth most of the things in C1 with Regeneration had Automedikits in N3.
     
  8. wuji

    wuji Well-Known Member

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    That ph will definitely put wounds on TAGs easy, the universal -6 for MA 5 made kitsune and other elites seems great against hords of lesser close combat foes though. I would be okay if Sogarat got tooled for dishing out damage and taking it than getting back up. With it's armor and the crit change, it's gonna be pretty hard to put it down, I would love to see them become a lesser version of Achilles but for Morats. That would make me all warm and fuzzy inside. doubt though



    We'll see, im hopeful for buffs but reserved for mediocrity
     
  9. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    @wuji sogarats already got a minor buff in that they have what's arguably the most powerful skill in the game right now: Full Auto Lvl2. Albeit only in one profile and without an LT option. It is still a baller profile and it has some uses.

    It seems like full auto is going to get nerfed hard in N4, but assuming they keep the +1 burst and add in an automatic PH15 roll at the end of the turn to recover wounds and/or come back from unconsciousness, sogarats might actually become pure awesome. They will not be very offensive oriented pieces, but will be able to lock down an area of a table with such ease it might pair very well with a Raicho for a hammer and anvil strategy.

    Besides, I'm not sure if you checked the changes to the raicho, but if you didn't please do. That model is the most morat thing CB has ever created.
     
  10. Melkhior

    Melkhior Doing filthy things for EI

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    Exactly. And there is possibility that their CC will be even better, because we don't know their N4 profile and some units have skills like CC Attack (+1B) and maybe they will have something like this (I am not hopeful, but there is always possibility).

    Automedikits - IMHO I expect to see them merged with regeneration. Look at how CB changed Protheion and give all units with it Martial arts. Or how they merged Dodge, Engage and change facing in to the 1 skill. Also I think all C1 units that have regen will have it in the N4, because it would be confusing for players when they will switch from C1 to full N4 Infinity.

    Some HIs have 6-2 Movement. Suryats are primary suspects to have this change to their profile (Orcs and Shang Ji are 6-2 in C1) and maybe other our HI will see this change (we know that Gwailo is still 4-4).

    Sargosh profile was updated and he no longer has lgl, but he has light flamethrower and also DA CCW instead of normal CCW.
     
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  11. wuji

    wuji Well-Known Member

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    To summarize what I think, I hope CB gives each Morat unit a specific and easily discernible job. I'd like to be able to recognize what it is Morats are supposed to do on the table. A few years back we were all saying they feel like generic versions of other factions units. I'd like CB to kill that sentiment and make sure it doesn't feel like a patchwork job.


    I honestly at this point dont know what to say for Sogs because FA 2 is so good. I mean I have ideas but im not trying to make waves this time around. I imagine what Morats ficitonally were meant to be based on the art and the descriptions, then all the units have a big ass CCW model even if they have no skills or stats...
     
  12. Sabin76

    Sabin76 Well-Known Member

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    So... how do we all feel about CA being the "CC faction" (read: "has the most units with some level of MA and the best of them all in Nourkias") in C1?

    EDIT: They can even all fit in a single list!

    qWkAASAeAQEKAIXqAQEAAIXsAQIAAIUOAQMAAIXrAQEAAIIQAQcAAIIVAQQAAIXpAQIAAIUWAQMAAIIEAQMAAIUKAQYA
     
    #72 Sabin76, Apr 29, 2020
    Last edited: Apr 29, 2020
  13. Melkhior

    Melkhior Doing filthy things for EI

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    I have no problem with it. CA is already faction with tons of the CC. I hope other Umbras will be based on Nourkias profile in N4.


    Did you guys read introduction of CA in CodeOne? Both Sygmaa and Morats are mentioned even if they aren't playable in C1, so at least new players will know about other sides of CA.
     
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  14. bloodw4ke

    bloodw4ke Well-Known Member

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    So far I've played Combined in two games of C1, Supplies vs. O-12 (win) and Domination vs. YJ (loss). At this point, I'd say I prefer C1 to N3 and am optimistic for N4. I hope CB can keep rules discipline so that N4 stays relatively streamlined.

    A few impressions on the overall revisions:
    • It's awesome to see more elite lists as opposed to lots of random cheerleaders and trash.
    • I hope smoke stays gone - my buddies play a lot of smoky and the warbandits but I didn't realize how much time managing the smoke situation took.
    • Without smoke, it's neat to see a mix of mimetism and visors driving the modifier game.
    • Alpha strikes are way harder to execute. With fewer orders, no smoke, and no LoL it feels like meaningful gameplay continues into the 3rd round.
    • Crit changes are good. Auto hits felt bad, here at least getting a couple rolls feels interactive and smoothes out the impacts of dumb luck.
    More army-specific...
    • I like Dukash a lot. With Mimetism (-3) and boosted dodge he's pretty well equipped to get within 16". With more elite units on the table, his fatality / BS (+2 Dam) is surprisingly solid.
    • Shrouded and Malignos hackers are great. Spotlight ARO plus a Q-drone is very nice.
    • With lots of regeneration and protheion, I like the caliban engineer a lot more than the med-tech. Get him a slave drone and park it next to your Q.
    • Mimetism is good but it seems like most of the good shooters have a visor. Factor that in when you deploy...
    • I don't see a great reason to take Messer - IMO Noctifers and Malignos provide a better value for their relative costs.
    • Nox seem oddly displaced. If I wanted a cheap specialist I'd take the Tensho. Maybe the HMG variant is Ok?
     
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  15. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    I Respectuflly disagree on smoke. I get why people complain about smoke, but I honestly think it is essential for some armies and while I get the point those armies could be reworked to function without smoke, I would rather not see it go.
     
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  16. toadchild

    toadchild Premeasure

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    @bloodw4ke - I'm glad to hear that C1 seems to have offer a good and interesting experience!
     
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  17. bloodw4ke

    bloodw4ke Well-Known Member

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    There's certainly a rationale for it to stay (and I'll admit it's more likely than not that it does).

    But I think it's too effective and too easy to the point that it warps the game. Consider:

    You take time deploying ARO pieces. Then, 1-4 5pt warbands throw smoke from around the corner, which will land on a 17-ish. Then a guy with an MSV2+ comes around the corner and gets to pick his targets and apply a huge penalty on top of burst advantage. They might have spent 1 regular order and completely negated any defensive position. It takes 5-10 minutes to get there and I've had basically no opportunity to respond, making it both boring and frustrating to deal with.

    Should I not deploy ARO pieces, except those with visors?

    If it does stay, I hope that means the end of cheap smoking warbands and an increase in the number of units that have MSV2s.
     
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  18. colbrook

    colbrook Grenade Delivery Specialist

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    I've always liked smoke for the purpose of blocking LoF and allowing you to get troopers up the board do it doesn't become a game of who can take the best HMG.

    I've also never liked the Smoke+MSV2 combo though, and feel it takes away from the Tactical use of smoke, but then I've always played factions that don't have access to it so take my opinion with a grain of salt.
     
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  19. Spitfire_TheCat

    Spitfire_TheCat Feel the Wrath of the Miezi-Bot

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    Play it the cheap way, deploy a 5-man-fireteam. They don't even have to spend the one order you mentioned to negate every f*cking mod.
     
  20. Tourniquet

    Tourniquet TJC Tech Support

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    This right here is the actual problem. Smoke is fine, no one complains about SP popping smoke up the table or when it is on 15pt+ models.

    It's warbands being stupidly more effective than their points cost through smoke and offensive output that's the real problem.
     
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