>Doesn't get a infiltrating camo HMG Yeah ok don't use it so you can play shell game your opponent doesn't even notice.
The more annoying thing with the Booty table to me is that you can roll and get something you already have, and the rules don't cover having two of something anymore.
You don't need to specify which marker has Booty ("I have a Bandit, I'm going to roll Booty now"). And my understanding is that you roll Booty at the end of Deployment once everything (except the Reserve) is on the table? Or am I misunderstanding that?
Booty has to be taken after placing the Trooper on the table, otherwise you miss it. Same sort of timing as Minelayer or Peripherals.
Look at Meta-chemistry. Meta-chemistry includes the word "immediately" as in "Immediately after placing the Trooper with MetaChemistry on the table for deployment". None of the deployment skills you talked about have the same wording: they lack a "immediate" requirement. At the end of the Deployment Step meets the text of Booty: "after placing the Trooper on the table when it is deployed". So I seen no reason that you can't deploy all your Camo markers and then roll for Booty? Equally, Minelayer has the timing: "in the Deployment Phase". So again, I see no reason that you can't deploy all your Camo makers and then place Koalas.
It's a pity you can't roll for it the first time they reveal from Camo tbh " I reveal to surpise shoot... oh I have a HMG? (DAKKA DAKKA DAKKA)" . Not good, but fun haha
Did some more testing of the new shiny stuff last night (Supremacy into TAK). Brigada LT with Multirifle and LFT, is as good of a back up gunner as it always was and is real hard to shift now, at ar, 8 in cover most things tend to just bounce off of it. EVAder AP Spitfire was the stand out, in it's jag haris it pretty much put down everything I pointed it at fairly reliably, and was one of the few weapons that didn't just bounce off of Arm 3 pieces in cover like other models in the list did. EVAder Feuerbach, can't really say much about him, got tagged by an AP frontovik in a fireteam right off the bat and scrubbed out on the arm saves, but in theory should be fairly effective, though it going down does mean losing the tinbot for the LT, which while it isn't a concern against tak it could be a problem against more conventional opponents. Sombra KHD, put in a fair amount of work and was great at taking down a few harder targets from odd angles, with it's ability to maneuver it can always get into a good place to dump 3 AP rounds into something. far more reliable and useful (probably just straight up better) than it's redfury counterpart. RF Sombra, Potentially good, however when it hit most of the time it's shots bounced off of what ever I was shooting at including the few times I landed a crit, Arm 3 in cover is no joke. This piece has a very specific set of targets and is good at getting there and turning them to paste. I'd recommend ignore anything with an actual armour stat and use it kill off all the soft targets and gut the order pool, Let the stuff with Multi do all the heavy lifting. Jags, the cost reduction and SWC removal on the PF jag is a godsend and makes the perfect unit for filling out those last 11 points and have a useful ARO piece to throw on a firelane and forget about until it's time to nail something with a AP+EXP shot. the normal CR jags are pretty much the back bone of a list now unless you need an aggie or wildcat for a specific purpose, with both core and haris with bumped ava having two in each fireteam is great for a few reasons, first obvious one is smoke, which helps with model and fireteam maneuverability, and secondly being able to have dogged B2 DTWs protect the approaches to the rest of the fireteam and parts of the army at large. As for Morans, well they're Morans, just cheaper and "better" versions of their N3 selves, using a coord order to drop the other koalas from them order 1 turn 1 as well as helping some other stuff reposition is probably going to be a fairly standard opener for CJC and vanilla going forward. General takeaways, More Multi/ap more better CJC feels pretty much right at an 8/7 split with threats spread out across them arm 3+ in cover can be difficult if you haven't followed point 1 flash pulses are terrifying now that they use stun ammo Burst no longer feels like it is the be all and end all. Got a local tournament on Sunday (Looting and Sabotage, Supremacy, Show of Force), once I finalise my lists I'll do a pre-tournament write up and sometime after a follow up with the results. EDIT: The List I used last night. gfYKY29ycmVnaWRvcgEggSwCAQgAhg8AAgAAgX4BCgAAgZQBAQAAgZQBAQAAhgcBBQAAhgYBAwAAgZQBAwAAhgYBAQACBwCGBwEIAACBlAEBAACBlAEBAACBnAEBAACBnAEBAACBpQEDAACBpQEDAA==
Yeah the new Brigada felt pretty tough in cover. I'm in to N4 armor. Brigada finally have that staying power they're described as having.
"Booty allows a roll on the Booty Chart, after placing the Trooper on the table when it is deployed..." When is the Trooper deployed? When you put down the camo marker, or when you replace the camo marker with the model? Is a camo marker a Trooper?
So I have always been a fan of the MB pain train even when it sucked last edition, how viable is it now? MB HMG+EVA AP Spitfire Tinbot 6+Jazz+Doctor+HI 3? I know that 4chaff+1 gun is always going to be the spicier and more competitive build, but i really like survivable cores that can bounce a few hits, one that brings its own B2 doctor and supreme hacking defense feels like a solid swiss army knife
Wait the Brigada pain train sucked last edition? You can replicate the old StarCo version pretty well which was, HMG, Hacker, tinbot, massacre and daktari, and potentially improve it now that the MB hacker and the tinbot profile got rolled together, which frees up the spot that was taken by brigada 3, My recomendation would be either the MR engi EVAder or the BSG if you take the breaker version of masssacre. This comp will be able to do pretty much all of the classifieds as well as being a solid assault platform that will be fairly difficult to dislodge, its what made the old version good in N3, just make sure you have a KHD bandit or sombra lurking around somewhere and position such that they need to eat their way through the rest of the team to get at the Daktari.
Had my second game. Got pretty beat up on by PanO. I took a lot of crits, from what I can tell part luck and part constantly high burst, and had a hard time dealing with being out BSed, winning nearly no F2F. I got no crits, but I'm using a lot of low burst tactics, which I generally prefer and are a lot better now. I still managed to win while close to retreat in the typical Nomads fashion. Anyways another couple of unit experiences: Geckos have really been perfected. I had a huge advantage TAG vs. TAG against the Seraph. I still eventually lost because I failed to hit it even ONCE in many reactive orders, but even having that many chances was a lot better than before. New crits and +1 ARM makes Geckos seem much more sturdy. I had a second smug grin moment just like the AD+3 when I explained +2 damage. I had an Evader BSG engineer duoed. Good pair. BSG and mines gives you a pretty wide toolset, and I did repair 1 STR which made a big difference. They also share a terrain type. Born to be together IMO. MULTI option is decent, you get coordinated Panzerfaust. the AP Spitfire I would pair with the MK12, focus on using the MK12 as a suppressive unit. Why are Morans cheaper again? Jaguars getting an easy Haris is so powerful. Sometimes I have a hard time taking advantage of being a sectorial and using a Core and a Haris. This makes it easy in those situations. Linked ADHL was a big deal in this game. I formed a backshot-triad with a Wildcat Spitfire, a dropped Hellcat BSG, and the Jaguars, and immobilized the Seraph in the end. Then I left the Hellcat safely watching to prevent the TAG from breaking out, an 18 BS AP hit is hard to dodge-6 against, and is dangerous enough to not try. Wildcat HRL is still awesome if you can manage the Core anyways. Side note: That albedo MULTI rifle Friar is so good with 4-4. Bandit got 8-4 MOV, got a box (we were playing supplies), and brought it to safety is so few orders. I love Booty. Corregidor is really good right now, if that isn't obvious.
Thinking of running something like this Might put another Evader Spitfire in instead of the Feuerbach so I have more active turn shooting. I do like the Feueerererbach tho
Looks like a PanO list to me. No Camo, only one hacker (although half a dozen of repeaters), no smoke, no tricks. More straight to the face. Not saying it isn't working or won't be working, just not my style
Corregor are pretty straight shooting! But also there is arguably the best hacker in the game for cost, and two infiltrating repeaters...
I know. Still it's only one hacker. With that many HI and hackables I'd insert at least one more. Why not Gromoz? Otherwise no Bandit, no AD (Corregidor is THE AD-sectorial, especially now with Carlotta). No smoke for cover … It's a straight forward HI Pain Train. That's why I said, "Looks like PanO to me." But hey, depends on the mission, the table, your opponent. If that's your playstyle, feel free.
Well I wanted it to be a pain train ;) I have played tricksy Nomads and Corregidor many times! Gromoz is a slot, and a SWC. None of those spare. You take that many HI, you lose out on some other stuff.