Well, yes, it seems that both the 112 and the Kazak doktor have stayed as cheap missionaries (especially in generic) being perhaps the one that most looks the 112 motorized or if for any mission a doctor and not paramedic (to be assumed) is required. But if it is true that in a faction like Ariadna this is more "lore friendly" where paramedics prevail over doctors. being also now to consider curing our "forward" troops (such as a Cameronian/Dog Warrior/Devil Dog) troops that with their great physics and a linked paramedic can make a difference, even cure the typical tenacious troop (Highlander Gawgelian for example), this will be especially noticen in caledonian troops, who stand out above all for having a high value in physics, hovering around the average over 13 (only the Scot Guard and the Volunteers, with Isobel counting between them are below physics 13 and still the volunteers have 11 and the Scot 12) so I have in a high rating having in the same command group a minimum of 3 volunteer, having 1 minimum as paramedic , in case of need for them to form a fireteam to give burst 2 to the medikit
I mean I know Dawn is kind of a backwater planet but I think something got lost in translation here...
yeah, i try search this "fails" for correction but.. lost in translation XD, i mean all time "paramedic" sanitario in spanish (sanitario its form to say paramedic and toilet)
The point on having damage stick is important for sure. And it 100% gives mormaers the clearly defined role theyve always needed. I love what theyve done with them. But 15 orders supporting a mormaer is a far cry from 15 orders supporting a Jotum, and thats in part the fundamental issue i think this update has failed to address.
On the one hand I can understand your point that 15 order fueled Jotum has a bigger damage potential and surviveability. On the other hand it is a more expensive piece in another army with different synergies. Who will not be supported by dogwarriors and highlanders who can lock it in combat or SAS who can CC it with a D-charge. Hell, the Mormaer would probably love to shoot a Jotum in active with his damage output. Verstuurd vanaf mijn SM-G930F met Tapatalk
Thats my point though. The old dynamic was that CHA got the bodies to make its more fragile but expensive and capable troops be able to pick fights they would win. The new CHA cannot because you have to also spend pts on Greys, dogs ect. The 15 orders of CHA is backed up by greys, Cameronians, Scots Guards to inflate the average cost per model and thus remain under the 15 troops. The Jotum is supported by Karhu, peacemakers, hospitalers and ORCs, and on the whole is going to be a tougher more efficient list that doesnt have bloat for the sake of bloat. I have yet to see a list for CHA this edition that I dont think I couldnt just kill 3 or 4 models a turn and walk over.
I heard you liked T2 weapons ;) ────────────────────────────────────────────────── GROUP 1 6 4 2 CAMERONIAN Chain Rifle(+1B), Grenades, Smoke Grenades / AP CC Weapon. (0 | 20) CAMERONIAN Chain Rifle(+1B), Grenades, Smoke Grenades / AP CC Weapon. (0 | 20) CATERAN T2 Sniper Rifle / Pistol, AP CC Weapon. (1 | 23) CATERAN T2 Sniper Rifle / Pistol, AP CC Weapon. (1 | 23) UXÍA McNEILL (Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / Assault Pistol(+1B), AP CC Weapon. (0 | 27) WALLACE (Lieutenant) T2 Rifle(+1 Dam), Light Shotgun, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 35) CALEDONIAN MORMAER (NCO, X Visor) T2 Rifle, Chain-colt ( ) / Heavy Pistol, AP CC Weapon. (0 | 36) CALEDONIAN MORMAER (NCO, X Visor) T2 Rifle, Chain-colt ( ) / Heavy Pistol, AP CC Weapon. (0 | 36) CALEDONIAN MORMAER Heavy Machine Gun, Chain-colt / Heavy Pistol, AP CC Weapon. (1.5 | 40) HIGHLANDER GREY T2 Boarding Shotgun, Grenades, Smoke Grenades, D-Charges / Pistol, AP CC Weapon. (0 | 20) GROUP 2 4 4 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 5) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 5) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 5) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 5) 3.5 SWC | 300 Points Open in Infinity Army
The only issue I currently have with CHA is that there's only one ML, one Panzerfaust (both of them on Scots Guards!), no LRL, no HRL.
right this is exactly the issue, you have to run the 3 mormaers and grey, which are 1 wound models, and even with dogged they are not coming close to the ARM, Wounds anc capabilities the equivalent pts could get me in say ORCs, Knights or TAG
On other hand your ORC dies to one T2 hit in the same manner as the Mormaer or Gray does on normal Hit from the ORC. Anyway I dont belive there is much armies that cant be "run over" when you destroy 3-4 fundamental threats to your list playstyle.
Well Mormaer goes dogged or unconcious after single failed save from the ORC shot. the Orc goes unconcious from single failed save from the T2 shot. In fact the ORC or any NWI troop is paying for the stat they will offen not use due to the amound of T2 ammo the CHA is having.
I have a question for the rest of you, mostly as a form of therapy for myself: Can you give me a good reason for removing the SAS lieutenant profile from CHA? This was the Lt profile I ran in virtually all my CHA lists, and I liked it very much for what it added. With the current lineup of Lt options, think they all suffer from the same problem: All of them are super obvious unless you deliberately go for a shell game, and they are very easily ranked in utility with Wallace as the obvious star of the show. Said shell game has obviously become less appealing now that we have to compete for slots in the army list as well. To me, this has created a situation where I see no reason to ever use another lieutenant besides Wallace, which I find boring. Please note that I am not arguing whether this is good or bad for the powerlevel of the sectorial, only that I find it boring that all our other lieutenant options currently are variations of the same troop, going from 'OK gunfighter' (Mormaer) to 'Crap gunfighter' (Volunteer), with Wallace offering some kind of utility on the side. I believe that I am one of the few people that actually thought N3 CHA were good in Tactical Window, and had no problem making working lists for that format. I am overall pleased with the changes to the sectorial, apart from the fact that they practically removed every reason to not make every list a Wallace list. Comments, suggestions, ideas are welcome. Mostly I just want to vent my frustration over losing my favourite profile of N3 :( Still loving N4 on the whole, though!
Maybe try something new from time to time. Highlanders are not about being better safe than sorry. They want to fight hard and die for their freedom. For example this Haris team: - Melt faces with the Mormaer HMG early and the opponent will not expect him to be the lieutenant, enjoy his firepower and armor and if something goes wrong you are near to your DZ, not going Dogged but be doctored. - Use the NCO to advance freely or use the Grey's smoke to get into 16" bands - Use the NCO to dug into suppressive once in midfield and position the HMG safe for turn 2/3 lieutenant-order-supplied rain of fire
Haha! Yes, fair! However, I think that excellent profiles that were underused should be buffed, not removed. If anything, the profile was too good, making you nearly immune to Lt assassination. I will just start imagining the guys at CB finding out the massive exploit that it was, costing 2 SWC in a faction that had no use for more than 4 SWC! True, could be fun. Nowhere near the utility of the SAS though. Man, that guy had so many uses! - Just staying on a rooftop and being safe, confusing the enemy as to the whereabouts of the SASCRAP, taking potshots in the final turn, providing a solid ARO in the opponent's final turn if going first. Whenever someone asked me about Wallace as I made my final drop, I would look at them coldly and say "Wallace is a trap". Oh, the looks on their faces when their carefully planned assassination run failed at the planning stage! Ok, I'll quit going on about it. Just needed to get it out of my system. I'll play Wallace just like everybody else. Or PanO. **Disclaimer: This post is 80% Nostalgia, 15% tongue-in-cheek and only 5% bitterness**
I'm undecided about Lt choice, (besides the obvious of Wallace), as; The Scots Guard Lt is obvious. So is the T2 Rifle Mormaer. Why should I pay 2pts more for Lt on the Mormaer HMG? Especially as he's enough of a powerhouse & points-sink that I'd want to shoot stuff with him. That leaves the Greys and Volunteers; both WIP12 . The former is too expensive for a shell game, and will likely want to shoot stuff anyway, (or just be shot at!) Whilst the latter is too weak to do anything other than hide. Will have to try a few variations when I finally get to play N4, but I feel rather underwhelmed so far.
Most Armies are worse off than in N3 in terms of Lt choices and I don't know why the LOL rule didn't get an overhaul to make it more about using your Lt instead of not losing your Lt for everyone. I'd imagine even Morats would have been deligthed not paying points on everyone with a red face in their whole army. With Tactical Window, Scots are significantly different. B5 DAM17 AP HMGs in a dirt cheap Haris with Greys is about the hardest hitting thing in a game. But with 20 points for Grey fillers you can easily play a full Core of them. Then there's the whole array of excellent troops to spam in the 20-30 point range, McMurder, Uxioa, SAS FO, Caterans, Cameronians, Wulvers and Camo Scots Guard. Scots look nothing like N3. Heck I can hardly see myself bringing any 45ths anymore. The key problem would be how do I survive through a turn? And that's going to be hard to figure out. No Minelayers, no real competent high tier ARO piece to lean on. BS12 Camo ML/T2 Sniper at best. I don't think you get to play the ARO game at long range at all. You have to hide and let them come - which is normally a very bad idea. Looking at how almost your entire list is Camo Markers, high PH, Chainrifles, Smoke Grenades and CC capable, littered with mobility Skills, Infiltration or above average durability I recon Scots might just be the place to dig in on every hiding spot on the map and bleed the other guy's Orders dry. Making most of his long range Firepower a lot less useful and fight it out on your terms on your turn. The Scots lists I'm looking at have something like 10 guys capable of spending Orders effectively given they're in a good position to do so. That's a lot more than the usal 4-5 in a Jotum List.
You DON'T see the Mormaer with the x-visor as a high tier ARO piece? Stick him in suppressive fire in midfield with that dam 15 T2+AP rifle. Sure, that's more of a second turn ARO piece than a long range sniper that can act as a turn 1 ARO piece, but you can't deny the utility of it.