Is there a advantage to the Trauma Doc over the Fusilier with a med kit? The stat line is pretty much the same and the WIP is the same to roll on using the recover. I have used a Trauma Doc in the past with success on the field. Any thoughts on this?
Medikit and Doctor skill are different, one is a skill and the other is equipment. In short, doctor skill is usually on better odds (except that you can throw a medikit). Medikit is used on phys -3 roll (throwing it is a BS roll in addition to this) and doctor uses unmodified WIP. Details on doctor (skill): http://wiki.infinitythegame.com/en/Doctor Details on Medikit (equipment): http://wiki.infinitythegame.com/en/MediKit
There's also the Palbot which can be tagged onto the Trauma Doc so you can attempt your doctor skill at distance. Like being in two places at one and only for 3 points.
In Summary: Trauma Doc Advantages 1) You've usually better chances to recover your models, rolling on 12s instead of PH-3 (which would vary between 7s and 11s, depending on Unconscious model PH stat). 2) You can use your Command Token to repeat the roll when failed (and if your model has a Cube, which almost all of ours have).. 3) You can attach a Palbot to her and increase her "range of effectivity". Fusilier Paramedic Advantages 1) If playing Neoterra (or MOs), you could add him into your Fireteam.
In my experience Paramedics are very useful for getting your hopes up that you might successfully heal a model, just to dash them entirely. Making a PHY[-3] roll is tough. It may work some of the time, but why not pay a couple more points for a model that can do it on 12s, with a reroll, and can be in two places at once with a Palbot? Really I find that Paramedics are useful for being a specialist option on the cheap. 2 points for the ability to push a button in an emergency tends to be a good buy. Also Trauma-Docs are the most lethal model in PanO. Not even kidding, my Trauma-Doc has more recorded kills in one game than my Swiss Guard has total. She is surprisingly handy with a rifle. “First, do no harm” my ass!
I have used palbots in the past the problem I have had it them being a hot target to be taken out to stop me from recovering my troop.
So with the negative mod on the med-kit it really comes down to a lucky roll on whether it is good or not and if it will work so the Trauma Doc has a better chance at getting the roll off.
Depends where you have them really. But losing a 3 point Palbot compared to your full cost trauma doc is worth it. Plus you can park it near a sniper or your chosen vantage point ARO troop and keep it in cover.
honestly, outside of ariadna who dont get re-rolls due to cubes and who have high PH to compensate medikits are a complete wash most of hte time IMO. ill use one if its an option but they arent part of my game plans in any sense
TraumaDoc with Palbot and possibility to re-roll is definitely better, but sometimes it pays off to have an another option especially when the wounded model is far away from both the Doc and his bot. I do usually include a Paramedic into Regular link, partly for being a specialist and party for having an option to revive his fallen comrades. You just shouldn't depend on it, but for me it is usually better option to spend 1 order with Paramedic on place then 4 orders with the Doc far away. On the other way, in case when the unconscious model is crucial for me (i.e. Swiss Guard with HMG), I would usualy gladly spend the orders ho have her back on her feet.
So at the end of the day from what I see the Trauma Doc is the best choice when taking a medic. Trauma Doc= palbots and better chance to get the roll off. Negative is the cost of it all. Fusilier with med-kit= higher chance of fail and not work. Positive is a lower in points.
They're pretty great for Tohaa, or if you're using Le Muet due to the +3 bonus from Symbiote armour. The real answer to this question is to take the Hospitaller Doc though!
Paramedics are pretty much a gamble, spend an Order for usually a 40-55% chance to get your troop back to 1 W. At 2 points for the Skill they're more of a glorified Specialist Operative than anything. Doctor is 4 points for a reason, you rez people at 60%+ can have a Palbot around to cover more ground and reroll with Command Tokens. Have to admit I do not like how the mechanic works very much, still I use it very frequently in MO and NCA to revive ARO pieces or HI. Even the Butcher from Neoterr... erm Trauma Doc can do a decent job if she gets a couple tries and a few command Tokens. PanO's Paramedics seem overall pretty awful in comparison, mostly because the troops with access to it have the cheaper and more versatile Forward Observer as an option or are low PH LI/MI that costs almost as much or more than a Traumadoc anyway. You won't be reviving someone every game, but for classifieds alone it can be worth to have someone around who can do Experimental Drug on top of regular Specialist duty.
If you want to actually revive people, take the trauma doc. If you just want a cheap specialist, take the paramedic, but don't ever expect to use her except in a hail-mary type situation, but don't ever plan for those situations because it's planning to fail. A trauma doc on the ground near a swiss guard, with a palbot on a roof next to a Nisse sniper? You are now forcing your opponent to deal with your units properly and spend orders to do so, because if they don't you bet your ass they're standing up again next turn. Works especially well if the sniper is stood behind a lip, so when they fall unconscious it's out of LOF so they can be healed with impunity.