On the other hand one successful unopposed dodge nullifies this potential and it usually is at least 50% chance (per model).
One successful dodge does not nullify Korsan unless there is another aro covering the high-value target (or Korsan self-explodes after failed attack). And from reinforcement rule and Korsan's stat & skill sets, Korsan might be able to avoid other aro pieces.
If he Catches 5 to 7 models under his 4 templates how many failed dodges do you have at average. The potential for Mayhem is enormous for a minimal oportunitycost of 14 points. Losing potentielle a third or Quartier of ypir force against some crazy space pirate does not feel good. Well we will see how it plays out i am generell happy tjat the odalisques, sekban, hafza and azrail are coming back in force. I always had a sweetspot for QK. If the models are good i might habe to get some of those. So Fingers crossed they aren't that good so i habe a chance to paint all my minis sometime :D
These reinforcements will have wildly different impacts dependent on mission. An area control or midfield button pushing mission demands you have models in the midfield. Perfect targets for the Korsan. The only safe alternative is investing more heavily in camo state shenanigans. It'll be interesting to see whether Reinforcements lead to players being much more hesitant about leaving troops the midfield. When anything can threaten up to 8" into your half with perfect positioning, only cheap blockers are gonna want to be left close. Investing in mines turn 1 to slow or hamper Reinforcements may become very valuable.
Theoretically 50-60% of the targets caught on the template should escape harm, given my Jujaks clearing rate of panic rooms with heavy flamethrowers and boarding shotgun blasts it might be as well as 90%... I am not saying they are not useful and potentially threatening, I am saying that if their target dodges one or four templates makes no difference.
Or simply be more hesitant to kill things on turn 1 as it's the triggering condition for the reinforcement incoming on turn 2. So this could lead to a turn 1 more focused on placement and maybe one or two shots on unit costing less than 50 points total.
I think Reinforcements will be a thing in the next ITS season, really. We'll be all playing with that optional thing for the next year (or until the players / organizers decide they are fed up with it and don't want to have anything to do with this rule. Though I honestly don't know how CB would include it into smaller game formats: from what we've been shown so far, it is intended to be 250+100. Whether it is balanced to play 250+100 list vs. normal 300, I have no idea. I hope CB has checked that. Certainly 250+100 is not balanced against standard 250, or standard 400 - to say nothign about 200 or 150pts formats (and yes, I'm very glad ITS did included 150pts and 200pts rules fro the last few seasons). Alas, so far we're drawing conclusions from some very limited glimpses of the complete Reinforcements ruleset. We can't reasonably expect such forecasts to be accurate.
Maybe the problem is that the guy costs only 14 points, is backed by gazillion of smoke grenade (launchers) in HI, has ultra high mobility, and can deploy forward (avoiding ARO prior to arriving at midfield): effectively being able, without a lot of skills, to dive against fireteams or trade with other way more expensive units that will be forced to dodge for each ARO.
Ladies, gentlemen! Hold your horses. We don't know yet how exactly are the rules going to work. Eg. whether deploying the Reinforcements provokes an ARO (by sheer logic, there's a big dropship / drop-pod hitting the table, and disgorging a squad-worth of troops. It should provoke an ARO - but that's IRL logic, which doesn't exactyl translate to Infinity rules on 1 to 1 basis). So, keep calm, and let's wait for the full rules to drop. And in the meantime, just enjoy the ride with the new armies reinforcement videos this week.
I agree, I really want to see the discussions and debates after the full rules and profiles get released to the public. I am particularly interested to see at what points the community will settle the reinforcements point levels.
No I do not!!!You were warned to not dig salt mines so deep,Four templates of Appocalypsis are coming!!! Just kidding,waiting impatiently full release.
Bronzes in reinforcements, yay! Heavy Riotstopper (+2B), yay! Question to Nightblades'PARA (-6) CCW. Does this mean that the target resists the PARA with -12 (usual -6 and additional -6?) or is this a mistake and it should be PARA CCW (-6) to lower the target's CC?
I'm in love with O12 reinforcements The "total immunity" fireteam with Bronzes and Jackboots looks fun and games Lot of VMS with Vidocq and Devas The Nightshade has awaken my deepest edgy ninja teenager vibes And the Ment Agent may be a big thing in vanilla where Coc is only Cho or Alpha at 20+ pts
This guy is so edgy I nearly cut myself whilest looking at the artwork :-D till now, O-12 seems to me to be the Reinforcement winner depending on design. All of the shown Designs look great, especially Ment Agent and a Vidocq. Some could say, taht the Vidocq is too much terrain, but i still like it. It gives the modell some diorama feeling, and since she is sitting on a cargo/crate, it is not that limited as some other modells (like dragon-roof-ninja) Overall, very nice addition to a already beautiful army.
I think we can expect some changes until release day. Non matching sculpts to the loadouts and is the Night Shade really a Hacker with zero SWC costs?