...yes? And it was always like this? "What if I'll face TAGs/HI links/Smoke/Mimetism in bulk/Warbands/large number of Camo/Paras/etc.?" We always had to take into account what opponent might bring to the table and make sure our lists have hard and soft counters. What flyers change is that you might also face a fast TAG with Mim-6, one STR less, lower BS, lighter weapon loadouts, that gets no cover but can't be countered by melee. It's far from not having a counter. YES
Wow they are pumping them out today! I'd say Budget Ninja! The hacker with d-charges looks awesome to me. I'm not sure how I feel yet. This might seem like something I need to play to "get it". But I really like the Feiquan. That E/M Carbine looks sick! It also has Sensor!
I dunno, I think the fact that it can fly through Disco Ballers, go straight into the enemy deployment zone, jump straight up, and shoot prone roofers in their uncovered butts makes up for the lack of fancy guns or ammo.
And the mobility means it’s going to spend a lot of time in the +3 range on the Spitfire, and hovering up in the air to negate Cover.
AP, usually yes, but because is the only option of the troop, not just because it has AP ammo. For MSV, i dont have plenty of them in my armies, and usually are not worth because expensive FT options or is equiped in a suboptimize troop. It must be great to have options to cover every random posibility you'll face against random people with random lists. I havent. Thats why i always focus my lists in what the mission needs. But i see i am the weird one (well, not only me, also all the guys i play with) That is like in N3. I dont have anything in my lists that need an Engineer, so why include my shitty, basic engi in the lists if i dont need it? Only to cover if i got hit by EM? I can use his points in more bodies or upgrading another troop in the list.
Isn't doge(-3) means that when the model makes a Dodge roll then the attacker receives a -3 penalty for the FtF? So it isn't penalizes its target's dodge.
Dodge (-3) is a modifier to an opposing Face-to-Face roll when you declare Dodge, not when another model declares Dodge against you.
Nothing random about it. The list of possible types of threats is finite and not that long. I might not be prepared for everything but I can be reasonably prepared for most of it. But then again I enjoy building toolbox lists (unless I'm doing something out of the left field, like double TAG lists). You're not weird, we just have very different approaches, that's all.
It is also based on your expected type of play. If you do a lot of ITS, you get into a different mindset and build your lists to be able to deal with a multitude of threats and select missions. Versus pick up games with known friends. Different needs for different play types. While some feel like recent changes could have weakened Faction Identity, I appreciate that more Factions are getting some tools. PanO finally getting more accessible Eclipse LOS blockers, direct templates, and Marksman HI ; Ariadna getting Crazy Koalas and more STR units; JSA getting viral mines and excellent shooters; Yujing getting hard hitting one man armies; Haqqislam getting more anti armor; and Steel getting cheaper filler units. Hopefully we will see all the changes in a couple of weeks.
Ok. For example, you declare move, enemy ARO is shoot, you the declare dodge, their shooting is at -3 because you dodged. So if a non msv trooper shoots an aerial, and it declares dodge, the troops is -9.
Understanding the biggest threats to your game plan and budgeting to defeat them with one of your lists is a big deal unless your plan is totally non-interactive, and I think only Makaul spam Tohaa can pull that off. I spent all of N4 devoting one of my NCA lists to defeating Jazz+Morans while still fulfilling the missions, because NCA's strengths are very hard to make use of against that combo. That said, a Redeye is almost a flying Knight of Montessa that can't score. It's fairly tough, but most Ariadnan gunners will still be hitting on 7s or better against the Redeye's return shot on (most likely) a 13, and the odds will get better with Mimetism, AP, Burst, and MSV. Considering I'm reasonably sure you collect primarily CHA, you'll likely have some trouble protecting yourself in reactive since a Chain Rifle screen won't really stop a Redeye reliably, so I'd advise holding back some of your Warbands to get Smoke over your key units and Orders before retaliating in your own active turn with your best available shooter. Furthermore, most of PanO is slow and can't forward deploy- send some Antipodes to Sensor out the hidden Scarecrows, Croc Men and Trinitarians, then eat them, and the PanO player will be too busy trying to get back into a scoring position to run a serious DZ raid. PanO is supposed to wipe the floor with its peers in direct shootouts and pays for this through having some of the worst soft control and objective play in the game; take advantage of this by putting them behind on objectives with your awesome Camo midfield or starving them of Orders by killing cheerleaders with close-in attackers like Uxia or M-9 (PanO like building somewhat top-heavy in Order to have a couple of gunners who are actually better than the competition).
The Goonhammer blog reports on the N5 releases: Infinity N5: Release Delay and New Rules Round-Up.https://www.goonhammer.com/infinity-n5-release-delay-and-new-rules-round-up/
Correct, though at least they can't benefit from Partial Cover so most of the time if the ARO guy is in good range he'll be in total at -6. It'll be interesting to see just how effective they end up being in actual gameplay. They've got a lot of tools to help them get where they want to go on Active turn, and a lot of weaknesses that make them pretty weak overall during Reactive turn.
Robert Shepherd has made a new video update on the N5. Infinity N5 - Mild Speculation #6 (New Profiles - not Kestrel or JSA)
Yesterday we were talking in our group about the upcoming N5 and all the new leaked profiles, and the general feeling, especially between the new players, is that profiles are getting too complicated. Is not such a big deal for me or other veteran players, but i have to agree. In the past, a quick look to any profile and you get the idea about any troop and the purpose in the army. Now you have 2 or 3 lines of skills and equipment. Too much bloated. Some players are getting overwhelmed with all that info written in the new profiles. Already happen in N4. We always told them to not worry, that N5 will be simpler, is what CB always told to us. I suppose we were wrong. Anyone feeling the same way? Im surprised to find how new players seems to prefer nested rules than half a bible written below the statline. And i noticed that. In the middle of a match, if anyone ask this troops have this or that other skill, it takes more time to search through the profile that in past editions. You tell them how TO Camouflage worked in the past and they get it really quick and ask why they changed it.
I'm quite an oldie, but as a returning player from hiatus I always preferred the N3 environment of skill packages with more flavourful names with levels. Morat, TO camo, ODD, hyperdinamics, kinematics, Veteran L1-2 etc... Now you can have a trooper with dodge(-3) dodge(+3) dodge(+4") all at once and you can scratch your head what the hell does it means? Fun fact the official Wiki doesn't have a page to clarify which number means what. I can understand that unpacking TO Camo means we can have ninjas hiddenly deployed while not having any kind of Camo Marker state or the -6 BS penalty and HIs sneaking around without being karate champions (martial arts and stealth) thus min-maxing point costs and profile balances, but at the cost of walls of text AND ditching flavour and theme altogether. I'm on the side of "this did not worth it in the end". So it is not surprising for me that even newcomers are intimidated by the current skill structure and find the more complicated nest rules easier to grasp than the unpacked version.
To be fair, this is also a writing and design problem as much as a de-nesting problem. Something like a Swiss Guard or Shaolin Monk is still easily understood, but for some reason CB feel the need to absolutely drown newer CC units and especially Characters in minor modifiers and skills. Most of N4 was like this; well-thought-out and intuitive systems with lots of promise that were ultimately undermined by a few poor choices in army and unit design.