Doesn't sound that great tbh. Turrets are generally pretty easy to ignore. If you're scared of an engineer ZoC ARO deploying one, you can just snipe him from outside of 8 inches. If he's deployed hidden away to avoid that, then his turret will be too
You clearly don't now turrets work. Engineers can deploy turrets with "Place deployable" ARO, which requires a LoF to the active enemy trooper. Unlinke other inferior deployables, armed turrets can be deployed inside engineer ZoC even outside of its LoF. So even the armed turret (rifle) can get into favorable range band if enemy is within 8" (ZoC) + 16" (rifle +3 range band) = 24". Enemy has no way of avoiding this interaction assuming that he is on engineer front arc. The nearby baggage bot automatically reloads the turret at the end of each turn even if the engineer is unconscious.
It's a perimeter weapon. They can be hidden behind a while and deploy it anywhere within ZoC. On top of buildings for instance.
An idea for changing the Vita/STR recovery: Vitapack & the STR one: change to "deploy a Medikit/Gizmokit with Combat Jump, it will autosucceed 1 hit on the closest allied troop, which will have success in a PHa roll to recover from Unconscious State or die" Add the option to grab a panzerfaust (any of the three variants, for example) on the table.
I did indeed miss the perimeter rule on them, that’s a lot stronger. Though if you’re saying alpha strikes aren’t too powerful because there’s a single faction that can use a cheesy spam tactic to counter it, not sure you’ve changed my mind there
Yeah if you take 5 Fireflys! Who the hell is going to do that? That's one of the most memes of memes.
As I stated previously, the alpha strikes have been nerfed from N4. Below are the main reasons why alpha strike is less effective: - Reliable smoke nerfed - Climbing+ nerfed - Berserk nerfed - Pitcher/Fastpanda+GML play nerfed - Shotgun forks nerfed - Flashpulse stops everything - Religious+Frenzy activates super duper discount for Heavy Infantry, which benefits defender more than attacker - Pure duo bonus that benefits the defender - Deployable turrets (minelayer and ARO) Let's look at the poor bearpode, a classic N4 alpha striker and primary reason why vAriadna and Kosmo had any business at top tables. The list of things that went poorly for the bearpode is long but bear with me: - Lost impetuous (the regular bear lost cover) - Reliable smoke became a lot less reliable - Climbing+ nerf means that bear is slower and more importantly can longer do order efficient climbing+ berserk attacks which ignore all terrain. Troopers on rooftops are generally safe from bear attacks. - Berserk attacks are f2f rolls so all that effort getting into melee range be undone by a single bad roll from bear. - Shotgun forks nerfed means that the bear has to win those f2f against BS attacks rolls instead of just doing damage with two templates. - In N4, flashpulses didn't do anything for bears. Now a single hit from 7p flashpulsebot stops the rampage. - Deployable turrets can wound or even kill a bear if it spends a single order in its LoF. --> Bearpode is nerfed to the ground and with it, vAriadna and Kosmo fall to B-tier (or perhaps even C-tier). So already we have two A-tier factions removed (or at least extensive players expertise in piloting them) from the comp scene.
I'm not negating the above, but having been alphastriked by a Marut yesterday, I don't really feel the alphastrike to be any weaker. Quite opposite, in fact - with full Core having +1 BS rather than +3 BS, my chance for winning a FtF dropped significantly. Having +1 DS burst, rather than straight +1 B doesn't help, either. Relatively speaking, it makes a TAG - especially a high-power MBT like the Marut, with top of the line BS and MSV L2 - feel way more powerful than it was in N4.
Nah, strong disagree. Having played a few games now, Alpha is definitely stronger. That may not be the case in certain niche situations or for certain units like you've described, but they're the exceptions that prove the rule. The defensive fireteam changes (loss of +1B), and increase of offensive duo strength (+1SD), cheaper powerful units, increase in mobility/lethality across the board, and loss of easy template access, would have been enough to make the first active turn stronger than it was. With Speedball boosting it with one free wound/state (huge on SHI/TAGs), it gets even worse. That doesn't mean some things don't need tweaking: some of the Ariadna nerfs getting eased, turrets getting another look after we've had a chance to get some play experience, Speedball getting barred from turn 1 use, etc. As it stands though, your argument is that a relatively poorly designed non-interactive game element (ignore 1 wound/state) is necessary to make alpha strikes strong again (not a fun game dynamic, even if I agreed it was weaker). I'd argue weaker alpha strikes is a good place to be and that the factions that relied on that unfun crutch should be tweaked to be playable without it.
@Errhile vAleph and OSS need all the help they can get. They lost a lot during edition change. If enemy has high powered alpha strikers, just nulldepo and only take 16" range AROs. Most active turn weapons (like HMG) suck at that range. In N5, everyone is like vPanO in N4: unable to reliably penetrate nulldepo defenses. Speedball can't be used to shake TAG possession so they are very vulnerable to hacking. Before you say something about needing long range AROs in this game, I have to remind you about the baddest list in N4: vCA Ana+GML alpha strike list. Did that list archetype have any long range AROs? I don't see any reason to lift Ariadna nerfs. Kharma is a bitch. Let them stew for 1-2 years and release new troopers to replace the not-so-new trooper purchases that got invalidated by the edition change.
In my opinion, Null Deployment is the worse advice one can give to N5, N5 seems to be constructed to punish Null Deployment as a strategy.
No, that's not how N5 works at all. N4 was like that because of the shotgun forks but majority of those troopers have gone to the way of the vAria... I mean dodo. I like playing Infinity a lot. N5 is the best edition of Infinity so far. While it's not the biggest reason, various bearpode related nerfs have made the game more enjoyable. Let's hope that the CB has the courage to keep things as they are.
you realise a special dice is as good as a burst bonus when the goal is to win face to face rolls in order to slow down the active enemy, 1SD is far easier to get in a ARO duo now than +1B defensive fireteam was in N4
Killing the attacking model is the most definite way of stopping it, and in previous versions (like N3) the combination of "real" dice plus the "crit goes direct to wound" was a tool that stopped attacks pretty effectively.