Reject Human Sphere, Evolve to Monke - The Morat Tactica Thread

Discussion in 'Combined Army' started by DaRedOne, Mar 24, 2022.

  1. Brokenwolf

    Brokenwolf Protector of the Search for Knowledge

    Joined:
    Mar 8, 2019
    Messages:
    1,749
    Likes Received:
    2,936
    Monkey Strong! Rodok Hacker not costing SWC is intentional: from @Koni

     
    bladerunner_35 likes this.
  2. quaade

    quaade Well-Known Member

    Joined:
    May 1, 2017
    Messages:
    226
    Likes Received:
    87
    It still in no way fits the lore of the regiment though. Internally they still have to compete with the equally cheap Team Meatball and having Mov 6-2 makes them practically almost as fast as they can cross the table in three orders and then attack where the Rodoks can do it in two.

    The difference comes in survivability where all the members of Team Meatball either have two VITA or effectively two VITA and can utilise their speed while getting partial cover, which makes them insanely resilient.
     
  3. DaRedOne

    DaRedOne Morat Warrior Philosopher
    Warcor

    Joined:
    Nov 23, 2017
    Messages:
    1,554
    Likes Received:
    3,641
    You're missing the fact with superjump rodoks have effective MOV6-6 instead. This makes them much, much faster than the Kaitok. And with BS12 and Mimetism-3, they're better at winning FTF rolls too. This makes them MUCH better in the active turn, although a rodok duo with missile launcher is a surprisingly good turret too.
     
  4. Brokenwolf

    Brokenwolf Protector of the Search for Knowledge

    Joined:
    Mar 8, 2019
    Messages:
    1,749
    Likes Received:
    2,936
    Actually, Rodoks are 8-8. This change was a needed boost for them and Khawarijs.
     
  5. quaade

    quaade Well-Known Member

    Joined:
    May 1, 2017
    Messages:
    226
    Likes Received:
    87
    That's the issue, they're rules-wise better as mobile backlines and late-game objective grabbers. When their lore says that's they get into the face of the enemy asap and then becomes their problem. Their rules back in N3 reflected this with their general rules no long-range profiles, instead, they had many +1B Shotguns of various types as well as grenades.

    Once they got in your face, it was a nightmare to remove them again unless you could get a long-range jump on them or could use a fire-and-forget weapon like a Synch with a flamer weapon.
     
  6. wisefaiz

    wisefaiz Well-Known Member

    Joined:
    Nov 24, 2017
    Messages:
    141
    Likes Received:
    533
    Getting back into the game from N3 Morats, I appreciate this thread no end! But I don't understand how you're calculating super jump. For example, two posts up Brokenwolf refers to Rodoks having 8-8 with super jump. Can someone explain how they get to that number? I thought super jump only works when declared in the first part of the order. They're base 4-4, with a 3" super jump. So, 7-4?
     
  7. taxites

    taxites Well-Known Member

    Joined:
    Mar 30, 2018
    Messages:
    89
    Likes Received:
    116
    The initial n5 release was super jump heaven, or hell depending on your point of view. They dialed it back to what is currently.
     
    wisefaiz likes this.
  8. Brokenwolf

    Brokenwolf Protector of the Search for Knowledge

    Joined:
    Mar 8, 2019
    Messages:
    1,749
    Likes Received:
    2,936
    As @taxites mentioned, Super-Jump was calculated differently in release N5. You also used to be able to do Jump-Jump.
    It is much more reasonable now and N5 is a high mobility edition.
     
    wisefaiz likes this.
  • About Us

    We are a company founded in 2001 in Cangas (Spain), and devoted to design and manufacture games and figures. Our main product, Infinity the Game, was born with the ambition to satisfy the most demanding audience, offering the best quality.

     

    Why are we here?

     

    Because we are, first and foremost, players.

  • Quick Navigation

    Open the Quick Navigation