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The Third Offensive

Discussion in 'Combined Army' started by Skjarr, Oct 1, 2018.

  1. Judge Dredd

    Judge Dredd Well-Known Member
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    @DaRedOne if they made kurgats more like traditional engineers that would be awesome. Give them fd2, minelayer and minesweeper to make and remove obstacles. Give them smgs and flamethrowers to boot.
     
  2. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
    Infinity Rules Staff Warcor

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    For what it's worth, as Engineers they automatically have Deactivators.
     
  3. paraelix

    paraelix Seed Embryo Scholar

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    Aside from the odd "I stole an AI beacon", does anyone get any mileage out of Minesweeper? The requirement for the mines to be revealed makes it kinda irrelevant in my experience - same with deactivators.

    EDIT - for completeness though, CA and Tohaa seem to be the only factions without Minesweeper (normally available on the generic Baggage bot, if nowhere else)... So maybe including on a profile makes sense as balance, if nothing else.
     
    #543 paraelix, Nov 20, 2018
    Last edited: Nov 20, 2018
  4. Judge Dredd

    Judge Dredd Well-Known Member
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    Always forget that...
     
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  5. Judge Dredd

    Judge Dredd Well-Known Member
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    With drop bears slowly becoming more of a thing, they might see more play
     
  6. RobertShepherd

    RobertShepherd Antipodean midwit

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    Yeah, pretty much the same here - typically supporting an Avatar (these days, maybe a Riacho) and with a slave drone to do the actual following the TAG and Q-Drone around. I think we're on about the same page when all is said and done.

    Definitely agree that missions like The Grid are a strong niche for it.
     
  7. Rannith

    Rannith Well-Known Member

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    Perimeter weapon? How about a depoyable turret? S1 STR2 immobile acts as a mine but not single use.
     
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  8. psychoticstorm

    psychoticstorm Aleph's rogue child
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    When I said stop it I really meant stop it, Please understand this and refrain from posting explanation posts after a call for discussion to end has been done.
     
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  9. RobertShepherd

    RobertShepherd Antipodean midwit

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    Am I missing something or is not this page and the entire preceding page actually a proper discussion about Combined Army circa 3rd offensive?
     
  10. psychoticstorm

    psychoticstorm Aleph's rogue child
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    That is not a reason to not put a warning for the behaviour that happened 3 pages ago, while I appreciate the discussion moved on, I do not like the fact it progressed after the warning.
     
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  11. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    I feel like that would be adding rules bloat to the game and wouldn't accomplish much more than just giving MAF access to Krazy Koalas/Mad Traps or more minelayers.

    Honestly, I would love perimeter weapons on MAF/Combined army, but then give them some odd models to represent the fact they're alien constructs with similar function to the human ones. Just imagine how cool it would be if our "krazy koalas" were bombardier beetles or even six armed monkeys!
     
  12. psychoticstorm

    psychoticstorm Aleph's rogue child
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    Infinity has "deployable turrets", they come with 360 visor, total reaction HMG and move 6-4, combined ones have more options.
     
  13. Geodron

    Geodron Well-Known Member

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    O
    Or anything with Sapper.

    To answer @Rannith, I think emplaced weapons wouldn't be in the spirit of Infinity gameplay or really something that matches the tech level of the setting.
     
  14. Mruczyslaw

    Mruczyslaw AROnaut

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    Neurocinetics?
    Supp fire?
     
  15. derbrizon

    derbrizon Well-Known Member

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    Now that I think of it, in like seven years I have never once used minesweeper or deactivator. Not once.

    Then again I think I've correctly used warning and alert like once, also.

    This makes me think that I'm probably misunderstanding a huge portion of the game's rules. Thoughts like this always make me step back from my inevitable entitled-nerd-rage/whining when I think something should be different.

    Still, I saw earlier the claim that Suryat should be ph14 was a near universal desire - I may be alone in not caring about that. In a faction of inflated statlines in a game where (iiam probably wrong) raw stats almost always feel overcosted, i cant help but to wish morats go more skills rather than better stats.

    I really like working around the morat limitations and benefits, but in about five years of morat playing, I don't have a clue how to be more successful with them. I consider fireteams options to be a "skill" so in a sense we're getting that. My gripe now is that so many factions now have all these heavy infantry links that just don't seem to pull their own weight due to costing. And so instead of a compelling way to take my whole box of suryats, well get an option to minmax with one or two. How do you make 4 Suryat and a raktorak worth it? I barely got decent with sogorat Harris.. HI links simply don't allow you to have very many options once on the table, and many factions are now getting mixed links instead of some motivation to take the paintrain and see success with it. :/

    So, back to deactivator et Al, what am I missing?
     
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  16. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    Well, I think being able to deploy a BS16, burst5 HMG on one side of the table and also deploying a BS13 Burst 2 in ARO HRL on the other side is going to be pretty baller. And I have used a 3Suryat+Kornak+Raktorak link very sucessfully recently in missions like Hunting Party, where everyone in that link gets to fire B2 Adhesive launchers in ARO.

    The reason everyone wants PH14 on Suryats is mostly because every other HI in their price band has it, and high average PH is a morat staple (which is why we average on 12 while most armies average on 11), so having one of our HIs have PH actually lower than the average for their weight just feels wrong and sad.

    BUT! Being able to add a single suryat to a vanguard link (especially that Tactical Sense HMG) is going to be pretty great. I mean, look at this:

    [​IMG] Morat Aggression Force
    ──────────────────────────────────────────────────

    [​IMG]5
    [​IMG] SURYAT HMG + TinBot A (Deflector L1) / Pistol, CCW. (2 | 45)
    [​IMG] MORAT Missile Launcher / Pistol, Knife. (1.5 | 19)
    [​IMG] RAKTORAK Combi Rifle + Heavy Flamethrower / Pistol, Knife. (0 | 23)
    [​IMG] ANYAT K1 Combi Rifle, Chain-colt, Smoke Grenades, E/M Grenades / Pistol, Knife. (0 | 25)
    [​IMG] MORAT (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 15)

    3.5 SWC | 127 Points

    Open in Infinity Army

    130 (Tactical sense HMG costs 48 points) points for 5 orders, 3 specialists, smoke, templates, all kinds of ammo, long range, short range and medium range gunfighting, all for a rather accessible price and bringing a lot of utility to boot. This update might actually be very good, even if we don't get all the toys we want.
     
  17. derbrizon

    derbrizon Well-Known Member

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    That's the minmax I'm talking about.

    I think it's really cool, but now no I'm using one or two Suryat. Not the box of em. Now the nnon--swc profiles go by the wayside. thanks

    They've given another Reason to take a Suryat. What about 4?

    Edit: for the record I'm not saying Suryat core sucks. It's definitely getting better with combat sense. I'm saying that other than mission specifics, what's compelling about putting that many eggs in one basket? Or another way of saying it: why are light troops more compelling to take in number where heavy are difficult to fit in?
     
    #557 derbrizon, Nov 20, 2018
    Last edited: Nov 20, 2018
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  18. toadchild

    toadchild Premeasure

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    Deactivator and minesweeper aren't very good because they require that you be able to target a revealed mine outside of its trigger area. So you really aren't missing much.

    Deactivator can remove D-Charges from friendly models, but that requires that your opponent somehow placed one on a target but then did not have the orders to immediately detonate it.
     
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  19. Rannith

    Rannith Well-Known Member

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    And here we see one of my major hates about link teams. The above is not to my mind a Morat link team. It is five random CA models shove together and the only reason the Morats are there is as an excuse for having the rest. A Morat link team or any link team should be two, three or four of the same unit with ONE out-unit model indicating a squad leader or specialist from the company or regiment support to give them a facility they cannot get from within their unit. So no Surat with HMG because Morats can get a HMG, no out unit Sniper, ML or Hacker as Morats can get those already. A Specialist they don’t have? Yes, one. A model acting as squad leader? Yes armed with a Combi Rifle or pistol at most because the last thing a squad leader should be doing is shooting. Detection equipment on the Squad leader? Absolutely, communication equipment? Hell yeah, heavy or special weapons? No.
     
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  20. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    I'm sorry, mate, but I don't get the hate here. Those are all MAF models, all morat, none of them is not a Morat. They might not be vanguards, but they're definitely all morat.

    You can fluff your fireteam the way you want. Mine is going to be a young and upstart Warrior Officer leading his less fortunate brethren from the front, getting support from his NCO and another veteran while two rank and file goons supply heavy weapons and spotting gear. Those are all morats and you can easily fluff them as part of the same Kurdat, who just joined different units after they went their separate ways.

    Fireteams are a good thing. And they are one of the biggest strengths in MAF. I really don't get why people disparage them.
     
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