Every time someone mentions Kirpal Singh on these forums or off of them, it never fails to bring a smile to my face. No other unit has that distinction, therefore it is Best Unit #3: he doesn't win games, he improves lives.
There's a reason I still play them. If they had abundant Smoke, they'd crush. Smoke is top 3 for best rules in the game, though it comes on such wildly different platforms that it's tough to just distill smoke users down for the purposes of a "best units" list. But reliable smoke tossers are a big deal.
Now you have me curious, besides smoke, what are the other top rules in your opinion? Id guess any deployment tricks (infiltration, forward deployment, AD, etc...) and maybe DTWs?
That's a good question: Smoke and Camo are the two best. I struggle to think of any others that even come close. Their ability to simply ignore and manipulate basic game mechanics, especially relative to their cheap cost, is absolutely staggering. Something like Infiltration is quite good, but is balanced by factors like exclusion zones, starting out closer to the enemy in a more vulnerable position, etc. Direct Template weapons are also good, but I think they're adequately balanced. The chance of an individual Chain Rifle actually killing a Dodging target is quite low. I routinely see players drop a chain rifle on 3-4 Dodging enemies, and they're shocked when they only score maybe 1 Wound, when in fact that's actually a very probable outcome. Symbiont Armor is also very good, but is faction specific and is (at least partially) counterbalanced by other downsides within the faction.
Incidentally i'd rate mines 3rd because they're actually one of the only 2 skills/equipement that stops a camo or a guy throwing smokes here and there from running around like they own the place. Sixth sense Lvl 1 would come 4th for the same reason, though it doesn't help against smokes (unless you have lvl 2 and the guy try shooting through it that is).
I agree with mines. They definitely make my shortlist. I started Acontecimento specifically because I was so tired of units evading me that way, and wanted a force with easy access to Minelayer.
I freaking love minelayer. Easy some of the best points you can spend. It's at least 3 orders worth of work. In game that model would have to spend 1 order moving and laying a mine, at least another moving and idleing, maybe more if terrain is involved, and a long skill to recamo. That's ignoring the risks involved in potential enemy aros, and the perk of starting with even more camo markers obfuscating the board. It's some of the best points/swc you can spend.
Unidrons hit much harder, the sniper ignores cover ARM bonus, and they have a missile launcher option, and are harder to put down thanks to Dogged. Dakinis are probably better for aggression, they're faster and have HMG access, but the Unidrons do more damage when they connect and can tank a Mine if absolutely necessary.
Yup, but using old msv2 + smoke trick You can ' harm' one Unidron, then another and another. They will be dead by end of turn. Dunno, mimetism is much more poerful IMO.
Uh, with the same trick you can dismantle a Dakini link with even less risk to your MSV2 trooper. Not to mention that the Unidrons don't have to use Dogged and have better ARM and BTS. Yep, facing smoke & MSV2 is one situation where Unidrons are just flat out better than Dakini (though not by much).
Well... Basicaly 90% soldiers making ftf against Daikini are in disadvantage. Same 90% can find another angle against Unidrons. Tactical issue.
Well, Symbiomate is just flat broken. N2->N3 got rid of a lot of mechanics that forced Normal rolls on people, and then we introduce Symbiomates to allow you to just flat ignore an attack? What the fucking hell, CB?!? Super-Jump is definitely one of the more fun rules, but is rather terrain-dependent. It is quite fun jumping from rooftop to rooftop like an anime Ninja, though. (Put your buildings 6-7" apart so you can take advantage of the rule) Climbing Plus is also a lot of fun for getting around to unexpected angles on people. Smoke+MSV2 is the classic combo. I think Speculative Fire is the least-used rule that is most powerful. Speculative thrown grenades are a good counter to a lot of things, even if that is a very close-range thing. Speculative EM grenades are many people's pet hate, particularly in a Druze or Emily link team.
You must never drop the Flamenspeer for the simple fact that saying the word Flamenspeer is just too much fun.
Personaly I dislike grenade launchers. They dont feel like Infinity with almost none interaction between players. They are also kind of... Brain dead mode;)
They punish poor placement of links but do generally take an absurd amount of orders to make work. The same goes for assault hacking -- both have high impacts at high costs of efficiency, but with low risk. My list would be in no order, mutts, Kaeltar, sukeul, post-humans, and Netrods/imetrons.