Their dodge +6 went to dodge +3. They were pretty good at setting off mines and getting away with it. Other than that, their price point in general compared to the pricedrops we've seen.
Because of the changes to Active Turn Dodging, and gaining Dodge (+1"). They can now move 9" per Order if they successfully Dodge on PH15. Doing that on 18s would have been a bit nuts.
It would've been flavourful though! That said, Namurrs did get a bit of a boost with the increased CC, changes to D-CHarges (no longer a -3CC), changes to how ammo combinations work and how the E/Marat now inflicts two rolls. They're tough mobile specialists who are now also pretty good at short range anti-HI/TAG duty.
Since N4 dropped, I have been thinking about the Namurr and I believe that I have an idea on how they are supposed to be used: A non-hackable turn 2/3 HI/TAG problem solver. The major parts of their kit seemed to be the role of a fast, climbing plus E/marat. They hide until the enemy HI or TAGs extend into the mid field and then they strike. Then once the target is disabled, they move in to kill it with the E/M CC or the D-Charges. With that in mind, I don't think the spitfire is a necessary upgrade.
I still like the spitty. Ill run a namurr in a ghulam link with extras ghulams waiting to fill it again. Use the namurrs linked spitfire to clear the mid field fire lanes, then break her from the link and rush up the middle after the obj or a specific target.
But the problem is he's not good enough in shooting to take out enemies :( Only BS12, no modifiers to help him... We have many cheaper units better in shooting, better in CC, better in different things. @Skjarr - IMHO Namurrs always been to expensive for what they can do. And that didn't change. @Brokenwolf - I also see that option for them, but still taking about 40pts unit just for the case we see a TAG? A unit that don't do anything particularly good? That just don't fit with my playstyle. I don't know why they didn't get at least WiP 15 or Forward Observer or Engineer or any other true specialist. It's subjective opinion, but I still can't see Namurrs in my armylists. And I'm a player that gave a chance for I think every unit in Haqqislam. PozdRawiam / Greetings
"Dissapointed" is a big word, I am technically not owed a thing from Corvus, but I wish you could put like up to one or two ghulams/naffatuns into Zhayedan core, I am hugely hyped for finally taking them now that they seem vastly improved, but I wish their link was bit more elastic/easier (and cheaper) to get reserve member for. I think few units could get a bit better treatment like Ayyars (maybe 6-2?) or Namurr (I never really liked that profile very much honestly), but overall we got the better end of the stick in general. I never really understood hate for Govads, honestly, I always performed better with them as a core, compared to arguably more unique and equipped with flashier toys muyibs, if only because firefights are a hell lot of easier to conduct with long ranged core, as opposed to the one with spitfire as main big gun, especially when your core can compete with things like noctifier reasonably well. But I guess it is fair to say Muyibs got better deal going in N4. I kinda wish parachutist/infiltration stayed on Nahabs, but understand it had to be difficult to balance and would go against new army paradigm.
I think with all the changes in N4, TAGs and HI will be more common on the tables, which the Namurr is designed to hunt for. But we will not know until the meta develops. Also having a fast specialist that can move through repeater nets will be good for pressing the buttons. Its a niche, but that looks like what it might have been designed to do. Hopefully some experiments will bare fruit.
The Ayyar is one of the few pieces I'm sad about as well. Technically it got some very light buffs (panzerfaust, holoecho state comes back at the end of each player turn now, and technically it's better in CC in active turn thanks to the pistol rules) but it also lost free agent and the game has changed around it. Maybe Surprise Shot -6 has legs in an edition where the cybermask comes back so easily, but as far as I can tell the main use for the Ayyar right now is having a kinda ok but too expensive heavy infantry that is very good at detonating enemy perimeter and deployable weapons, should I not wish to send 6pt daylami to do that instead.
well I disagree completely, these guys have the newly buffed msv1, have great armour, and a really nice kit that other units don't have. where else are we getting msv sniper or hmg in haqqislam? they were under appreciated in n3 and I got lots of work done with them and they've only become better. their veteran skill has won me games on lots of occasions. the fact that you can give them a muyib doctor is yuuuuuuge because having a good doctor was their main weakness, now they can smoke shoot people AND they can bring a very well equipped doctor as well. oof and the prices for these guys are GREAT! 20-30pt range for msv1 veterans with arm2-bts3? oh and lets pretend we don't know what breaker pistols do... have you ever pushed a big guy with a fully linked breaker pistol? that's AP vs BTS which means any arm4 model or above you are taking away armour on them. I mean... i Love them and I will continue to love them. the fact you can have muyibs and them together makes them stronger, not less relevant. make sure your army is up to date, the jammer and emarat versions have smoke. also we have lived an entire edition living off these guys. they needed nerfing so that we could be allowed to have other things get buffs. they're still great. I take 2 in my ramah lists regularly because I want to make people reconsider pushing them. fire can still remove more than one wound so its just that bit more dangerous for 1 wound or dogged or NWI models to push them. lastly they can fill up the ghulam link when its busted so lat game I can grab them and push up with them. fire can make it a lot harder to pick up downed enemies because there is such a good chance of multiple wounds. the lasiqs were honestly almost one of our best units and the only reason they werent was because of how hard it was to have a functional link with them. all those problems are now fixed. they also got faster which means that their climbing ability is even more worthwhile. no more spending 2 extra orders to get my mimetism big gun into a flank.... oof I"m excited about putting haris of these guys on the table, and they have a specialist now too! nice :D some of the stuff that were our staples have been brought kept expensive compared to other things because they were already properly costed. don't forget that in vanilla haqq djabel lets us take a second fiday so I could see an argument to putting a cost on that. its no big deal imo. same as he was, I am not going to spill milk that with all the things we got buffed, one thing just stayed the same. you do not need to put in every list. with more than 1 other msv2 option in the army you are no longer forced to take him in order to have access to the ability. and I mean... they nerf things that are dominating the game, not stuff that is supposed to be the corner stone of a sectorial. these guys are one of the benefits of taking ramah. that being said they gave us another msv2 model AND they buffed zhayaden so they've made it a lot easier to make more varied lists. right now is a really good time to play haqq and I am definitely in the camp of "I have too many knives and only 2 hands for stabbing" as my biggest problem. good luck my friend!
dude, duuuuuuuuuude! oh my god you are making me so excited to play hassassin again! oh man my beautiful govads are so damn cool now and so good :D also in defense of the ayyer, that bad boy was one of the best models we had and I definitely think it was designed to be a decent option in n4. the buffs that other models received overshadow it but its job remains and its ability to do that job was just as good as it was. obviously the asawira is going to make it seem like its just a potato but that's because the asawira was garbage and now its amazing. the ayyer was always a unique tool we had and it still is, but because other things are also good it means we aren't forced to take it.
not much changes to their role as there's just minor changes to their point cost. They basically all get a template weapon upfield. The new minelayer version does open up some new possible surprises for the opponent though, as we never had a TO minelayer before.
Speaking of which, have they changed something about shooting through smoke? Seems like spending your orders to impose -6 to both you and your opponent is a very niche thing to do, to say the least.