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The Notable N4 Changes?

Discussion in 'Rules' started by OCEE78, Oct 15, 2020.

  1. OCEE78

    OCEE78 Well-Known Member

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    Hey guys, I have read through the rules, and tried to remember them the best I can, which wasn't that well! I played my first game of N4 last week and it honestly felt more intuitive in regards to special skills etc. However, my reading of the rules is through the eyes of a novice. I was hoping some more experienced players would be able to outline the bigger changes that need to be implemented when playing.

    What I noticed were(That I can remember):

    - Simplified special skills and equipment, MSV, Combat Jumps etc.
    - Tags are good
    - MI don't get forward deployment? This may be wrong, but I just don't remember reading about the 4" bonus, and it seems they have higher movement.
    - Criticals.
    - Immunity

    What I have read:
    - Alot of talk about chain rifle profiles being less beneficial?
    - Shotgun changes
    - ARO changes?
    - Template Weapon changes?


    Cheers!
     
  2. Aldo

    Aldo Spare 15

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    MIs getting forward deployment (and limited insertion lists being immune to the "you lose 2 orders" token thing) is an ITS 11 rule, so we wont know until ITS12 if they keep it.
     
  3. OCEE78

    OCEE78 Well-Known Member

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    Ok thanks for clearing that up.

    Am I right in thinking that parachutists do not need to roll for drop in anymore?
     
  4. Aldo

    Aldo Spare 15

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    Parachutist lets you walk in by the side, with no roll

    Combat Jump (dropping into any point of the table) requires a roll, but no longer has the dispersion mechanic and no longer uses the round template.
     
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  5. Mahtamori

    Mahtamori Well-Known Member

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    Basically;

    Airborne Deployment L1: Parachutist - removed
    Airborne Deployment L2: Airborne Infiltration - renamed "Parachutist"
    Airborne Deployment L3: Inferior Combat Jump - removed and typically replaced with Combat Jump (PH=reduced)
    Airborne Deployment L4: Combat Jump - renamed "Combat Jump"
    Airborne Deployment L5: Superior Combat Jump - removed and typically replaced with Combat Jump (positive MODs)

    --

    I don't think there's been any ARO changes and Chain Rifles have been untouched, though with ARM being less of a burden a simple DAM 13 is less worthwhile.
    Templates did change slightly. The template is now always placed on the ground centred on the target.

    A few other changes you might want to keep in mind;
    1. Attacks have to specify from where and to where they are made when you declare them; no more shooting from the best position.
    1b. Also, the rules are a bit more strict/clear that you pick the target before you measure anything and before you stick the templates down.
    2. Fireteam rules are going to be changed fairly soon.
    3. Speculative Fire changed in that you measure to the point you shot the template at and not the primary target. It's also more clear that you need to stick the template down on a horizontal surface and nothing else.
    4. Grenade Launchers now have no +3 range and a more generous +0 range.
     
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  6. OCEE78

    OCEE78 Well-Known Member

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    Thanks for that summary! Very helpful. When you say ARM is less of a burden, what are you referring too? From what I can remember a damage 13 weapon against armour 3 would require a 10 or higher save, rather than the N3 11. Is that what you mean?
     
  7. colbrook

    colbrook Grenade Delivery Specialist

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    ARM is generally cheaper now, the majority of TAGs and HI are cheaper, in conjunction with the 15 trooper limit you'll be seeing more armour on the table.
     
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  8. Sabin76

    Sabin76 Well-Known Member

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    That, and the changes to criticals increased the effectiveness of having high armor.
     
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  9. Mahtamori

    Mahtamori Well-Known Member

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    No no, you still need to beat the resulting damage. If you're hit by a DAM 13 weapon and have 3 ARM in N3, you'd need to roll D20+3 over 13 which means a result of 11+, in N4 if you're hit by the same DAM 13 weapon and have 3 ARM, you'd need to roll D20 over 13-3 which means 11+.
    It's what people above are noting; units with high ARM got cheaper and crits no longer bypass ARM
     
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  10. OCEE78

    OCEE78 Well-Known Member

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    That makes sense, I wasn't thinking about it in a game sense. Thankyou for the information! It is much appreciated!
     
  11. HotFreshTofu

    HotFreshTofu Well-Known Member

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    something very notable that changed is the dodge mechanic. We can now dodge move in the active turn. This is huge. (edited thank you)

    Impetuous is no longer mandatory.

    msv1 sees through smoke

    those are the notable ones from the top of my head that i didn't see above.
     
    #11 HotFreshTofu, Oct 16, 2020
    Last edited: Oct 16, 2020
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  12. Sabin76

    Sabin76 Well-Known Member

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    You mean active turn. And perhaps even bigger: that move happens after everything else and doesn't trigger anything that it previously would.
     
  13. HotFreshTofu

    HotFreshTofu Well-Known Member

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    @Sabin76

    lol yes , thank you for pointing that out.
     
  14. OCEE78

    OCEE78 Well-Known Member

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    Would you mind explaining the dodge rule? What is the purpose?

    You can move then dodge an ARO?

    Sorry for the questions, but that does seem a substantial addition.
     
    #14 OCEE78, Oct 16, 2020
    Last edited: Oct 16, 2020
  15. Armihaul

    Armihaul Well-Known Member

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    sadly, ARM is cheaper only for HI and TAGs. That is also true for W/Str. With those changes, in overall, most HI and TAGs got cheaper, some got better for the same cost, some even got better and cheaper at the same time, and some remained at least the same or got a little nerf with no discount. But in MI, most of the costs remained the same or went up
     
  16. Brother Smoke

    Brother Smoke Bureau Trimurti Representative

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    In the active turn you can dodge as a short skill and you get to move the model by the dodge distance
    Used to be that if you dodged in the active turn you did not get dodge movement
    For instance, if you have a fusilier moving and declare dodge as your second skill (and pass your roll) you will move 4 inches from your regular movement and then 2 more from your dodge
     
  17. OCEE78

    OCEE78 Well-Known Member

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    Cheers for that, and in regards to what Sabin said earlier, the movement of dodge doesn't trigger AROs.
     
  18. Sabin76

    Sabin76 Well-Known Member

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    Correct. Regular movement happens as soon as you declare the Move skill, but dodge movement only happens after you succeed on the roll. Not only is this a change in and of itself, but now the movement can be decided after the fact as well! This is in contrast to N3, where movement from dodge had to be decided upon declaration. This is why it doesn't trigger anything as it happens after anything could trigger within the order sequence.

    This is a pretty sneaky buff to 6-2 Dodge (+x") units because passing a dodge roll on their second skill actually lets them move MORE for LESS RISK (assuming the roll is passed).
     
  19. OCEE78

    OCEE78 Well-Known Member

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    That is very clever, thank you for the heads up!
     
  20. THEGRAAK

    THEGRAAK Member

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    I've read in another topic that while dodge movement doesn't trigger anything, dodge DECLARATION does. Is that correct?
    Like: I start my turn in the ZoC+LoF of an enemy mine, if I dodge I trigger it. Right?
    OTOH if I dodge and I enter the trigger zone from outside its LoF (for example from behind a corner) it doesn't detonate because dodge movement itself does not trigger AROs.
    Correct?
     
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