A different Holoecho

Discussion in 'Rules suggestions' started by Mahtamori, Jun 20, 2023.

  1. Mahtamori

    Mahtamori Well-Known Member

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    Earlier this year, Holoecho state was fully functional, if very weak. Unfortunately, the rules update came with fairly massive nerfs to Holoecho state making it both unclear how it works and very bad outside the (I assume unintended) role of mine clearing. I'd like to suggest a different take on it that;
    a) puts more emphasis on on-the-board action
    b) removes the emphasis on mine clearing
    c) puts more emphasis on active mindgames
    d) removes the emphasis on passive mindgames

    For passive mindgames, where a trooper stands around pretending to be duplicate of, for example, potential lieutenant profiles, I suggest making the Decoy skill available and compatible with Holomask on troopers meant for this role instead.

    Holoprojector (automatic equipment)
    Optional, NFB
    ACTIVATION.
    • On performing any skill with the movement label, except Dodge.
    EFFECTS.
    • When performing a skill with the movement label, two echoes will be moved from the Trooper's miniature's position using the skills declared.
    • The echoes remain on the table until the end of the Order.
    • The player will secretly mark which echo is one hiding the Trooper and which is fake using, for example, a coin hidden under a mug.
    • The echoes both count as Troopers for the purposes of triggering equipment or provoking AROs.
    • However, equipment that trigger on a fake echo will not trigger during the effects step of the order and will not be expended.
    • Each reactive Trooper must choose only one of the echoes or the miniature as their target, but they are not obliged to choose the same target.
    • At the end of the effects step the Trooper's miniature is placed in the position of the real echo.
    • Counts as starting the turn in Marker state for the purposes of Surprise Attack.

    Notes:
    Delay is no longer possible.
    Holoprojector (3 Echoes) will allow the unit to move up to three echoes.
    Surprise Attack can be chained
    Zero utility in the reactive turn.
    If declaring two movement skills during a single order, the second skill will create new echoes at the location of the real trooper only.
    Template attacks on fake echoes will still go through.
    Much less useful if an enemy AROs on the starting location.

    I don't know about you, but this version with temporary echoes that serve as distractions feels a lot more action movie to me than having fake images just standing around poking their belly buttons.
     
    #1 Mahtamori, Jun 20, 2023
    Last edited: Jun 20, 2023
    Triumph likes this.
  2. Errhile

    Errhile A traveller on the Silk Road

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    It sounds like "every one of these generates a separate ARO". I believe it wasn't the idea (as it would work in opposition to the rules covering Cooridnated Orders and Fireteams, where one Order generates one ARO, regardless of how many models are activated) - you might want to change the wording, I guess.
     
  3. Mahtamori

    Mahtamori Well-Known Member

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    True true. Reworded it accordingly and borrowed a bit from Coordinated.
     
  4. Weathercock

    Weathercock Well-Known Member

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    I like this. I don't have much to add, I just like it, and could see it getting more mileage than the current state of the ability.

    I just want to go crazy with Sforza, okay?
     
  5. water_around_fire

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    Interesting idea. Seems very strong for tackling strong long range AROs, especially on a platform like the knight of the holy sepulchre. At least if my read of the idea is correct in that it acts like a coordinated order, just with the echos instead of other models.
     
  6. Mahtamori

    Mahtamori Well-Known Member

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    Surprise Attack compatibility is mostly there to pander to Ayyar; it's entirely possible that this equipment is both keeping it simpler and more balanced without Surprise Attack compatibility.
    Yes, mainly how it forces your opponent to choose who to ARO. Since the echoes will be starting off in the same spot I suspect that template shooting guns would be highly valuable against this version of Holoprojector.
     
  7. anubis

    anubis sarcastic exaggerator

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    This, i think, is the weakest part of Holo-Echos how they are actually, and the least understandable for me. What´s the point of having a Holo-Echo looking and acting and moving like a real modell, when reacting units can treat it like a marker and delay? The shell game was always the thing about this Equiptment, to decide which one of the shells hides the units, forcing to either go full ham and take the chances or go the safe route and dodge.
    Holoprojektor in his current state has its uses, but is totally unfun to play.
    And as you said: Surprise shot is not, what should make Holoprojektor good and having it is.... a nice extra, but not what it intentionally should be used for.
     
    Jumara likes this.
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