For the following reasons, I personally think Aleph’s current situation is not very optimistic, and I hope CB can show it a bit more love. Reduction in unit options Aleph lost several iconic choices, such as Achilles and the Posthuman Proxy Mk.3. Conservative adjustments compared to other factions Aleph’s changes are extremely mild—almost nonexistent—compared to other factions. Take the Combined Army, another “high-tech” faction, for example: The Charontid in N5 gained ECM: Hacker (-3), an X-Visor, its Nanopulser was upgraded to a Pulzar (+1B), its Heavy Pistol became an AP Heavy Pistol, and its Move changed from 4-4 to 6-2, all while its cost dropped by about 2 points. In contrast, the Asura only got a boring ~5-point cost reduction, with no other changes. It’s not that Aleph must receive the same upgrades, but it’s disappointing that the pinnacle of AI technology in the Human Sphere is still using a Nanopulser instead of a Pulzar or other impactful template weapons—and that its Spitfire still lacks AP. Posthumans saw almost no changes except for the removal of the Proxy Mk.3 profile. The Hacker/BSG configuration had its cost slightly reduced (due to the removal of DTW), but all other profiles remain unchanged, with no new skills. Even though they’re still strong units, in an edition where many things got cheaper, that effectively makes them weaker. RemDriver remains a rare skill that should highlight Aleph’s support for REMs, but the Apsara, even after a 1-point drop, is still barely usable—nobody’s paying 21 points for a RemDriver that can’t switch targets. Danavas received no changes at all. Dasyus’s HD profile swapped its Combi Rifle for an SMG, and its Pistol for a Silenced Pistol, with no cost drop. The BSG profile lost its DTW and also got the Silenced Pistol, but only dropped by 1 point. The Silenced Pistol is nowhere near as useful as a Combi Rifle. Myrmidons, due to the Frenzy rework, became less reliable than in N4, but their cost barely dropped (most by 0–1 points, except the BSG profile which dropped 3 but lost its DTW). Lack of defensive strength In N5, most factions’ hacking capabilities have skyrocketed—some have built-in upgraded firewalls, others have excellent Pitchers. Aleph, however, lacks strong Firewall options, which makes them heavily disadvantaged on defense. Even the Asura can end up in a losing face-to-face roll if the opponent has Firewall (-3). This applies to both vanilla Aleph and OSS. As for midfield presence, other factions gained tools like Decoy, Minelayer (2), Minelayer + Deployable Repeater, Pitcher, or enhanced Firewalls. Aleph’s midfield units—Nagas and Dasyus—received almost no meaningful upgrades and only minor point reductions. Dart did improve slightly, but that was more of a side effect of the PanO rework. Overall, getting a solid midfield presence costs Aleph significantly more than it does for other factions. Falling behind in technological edge Aleph’s once-leading tech is being caught up by others, yet it has received no new tools. Old “special techs” like Eclipse, Pitcher, and E/M weapons are now far more common, and advanced hacking upgrades are everywhere. Meanwhile, Aleph still lacks key technologies like Firewall (-6), HRMC, Fastpanda, and WildParrot. Overall: Aleph is thematically a high-tech faction, but in N5 it’s severely lacking in any loadouts or tools that feel innovative or impressive. Everything that stands out is old content with no progress—and in some cases, fewer choices than before.
I'm very happy somebody brought it up because it's the Emperor class titan in the room. What you say Angus is correct in many things and in my specific case brings up also the worst of all aspects: almost complete lack of replayability due to severely limited choices. What I mean is not just loadouts (that indeed did not get a significant update to N5, especially in weapon options), but straight down new models and possibilities to change play style. Which includes a promise: 3 sectorials... which has been scrapped completely like your run-of-the-mill Italian PM would do. OSS and vAleph are still too much dependent on Proxies. Don't get me wrong: it is the single most interesting unit in the whole game with their unique ability. Still I would like to focus lists on something else also. Hackers are tigers and no claws. StellPhalanx is too much herohammer: most lists are [input name character] and his/her friends which makes too much a style of play I didn't like in some hammer from the past (hint: they don't like sunlight and have armies of good-for-nothing chaff they can raise at any time). Also a melee faction (which SP mostly is) needs delivery mechanisms (and in this JSA misses it too). Also the high tech brain fart is a lie: at this stage anything outclassed and outgunned Aleph. This brings me to a sore spot: background. Aleph is supposed to be an AI. Nowadays an AI (which isn't actually an AI by a long shot) is capable of finding patterns in people's behavior on social media and anticipate even, to some extent, to the level the target is unaware of. Fast forward to a Conscious AI that monitors and manages communication in the human sphere and the result is a faction that, at best, is a barely adequate reaction to whatever the enemies are fielding. This is unacceptable. No prediction, no adjustment of strategy for a faction that embodies THE future. Also now that CA has been incorporated this should be on steroids for the same "communication monitoring" reason just mentioned AND because bringing CA in is like letting a thief into your house wearing a blindfold. There is also the point of: wait, don't complain about your elite faction, the restyling of Aleph is coming. This, for those that know what I mean, is like the revolution for the Fabian society. This means: in the absence of teasers (resculpt and new isolated models in each release and also PAINTS for peep's sake) and discussions about what might happen rhymes disgustingly with: it ain't gonna happen, buckle up for a Tohaa treatment! Obviously then there is a balancing issue: a faction that on total can count on 100 models (and relative loadouts) will always be ahead of any faction with less. If your opponent knows how to play against Aleph he'll find Lieutenant in an instant, anticipate HD and Paratroopers and most importantly can anticipate any play you may want to bring to the table. How do you mean? vCA is the same? Not really, I can already see at least 3 different build-ups (Charontit, Anatematic and Nourkias) in that case which need adjustment sometimes complex to put in place (because yeah, the mission matters, but it matters surviving in the process as well YMMV). So the lack of options of play results in a heated up soup that on the beer-and-pretzel game equals to "You shall not pass!!!" condition on turn 1, on the tournament side of business may actually give you more fighting chance, but not by much. This led me to... disaffectioning to the game. Do I have expectations for the future? Not really, I may have hopes (remember what was the final plague in Pandora's box? Ancient greeks believed that hope was a curse), but at the moment I'm standing on the threshold waiting to pick which way to go.
With the start of N5 - Aleph (more) and Haq (less) are under the radar. We wait for the new book focusing of both (and will contain Next Wave, I guess). Ideed Alephs look like it get not so much nice little things, like other factions. Instead loose some Heros (still a bad plot I think) and the not so often taken MK3 (I liked her very much, a very nice flank or third turn gunner). So hopyfully Aleph will recive a more intense rework. I never understand, why Aleph had no good repeater network. There are two or three (two in SP!) units with Pitchers, no fast Pandas, only one unit (that you rarley take) with deployable repeater. Apart from this you had to use Lamehd. Aleph should be a strong hacking faction with its AI background. Nomads are gamewise the kings of hacking and network - which is fine - but now where even Yu Jing and Pan O gets pitchers (which I like in the case of YJ ;-) Alpeh hacking looks weak. MO has now a charcter with SD on Trinity, which is huge. Where are the cool upgrades for Aleph? SP was designed as the herohammer. But now it lacks some of its heros and the most iconic one (I never liked him so much, but story like it feels unnecsessary). So now we have herohammer in CA with the Next Wave that gives Archilles and his renegades a new home. Indeed it could - Technodinos aside - an Aleph sectorial. Optimised elite troops with no cheap fillers. So more or less it is SP II now.
The elephant in the room is even larger than you think, and CB has painted themselves into a narrow corner willingly. Let's start with the background: 1) Aleph is the "caretaker" made by Humanity to manage infrastructure, the only "free" big information nodes are the Nomad Motherships, specially Tunguska with their data vaults know to host all kind of black info nobody wants anybody else to know or access. 2) the Evolved Intelligence is the tyrant mind overseeing the CA, with thousands upon thousands of years of experience into conquering other races. Thus far, Humanity had not been wiped out thanks to a combination of primary directive derived impulse (ascend to a highe plane of existence, derived into "observe other AI's developed prior to CA's interference to ascend, so as to figure something out"), extremely limited resources (besides "obliterate everything"), and another way to the primary directive (the Tzechi Digester found in Paradiso, then moved to Concilium). 3) Any and all of Aleph's "Aspects" (AI's derived from the main one, and always connected to it) carry a Cube 2.0 (aside from strange cases like Trisha for some reason, or Hawkwood if he was "made" by Aleph). Cube 2.0 was described in the lore as "always connected to Aleph's main systems", while other people's cubes were backed up before going out in the field for the war. This was the cause for the old Campaign Rules, where every hero that had died in the battle had to make one PH roll (with a bonus if a Doctor had survived the fight, and I think an extra bonus for Ariadnans), and if they failed a Cubevac roll (if they had a cube); this Cubevac Roll was autosuccess for Aleph only... unless the enemy was the CA (or any CA sectorial), in which case it was an autofail, and the hero was lost for the whole campaign. This was because fluff-wise all Aspects have a suicide directive they are forced to take if they lose contact with Aleph, the alternative being, well, getting shot at like an enemy agent. It is the reason Perseus is a Rogue Myrmidon. Yet Achilles & friends still carry a Cube 2.0. Item #3 means the EI had access to the encrypted channels used by Aspects (and Achilles was a really, really priority one) to connect to the main AI. Sure, CB can claim Aleph was quicker or that the channels had been severed beforehand, etc..., but this means the absolute, total and irrevocable branding of Achilles & co as enemies of Aleph to be disposed of by any means necessary. I suppose they can sell this as the reason for the Steel Phalanx still existing, despite having been approved only as armed forces against the CA... 4) Yes, Steel Phalanx is now officially without a reason to be allowed to exists. Existing lore states their creation was authorized only for open battle against the CA... which are now allies and part of the Human Sphere, making it necessary for the Phalanx to either disband or justify its existend somewhat. As for Aleph's status in the game, OSS is in need of a revamp, but got the Reinforcements pack... but so is ASS because of the removal of iconic pieces. Also, vAleph is lacking in units. An amount kinda the size of a new sectorial. For the moment, we can only wait for the new book.
I think every faction has some auto-include units, and given the unique nature of the Proxies, it’s quite normal for them to fall into that category. However, their high cost does make list-building harder to adjust, which is indeed one of the issues they bring. They’re practically N4-level units, and the fact that they remain auto-includes in N5 shows that at least 26–71 points of any Aleph list are still operating at N4 power levels. As for hackers, aside from having high WIP, there’s really nothing that justifies calling Aleph an outstanding hacking faction. When it comes to Pitchers, PanO has BS14 Pitchers, and even ones with BS Attack (+1B) combined with an X-Visor; Yu Jing, on the other hand, has VH units with BS Attack (+1SD) carrying Pitchers. Within the Zero Turn Hacking Area, the lack of a Mine Layer + Repeater setup means deployment must always rely on the unit itself pushing forward. Not to mention, the absence of Firewalls puts Aleph at a passive disadvantage during reactive turns. I don’t believe a melee faction needs more delivery mechanisms. Because Infinity uses a Face-to-Face roll system, and Close Combat almost always wins the roll, having too many delivery tools would only make the game boring. Also, since mission objectives in Infinity are usually located in the midfield, units with Infiltration and Hidden Deployment generally don’t need to worry about finding targets to engage in melee combat. As a side note: JSA already has units with Infiltration (PH=19), Hidden Deployment, Climbing Plus, and Smoke, so it’s clearly not lacking melee delivery tools—just that their efficiency varies. Nowadays, with Discoball (White Noise) available to block multiple visors, what I’ve actually seen in Chinese discussion groups is people complaining that JSA can reach close combat too easily. Steel Phalanx (SP), on the other hand, has a very different style from JSA. SP plays more like a midfield brawler, not a faction that uses Close Combat assassinations. However, this brings up the main issue: many SP units are still MOV 4-4, and a lot of them lack Infiltration or Forward Deployment (+8") options. This often forces them to struggle moving out of the Deployment Zone—similar to how Military Orders (MO) used to be in N4—though SP is slightly better since it has Smoke. But in N5, MO completely fixed that problem: many Knights are now 6-2, and they also gained Discoball. SP, however, still suffers from low mobility (4-4) and hasn’t improved in other directions either, such as gaining more survival tools. Some profiles even look like they were never seriously considered— for example, Ajax’s FD+8 profile is practically unusable. When going second, a Hack unit can completely shut down your 45-point model for the whole game. MO’s Mendoza has a similar issue, but at least he received Decoy(1). It still might not be enough, but at least it shows that CB thought about ways to make him easier to deploy. And with the latest Fireteam rules, the best Fireteam type right now is Duo. SP’s “unlimited Core Fireteam” is actually not a significant advantage anymore—and in fact, their point costs don’t even allow for it effectively.
Steel Phalanx's advantage of unlimited Core fireteams started its decline when Haris fireteams were released from being a QK exclusive to all factions. This advantage grew even smaller in N4 when factions like Morat got a second Haris fireteam AVA, but was compensated with a +1BS because it was hard to make a non-pure greek fireteam anyways. However, in N5 not only did the special dice got available at Duo level, and SP is activelly forbidden from making Duos and Haris with their core units (Myrmidons and Thorakitai), but two critical tools were removed, one almost entirely and the other absolutely. First, the removal of Eclipse Grenades from every loadout but the 25-31 AVA 3 Myrmidon Officer, getting in exchange a Disco Baller for Alke (27-31 character piece...). Additionally, some regular Smoke throwers lost such grenades entirely. Plus, rangebands were nerfed so smoke is no longer +3 in ZoC, but +0, so smoke dodge is now done at basic PH, nerfing ALL units depending on that (Myrmidons for example). On the other hand, units from other factions get Dodge (+3), Gangbomb (+4) and other dodge-helping bonuses. Second, the change to Fireteams not only has given the bonus before exclusive to Haris and Core (the +1 burst) in a downgraded version (+1k0 as old RPG players from L5A and 7th Sea know it, or "special dice" as CB markets it) to the all-available, almost no-limited Duo, it also removed Sixth Sense from the 4man bonus to a 5man bonus, making it impossible to achieve for the Greeks. This changes moved the difficulty of playing a mostly-melee faction like Steel Phalanx from "easy to play, but careful since you have almost no 2W units" to "you better be a virtuoso" because of the following consequences: The table is back to being really important. Before, using Eclipse you could ignore a lot of problems due to long corridors and enemy firelanes, this is now only possible against enemies without MSV, or paying an extra tax of Myrmidon Officer (currently either without miniature, or one of the 4 models in the Myrmidon box). You are much more vulnerable to Hidden deployment and AD Troops than before, and will most likely lose one or more units to enemy attacks from directions none or only one of your troops is looking at. You want to reach melee, but no longer have any defense against being surrounded. We are talking about a -3 to dodge here, so Myrmidons go to 10, a 50% chance... unless we stack it with Surprise Attack, going to 7 (35%), forcing you to trade inmediately with one of your myrms with LoS if possible to prevent further casualties if possible. Fireteams Core must have 3 to 5 members, so two casualties means no more Fireteam option for those troops (haris must have 3, but all haris options in SP can also become duos, so while you have to pay the Command Token, the option is there). Points one and 2 make it so open tables are bad, since SP hat is close range assault (despite having some long range snipers. The question is what are you doing playing SP as if it was PanOceania?) and has lost many tools to get closer other than to "shoot and pray", but also dense tables are bad since enemy ambushers can get close without getting into LoF or even ZoC before engaging in an attack vector to their advantage.
I honestly think the concept for Next Wave started out as a new Aleph sectoral. But then they thought they were being clever and edgy by making them traitors to CA. I was going to start doing more Aleph but now I'm going to wait until next year and see if they really do something with them and Haqqislam. I'll try playing them in missions I think they can do well but right now I feel most of them are a challenge. Almost all of them need speed and be efficient. SP can be efficient with teams but not the others as much. Though I will say in vAleph i'm loving a haris of 2 Dawon and a Sophotech. They have fantastic synergy and I wish they could do the same team in OSS. But I'm not sure about classified card missions. There's not that many elite and veterans now.
i heard that Next wave started as Achilles box for CA and it somehow became new sectorial. They planned Onyx rework, but it changed. I also heard that Bostria confirmed OSS rework for the next year and he saw some new designs for them.
I know this is a hard pill to swallow as people 'want-things-and-want-it-now". But CB did a massive effort bringing the lapsed sectorials back along a rework of three factions along a new sectorial along a balance pass for Pano, Ariadna and Combined Army. They just didn't have enough bandwith to include rework and balance pass for the rest of the massive 46 armies. And they will surely come with the next lore book next year. Be patient !
I'm sorry: NO! The plan was detailed as DECIDED for factions to have 3 sectorials tops (and Bostria even said, paraphrasing: PanO suck it up!). Balancing for new, not planned, sectorials is THEIR problem and now they have even a much bigger one: they claimed Tohaa was coming back and Aleph was gonna get a complete restyling... this means that in order to make them at least on par, they need to block new models for a whole lot of factions before Aleph and Tohaa get at least at the level of JSA in number of models (less than that becomes a balancing issue for the points I already raised). In order to reach a point of re-development of the game they wanted to achieve required careful strategic planning which they, I am sorry, lacked big time and I am not gonna be patient for a last minute hail-mary choice they made that was completely unnecessary. Aleph has this roster since N3 (considering introduction of new models and removal of iconic) in terms of overall number (and for some models even from N2, Dasyus...). With the new meta (VH) they could have picked up the hint and provide Aleph with something to be, at least, with the same toolbox... it didn't happen. They are in this situation because of their own decision and the only reason that I can see is marketing... in no way marketing helps in balancing, enjoyment and replayability. At the moment we have a game with our own brand of SMarines (the balancing issue applies to Nomad as well having 3 sectorials (one of which not even that good either, YMMV) vs. the 7 sectorials of PanO) True story and, while at it, might as well make it... And on top of not being patient there is the obvious: it's hard earned cash we're talking about and for a commodity, if I'm not having fun, they are not getting my money... easy peasy!
Its' better for them to say nothing, than to say something and then change what they said. They need to learn to stop doing that. I've been in marketing for a long time. One of the worst things you can do is say something without a firm deal that it's happening. You should never say X is coming out and then put out B. It creates confusion, resentment, and distrust in your business.
They also said the following at n5 launch "This is what we are launching N5 at the moment, enjoy it as it is. For the rest, and what the future brings we will see". And they have done exactly that. Or you would have prefer that Varuna/Acon/NeoTerra/MRRF/Caledonia/Starco would still be discontinued and unsupported in N5 in exchange of having more love and attention for Aleph and Tohaa? Love that will still come, in time. Combined Army did not have any vehicle until a month ago. Expect to have a vehicle for Aleph some point in the future as well. Although @RobertShepherd already points out in its vehicle update analisys video that the Garuda Tacbot is in a way the current 'vehicle-like' trooper for Aleph. And seriously, there were people winning satellites with OSS at n5 launch. Compare that situation with, for example, Caledonia for the whole of N4 + nonexistance of N5 launch! And please consider this game has 46 armies. This is not a easy game to keep updated and balanced. This is funny, usually is everyone else other than Nomads being annoyed with all the love and care than Nomads receive. Specially with the extreme depth that each of the three Nomad Sectorials have. Mind that in n4 there were several Vanilla Armies with less different profiles than what a single Nomad Sectorial had. Do you realize that even if CB earns 0 money they are making an act of continous love to long discontinued SKUs supporting them and updating them?
True story, it's marketing strategy: no conflicting messages, 1 appointed spokesperson and "your money where your mouth is"... it ain't that complicated Conflicting messages = very bad for business. And yes: did PanO need Kestrel? Like an Inuit needs a freezer so instead of creating new, revamp the old so you don't have to go back on your words... again and again and again: conflicting messages = extremely bad for business. Tourneys: I don't do them, I did one and I don't care to repeat the experience. What I'm talking about is game quality... see the difference? I'm talking about variability... V A R I A B I L I T Y... does it spell "WAAC" or "Winning"? And I don't get it: I am not even talking about plasters or patches here (Garuda almost equal to VH) because I am not talking about counters, counter strategies or anything even remotely in the ballpark so I'm sorry, OOT with regard of my previous post. Also 46 armies? Again: I didn't force them... and it's not the only game, others without various different strategies did it... This is golden! Yeah sure, they feed their families glory and fanbase love... naive is the only thing I can grant it! Support to discontinued units is done with an excel spreadsheet...
Someone will always complain. Your argument is if CB should stick to the original message and not address the concerns and demands of the community. I think doing so is more beneficial to everybody than not doing so.
It's intringing you talk about variability, and at the same time request that Aleph needs to have a VH. And right now the common opinion of the community is that the game current ruleset, status and army viability is at its top and peak as it ever was. My bad, 45 armies ==> Vanilla Panoceania Military Orders Neoterra Capitaline Army Svalarheima's Winter Force Kestrel Colonial Force Shock Army of Acontecimiento Varuna Inmediate Reaction Division Vanilla Yu Jing Imperial Service Invincible Army White Banner Vanilla Ariadna Force de Réponse Rapide Merovingienne Tartary Army Corps Kosmoflot Caledonian Highlander Army USAriadna Ranger Force Vanilla Haqqislam Hassassin Bahram Qapu Khalqi Ramah Taskforce Vanilla Nomads Jurisdictional Command of Corregidor Jurisdictional Command of Bakunin Jurisdictional Command of Tunguska Vanilla Combined Army Morat Aggression Forces Shavastii Expeditonary Force Onyx Contact Force Next Wave Vanilla Aleph Steel Phalanx Operations Subsection of the SSS Tohaa Druze Bayram Security Ikari Company Starco. Free Company of the Star Dahshat Company White Company Vanilla O-12 Starmada, Bureau Aegis Naval Police Department Torchlight Brigade Vanilla JSA Shindenbutai Oban Indeed, because the excel spreadsheet is not done by a team of developers, who don't design anything, neither they sent those designs to payed game testers, who don't test the new designs, who don't send feedback back to the developers with suggestions or remarks, developers who don't compilate such information, and neither iterate again on the process back and forth for weeks and months until the armies are not updated.
As a Haqqislam player, I get the desire to scream at the heavens. But, we just had a few huge updates. We also have a new ITS with mostly completely new missions. Let things settle a little bit. I am looking forward to what the upcoming lore book with Haqqislam and Aleph will bring next year.
And they are payed, but in your opinion they do it because they are so good to the masses... that was the point which you keep avoiding. So yes they do that... when economically viable PanO and CA players you meant to say. I think interplanetario spoke loads of what the Community is... Somehow, after ca. 10yr time of "this is the time of..." my expectations are really low. I believe we are writing on a subforum of voices unheard so one should suck it up, but others can be heard... again: coherence! Whichever point of coherence you wanna pick, it should be done anyway. The point is that I see very little coherence whichever way you look at it.
That is true, I do not mind dissonance of opinion, it provides variable viewpoints, far more valuable than everybody saying the same thing.
Opinions are sacrosanct! When I say coherence is the message from those that make things happen: would you buy a car that is advertised with a set of optionals (I am talking about legal requirements) and when you go to check it out at the shop you discover they aren't there? It is undeniable that, following the trend of past editions and books updates, that a message of "we are going to deal with this" was accompanied by some unit per wave to "wet the palate" (Haqq has been having additions and modifications since the beginning of N5...), followed by the real deal (and sometimes even after the launch there was some "tails of the wave"). There was only one case in which it didn't happen: Dedalus fall. It doesn't just beg the question this time, it screams something to which Aleph has been accustomed: no real restructuring. The elite faction that should have it all, ends up having outdated tools, no new addition, no change in strategy, some resculpt at best, mostly repackaging that end up pricewalling models. Am I satisfied by a situation in which nothing changes (not even Gattopardo-style: everything changes to stay the same)? Absolutely not! On top of that there is the matter of lack of coherence which in this case reduces resources (human) to actually take care of the future (Aleph restructuring) to bring out the past from the basement to show listening skills toward someone that is obviously listened to (PanO and CA players which I really don't know what they have to complain about...) while others (Aleph players) are not listened to at all. After N3 I had a period of hiatus, N4 passed me by without me knowing much... I assure you: it's like I never left. I took out the books few days ago and the changes to profiles are barely noticeable and the addition of new models can be counted on the fingers of 1 hand, maybe 2 at best (Thireo, Makhe, Hoplite, Apsara, Danavas, Rudra, Dawon, Maximus, Agamemnon...). I'm talking about 2 versions of the game, shoulder to shoulder to a faction that had 2 entire sectorials and several resculpts. Now there is also the "we are gonna introduce vehicles!!!"... no you don't get that either (I even stopped modelling the SP model I had in mind... it's pointless). All of this has impact on replaybility and balancement (the 1st post highlighted that pretty well I reckon)