I'm not going to say I'm upset but I feel like my USARF was pretty solid before these changes. I'm looking forward to WIld Bill (plus that mini is flippin' sweet). I hope I don't feel like I've got some overpowered interactions going on.
Bostria said that they think USARF are fine and don't need any changes, but since they were adding Wild Bill to them, they used the opportunity to update them with modern fireteam options that newer sectorials have.
I would agree with that sentiment – Outside of making the characters a little more viable, letting a minuteman link with Grunts isn't going to be game breaking, it'll probably just add a nice alternative Core team to the Marauders that are pretty much everyone's go-to.
I agree that ISARF are fine as is. That said, Inoften feel locked into one or two list builds with very little deviation. Having alternate fireteam may very much alter what I feel are viable options.
I don't get why so many people ask for UKR to be a Wildcard. He should be a goddamn solo monster, like a Mowang or Daiyokai: give him Shock Immunity, Arm 5, some different weapons loadout, maybe Sixth Sense L1 and/or NCO. - Rosie and Bill should be Wildcards; - Minutemen should link with Grunts; - Foxtrot Minelayer (not the best idea to me); - Devil Dogs should pick up Grenades (really, why he's the only furry guy who doesn't have them). And the faction is fine.
Would be nice if the ranger was good enough to be a solo monster. But he's not going to get any overhauls that big. (Leadt in this update) Wildcard at least makes what he has now alot more usable.
Yeah I'm going to assume no profiles are going to change. They might add a new option to a unit or two but nothing like stats or points cost adjustments. UKR would be pretty decent in a grunt team though, at least it would be really fun to play
If I remember Warcor seminar correctly, no stats changes only fireteam options. And adding Wild Bill of course.
That would be pretty disappointing. Even if the faction is fine in the grand scheme, there are some profiles that are just laughably bad. If it is the case hopefully they get address in N4.
Laughably bad? Like what? Besides the 112 on bike, I can't think of anything that is laughably bad. The UKR is definitely overpriced, but he is effective on the table, especially if he goes in links.
The Devil Dog comes to mind for me. He recently got more expensive and he still doesn't have grenades (which every other dog warrior gets.)
Besides things like the MM and UKR. There are still things like the Heavy Shotgun Devil Dog, Airborne Ranger LT, or the BSG Desperado which are just garbage.
I almost exclusively use the Heavy Shotgun Devil Dog... my last game it blasted a Keisotsu HMG, Ryuken-9, and Shinobu off the table. Being able to go face to face with a template that is easily positioned to hit other models is a massive improvement over an easily dodged chain rifle. If you don’t like the shotgun DD, then you really need to learn to use it. It's basically a heavy-shotgun armed Xeodron with a G:Synced sensor bot, it's just amazing. Best part is, when it goes down, it's super easy to heal (Paramedics work as well as Doctors), and is not worth that many points compared to the damage it can deal. Airborne Ranger Lt is dumb, but only as dumb as every other AD Lieutenant (who should all get Executive Order IMO). BSG Desperado is in a weird spot, if it was as cheap as the dual assault pistol or SMG versions, then it would be crazy good, so like other warbands, it is expensive to give a BSG to (7 points over the base cost, just like the Galwegians, Kuang Shi are also +6 points for a BSG). I wouldn't really call these laughably bad, they're more or less in-line with other factions AD Lieutenants and BSG warbands, and certainly aren't holding the faction back, nor would changing them affect most players army composition. I WANT to like the 112 on bike, but for a little less I'd rather get a Maverick FO if I need a fast specialist.
Same, the Mav is less SWC, has some actual armour, is a better shot, has the surprisingly useful MSV1, and I prefer the rifle range bands on a bike because of how vulnerable to DTWs they are. That Impetuous discount gets you a LOT.
I have read your article about it before and I completely disagree. The math isn't there to back that comparison between a Xeodron and the DD. And just because a model can have some success on the table doesn't mean its effective for its points. He is carrying around 7 extra points that doesn't help him win F2F rolls (unlike a Sensor bot, the pup has no ranged weapon). BS 10 and no mods means you have to do the I moved out us both out of cover to get something. The large silhouette make it harder to avoid any AROs that will come your way, but its of course do able. The issue is unless you get that ideal scenario the math to success vs wound won't be high. Verse Shinobu its 34% kill shinobu vs 22% DD wound. There is another unit with 42 vs 17 in the same scenario. The light shotty hardcase beats the math out on the devil dog in every occasion. The desperado 2 AP pistols does better as well with 47 to 23. And you can take 3 of either for the price of one devil dog HS. The shotgun dog fails because even when you maximize the success potential the odds aren't really decisively in your favor. Yes he has other abilities, but so do those other units. I think with this game people will defend weaker profiles because ultimately you can always kill someone in this game. Models are always strong in the active turn, and a 10 point line troop rifle can shoot Achilles and put a few wounds on him. When the table situation is right, a shotgun DD can run amok through your opponents lines just like you suggest. But the opposite can happen and more frequently does when your opponent sets up a good defense against you. And at 41 points the Devil Dog i is a massive risk to use compared to other options that bring just as many interesting tricks compared to the super jump combo.
Looks like just 1 MM in grunts, Minutemen Haris with no SWC cost, Wild Bill is a grunt, Wildcard Rosie, Wildcard UKR with Mk12, MM Duo and Marauder Duo All the rest of the profiles look the same still. So no improvements for any of the duds. No Enginners or Doctors. One new Anti-Material weapon, but for some reason hidden behind another character. I guess there is a reason to take a 1 MM now when we use a grunt link team.
Minuteman aphmg makes a good pointman for a grunt team. The Yankee version of the moblot/grey/vet in a basic fireteam