Doesnt work all that often against the same opponent though. On Yasbir...Sniffers or E-Maulers on his infiltrating profile would be a great addition and worth taking instead of Al Djabel in many instances. Right now its always Al because better Marker, better Stats, further Deployment. Yes, he loses the Specialist, but thats what I use Farzans for anyway. For the non infiltrating profile, just giving him Smoke too would make me consider leaving my Ghazi at home, or just take one.
I agree; I think he's interesting in that he has a unique suite of gear, but not good in the game. I think Holo 2 in the midfield is pretty easy to eliminate if you're going first against it, especially with warbands where you can sacrifice one 5 point guy to eliminate a 30ish point guy with ARM 1. I always take the non-infiltrating one if I take him at all. If I were wishlisting, I'd drop most of the melee stuff, but I know that won't happen, so deployables or smoke might be worth while...but while the Farzan and Fiday exist, he is between worlds.
What I'm saying is that we have W, ARM, PH and special rules to tell us that. At the same time label isn't (for the most part) something that carries hard rules with it. We even have special place for Hackable trait on unit cards, making labels even more superflous. E/M vulnerability is the only thing that these lables tell us, some specific exceptions aside - which is okay for exceptions. Now that CB is about to divorce barely connected rules that shared "printed containers" before (like nested rules), it's a good time to do away with these labels, and maybe to stop thinking with archetypes they tend to force when they matter in the process of designing stuff. As for our specific case, I was pointing out that when someone else's unit and some our unit have same movement, roughly same role and impact, it doesn't matter much that they have different labels. It's not "unique" to have one or another when stats and application are roughly the same as units used by everyone else for that job have. Meanwhile actual uniqueness was being lost over recent years. CB systematically distributes all kind of rules and archetypes that used to be exclusive for a few factions across more and more factions. But that's yet another thing I repeat over and over again, so I should probably just shut up already.
Shotguns now have a DTW instead of impact template (and have a dice roll option of +6 within 8" but non-template). awesome news :) I guess it sucks to not have shotgun blast ftf against linkteam but having DTW is also good against linkteam (but being non-ftf you might lose your model)
I'm not that happy with the change in shotguns - or rather the opposite, I fear a bit about all our rifle+lsg guys. They loose a big advantage, especially the infiltrators. The option of hitting on +6, taking away the Cover bonus for ARM and also hitting enemies behind the first target - that was great. I think that having DTW can be interesting (we had very little infiltrators with that), but I definitely would prefer the rules of shotgun to stay as they were. That also makes Naffatuns a bit less original. And I hope that the price tag on rifle+lsg will be smaller, 'cause we payed a lot for this set. PozdRawiam / Greetings
I totally understand that. LSG are now basically chain colts with a FtF option. At ranges greater than point blank, they are worse than before. I hope for price changes as well. Hopefully light naffatuns upgrade their grenades to fire grenades to provide themselves a greater distinction.
Guess shotguns are going to get a cost bump, but I like the added utility. I only have concerns for Naffatuns and Shotgun+Chain Colt units. Though with Naffatuns they still have Fire, and flamethrowers should probably get cheaper than shotguns.
Hmmm... will that mean we could do Intuitive Attacks with Shotguns...? I must say I'm not enthusiastic about the new way of handling shotguns - I liked their utility. On the other hand, I can understeand that N3 Impact Template rules (especially for shotguns - and plasma!) are difficult to get a hold onto. This, however, will mean a lot of changes to units who had both shotguns and Chaincolts / Nanopulsers, as those weapons start to kinda overlap, if a Shotgun starts to fit into the DTW niche.
Which means a major re-balance in what Shotguns mean in the game. Well, as they say, there's nothing constant in this world, save for change itself. Still, for a faction who have long considered shotguns - primarily underbarrel LSGs - to be their trademark, this means a considerable shift in how we need to think. Jumping a group of targets with a shotgun at close range in N3 was pretty sweet, due to +6 range modifier and Terminal Template effect. It gave us a great chance of surviving the return fire. Doing the same in 2ed was much riskier, as the modifier was only +3, and if memory serves me, anyone besides the initial target faced a Direct Template effect. In N4, it seems (at least for BSG) that the same will be just as good (or nearly as good, as it forces you to use AP to get your +6, so no longer ignoring Cover for ARM. Still, very often the attacker can position themself to ignore the target's cover anyway) against a single target, but not nearly as punishing against packed enemy targets (you could still deal template damage, but over a closer range - and as DTW, so no Opposed roll). I have a feeling it also makes the shotguns less scary to face - I've seen enough situations where ill-placed fireteam was devastated by a darign raid of a single Shotgun-armed model. Now, it depends on how LSGs will work in N4. If they are the same as BSGs, if with less damage (and possibly using Normal instead of AP for their slugs in non-template mode), they remain about as useful. Also, they will become even more effective in discouraging CC monsters from jumping our models: sure, your Ninja / Speculo can cut that Ghulam down, but back in N3, that meant stacking mods (Ghulam's BS 11, +6 for range, - all the mods: TO Camo, Surprise and what-not, versus souped-up CC value of over 20 and Martial Arts of at least L3 on top of that) and having very narrow (downright desperate) chances of landing an effective hit and winning that FtF. With a N4 shotgun, well, the Ghulam is going to eat that souped-up CC attack (like it was anything new!). But the Ninja / Speculo / whatever is going to eat a DTW shotgun blast back, no matter the mods granted by TO Camo, Surprise and Martial Arts!
Thank you. He then immediately suggests they could change their minds about the next sentence. I (again) think it would be stupid to introduce a weapon and associated mechanics and then _change_ them when players transition from Code One to N4. I am a disappoint about this option though. But I wouldn't plan on dying on either hill.
Not sure if it will extend to N4 of course, but Regeneration is an automatic skill in Code One. That is potentially good news for Djanbazans, Hakims, and Asawiras.