Discussion in 'O-12' started by Wyrmnax, Jul 23, 2019.
Eh, I don't even consider it a draw back. I'll take it. lol
It's not like there are many other limitations.
Plus he laughts in the impersonator's face.
O-12 does not have good lt options. But is has a (not great) CoC option, wich is itself more than many factions do.
Other than that, It really feels like a more optimized PanO overall. Not sure I like that feeling.
Lol the Skiavoro is amazing at hurting people and comes with a built-in immunity to LoL. One could argue that O-12 has power creep but this isn't it.
RIght before he gets blasted with a boarding shotgun, sure.
I never play vanilla, but this faction has the tools i like to entice me to play them. I am very excited now. team Sirius and the gangbusters are my two favourites.
… at which point the Alpha blasts back with it's own shotguns. Or direct template weapons if it wants to force a trade.
Both of those situations are extremely likely to result in the death of the Alpha. And then the Impersonator has dove on the enemy lieutenant, which is probably a big success.
Yeah, I don't quite like the Alpha as LT but as CoC its pretty decent.
Hard to hide with that fat base.
Wait, you are supposed to HIDE your lieutenants and not use their Lt Orders to charge into the fray of battle? God, I need to play a lieutenant that isn't a Zhayedan, Khawarij, Tarik or Kriza
You're supposed to run into battle and get your expensive NWI Lt killed by a shock round in a firefight in my faction. Same thing.
The opponents can't see you and/or your wide base, if they are dead.
Enemy assassins can't get your Lieutenant, if he dies in the firefight.
Wish I still played a sectorial where I could reason myself not to suicide-charge my Lieutenants into the enemy.
Alpha: It's a strong and useful LT/CoC, but expensive, hard to keep in cover and vulnerable to being shot from across the DZ by infiltrators or AD. The Alpha and Hippo are also the best Anti-Materiel CC in the faction, but risking one against an AC2 could be painful.
Cyberghosts: *files serial numbers off a batch of Danavas*
Kappa: Fusiliers who made it through primary school. Expensive by comparison, but easier to trust with a big gun when a stray Sniper round won't dust them. One of the faction's two Missile Launchers can be found here.
Lynx: As someone who got into NCA partly to have more Hexas, this actually annoys me. It's like a Hexa, but it shoots better, WIPs better, can't fail Guts at a bad time and has landmines. Somehow, this is worth 1-2 points. It's great, but... really, CB? Also, anybody else wondering why this unit's been issued a weapon that man cannot produce in the Plasma Carbine?
Lambda: Tokusetsu-style special Doc/Engi. Notable in that they have more optimised stats for this task over Kappa, trading BS for WIP and BTS.
Sirius: Shaggy and Scooby are packin' heat! Dog's got a Repeater and Enforced Calmness Hose to protect the DZ, though the Repeater can be a liability if the enemy has Killer Hackers. Handler's a fair gunfighter for the price, but will suffer outside of short range unless you spring for the Red Fury.
Epsilon: So this is where Nisse migrate during the harsh winter season. Looks like he picked up a few vaccine boosters for his vacation too, just in case he picks up a virus.
Cuervo: A Liu Xing without any of its weaknesses, but also without leaving a crater when it lands. It annoys my inner YJ purist, but the cost is likely prohibitive and he can't pull double duty as a Specialist, nor carries a scary gun.
Delta Unit: Fairly standard drop troopers, but the individual profiles are fun enough to make them all stand out and be useful. One of the better AD troop choices for this.
Betatroopers: Solid choice for cleaning out rooftops and buildings thanks to its STR and Climbing Plus, and its weapon loadouts are brutal at short range. Vulnerable to Hacking, passable at CC compared to Hollow Men at least.
Gamma Unit: The closest thing O-12 gets to enough dakka. LT option, but since it'll usually be out on ARO to take advantage of its straight-up beefiness and scary gun in a faction where the enemy ignoring your visual modifiers is panic time.
Omega Unit: LT option. ORC with ODD. Can have a HMG, or Multirifle and Treacle Nozzle. Good on attack, but will have serious issues during the reactive turn against enemies that can outrange it, though putting it into suppressive fire will make it nigh-untouchable.
Zeta Unit: Doesn't live up to the hype, but ignoring a HRMC is a bad idea. Along with the Gamma Feurbach, it's one of the only options with enough AP damage-dealing potential to reliably hunt TAGs if Hacking isn't working.
Gangbusters: A fun way to show those Camo Tokens who's boss; relying on the Mad Trap in reactive to lock down infiltrators while going on the hunt with MSV1 in the active turn. Less useful for pushing buttons than the similar Guilang, but leaner and meaner.
Razors: Croc Men who traded the X-Visor and SWC weapons for some ninja iconography. The only marker state O-12's got that starts outside the DZ.
Hippo: A Myrmidon Officer, bringing Eclipse Smoke and Violence. Useful for those missions where you need a durable troop that isn't Hackable, or where punching scenery is the mission objective.
Varangian Guard: Very strong Warband, free from the tyranny of Ex. Impetuous and toting Regular training. Will probably render the Kappa obsolete in netlists. Notably doesn't have the signature 5-6pt Chain Rifle Only profile so common to Warbands, keeping the cost up.
Bots: They have one or two special skills, but are otherwise the completely interchangeable Yaozonddronbots you know and love. Millicent has the faction's other Missile Launcher.
O-12 seems like it will hold its own, but it's missing anything truly faction-defining like Ghazi, Kuang Shi, Joan or Intruders/Interventors. It seems like it's stolen one of Yu Jing's few remaining design spaces as "second best at everything." If you want to beat O-12, you need to use your own faction's advantages to their fullest. PanO can outshoot it with their top gunners, like Swiss or TAGs, and equal it with the Nisse, Kamau and others. Yu Jing has a bad matchup these days, but has enough tricks lying around it can still play around things the O-12 player couldn't fit in the list due to price. Nomads, Combined and ALEPH can win the Hacking war with their upgrades, and shut down O-12's heavy hitters. Ariadna will have to play sneakily and drown the enemy in nationalistic blood, as is their way. Tohaa will cheese them into oblivion.
In all, O-12 gets an 8/10 from me. Lots of fun stuff in there, power level at "acceptable" for now (sectorials may change this), but also lacking anything that gives it a defining playstyle and with several units that are hard to look at and not see "your faction's dude, but BETTER".
You magnificent fellow, that was inspired.
I was sort of underwhelmed by the Cyberghosts (THIS is power creep? Wow! Stealth!) but then I saw the 21 point Killer Hacker with WIP 14...and a Pitcher...
I mean, Hector has a Plasma weapon. It's not like the army is going to be crawling with them.
Something I'm impressed by after a day or so cogitating is that there's virtually no O-12 unit without multiple viable profiles. People will have preferences, of course, but every single unit (well, with multiple profiles, anyway) has multiple viable options within type.
That's pretty nice.
I'd argue that the Betatrooper fits this space - I'm not sure there's any other unit in the game so great for punching their way to objectives and scoring them, at least not for the price they're at. They can tank mines, they can let themselves get hit in order to deliver double nanopulsers, they can deliver brutal close range shooting with multi rifles and boarding shotguns if people try to dodge their nanopulsers - this is all on top of MOV 6-2 and climbing plus letting them attack from any angle they like.
Mukhtars are a little more efficient, have a little more internal synergy and are generally a decent bit cheaper - at the cost of ARM and climbing plus. But that's still pretty great company to be in.
That's fair I guess, how about the Omega unit then? I see it as a HI equivilalent of the Bulleteer - a competitively priced ODD unit that can deliver devastating power in the active turn. The sheer number of people on the forums freaking out about it should be proof enough - people always over react to these signature units (think about the first time someone threw a Fiday at you)