Totally. L&S has always been in my "unholy trinity" of most despised missions in the game. Decapitation in Season 10 & 11 (although it was fixed halfway in S11). This bullshit mission allowed you to be 5-0 on literally the first order of the game if you or your opponent went first and had an Impersonator to kill the Designated Target. Acquisition in Season 10 & 11. Oh, you're going second? Your chance to win literally increased to 99%. The objectives were so terribly written that literally every single other objetive in the didn't matter, as long as you ended turn 3 by touching the Tech Coffin, you would win. I've had crushing defeats and still managed easy wins because touching the Tech Coffin was easily achievable. L&S since it was introduced for literally the exact reasons in the quote above me. The amount of factions that gets excluded is staggering but it gets even worse by the fact that I've seen very impressive players perform worse than usual in tournaments, because they were either stuck with their best faction against this mission or forced to pick armies they weren't sure they were able to play just as well as their main faction. The fact that they made it even worse is impressive to be honest
The concept is similar, but I think they'll play pretty differently. Mindwipe plays around spending a turn or two setting up a fairly methodical run into your opponent's DZ to hunt down a specific target, often you only break something on the final turn of the mission. Moving them forwards away from entrenched defenses and making the targets indiscriminate promotes a more frenetic paced game built around striking targets of opportunity. Locking them to damaging one per turn also encourages the players to burn orders hitting the objectives every turn instead of just punching each other in the dick really hard for the first two turns of the game.
L&S could be salvaged if they just let any CC weapon work on it excluding monofilament which could use PH as normal. But the anti material is both arbitrary and not something built into factions to account for it.
Still one of my most disliked missions. For me it's almost impossible with Yu Jing. YJ has very few Anti-material CCWs and those that do start in deployment. D-Charges are marginally better. I still don't understand why monofilament is not AM. It can cut a TAG in half but it's not AM? If I was going to be in a tournament I would play CA where I have the tools to get the job done.
They need to get rid of the stupid Anti-Material weapon needed. Give if more wounds or something if that's that easy but make it so at least all factions have a chance!
It was almost tolerable when they made it so that placing D-Charges would do the job. Whoever made the changes made a dumb fucking decision, I'm just gonna say it. I don't know if it was HellLois, or someone else at CB, or some community guy, but whoever made the decision needs to step back from making decisions about tournament gameplay because they clearly don't know how it works. What's more, posting the ruling on it in the WarCor subforum and not revealing it to the community at large just creates "gotcha" rulings. To be frank, I think the community should just make it clear to CB that we're not gonna play with the ADS because it's a dumb, poorly-thought out rule.
Again, this makes me think they don't play their own game anymore. If they just play tested seriously they would have seen problems before hand. It's the age old "what looks good on paper, doesn't always work on the table." Well they are only doing paper.
If only it was posted in the warcor forums, the warcor could've shared the information, but the answer was posted in another subforum.
This is the answer you were looking for. I don't know why @HellLois forgot to reply here Given that, every time someone interact with an element with ADS, you get hit with a CC roll that rolled an 8 no matter what. If you are using a CC weapon, it is a FtF against that roll. If you are placing a deployable (D-Charges), the ADS has a Normal roll against you. And it cannot miss you, buddy!
Until it's posted in a forum that everyone can see I'm not going to treat it as a ruling, especially because it makes the scenarios with the ADS much, much worse and unbalanced.
Not sure I see it that way. Scenario is a bit of a stinker, but at least with that ruling it won't extremely favour certain factions quite as much. Plus, it's always nice to have some sort of guidance on when an issue is completely open to interpretation. Still, the best interpretation is to not play this scenario.
We're playing a "Turkey Tournament" for Thanksgiving, where you take a notoriously bad model/link and try to make it work. I've played two games with the Iguana, and honestly it hasn't been THAT bad. First game it survived a charging JSA CC guy (can't remember which, not the best, but not the worst), managed to be a repeater to isolate a Rui Shi and then weather enough fire to get to the AC2 and do a structure. Second game it did a lot less, but did managed to take out an opposing HMG, and then got stuck in CC (with another JSA CC guy) and survive to the end of the game.
Nah, the AC2 makes it *more* unbalanced. Especially with the ruling that you can't just place D-Charges on it without getting zapped. Every faction has access to D-charges, and enough d-charges will blow up the AC2 pretty well so it worked.
I don't know why I feel like I need to do things like this. Personality quirk? lol My friend said about these missions that need these weapons that "well all of the factions have a problem with them." I said "I beg to differ". I went through and just looked up raw number of Anti-Material CCW and D-Charges for each faction. As you can see they wildly differ. They differ not only in number but also what kind of troop has them and the cost of the troop. I have NOT allowed for AVA1 some of them yet. This is just raw number of choices the faction has too choose from. For instance PO has 4 different Joan's with EXP to choose from. Also note some may have less than others, but they may have them on troops that have abilities like Infiltration or combat jump. For instance Tohaa has one infiltration DA CCW, and 1 combat jump D-Charges. PanO's majority of CCW starts in Deployment. PanO Vanilla 40 Anti-Material CCW 24 D-Charges Yu Jing Vanilla 19 Anti-Material CCW 22 D-Charges Ariadna Vanilla 8 Anti-Material CCW 39 D-Charges Haqqislam Vanilla 14 Anti-Material CCW 26 D-Charges Nomads Vanilla 26 Anti-Material CCW 31 D-Charges Combined Army Vanilla 33 Anti-Material CCW 32 D-Charges Aleph Army Vanilla 38 Anti-Material CCW 21 D-Charges Tohaa 8 Anti-Material CCW 18 D-Charges JSA (I'm not doing all NA2) 12 Anti-Material CCW 9 D-Charges O-12 Vanilla 15 Anti-Material CCW 19 D-Charges
I didn't know this was a restricted forum. Anyway, you can okay however the fuck you want, even with rockpaperscissor, but THAT is how it should be played. I just posted it because someone is too lazy or careless to do it himself
It isn't about the size of your D-Charge, it's about where... okay I'll stop there. To the actual point, though, is that the amount of D-Charge profiles you have in a faction is fairly irrelevant. A Tokusetsu is incredibly bad at placing the D-Charge and might as well not be counted, for example. It's about how good the infiltration is, how good the marker state is, how good the damage resilience is, and how good the hacking protection is for the unit in question. And no, that's not a linear scale.
Very true. Like I said, some have less number but they have it where it counts. But again some factions have it and some don't.