@Arkhos94 we had this debate earlier. IMHO the rule is written poorly. All I’m saying is that camo troopers can be used to destroy link teams, but they aren’t particularly good at it. If anything, you need lot of orders (cheerleaders), infiltration (to get into good range band), mimetism (not all link teams have MSV) and/or high burst (heavy weapons and link teams) weapons.
Just to clarify, usually "mass camo" is more "camo skirmisher" spam, with infiltration and stuff like that, than "stuffing as many camo in your list, no matter what they are". Clearly, you won't have the same result if you just spam tank hunter, scots guards and spetsnaz without any chasseurs, scout or strelok. A wall of camo marker in the midfield will stop any army dead in its track, since there could be mines, e/maulers, flamethrower or shotguns in there. In your active turn, camo skirmishers are already in the starting block and can run around as much as they want as long as they remain camo, which means they can easily reach positions where they'll catch the opponent out of cover and/or maximize the blast of their mines/shotguns. More often than not it's a death sentence for the targeted models, even HIs and TAGs.
Hmm. Does Chasseur-camo marker always reveal itself if it chooses to delay its ARO using 6th sense lvl1? Enemy is always forced to Dodge when approaching it?
Delaying an ARO declaration is not a skill nor order declaration, so no it does not reveal itself other than give your opponent sufficient information to determine that it is in fact a Chasseur
@Mahtamori I meant to ask: “ Does Chasseur-camo always have to choose an ARO that reveals it, if it chooses to use 6th sense?” Or put it in an another way, is there an ARO that chasseur-camo can choose that doesn’t reveal it?
Again you can still decide to not deploy the ambush camo token if you use the minelayer. Nothing forces you to deploy 3 markers you can just deploy a mine and a strelok.
Delaying doesn't force you to ARO, you can simply choose to declare no ARO after delaying So either you do nothing and stay camoed or declare an ARO and reveal yourself :camouflaged is broken by declaration of a Skill other than Cautious Movement or a Short Movement Skill that does not require a Roll (except Alert), all ARO are skill "other than Cautious Movement or a Short Movement Skill that does not require a Roll (except Alert)" Tankhunter abd Scots guard are MI so they can now use forward deployement level 1 to make things even more confusing.
@Arkhos94 are you sure? Sixth sense lvl1 says: REQUIREMENTS In order to use Sixth Sense L1, An enemy must be inside the user's Zone of Control. That enemy must declare an Attack against the user. ... In the Reactive Turn, Sixth Sense L1 allows its user to delay his ARO declaration until after the declaration of the second Short Skill of the enemy inside his Zone of Control. So regardless of enemy orders you can delay+not declare ARO? The requirements part is ignored?
Yes. Apart from it being literally impossible without having first been Attacked, see the end of the second example: Had the Alguacil declared a further Movement instead of a BS Attack, the Maakrep Tracker would have been able to declare an ARO against an unseen active enemy inside her Zone of Control (Change Facing).
Yes I'm sure @Tanan. ARO declaration is part of the order expenditure sequence (http://infinitythewiki.com/en/Order_Expenditure_Sequence) : Activation: The Active Player declares which trooper will activate. Order expenditure: The Active Player removes from the table, or otherwise marks as spent, the Order Marker he uses to activate the trooper. Declaration of the First Skill: The Active Player declares the first Short Skill of the Order, or the Entire Order he wants to use. If movements are declared, the player measures the movement distance and places the trooper at the final point of its movement. Declaration of AROs: The Reactive Player checks which of her troopers can react against the activated trooper, and declares AROs for each of them. If a trooper can declare an ARO but fails to do so, the chance is lost. If movements are declared, the player measures the movement distance and specifies where the trooper would be at the end of its movement. Declaration of the Second Skill: The Active Player declares the second Short Skill of the Order, if applicable. If movements are declared, the player measures the movement distance and places the trooper at the final point of its movement. Declaration of AROs: The Reactive Player can check whether new AROs are available, and declare those. If movements are declared, the player measures the movement distance and specifies where the trooper would be at the end of its movement. Resolution: Players take measurements, determine MODs, and make Rolls. Effects: Players apply all effects of successful Orders or AROs, and make ARM/BTS Rolls. Conclusion: If necessary, players make Guts Rolls and apply their effects. By using sixth sence, you move your declaration of ARO from step 4 to step 6. It doesn't remove your ability to not ARO
So you measure between markers 1 and 3. It's not required under the rules that you do measure, but it is also not prohibited that you cannot measure between the various markers. As you noted, not measuring between the Ambush Camo marker and the Mine camo marker reveals which marker is which, and that is Private Information.
@Arkhos94 thanks! The active model can’t declare BS attack as a second skill against Chasseur-camo because it’s still a camotoken at this point -> move+dodge is the only way to approach Chasseur-camos without getting a free shot to the face. Did I get it right? Chasseurs are good against everything, but especially good against REMs and TAGs, which suck at dodging. @Section9 I’m pretty sure that you can’t measure between 1&3 in this case. The opponent knows that camotokens 1&3 contain mine and ambush decoy, but doesn’t know which is which -> private information is still private, no need for further actions.
Yeah, that's why Chasseurs are so vile, however, they don't have any weapons that are all that dangerous to a TAG (in before rolling sub-6 vs the flamethrower 3 times in a row) since the Adhesive Launcher costs extra SWC and is poor at close range.
@Tanan : Yes that's it. That's why when an Ariadna camo marker declare "delay" you know you have to dodge or end up burn. If I truly want to take down an opponent, when he declare dodge I will sometime ARO by putting down a mine. This way, the active trooper will have to spend a second order to dodge both the mine and the flammer (or bring someone else to deal with them from affar, losing even more orders)