All fireteams are flexible now! IMO this is the biggest change, teams won't be shattered when you lose a single unit. The Wu Ming + Clipper team, for instance, is now actually viable, especially with the lowered costs across the board. Also all the haris SWC taxes have been done away with. Daiyokai can link with Tanko, just like in JSA. Bounty Hunters can duo. Karakuri can haris. Desperados are the new Yuan? They got a 5 point reduction, down to just 6 for the base profile. 10 point reduction for the EVO Hacker Pangguling, which is now the only source of Fairy Dust. I think those are the major additions that I can spot.
Scarface has received a BIG make over, large CC boost (cc +3, ph +1, CC Attack (-3), Berserk (+3) and the AP CCW changed to a DA CCW) , he also got ARM +2 (now 7), ECM: Hacker (-3) and 3 different loadouts. Mk12 (+1B), HRL (+1B) AP HMG, Panzerfaust AP Spitfire (+1B) Panzerfaust The Sniper Ninja is gone and we did not receive access to the Kunai Solution version. Note that JSA kept the sniper loadout. Al Fasid got 4-4 mov and +1B on the HRL. Karakuri got +1 STR to compensate for not having effective 6 ARM anymore. While it does have Haris with can only take 2 and we don't have any wildcard that can join it.
EVO hacker doesn't provide a passive combat jump bonus anymore which means it's no longer possible to have a bonus when jumping with Yuan Yuan first turn if you are going first. If you are going second the EVO could potentially put it up as an ARO but that doesn't seem overly realistic. But on the plus side Extremely Impetuous as been removed which means you don't have to drop your Yuan Yuans first turn and can wait to a later turn when you can have Controlled Jump active (supportware doesn't seem to have a time limit).
Maybe a stupid question, but I am not that experienced. Doesn't the controlled jump program give +3/-3 for AD troopers when active. So you could drop the y2 in the first turn with the bonus when you have the Evo program running. Or do they have to jump beforehand because of them being impetuous?
You can't activate Controlled Jump during the impetuous phase. I think you can AD using their irregular order so you technically could bring them on first turn with the bonus, but you'd be losing the benefit of the impetuous order.
In N4 Yuan Yuan are only impetuous, so we can wait to throw they and the EVO may have run controlled jump on a previous turn.
Sadly that's not right on Karakuri. They can't form a fireteam in Ikari and only AVA2 anyway. I'm disappointed that Druze can't do a Core fireteam anymore and can't have a Tanko anymore, but can have a clipper in a Haris. Well I used the Tanko Missile Launcher anyway, but I really wanted the Core team!!!
I tried out a few things today... That AP HMG on scarface is a strong choice 64 points is a bargin. I really liked the boarding shotgun Yuan yuan, the ability to take positive RB shots on 16s with AP or use 2 templates is really efficient vs well... anything really, I rate the 6point shotgun upgrade in a world where you only have 15 slots and points to spare (BS10 now!) Cube jaeger is still an OP game winner and you'll see lots of TAGs/heavy infantry because they are affordable, E/M (always 2) is a thing you want, icing a kriza always makes life easier. Fairy dust is actually good (stacking on scarfaces native -3 hacking ECM for example) now it never goes away: put it up turn one (playing tunguska I shouldve known! and not doing so cost me) I brought daiyokai in tanko haris... never really got to use the haris: put up aros? they get knocked down by a burst 6 kriza, in an ideal world I would've used the hacking game to solve that problem. TAGs > fireteams 6point B5 desperado is as awesome as you think it is. Perimeter weapons are totally different now they cant move around and I like it... I think (see yojimbos minelayer crazy koalas theyve got some new utility) After 2 games of N4 there are probably 2 main takeaways: 1. You want capability to crack armour, 14 saves in a 5 order firefight between guijia and suryat hmg in cover and good range resulted in 1 wound... you cant win games like that. Need mobility and AP/K1/breaker or whatever in your list or you will lose most games to a chunk of metal that wont fail saves fast enough. 2. Move/dodge move (evade any ARO) then berserk (full order: move move CC attack) is a very dangerous 2 order attack sequence and often gives berzerk troopers a ~11" kill radius to trade in (and that just gets longer with move values over 4-4 and +X" dodge) that you cant really do anything about except hang back against, I expect I will be using this a lot with the krakots but used to great effect already with liang kai. Threat of this kind of thing will effectively control end of turn mid table positioning for most factions and I realise now that Ikari will be good at it. looking forward to figuring out some new tricks and I hope my rules interpretations are on point!
Ok... woah... I just realized that Brawler is now AVA 1 in the army app? Is that correct? That's a HUGE nerf.
Sounds like Blitzen will be king! Makes me more sad that the Druze are reduced. But might want to take a GL just for direct shots. The Baggage rules is a lot better too! Now you just need to be in ZoC to get some new Blitzen! However Wu Ming now have E/M GL!!
So yeah, I'm going to be running Tanko + Daiyokai links in my Ikari all day long! Also, Karakuri, holy crap they got insane, 3 Structure base, upgrade DEP to Panzerfaust. They don't get to use their BTS 6 against all attacks anymore, but that was crazy at the end of N3.
So yojimbo can only start with Koalas out if he isnt on his bike at deployment? Bit of a bummer that.
Confirmed bug, mounted profile should have it, especially as only the Zondnatica can deploy dismounted.
The AI motorcycle rule, at least it did in N3, got to admit I didn't double check. Edit: Yep, can still choose to deploy mounted or unmounted in N4.
I'm assuming that's going to cause a rules clusterfuck with the Rem Racers and mounting and dismounting.