I know it is still pure speculation and we don't know the whole picture, but based on the shown weapon profiles, DAM -> PS change and now MA losing damage modifier I wonder how effective melee will be at all. CC weapon being uncoupled from PH and giving it Pistol damage/PS many of the previously beefy melee beatstick will bounce off nearly anything... (Yes yes I know Infinity is the pew-pew game not the smack-smack game, but still it looks off to me :/ )
Wouldn't worry about that quite so much - already seen on the starter box profiles that the CC-oriented troops have their CCW damage modified right there on the profile.
One huge change that I have not seen discussed: Direct Templates probably won't get a burst bonus due to Fireteams. From what we know, it would not make sense for them. Whoa.
Guided still too good, Sixth sense splitting into two completely unnecessary, Combat Instinct will be new Biometric visor - crap that you pay points for but you don't want it because it is extremely situational. Honestly they could've just nerfed Sixth sense to not affect Surprise attack and stop there.
In my opinion you are looking at individual changes and not the ecosystem, for example I think that giving a bigger incentive to Duo and Haris fireteams will lead to more widespread formations limiting Guided effectiveness. It always assumed the entire fireteam supports the active model either by passing extra ammo or watching around to make sure it focuses on shooting instead of watching its back.
No (that is why I started my whole post with acknowledging that it is speculation), but we know that ammo type don't affect PS/DAM. Sniper Rifle and AP Sniper Rifle is the same PS/DAM, Combi Rifle - MULTI Rifle is the same too, so it is an easy association that CCW and DA CCW will have the same PS too. Unless CB contradicts itself and makes ap/shock/da CCW different PS values :)) . But the most probable solution is to just give dedicated melee units an extra skill of "CC attack ps=X", in the name of simplicity :D .
Correct from the Sandtrap preview lists we can see that all melee specialists have substantial "X CCW (PS=low number)"
Thanks guys, that answers all of my worries ^_^ . But that also means no more surprise DAM14 knife attack from an ORC :( .
The added bonus of weapons having their PS stated in the units equipment means they can be individually tailored and not needed to have to do math for example a unit having BS attack+1 DAM and the weapon also having +1 DAM.
How is even more grouping of troops ANTI guided? I fail to understand that. If they didn't make any other changes, like having save on targeted or it not working in ARO, limiting pitchers, guided will remain king ( and cancer ) for another edition. It is still 1 dice on 18 against 1 dice on 9-10, guided players take that 100% of the time. Riga satellite I played a guy, he spent 10 orders targeting my pure 5 man ( woman? ) Riot Grrl link with tinbot -6 and then 3 more on guided ( 18vs16 ) to kill them. To guided players this is good odds because that is all their lists usually do ( in a sense that this is the only way they can deal with strong links ) and 5 man Riot Grrl team is most resilient team to guided in the entire game. So yeah 18vs10 they take any day.
if the Duos and Haris are proliferated then the grouping is two or three models in 8 inches of the group leader not four to five, this is a huge gap that allows models to be safely away from each other and not be clustered.
I was talking in a sense that Pseudo burst probably doesn't work with direct templates... But I get your point. I just imagine them playing Spades...that game makes you focus!
Ditto, narratively I assume they're giving some supporting fire, spotting targets or covering a heavy weapon user's flanks which is why there's shooting bonuses. The more they have trained together (purity) means they're more effective. With regards to the PS it's literally just inverting the numbers but the probabilities are remaining largely the same however it does allow for melee users with moderate physical attribute to use a weapon that is more dangerous. I'm not sure if it will be a universal bonus (eg all DA swords are PS 20- [phys + 2] for example or if they are individually tuned. Personally I'm looking forward. I played N3 to death and could see the flaws by the end, only played a little N4 and it's a lot smoother but again there's a few outliers which they seem to be reining in, case in point fire teams. I started with Aleph back in 'day but no fireteams was a huge flaw in vanilla lists given the power of link teams to dominate vs non-linked enemies.
Going off shown Sandtrap profiles, it's individually tuned on the unit level: Jizamurai have profiles with E/M and DA swords, all at PS 5, but Yamabushi have their DA+Shock CCW at PS4 and Hatamoto - their E/M CCW also at PS4. They all have PH13. Could be possible that MA still factors for damage calc, but again - Jizamurai and Yamabushi are both MA3 compared to Hatamoto's MA4. So either Hatamoto's E/M CCW or Yamabushi's DA+Shock has a different PS calculation process than Jizamurai's E/M and DA swords, correspondingly - at least compared to how it worked in N4.
Some contents about N5. Everything You Need To Know About N5 Armys and Theme Week Episode 102: Rules Review - Sandtrap and Fireteams https://podcasters.spotify.com/pod/...Rules-Review---Sandtrap-and-Fireteams-e2q8dk6