As a spiral player, pretty happy so far. Some nice midfielders and new Merc options. That samsa is cool too!
In SC, I like the profile of the samsa, which makes a jumper and a specialist troop at the same time, plus access to D-Charges, which will come in useful on a number of missions. Among our jumpers, the Kerail has only durability to offer. In JSA, I haven't looked in detail yet, but I don't get the impression that the faction would be helped much to diversify its game compared to its focus on CC. I don't know why, but I feel Lucien could get a boost. Recap previews :
i was hoping more tag raid stuff. but anaconda fits well in the TAG slot for NA2. I'm very surprised be the lack of Remotes. i was thinking we'd get 1 or 2 leftover pano remotes. they are so cheap, i wonder if we can do a 7 trooper main list, and 8 trooper reinforcement. We know Reinf count toward the max 15. And many assumed if you only take 3 reinf, then your main list is 12 models; such that when you add the 3 reinf to a 12 trooper list it count towards and reach your 15 cap. But maybe we can go the other way, and have 8 reinf (if we manage to make a 7 trooper main list at 250Pts) disclaimer - of course we are waiting for final rule, maybe main group will be limited to 1-10 trooper and reinf will be limited to 0-5 troopers, just like Pts and SWC are not tallied up but distinct. edit: the best I can do using SWC is 8. to have 9 trooper reinf would need a lot of Reinf Pts discounts. 9 without any SWC just looks sad (and still needs some Reinf Pts Discounts).
@Koni @Bostria What fireteams are available to PrivEnforcers? The graphic is missing whether they get core/haris or not.
Druze & StarCo here. So no Mercenary Cockroach for me (I basically need to buy Sforza and maybe Wardriver, the rest I already own). A lot depends on whether the Reinforcements AVA is shared with the general AVA (i.e. I can have 2 Bounty Hunters in DBS, can I have extra two in Reinforcements?), and how do the Reinforcements profiles look like. We will have the option of filling the group with cheap Orders. And even enough bodies to just throw them at the opponent. And include a specialist or two. Or have them power an Anaconda. Sure, it is a throwaway TAG (for me, it is less "2W & Escape System", more "1 W & NWI"), but for a 2nd or 3rd turn entry and a single attack run, it should be enough. Dop it, have it shoot up whoever turns to be in your way, open a vector of advance for your main group. But is there anything exciting in it? Doesn't seem to. Of course, that's to be taken with a grain of dsalt - we haven't seen the Reinforcements profiles for the whole bunch. Does that really help my DBS, who suffer from a lack of attention and a design that was a "thematic" army for a limited run of Outrage missions, and got turned into a normal NA2 without really giving it some thought? I don't really think so. Although we're yet to see where it goes.
We do not get "new and shiny things", outside of Samsa, but never the less everything works and works well as reinforcements.
Not according to the images shown, is that a point of correction for the other na2 factions? If so, that's good news
I hace DBS y dashat and i understan @Errhile. If i don't know if reinforcements Will be a play mode for long time ir not, y consider cocroach not aviable. I see merc reinforcements some of the most common merc troops. CB could make a box with 2 diggers, 2 brawlers, 1 CSU and a cocroach or ABH and would be very nice. Cheers
I'm just glad they included the Anaconda. It's loadout is made for the midfield. But other than the Exrah character, exactly what i expected.
I see, that JSA got Samsa only because they are popular and selling well... There are no other reasons. We have one meme, where teen is screaming at parents: “Why him?! Why not me?! Why?! Him?!” (It’s about his brother. Other details are not important) Me, as Dahshat player (I am trying), feel something like this.
I was really hoping that Dashat would be able to use the Haqq reinforcements. A bit disappointed that all the NA2 armies have to use a single reinforcement pool.
Well... sorry, but I have to disagree: "Only available as Reinforcements on JSA and Spiral Corps". As mentioned in my post, I play DBS & StarCo. Of course, CB can change that along the way, but we're talking about what was revealed so far. Or are you saying this profile limitation is wrong, and was not intended by CB? On one hand, true - it would be flavourful for mercs to use their "parent" army's Reinforcements (or better yet, have dedicated Reinforcements each). But some of these are hard to determine: JSA, Ikari Company, the Druze and WhiteCo. And it would require extra work from CB staff to put it together...
Yes, the chart is a better representation form most NA2 reinforcements, the non reinforcement slide is correct.
With all due respect, I can't make head nor tails from that. Might be the case of me not having my morning coffee yet, but I suspect you didn't had yours either ;) Alas, it'll all get clear (and official) on August 3rd, so - no biggie.
I think he means the Samsa as reinforcements will be available to all NA2 factions, and the regular version will only be available to generics, JSA and Spiral (because it looks to me it will be the next ITS model). As my opinion, a Core is a little meh in reinforcements as it is, since the Brawlers are more or less cheap and I'm not a fan of losing that +2 to BS it will have trouble reaching 100pts, unless you go Doctor, Engineer, Hacker (which I don't see a great idea since WP12 BTS3, and makes de fireteam hackable) or a second doctor/engineer, sniper, and a regular one. I see more interesting the Anaconda with a Haris of 2 Diggers and 1 Monstrucker: ────────────────────────────────────────────────── 3 2 2 ANACONDA AP Spitfire, Light Flamethrower, Panzerfaust / AP CC Weapon. (1.5 | 56) OPERATOR Spitfire / Pistol, CC Weapon. (0 | 0) DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14) DIGGER Rifle, Light Shotgun / Pistol, AP CC Weapon(+1B). (0 | 18) MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, CC Weapon. (0 | 12) 1.5 SWC | 100 Points Open in Infinity Army Sure, the Monstrucker can't spend their order, but you have a 5 wounds Haris and a TAG for exactly 100pts and 1.5 SWC, and the Monstrucker is the least dangerous foe at first sight (being able to repair the Anaconda helps... if you want to do so). It also helps against EM weapons that could fry the other four... Another option, going for range instead of AP (so less big game hunting and more cheerleading removal, I suppose...) makes the Monstrucker the rambo of the Haris with EM grenades... ────────────────────────────────────────────────── 3 2 2 ANACONDA Heavy Machine Gun, Chain-colt, Panzerfaust / AP CC Weapon. (1.5 | 55) OPERATOR Spitfire / Pistol, CC Weapon. (0 | 0) DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14) DIGGER Chain Rifle(+1B), Grenades / Pistol, AP CC Weapon(+1B). (0 | 14) MONSTRUCKER Boarding Shotgun, Adhesive Launcher, E/M Grenades / Pistol, CC Weapon. (0 | 17) 1.5 SWC | 100 Points Open in Infinity Army Now this pack can recover from EM... and use it. I'm not sure Cores are all that interesting regarding Reinforcements most of the time, frankly. I'm used to look for "designer traps" (intentional or not, things that look great but in the end are not so, while there's a silent runner at another place) in games, however.
A PrivEnforcers Core would have been fun, Sforza, Miranda, Red fury ABH, 2x Breaker Combi CSU. Would even have been pure.