It creates a Very Difficult Terrain Zone per the new post this morning. Multiterrain has always allowed troops to ignore non-typed difficult and very difficult terrain.
I think it's a nicely balanced update for symbiomate.. People in my community might not continue to cry about symbiomate too op etc and the effect will remain interesting. As a side note the effect is no longer linear for one part : for the gorgos impact on arm/bts is lowered but total immuinity still is interesting ! With a sakiel arm/bts impact is way more effective ... As tohaa player i think it's a Very nice update, it's fair for other players which were confronted to a "no roll for armor" and something nearly equivalent to an automatic loose of one or two orders, if dices were ok. Side note, now Symbiomate do allow to miss a guts roll once save done if i'm right ? edit - I miss somthing sorry think you’re right ... may be it won’t change much things in practice
Troopers with this Special Skill can move normally through the Type of Terrain of their choosing, ignoring all the usual restrictions to Movement imposed by Difficult Terrain and Very Difficult Terrain (see MOV Difficulty. That says the terrain type of their choosing though, unless I'm missing something there isn't a terrain type to ignore, just the very difficult terrain.
The Obligatory tag on it would imply that you do have to use it. That is the discussion. The rules will be out next week though so there probably isn't much use in worrying about it one way or the other until then
As a Tohaa player I like this change. The sole down point for me is that it is a proportionally larger hit to the already-struggling Gorgos than anything else, but for more standard Tohaa lists it's a gentle tap in some respects and a sidegrade in others. Case in point: last night I had a Gao-Rael sniper take a crit from a missile. Being ARM9 and total immunity would have saved them, whereas with the current symbiomate rules they were left a bright smear on the floor while their symbiomate watched helplessly.
I feel like making Symbiomates mandatory pushes things to favor active turn use against big AROs. Sure, a chain rifle warband can now strip a ‘mate off of a multi-wound symbionts unit better than it could before, but those same units can also now push forward even more aggressively than they could in the old rules if the crit vulnerability is gone.
But all crits are equal when you get Total Immunity. So suddenly that crit with a Missile is a lot less of an issue, before you would take a wound and still have to make 2 ARM saves.
Yup, and in that case Nerfmates are not that drastically gone. They still give a clutch from momentums, fair trade if you ask me.
What? No, quite the oppposite. Non-typed terrain (like that created by a ruined building) is unable to be circumvented via multiterrain. Terrain zones from missions (like Rescue) specifically say that Multiterrain works to bypass them.
Have I been playing Mate's wrong this whole time? I've only ever taken the Automatic wound. the non autowound is still a save which you would normally bypass with the bomb.... Though I'm not sure how many crit DA/Missiles I've really hit...
Pre-errata, symbiomates cancelled hits and couldn't cancel crits. So a crit from a missile or DA sniper round would inflict a wound automatically and then require additional saves (one extra for a DA round, two for an EXP round). However what you could do was cancel all non-crit hits from a volley. So say an enemy HMG landed four shots on you, one of which was a crit, you could spend the symbiomate to cancel all the non-crit hits.
Makes sense. I have no idea if/how often I've played that wrong. :ThinkingFace: I wonder what the average rate of DA/EXP/ETC to normal shots on a mate are. God I sound like an actuary.
Big thumbs down on the obligatory effect. There was a lot of play in either risking the ARM roll or deliberately taking it so your model, symbiomate or not, could go prone and survive rather than invulnerable and die on the next order. I feel at best CB has moved that element of decision making to the attacker and at worst killed it entirely. 9 ARM/BTS is fine. Pity for the gorgos though. If anything, I'm not sure this is enough of a debuff for the symbios. Still feel we need to see something like CoC moving to the bombs, bombs being multiple use (or at least expended on success), something in that direction rather than just a relatively minor nerf to the mates. As for their 'always a risk' mindset, wheres the rolls for camo or standard infiltration, aim support for REMs or the other strong stuff in the game? Wheres the 'risk' in autoincluding four ghazi in your list? If we're adopting rolling for rollings sake lets get it going evenly at least.
It feels more like a buff than nerf, 9 ARM/BTS is still almost unkillable in partial cover without crit and now you can actually guts into full cover after hit is absorbed by symbiomate.
Wow, didn't clue onto being able to guts now. Thats a really big deal. I could almost agree that is better, at least on defensive ARO pieces