Not really. Even against a nondescript BS 14/Arm 6/W 3 Tag (a standard tag in term of resilience), the TH HMG get slighly better result than the spetsnaz (counting surprise shot for both + cover on both sides) : TH : 66.31% TankHunters inflicts 1 or more wounds on Custom Unit (2 W) 27.50% TankHunters inflicts 2 or more wounds on Custom Unit (1 W) 6.09% TankHunters inflicts 3 or more wounds on Custom Unit (Unconscious) 0.55% TankHunters inflicts 4 or more wounds on Custom Unit (Dead) SP : 62.55% Kazak Spetsnazs (Camo) inflicts 1 or more wounds on Custom Unit (2 W) 23.11% Kazak Spetsnazs (Camo) inflicts 2 or more wounds on Custom Unit (1 W) 4.40% Kazak Spetsnazs (Camo) inflicts 3 or more wounds on Custom Unit (Unconscious) 0.34% Kazak Spetsnazs (Camo) inflicts 4 or more wounds on Custom Unit (Dead) The gap grows as armor grows. Example for the same TAG with Arm 8 : TH 62.67% TankHunters inflicts 1 or more wounds on Custom Unit (2 W) 23.67% TankHunters inflicts 2 or more wounds on Custom Unit (1 W) 4.68% TankHunters inflicts 3 or more wounds on Custom Unit (Unconscious) 0.38% TankHunters inflicts 4 or more wounds on Custom Unit (Dead) SP 50.84% Kazak Spetsnazs (Camo) inflicts 1 or more wounds on Custom Unit (2 W) 13.81% Kazak Spetsnazs (Camo) inflicts 2 or more wounds on Custom Unit (1 W) 1.85% Kazak Spetsnazs (Camo) inflicts 3 or more wounds on Custom Unit (Unconscious) 0.10% Kazak Spetsnazs (Camo) inflicts 4 or more wounds on Custom Unit (Dead) Against a strong HI (BS 13/Arm 5/W 2), Spetsnaz advantage is less than 1% : TH 67.83% TankHunters inflicts 1 or more wounds on Custom Unit (1 W) 28.73% TankHunters inflicts 2 or more wounds on Custom Unit (Unconscious) 6.45% TankHunters inflicts 3 or more wounds on Custom Unit (Dead) SP 68.51% Kazak Spetsnazs (Camo) inflicts 1 or more wounds on Custom Unit (1 W) 29.14% Kazak Spetsnazs (Camo) inflicts 2 or more wounds on Custom Unit (Unconscious) 6.51% Kazak Spetsnazs (Camo) inflicts 3 or more wounds on Custom Unit (Dead) So yes, I think TH HMG is not sidelined by the Spetsnaz HMG : it's the perfect complement for the Spetsnaz : one deal with the lower armor, the other against the heavier one and both are equally good at dealing with the middle level
I did this same die roller thing you did a while ago and did not repeat it before typing yesterday. I just wrote what I remembered. So I got the stats wrong slightly. Overall, when you look at the percentages, you'd only take the TH HMG if you know that you are going to face a heavy TAG. For a lighter TAG, the difference is not big enough to take the TH given the advantages the Spetsnaz enjoys, especially when fightling lightly armored foes. Shooting at a fat TAG is a bit circumstantial. Ok, the tankhunter HMG may have his place, but it is not significant enough Imho.
Yes, they don't auto die, but they also can't activate their NWI which is pretty substantially shitty for them
Amusing fun part: Ariadna HI, being actually special skilled shock immune rather than "shock doesn't affect multiple wounds", would be fine here... ...if they had two wounds, because T2 just kills them anyway.
So just to clarify. So if a Vet Kazak was wounded once with a Shock weapon, he would be able to use his No Wound Incap not because he is a HI but because he has shock immunity. Conversely if say, Hector (a HI without Shock immunity but with NWI) was wounded twice with a Shock weapon, he would drop down to Unconscious and be in a Null State because he has no Shock Immunity. Rules interactions - what a fun world :P
You're spot on. It was not until fairly recently this was clarified in a FAQ cuz a big chunk of the community including me thought the exact same thing you said earlier.
Well, shock was very simple interaction (Shock ammo kills 1W models on a wound taken. No effect on 2W+ models.) with a simple reminder (btw, if you are killed, you can't use V:Dogged or NWI, obviously). Then someone decided to be clever and make the red box the main part of the ammo rules, removing the no effect on 2W+ models in the process. So not very clear at all. Also it left us wondering how it interacts with other models with Valor like Unidrons, and having to cast the bones to augury if other rules should be read via obscure twistings of their reminder text. I'm with @Hecaton in the "this is retarded, why even FAQ it" camp, if that wasn't clear. :P
I think the TAK can use new models, purely for variety then to make it work. Cause I think with Line Kazaks core and Vet Kazaks core, all the russian options right now and the Irmandinhos, you can make a good list for sure. And I also agree that the theme should be the elite of the elite. Whatever other Ariadnan Sectiorals have, the Kazaks have one better. For Example: I would not ad another camo infiltrator. Every other Ariadnan Sectorial has only one (Foxtrot, SAS, Chasseur). TAK has the most elite version in the form of the scout. Maybe ad some profiles to that (submachine gun anyone). From what other suggested, I would support this: - I like the idea of a foward deploy / Mechanized deploy trooper with an Attack Antipode. Scary close range sensor and CC danger. - the idea of a TAG would be lovely, rugged and old-tech but sturdy with a big cannon. - A tankhunter offshoot engineer corp. Same weaponry, No camo, but engineers with Haris.
Yu Jing has practically a transmuting TAG (I think it is actually an HI). Don't expect this to happen in Ariadna. My idea was a mini tank like the Wiesel. http://www.tanks-encyclopedia.com/coldwar/West_Germany/Wiesel_AWC.php This would show the advantages of the TAG technology over the vehicle one, introduce vehicles (apart from motorbikes) into the game and not be OTT strong. I fancy the idea that there will be NO new troops for TAK so I don't have to buy anything at all apart maybe from more Veteran Kazaks to build a five man team.
Metal Gear! I would looooove if Ariadnan tags had a look like that. Auto-cannon and HMG. ( or maybe dual molotoks to be to minigun.) I don't think it should transform. But i bet it would have lo-tech B. Getting more battle ravaged with every wound.
A Minigun could also just be 2 HMGs or AP Spitfires. Or just give it HMG, Autocannon, and Full Auto. I mean, it's a robot, the "portable" autocannon it has can handle a higher ROF.... I'd pondered maybe a TAG where if it goes battle-ravaged, systems go offline. Like, say it has an MSV or X-Visor, damage takes them offline in the Lo-Tech A profile.
Welp gamenerdz let some upcoming stuff out of the bag. Tankhunters, but based on the price and no single load out stated, seems it's gonna be a double up. Finger's crossed it's older tankhunters, as the auto cannon is such a beast weapon and I'd love to see the one on the dossier brought to life to terrorize the tags and power armor of those foolish enough to invade Rodina. That would've been a sweet inclusion in a newer box, and hey! It has a box magazine, not an ammo belt.
Gamenerdz have also described it as a repack, which means the existing AC and APHMG models. Plus we're getting a new Chasseur and two new releases for the same faction is highly unusual. Update: Screenie
Seems so, which is a shame because the two mini's look extremely different. Also does this quash the possibility for a tank hunter link team? I figure they'd want newer mini's if that's going to be a big thing for TAK.