Discussion in 'Nomads' started by HotFreshTofu, Apr 9, 2019.
you are right. I always forget those Tomcats...
Whhaaaattttt??? Tomcat Doc is best Doc. I only wish I could take him in every faction.
I think I never healed a trooper with a tomcat - just killing enemies and pushing buttons. I might need a "specialist operative" tomcat profile.
My favorite Tomcat profiles are the one with the mines and the one with the Deployable Repeaters. I have taken Doctor and Engineers before, but I don't think I ever used their intended purpose, just as a AD specialist.
Tomcat doc is vital to make an offensive Wildcat core resilient. It's worked well to send the Zondcat to the Wildcats while I take an objective, resulting in advancing objectives and returning the reactive presense for their next turn.
Can confirm, the zondcat is great at clearing out mines that are in the fire teams way.
And you know maybe picking them back up if they go down.
Anyone tried the CombiRifle-Gecko+Lupe Balboa duo? Smokescreen for the TAG, 2 Panzerfausts in ARO, Specialist - sounds like a decent team
No but I could see using it. Positioning is the only thing holding back the Gecko with Combis.
I like the idea of the gecko combi but i find it difficult to justify when im building lists. seems a lot of points to pay for a short range swc free spitfire. id rather take the mk12 for the extra hitting power
In suppression and further away the MK12 hits harder, otherwise the Combis have a higher wound chance. I also find the Gecko ends up in close quarters very often.
The MK12 gives you the opportunity to close distances but so does smoke, and I feel the way the game is growing 3 B 13 BS isn't very reliable. Until you get close enough that you can take away their cover and pick your targets.
Seeing a good chunk of higher arm more elite stuff here so the extra damage is handy in my meta, i can see the higher burst being useful though
It's pretty much just TAGs that the MK12 slightly beats out against the Combis.
It's a straight extra 2 dam over the combis and better range. You talking because of the crit bands?
The burst increases the chance of any hits as well as multiple hits. Against typical targets, especially ones with a reaction, that adds up to a higher wound chance than the DAM.
I would rate the combis as better except that suppressive fire is important for Geckos and their size and inability to prone can make the Combis harder to get in range. Also the ability to get outside of good enemy combi range gives the MK12 a way to get a big advantage.
Once they are in range the combi's closer range band and better ability to split fire is pretty important as well. Geckos love to chew up easy targets.
That's why I take one of each in a Gecko duo but it's a lot of points for something that can be hard to get working very often. I still think there's a lot of potential there if a player got really good with them.
The combis are like a Short range spitfire and the Mk 12 its 3 shots at strength 16. If you were going to Wildcard Lupe with any of them, it would definitely be the Combi rifle. For the Mk12 variant, you're probably better off with a Tinbot Brigada.
I think I used Tomcat as Doc twice, and both times to pick up Carlota that landed from the same edge before him. But that was still in the "learning the game" phase.
Tomcat Engi though seems vital if you use Geckos and Tsyklons as offensive pieces. The Zondcat was more often a liability than a useful tool though, at least once exposing the Tomcat to a circular impact template ARO (as there was only one way for me to drop him without him getting shot and my opponent knew I use Tomcats a lot).
You don't have to drop it.
"G: Servant: Deployment
G: Servant troopers will be deployed at the same time their Doctor/Engineer is deployed as if they were a single trooper."
That doesn't leave much wiggle room. I certainly read it as must be deployed at the same time.
You didnt used to I think. They changed it in HSN3.
Yeah one of those odd case rules they cleaned up for no reason I guess.