But that's not how it works "From Fatality: "any result of 1 achieved by its user in the BS Rolls are also Criticals" According to this page: http://infinitythewiki.com/en/Attributes_Below_1 any unmodified number on the die is aresult. "Consequently, any unmodified Normal Roll is a success and he obtains a Critical with a result on the die of 15 (15 + 5 = 20), 16 (16 + 5 = 21), 17 (17 + 5 = 22) etc..."
That's... that's not what that rule says at all. The example you've quoted is for Miyamoto making Normal rolls without modifiers, in which case any roll is a success, and a 15+ is a crit due to adding 5 to the result (from CC25). The important part of the rule is: "the player adds to his result on the die the amount by which the Attribute exceeded 20 (an Attribute of 23 would add 3 to the die)." So with BS21 you're adding 1 to the result of any die roll, why means the minimum result possible is 2.
For the sake of sanity, can we keep the discussion of Fatality L2’s wording issue confined to the seven plus page rules discussion thread? https://forum.corvusbelli.com/threads/fatality-2-with-b5.27734/
It makes a note of any unmodifed dice roll being a result. Fat specifically calls out results. Observe he the crit checking from fat and normal crits is different. Normal crits wait to check for the result +modifiers whereas fat only checks the result on the dice. Allowing for a non existing bs 11 fat2 model to still crit on 1s even while at -12 But this can be kept off the thread
So I'm amazed by Dazer so far. I can't remember the last time I used terrain rules. So any trooper that comes into initial contact with the Dazer ZoC is stopped cold! Then if they want to move through it, they can only use the second half movement. They also can't do two movement skills in an order. So if they are the biggest part of the ZoC of one, it could take up to 4 orders just to get through it. Then they also apply Saturation! Wow this could be fun with Taiga. They don't have multi-terrain to get through but they do have 6-6 move! Also, less burst coming at them is great. I'm wondering about putting a Cadmus decoy inside them too!
I’m going to field Sheskiin at least a couple times, but it’ll be a careful experiment to see how it feels on the table. My first list I’m planning on playing is a 10 model list that’s all camo and infiltration/forward deployment. 4 Caliban, 2 Seed-Soldiers, 2 Shrouded, 2 Malignos. I’m really excited to try out a bunch of wacky builds.
Wow, love it. I ran 2 Caliban over the weekend and they were an insane amount of fun, eating and steamrolling everything they could make CC with. Running 4 would be epic fun, especially with the potential of coordinated orders. I'm pretty wary of overusing Dazers - its great defensive potential, especially with the sudden influx of TI dog warriors now that everyone wants to use those - but the saturation zone hurts our ARO game (outside of noctifers, haiduks and Q-Drones), and once its been placed its not something we can remove or ignore. Still - build a list around them and I bet they'll be super useful.
The ruling of whether 1's count or not doesn't matter, it's just a dumb ability imo. Crits were already bad enough; I hate this crap. If they wanted her and Tariq to shoot better than their BS would indicate why not... just given them higher BS? Oh no, instead we have to invent this fancy new rule that does this incredibly annoying thing.... Fatality L1 is fine. Fatality L2 is just a bad rule and I wish it wasn't in Infinity.
I have played 1 game with the new rules and I'm happy . Tried out dazers and I think they will be a great part of the toolbox when you want to play lots of infiltrating camo, but no defensive fireteam. Remember that the sphinx has multiterrain too . Will take a while before learning how to use dazers effectively but I have a feeling they will change army building a bit generally. I'm feeling a bit sorry for USArf... I will try this list tomorrow vs OSS, planning to morpho-scan an Asura. Only model that needs to spend an order to help holding quadrants is the Cadmus. Dazers will be used to make it order intensive for him to capture quadrants. He will probably have an Asura (I'm hoping for the hacker LT version) and a fireteam with remotes.
Dazer, Cadmus, and CoC combined with more varied Lt. choices are the main game changers now. Previously it was hard for SEF to put together really good fire superiority list. Now it's almost effortless. I'm particularly interested how Dazers will allow stuff like Jayth to close distance with the enemy, weakening any fireteam AROs - ODD units are the biggest benefactors of reduced burst going their way. Same goes for Noctifiers and Haiduks, though I might be tempted to field the latter with Marksman Rifle and take advantage of Suppressive Fire. This is something that touches on the deeper strategy behind the sectorial. New SEF is much better at efficient ARO removal. When combined with increased midfield presence and with much better speed bumps on our part this should lead to dominating the midfield with ease; we can expect to be able to maneuver safely, both to reach objectives and to prevent enemies from doing the same.
I think it any mission in which you need to move, Dazers are going to be really effective. Shrouded and Malignos are not themselves affected by the movement. Especially put in a very open area where it's going to take a lot to get into cover. The Noctifer ML has great synergy with it too. Then think about putting it down on a objective. It's going to take 2 orders for even the fastest thing just to get into contact. Then also put a mine next to it! The mine may or may not reach outside of the zone of course. But if it's inside the zone, the enemy needs to stop right at the zone. Then they can't make two movement skills so no Move-Dodge! They must discover and destroy the mine or sacrifice something to get rid of it. For me, usually holo echos, helper bots. or Liberto.
Isn't that two short movement skills? if you can't do two short movement skills, you can't do Move+Dodge can you? Both of them are Short Movement sills and you can't do two in a single order within the zone. Effects Entering base contact with a Very Difficult Terrain area immediately and automatically ends the trooper's Movement, regardless of its type. If the trooper chooses to continue to move through the Very Difficult Terrain area, he must declare a new Order and suffer the following effects: In Very Difficult Terrain, troopers use only their second MOV value. In Very Difficult Terrain, troopers cannot declare two Short Movement Skills in the same order. During their Reactive Turn, troopers in Very Difficult Terrain that declare Dodge or Engage or fail a Guts Roll can move no more than 1 inch.
No, Dodge is a Short Skill and not a Short Movement Skill, which is why you can't Dodge+BS Attack http://infinitythewiki.com/en/Skills Dodge does have the Movement label, but that's not relevant to Very Difficult Terrain.
Ok. Got it. I think because it's says Movement on it, that's what's making me think it's a Short movement skill. So it kind of ruins that idea.
I didn’t pass a single ARM roll all game, and my opponent’s Hollow Men fireteam kind of walked all over me. Still quite a fun game, though, but all the camo (and hidden deployment) means I need to be really on top of things at all times.
@coleslaw why would you make a second group of 1 without a mentor for CI? Expecting them not to do it for fear of one?
I have to point out that dodge in the active turn does not allow any "Dodge movement" this is to be done only in the reactive turn.
People are going to hate us for dazers, but they are REALLLLLY going hate us for our dazers in Biotechvor lol