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Why is CC different from every other part of the game?

Discussion in 'Access Guide to the Human Sphere' started by theomc, Apr 8, 2021.

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Does CC working different than Ranged, Dodge, Doctoring rolls enhance the game?

  1. Yes

    39 vote(s)
    73.6%
  2. No

    5 vote(s)
    9.4%
  3. Meh

    9 vote(s)
    17.0%
  1. wuji

    wuji Well-Known Member

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    I've wondered for JSA why cant 2 shikami defeat Ajax in CC. Or that Ajax stomps Musashi and Kitsusne because he removes their burst bonus... I would like CB to make a little change where burst is a factor a d can be split in ARO and where a Coordinated order CC allows for normal rolls.

    I'd also like for there to be a short range version of guard that allows CC troops to be able to use CC for the distance of their dodge so that their CC score can actually be an ARO threat. I dont like the fact that the Oniwaban for all their cost and pomp are actually only little plinkers in ARO and that a DTW (which are maybe too prevalent now) can end them without a single sword swing. If like 1/4 the CC troops in the game could use their CC score anywhere between 3-4" and in the case of Kuroshi 5", then they could actually say their CC is a real deterrent. Cause right now, it's not a deterrent to non CC troops, they wouldnt get in CC anyways but that just means they can walk near the CC guy and shoot at him. And if its another CC guy, there is no natural active turn advantage and thus less I contrive for a CC guy to er engage a CC guy and they also have a gun. Or, they're an NBW cheater and wreck your shit as if you are a knight/samurai which makes so little sense.

    Or how about give a dodge bonus to engage if when measuring in the resolution step, if the active turn player is in their dodge range, that 1/4 of CC units gets a +3 to their Dodge roll. This would allow them to better engage to set up CC AROs without having it act like a mini guard. This way the troops who are obviously meant to have a CC shtick can actually have it.

    It could have been like MA5 gets the extra burst and MA4 gets the extra reach or engage enhancement.
     
    #61 wuji, Jan 30, 2022
    Last edited: Jan 30, 2022
  2. wuji

    wuji Well-Known Member

    Joined:
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    If 1/4 of all CC specialists did get a +3 to Dodge when measured to be in their Dodge engage range, it would allow for neat little chase scenes. Fusilier first skill rounds a corner. An Oniwaban Dodge ARO reveals in front of him. At this range he's disadvantaged so he runs away from this death machine with his second skill. Now the Fusilier is out of range of the danger and can decide what to do better. While at the same time, for these few CC specialists they can guard corners better, preventing the enemy from setting up on the other side of a corner by preventing the them to want to end their order within the dodge range of the the CC guy because the normal -3 for ARO Dodging without LoF is countered by these CC specialists Dodge +3 when in range skill. Because CC is so rare, dodge is only 1 die and even for a camo troop theyd only get 1 chance to pull this off, it's really only worth 1-2 points but adds a great dynamic to the game. I imagine the fusilier acting like Han Solo yelling and running around the corner and then immediately screaming and running back.

    This would be for like a select few troops so they cant just be chain rifles by mooks. For JSA I'd only do it for Oniwaban, Kitsune, Saito and Musashi.
     
    #62 wuji, Jan 30, 2022
    Last edited: Jan 30, 2022
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