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Welshie13

Enhanced Infantry

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8 minutes ago, Caimheul1313 said:

Except I assume it is supposed to trigger before the Rally step, which is before you can take actions, so the >> wouldn't have the same effect, as you would be preforming the action AFTER checking for Suppression. Tapping the card of the specialist means you have access to the free action, in theory you COULD tap the card and not take the action... 

Good point.

6 minutes ago, Lemmiwinks86 said:

Can somebody explain to me why how the Captain's abbility is useful? why it would be so important to not gain or remove suppression only during that unit's activation?

Assuming you have 1 suppression which means you are supressed and only have one action. Using this ability you keep the 1 suppression which gives you light cover as a bonus during the round and you can can do 2 actions.

Edited by Welshie13

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1 minute ago, Caimheul1313 said:

They can't become Suppressed, which means they don't lose an action for having a number of suppression tokens equal to their courage, but they can still panic. However, this comes at the cost of not getting to remove suppression tokens in the Rally step. 

It doesn't say you can't gain Suppression tokens, just that you can't be Suppressed. 

Oh you're right, I totally misread the card thinking it said that you cannot get suppression tokens, not that you cannot be suppressed. Makes total sense

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Interesting, these are definitely not straight upgrades but nice on a unit or two for a specific strategy.  I think the rebels came out slightly better, IMO.  The Captains are probably better on the imperials as the ability to add push with scopes and a T21 is really nice synergy.  However the specialist fixes two of the rebels deficiencies, they don't naturally surge and you can set up a nimble chain.  The rebels gain a range 4 weapon that once again gives a surge which they didn't have before making it multi useful.  So overall this adds more options to the rebels but enhances some Imperial strategies.

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52 minutes ago, Draycos said:

I know all of these weapons have slight variations but does anyone else feel like these shrink the gap between faction identity? (for core units at least)

Since people unhesitatingly and unironically give the advice that Unit 1: Faction B is a great counter to Unit 2: Faction B, does the hobby writ large even care?

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6 minutes ago, Darth evil said:

can we all agree that the T-21 is horrible ?

No. I disagree. In a squad of 6 storms including a T-21 you're throwing 9 white dice with critical 2. With an aim, or maybe even two, you're pretty much guaranteed to get some damage through cover and dodges. With regular surge->hit on DLT storms, you're throwing 7 dice, and while you may get more reliable hits, those non-crits can be eaten up by cover and dodges very fast.

I haven't done all the math on avg hits and hit chance, and the T-21 IS expensive, but it doesn't seem horrible to me.

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7 minutes ago, TauntaunScout said:

Since people unhesitatingly and unironically give the advice that Unit 1: Faction B is a great counter to Unit 2: Faction B, does the hobby writ large even care?

They probably don't. I just like it when the faction I am playing can do something that the other factions can't.

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1 hour ago, Docgimmethenews said:

No need to, you can infer from these to what they are.

If I know anything about FFG article writers...they wont, because they never published an Imperial specialists article. But I get why, again you know exactly what they CIS and GAR captains and specialists are going to do. 

We allreayd know that the droids at least will be different, in the first article for these packs they showed us the security droid which allows b1s to ignore ai for a turn. Also y would droids need to ignore being suppressed for a turn? I believe droid and clone captain/specialist will be quite different from the imp/reb ones

Edited by lunitic501

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1 hour ago, PikminToo said:

Does anyone look at these new heavy weapon choices and find them better than what is already available? For me the DLT is still the best deal for my storms. Maybe the tactical mini from time to time but this doesn't seem to change too much for me list building wise. 

The DLT is awesome, but I think the RT-97C has a lot of potential and is slightly better when not shooting at armored targets.

As for the T-21, I think FFG values Critical 2 a bit too much.

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39 minutes ago, Darth evil said:

can we all agree that the T-21 is horrible ?

I disagree that it is horrible, it is buildable into a really good weapon platform.  Surge to crit, beats cover, dodge tokens, guardian, armor, etc while at the same time giving you a large dice pool that can create some devastating alpha strikes from time to time.  Finally if you combine with push and scopes you are getting precise 2 and a free aim token to mitigate the white dice.  

For the price it may not be competitive though, it will be playable.

Edited by Uetur

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16 minutes ago, Draycos said:

They probably don't. I just like it when the faction I am playing can do something that the other factions can't.

I still think generally the corps units for the factions are different enough. Everyone's corps unit upgrade weapons are a little different, and while everyone gets more versatile options, the same staple attributes of each faction's corps still exist. I think that differentiates them enough.

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20 minutes ago, Uetur said:

I disagree that it is horrible, it is buildable into a really good weapon platform.  Surge to crit, beats cover, dodge tokens, guardian, armor, etc while at the same time giving you a large dice pool that can create some devastating alpha strikes from time to time.  Finally if you combine with push and scopes you are getting precise 2 and a free aim token to mitigate the white dice.  

For the price it may not be competitive though, it will be playable.

That's a lot of points for a bunch of R3 white dice that may or may not roll surges.

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1 minute ago, costi said:

That's a lot of points for a bunch of R3 white dice that may or may not roll surges.

Welcome to the Z6 world.  It is about 4 points too expensive though.

Edited by Uetur

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1 hour ago, Alpha17 said:

Making it exhaustible makes it a certain play on when you want to tap it, rather than have it always available.  Do you want to grab the free dodge/aim now, or wait til next turn?  Same with being non-suppressible for a round.  Making either or both non-exhaustible would be a little silly, and make it a no-brainer to add them on. 

Maybe Clone variant is x2 Surge tokens or Aim and dodge?

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1 minute ago, Caimheul1313 said:

Heck, it could be aim or standby. 

Or that. Maybe 1 Standby or 1 Surge? Seems to fit the clones more.

Droids will probably involve multiple surges / or a way to remove ion tokens?

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Does anyone else remember when the part of the Rebels faction identity was that they were less expensive?

The rebels finally get a range 4 option and it does have 3 dice (one more than the infamous and ubiquitous DLT), but its only 2 black and 1 white, but somehow it’s more expensive than the DLT that has red dice (not to mention the red defence die the DLT miniature brings). I think everyone’s right FFG places too much value on Critical.
And don’t get me started on the price of the T-21.

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3 hours ago, Draycos said:

I know all of these weapons have slight variations but does anyone else feel like these shrink the gap between faction identity? (for core units at least)

Considering the rebels would likely use whatever weapons they could, say, steal from the Empire?  Not really.   
As is, the rebels and Empire are already extremely similar and were before this product.   Every unit on either side  has an analog.    
So, sure it shrinks the gap, but the gap was already only a few microns wide anyways.

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