Vita Nova

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Everything posted by Vita Nova

  1. I was going to show a friend a few of the batreps I did during Wotan to give them an idea of what to expect in the next event when I was greeted with 'This website is not secure' and a warning that it had been configured to steal my data or something like that. I can't access it at all, which is a big bummer since I foolishly didn't make backups assuming it would be like Flamestrike and would just be up forever. A little sad. Just wondering if anyone else noticed this too?
  2. Welcome to the TAG faction! Please do not take TAGs. Something I'd like to see more in the game is Mercenaries who belong to only one army like Senor Massacre get sent to other sectorials. We saw a little bit of this with Saito Togan and it was interesting to see him in Blizzard-6, but I'm certain he's just a placeholder.
  3. I'm pretty sure that's Hoth from Star Wars The Old Republic. There's a lot of little units here and there in Infinity that haven't been touched on for a while. Things like Bipandra costing 0.5 SWC for some reason, or the Warcor's Aerocam only being defined if you search for it online. IMO Tohaa is one of the best armies to play (not like, a tier ranking, I think Infinity is relatively balanced across all factions) right now just because they are wholly new and don't have all these little "glitches" they have to mess with. It'd be cool if we could get every weird thing smoothed out across all the factions, especially before new armies start being released.
  4. When the Highlander moves into B2B, he is in the Jotum's LoF. Everything happens simultaneously in Infinity, so he's assumed to have been in the Jotum's LoF for the entire order, so now the Jotum can declare a BS Attack since he takes that ARO when the Highlander is not in B2B, before he is in the Engaged state. Then the Highlander can declare their second short skill (probably CC with Berserk). From what I understand, Stealth cuts out that first part. The Jotum isn't allowed to make an ARO until they're already in the Engaged state, and by then, they can't BS Attack because it's explicitly not allowed. It's the same reason why this kind of scenario can happen: Unit A is in smoke with MSV2 and activates, moving out of cover and across an alley back into cover. If they were not moving through a smoke grenade they would provoke an ARO from Unit B. Unit A then shoots Unit B, provoking an ARO from them. Unit B shoots them when they were out of cover in the center of the alleyway, because both short skills in Infinity happens simultaneously. At least, this is my understanding of the rules. Mea culpa if I'm misunderstanding them.
  5. Like Col says, a Jotum can attack bare-handed with its CC of 18 and PH of 18 as an ARO to you going base-to-base. It's good in melee against miniatures that aren't good in melee. However, there won't be a lot of uses for this CC since he's going to respond with most miniatures entering B2B with his flamethrower.... unless they have Stealth*. Highlanders can be extremely good against TAGs like the Jotum. Declare Berserk, crit on 13+ and V: Dogged means even if the Jotum hits and you fail ARM you're gonna stay up for a second swing. That second swing has proven really, really useful a few times. The problem is getting there: A smart opponent would just hit whatever is entering into melee with him with a flamethrower when he enters B2B through the smoke grenade since he can declare BS Attacks at that point... unless, again, they had Stealth*. *Addendum: If Uxia (for example) goes into B2B with the Jotum in a smoke grenade using Stealth skill she has thanks to her Martial Arts, it won't provoke an ARO from entering B2B. It will provoke one when she swings, though. This means that the Jotum can't react with a BS weapon-- like a Flamethrower-- since the ARO is generated when he's already in the Engaged State which is really, really useful. If Uxia gets into melee, she can end her order without provoking an ARO, placing the Jotum in checkmate. Then someone else without Stealth who is good in melee (highlanders cough) can run up and get Burst 2 and Berserk and just go to town.
  6. I once had Joan of Arc get crit 2 times in a row by enemies she was shooting on 18s at and they were shooting back at like 8s. Went prone and had to hide. Cost me the game-- if I had killed one instead of being crit I would have not lost by exactly 2 victory points. I had McMurrough have a Berserk fight against Kornak and win because McMurrough crit Kornak but he only hit McMurrough and McMurrough passed an armor save. Next hit from Kornak was a crit, but it didn't matter-- McMurrough survived thanks to Total Immunity and Kornak died. With Kornak down McMurrough just rampaged through and killed 3 other Morats before dying-- big deal as that was 40% of my opponent's army in one rambo. Most recently I had a Swiss Guard pop out of TO and open up on a mook with a rocket launcher. -3 for cover, -3 for surprise shot, -6 TO put them on 2s. No way they can even land the BS at this range to hit the other models, right? They got a 2 and killed my Machinist, an Auxilia and a CSU. (I wouldn't have lined up that shot or positioned that way if I had deployed second, if you're wondering why I got so many models wiped out.) Swiss Guard passed the other two ARM saves and killed him but that was the second order of the entire game, no recovering from losing 3 models on your own turn. I had a Cutter get crit by a Blitzen. I hit my ARO above their crit but they crit so auto-dead TAG. Had zero damage on it, just 115 points down the drain. I've had a Jotum take two AROs and take 3 wounds, but that was only one crit. Real disappointing that one. I had an Oniwaban crit a Squalo with monofilament and I've had a Samaritan crit a Squalo with monofilament... I don't run TAGs any more, lol
  7. McMurrough throws a smoke grenade onto a fireteam: Haris of 3 Morats who are all within 2" of eachother. It covers all of them. In a new order, he then uses Stealth to enter B2B. Nobody gets AROs, even the guy he came into B2B with thanks to Stealth. McMurrough then attacks with his Templar CCW. The Morat he's attacking now gets an ARO, they choose to attack, yada yada yada. Then... Am I correct in assuming that none of the Morats have LoF to the AROs so they can't do anything but Change Facing, Alert or scream in terror? I guess if they don't take AROs they can Warning! at the end of turn after McMurrough strikes the enemy and change their facing (but it doesn't matter because facing is essentially irrelevant when inside of a smoke grenade when no one on the table has MSV). Or are there other options that you can do when trapped in a smoke grenade with a meleeist? I played my first game of Caledonia (ever) versus my friend's Morat Aggression Force and my opponent didn't like McMurrough using Stealth to get into B2B and rip apart his fireteam so easily. But my main army is PanO, so having things like capable CC with Smoke means it's pretty much the first time ever I've gotten to use it more than once a game (and the first time ever I've used it 7 times in a row... god bless Galwegians and god bless McMurrough), and I am still learning the rules for Smoke and Extremely Impetuous and things like that. I'm used to having like, one Impetuous guy and maybe a frenzied Knight and just winging it, but now I'm juggling like 6 of them, so... Sidetrack: Honestly, he should have had me as all 3 Morats were Suppressive Firing on McMurrough from 6" while surrounding his own HVT to keep McMurrough from using his twin chain rifle templates, but a hail mary smoke grenade from a nearby Highlander put McMurrough in smoke, and a lucky spec fire from McMurrough put a grenade on top of all 3 of the Morats. And then McMurrough went through them one-by-one with Stealth, Martial Arts L3 and his Templar CCW killing them all... It mildly felt as if we missed something as it felt unlike Infinity. Last question: I was going to ask, but I also just found the rule that when targeted with a Smoke Grenade template a unit can Dodge to get out of it, so there's that-- some amount of counterplay possible-- but now I have a new question: If someone inside of a smoke grenade is big enough to be inside a Smoke template but in B2B with someone outside of it, what happens? Are they both visible, or are they both concealed, or do they leave the Zero Visibility Zone vis a vis the one model being outside of it? As always, thanks for reading! Being able to have things dumbed down for me helps so much and I appreciate every one of you.
  8. I don't know the answer, but I also wanted to tag on: can mines benefit from partial cover?
  9. Got my package; same stuff as everyone else, but I'm super excited to have the Wotan patches. Now I just need to figure out how to put them on my gaming bag... Thanks CB!
  10. Can a model in the Hidden Deployment state declare the Hold ARO against a model in the Camouflage Marker state? Example in play: An SAS in CH: Camouflage approaches a console. A Ninja in Hidden Deployment due to their CH: TO Camouflage is 3" behind the console. The SAS's movement path directly provokes an ARO from the Hidden Deployment ninja. Can the Ninja in their Hidden Deployment state declare Hold (without revealing!), wait until the SAS reveals by declaring Activate Console, revealing himself-- and then reveal their Hidden Deployment's location, place their marker and subsequently reveal the marker as a Ninja when declaring shoot? We weren't sure what to do here. If I knew he had TO Camo, I would have not used his second short skill to reveal, taking a guaranteed shot, for example. I might have spent another order to go prone and go directly behind the cover from the Camo token to activate instead. But if this is legal, wow, ouch. Good counter to my SAS and Uxia for sure.
  11. More or less I'm just surprised when we quickly debated this that neither of us found that FAQ. Ugh, I have such a bad track record with this! I was pretty much told that reading the book makes things clearer, so when I look up things in the book, I of course run into something just in the online FAQ...
  12. Hope my stuff gets here soon Was really hoping for the patches more than anything else! So a big thank you to Corvus Belli for that I'm really happy to have participated in Wotan, thank you so much for holding it. I know it wasn't perfect but it got me into the game so much I can't get out now
  13. I like that you left bitching, forgetting and making mistakes open game there. I'm certainly guilty of all 3 of those things, multiple times.
  14. I like crits auto-winning FTF but dislike some of the mechanics. I know auto-wound is a part of the game and I don't dislike it and want it removed or edited, just something extra added. Like Fatality, but in reverse, if that makes sense? When it comes to auto-wound and mechanics that increase crit chance, I don't really enjoy it too much because no models have "Immortality" aka resistance to criticals. If there were models who could be crit and auto-survive once, or were flat immune to criticals, or could make an ARM roll against the damage anyways, there would be crit mechanics. Right now with the addition of Fatality L2 it's just critflation. I'm not excited to see who gets Fatality when (or if) it gets spread around outside of Haqq, but I'm curious what effect it will have on the game when multiple factions have critting on 1s. A skill that effected critical resistance might be something like... Immortality L1 - If the trooper with this skill is hit by a critical, they may decline to take the automatic point of Wound/STR damage and make a normal ARM/BTS roll against the incoming damage instead. Failure on this roll still causes the trooper to suffer a point of Wound/STR damage. Any additional effects of the critical weapon's ammunition are still rolled against as normal (BTS for E/M, a second ARM for DA, a second BTS for Viral, etc.). This would be on models who can regenerate like Dog Warriors, Morats or Morlocks, or models who can continue to act even after taking severe damage like ALEPH posthumans. Immortality L2 - The trooper may survive being critically hit once without taking damage. They do not make an ARM/BTS roll, but still fail any FTF and if uncancelled may suffer damage from other successful rolls. Place the "Mortal" token next to a unit once this effect has been expended. A trooper with this special skill does not gain the effects of Immortality L1. This would be what was used for extremely heavy-armored units like the Jotum or the Avatar. Maybe spritzed around on "Berserker" units like Scarface, or Domaru Butai? Immortality L3 - The trooper gains the benefits of Immortality L2 until they are critically hit, whereupon they lose Immortality L2 and gain the special skill Immortality L1. Maybe like two or three models in the game have this skill, I'm not sure which? Senor Massacre, instead of regeneration? Immortality LX - The trooper with this skill cannot be wounded by the damaging properties of a Critical Hit, treating the critical weapon's ammunition as if it was N. Like most X skills, one model in the game has this. Not going to claim I know which should, but you get my drift. Maybe that's goofy, but I just want to see more mechanics around crits than "You're crit, feel bad for five seconds" and "Wait... sorry. I also crit on 1s so you're crit two more times too."
  15. I was talking to my friend and we both realized there's no "monsters" faction for this game like there is for every other wargame. CA come close, but they're still relatively non-monster. We're expecting something out of Starship Troopers-- S2 grunts are like acid-spitting spiderlings, the S3 REMs are worm monsters, AD troops are burrowing up from the earth instead of dropping from beneath it, some enemies like Kuang Shi who explode when they die because of acid blood, bat-creatures with Super Jump, that kind of thing. But we're mostly expecting it because there are no kaiju in Infinity yet, so the TAG of course has to be a big ol' Godzilla. That'd probably get the reaction Bostria was talking about.
  16. Why does the Loch Ness Monster play Hassassin Bahram only? Because whatever list he makes is gonna need about three Fiday.
  17. If you were wondering what they look like, here's some blurry screencaps: This is the Blackjack (in the middle) next to an Azra'il and a Yan Huo. It has a flamethrower with a gas can in one arm and a machete in the other, pretty sweet imo. Blurry as hell but it'll do until someone comes along with a nicer screengrab or camera pic.
  18. So to be cover, it needs to be taller than 1/3rd of the model's silhouette. It also has to cover one third of its base... or the "equivalent." That's where I'm mildly confused. Cover is pretty easy to come by, it seems, so I'm just wondering what exactly is cover-- and when are you out of it? My local rules meta has said that "1/3rd of your base" means height and "1/3rd of your height" is your width, which is... confusing. You must have the entire left/right/middle covered, no exceptions, all the way vertical or horizontal, full stop. I've been told I am out of cover before when my miniature's entire base was behind cover except for three squares because the cover was equal to my silhouette marker's 1/3rd mark. Are these cover? 1. Maghariba is behind a big piece of terrain, but it doesn't cover her whole base. It does cover more squares on the top and right than are not covered on the left. 2. Maghariba is behind a wall that is very tall, but it isn't 1/3rd of her base. 3. Maghariba is behind a crate that is exactly as wide as 1/3rd of her base and exactly as tall as 1/3rd of her silhouette. Bonus Round: Blue model shoots Red model who is on top of a building facing away. Blue model can see the top of Red model's silhouette over the building, but only barely. Red model is in contact with the opposite building side's wall but not the building side from which Blue model is shooting. Thanks for reading! I value the community's ability to ELI5 the rules to a dense person like me.
  19. A final question: When a model's base is as such, would you look at other squares and "Tetris"-style fill them in to the missing 3x3s on the silhouette to determine cover?
  20. Alrighty then, that clears a few things up. Like I thought, our meta had a few outliers that I was confused and questioning about. However, can one of you give me an "equivalent of 1/3rd of its base" example? What's implied here by "equivalent" then?" Followup question: Can a unit take cover behind a diagonal piece of terrain? Assume the diagonal runs from one corner of the model's silhouette to the other.
  21. Can anyone walk me through the logic here? I think it's ... You may respond to attacks through Zero Visibility Zones with BS, but at a -6. A declaration of CC is an attack. You may respond to that attack with a BS attack at -6. A friend wants to know! This exact situation came up (Haris in the smoke) and the Grunts used their BS 11+3range+3fireteam versus the Jag's CC 21/Massacre's CC24+NBW. It cost them a Jaguar. However, our interpretation was very wrong and based off of how a TO Camo model moving into B2B is revealed for the entirety of their order, so the Jags and Senor were "revealed" for their entire move up as they came into B2B. Clarifying the two different schools of thought on this will be very helpful when I have to argue this at the table.
  22. That's frustrating that the clarification for that is under Special Skills. Thanks for letting me know that.
  23. Sixth Sense L2 does not have the ability to delay ARO, only Sixth Sense L1 does. Fireteam Bonus grants Sixth Sense L2. Sixth Sense L2 does not grant the benefits of Sixth Sense L1. I do see that Stealth is ineffective against Sixth Sense (glad that under the box of rules not in it, lol).
  24. I actually was going to ask a very similar question tonight so I hope you don't mind if I hijack a little. Just making sure I have comprehension here: A Jaguar is in a smoke grenade with a Grunt. As his first short order, he declares shoot on the Grunt with a Boarding Shotgun. The Grunt has been attacked through a Zero Visibility Zone and may respond with a BS Attack at a -6. A Jaguar is in a smoke grenade with a Grunt, who is in a 5-man Fireteam. As his first short order, he declares shoot on the Grunt with a Boarding Shotgun. The Grunt has been attacked through a Zero Visibility Zone and may respond with a BS Attack, but he does not suffer the -6 thanks to Sixth Sense L2 from his Fireteam Bonus. A Jaguar is in a smoke grenade with a Grunt in a 5-man Fireteam. As his first short order, the Jaguar moves into base-to-base contact with the Grunt with Stealth. Sixth Sense L2 from his Fireteam Bonus doesn't let the Grunt shoot the Jaguar as he approaches as he isn't the target of an attack, but when the Jaguar declares CC Attack with Martial Arts L2 as his second short order, the Grunt may respond with his CC of 13. A Jaguar is in a smoke grenade with a Grunt in a 5-man Fireteam. As his first short order, the Jaguar idles with Stealth. As his second short order, he moves into base-to-base contact with the Grunt with Stealth. Sixth Sense L2 doesn't let the Grunt shoot the Jaguar as he approaches as he isn't the target of an attack, so the Jaguar enters base-to-base at the end of his order and will begin his next order Engaged. A Jaguar and Senor Massacre are in a smoke grenade with a Grunt in a 5-man Fireteam. As a coordinated order, both of them move into melee with him. The Jaguar uses Stealth. Senor Massacre chooses not to. The Grunt's only ARO option is to take an ARO on Senor Massacre to Change Facing, which he elects not to take, losing his ARO. Both of them declare CC Attack (the Jaguar aiding and adding to Senor Massacre's bonus) and the Grunt cannot respond. A Jaguar and Senor Massacre are in a smoke grenade with a Warcor (Sixth Sense L1 version). As a coordinated order, both of them move into melee with him. The Jaguar uses Stealth. Senor Massacre chooses not to. The Warcor may hold his ARO, which he elects to do. Both of them declare CC attack and the Warcor may respond with his ARO to either of his enemies with his CC of 9. Is there anything wrong with these 6 interpretations or does that cover most of it?
  25. For the first list, I would either a.) drop Knauf, take a Nisse in his place-- now you're 6 SWC 299 and MSV1 becomes MSV2, ARM 1 becomes ARM 3. He just moves slightly slower but he's a sniper so w/e b.) drop a Palbot and a Fusilier Paramedic, take a Bulleteer. You have 3 hackers and no repeaters which isn't great and the Bulleteer is a quality repeater for his price.