Wednesday, December 17, 2014

N3 Top Five

A long, long time ago, in a forum far, far away, I released a "Tev Edition".  Unfortunately, it looks like the official Infinity Forums ate the thread.  It was a release of 30 or so rules changes that I thought that would fix a system that was getting a little long in the tooth.  From what I see about N3, they've taken some of my suggestions (allow my delusion, please) as well as made a host of other changes that are awesome.

For those that are unaware, the N3 PDF of army lists and rules has dropped, here.

Top Five Changes CB and I Designed Together
5. Increasing HI MOV - 4-2 MOV was the norm for most HI and that didn't really make sense for guys in powered armor.  The speed increase just makes so much sense.

4. Getting Rid of Charge Charge used to be the definition of when two models collided in Base-to-Base contact in N2. The problem is that so many new players would get confused due to Charge being used in many, many games as an action instead of a condition. Engaged clarifies that condition. Speaking of Engaged and its friends...

3. ARO Dodge - In N2, Dodge did a lot of things. So many things that new players would be helplessly confused. Different values, different things.  I suggested to change ARO Dodge to "Hustle" so that players would be less confused about Active Turn/Reactive Turn Dodges. They took half of the suggestion and that's good enough with Engage. A skill that showcases models springing out to intercept.

2. Clarified Definitions - The rulebook is easy to read and figure out what stuff does.  Sure, some of the fluff of N2 is gone but we've got a much tighter rule book.

1. Measuring Edge-to-Edge - Fantastic! Middle-to-Middle is such a mess and I see new players in my meta fail to do this all the time. So, CB has made a change that aligns with how the rest of the world plays miniature games.


Top Five Changes
5. Retreat and Loss of Lt. - These two negative statuses effectively won a player the game.  Loss of Lt. is still devastating, but instead of skipping your turn you get some action. Chain of Command will probably make a return with the Army Builder, but Executive Order gives more variety and flavour to who is the boss. In addition to this, other models have different degrees of ignoring Loss of Lt. and Retreat, so that the difference in discipline between armies becomes readily apparent. Forcing Religious models stand their ground and be unable to even pull off the board is very flavourful.  With Morats getting Religious in addition to Courage, they are going to be the badasses we've been hoping they were all along.  These changes mean that it is possible to win the game while in Retreat and while ITS seems to still have the guillotine loss mechanic, the possibility of a slugging match is still there.
Fire Suppression? You look different...
4. Suppression Fire - So many times, people thought it didn't do what it did.  In N2, you Shot as you laid down the Suppression Fire corridor. This meant that if your model wasn't going to move, why not Suppress? Then they would just skirt over a little, outside of the corridor and it would be over. With N3 Suppression Fire give your opponent a BS penalty to turn your model into a psueo-Total Reaction model, they're going to have to make tactical decisions. Risk a full Burst firefight, or get your model out of Suppression Fire optimal range? Forcing choice is good.  Also, the side benefit of all 360 Visor models getting a flat out buff of shooting all around means that 360 Visor models might get their day in the sun.

3. Command Tokens - I always thought it was odd that "you" were supposed to be the Lt. What happens when the Lt. dies? Does your opponent pull out a gun and shoots you? Then Paradiso came around and "you" became the SpecOp. People quickly realized that it was not worth sinking XP into SpecOps because they died all the time.  The multitude of effects and limits of the Command tokens now can really demonstrate "you" in the game, by giving specific instructions to troops to make sure they don't falter.  This is a nice change, especially as a second player being able to shrink his opponent's Order Pool on their first turn.
2. Range Modification - All the random four inches here, twelve inches there was weird. N3 delivers solid 8" brackets. Pistols and Grenades may get some serious play. That's awesome, why give units practically useless equipment? In addition to that, the Range mod changes are superb. Shotguns get a devastating potential that is a crowd pleaser but the changes to those long range, high Burst guns makes HMGs and Spitfires no longer a no-brainer. I've covered their potency before and N3 is making you choose when you select profiles. Forcing choice is good.

1. CC - Long before Tev Edition, I made two articles. One was exactly how Close Combat broke down and whether your model could be considered a close combat expert. Sadly, the majority of models that seemed to be CC experts were in fact chumps.  For example, you would suspect a Ninja to be good in CC but by my not that rigorous benchmarks, the Ninja failed. Most models in the game failed.  With the changes to melee, such as getting their section, shows how viable they are.  CC is so Order intensive, so they made Assault and models with Berserk have Assault to show the brazen attackers being efficient.  Then there's the changes to Martial Arts, such as becoming Stealth, Surprise Attack and including the incredibly upgraded Valour: Courage, to make CC safe.  They're showing character and viability in different styles.
N3 CC comes in two flavours:
Bold and Brazen vs. Sneaky and Safe
Top Five Sadness
5. Hacking - This one is purely subjective.  I like playing the low tech factions because of the underdog feel. I like that I'm fielding men over machines. With the vast improvement to Hacking, Ariadnan players are being left out of a fun new vector instead of previously being able to ignore the Infowar.  With Haqqislam getting so many goodies, they're getting pushed into the tech arms race that they supposedly can't compete with.  Pushing the poorest viability then takes away from the obvious mastery that Aleph and Nomads had over Hacking.  I know it is game balance of leveling the playing field and making Ariadna miss out on instead of ignore Hacking, but I'll miss the good old days where Hackers were just Specialists.
I'm an Ariadnan, What's a Computer?
4. Exrah - These bug weirdos have been eliminated from the game due to poor sales.  I understand the business decision, but this isn't the first time CB has made a call to remove models from play.  YuJing's loss of Ko Dali in Campaign Paradiso still stings many.  Overall, CB's track record has been excellent, doing the high wire dance between Privateer Press' mandate of never removing a model to Games Workshop's decision to reboot all armies all the time.  It's a shame they had to go but I understand the reasons.

3. E/M Vulnerable Ariadnan HI - Ariadnan HI are supposed to be throwbacks to medival armour that was made possible due to the amazing properties of Unobatinum Teseum.  Looking at the Veteran Kazak or Moblot, you see medieval style plates that compliment modern armor. Sure, Ariadnan HI are still Unhackable; however, they now shut down and freeze like every other HI.

2. Regeneration - This skill used to be a Short Skill that allowed the user to heal Wounds. What made it unique is that the Haqqislam HI Asawira could heal all his Wounds back with how this was phrased.  It made the model very interesting, as in a protracted fire fight it would usually come out on top; however, it wasn't as brutal as a TAG with their high MOV, BS and Burst.  With Regeneration being an Entire Order, Asawia shenanigans of Move+Regen are over.

So Long
1. The Hunzakut -This model was near and dear to me. I loved using the model that I had to stop myself from playing with him because... reasons. For some very good reasons.  With Infiltration, the Hunzakut started right next to objectives. With Forward Observer, the Hunzakut could solve objectives. With his Mines, he could lay a death trap or slow down any incoming opposition.  If the models didn't come too close but didn't stay away, such as maneuver to get to these objectives, the Hunzakut's Light Grenade Launcher and Speculative Fire blew my enemies to bits without risk of retaliation.  An argument against the Hunzakut was that he was Irregular; however, for his excellence there was never a turn you wouldn't spend two to three Orders on him.  Lastly, if he did die in the line of duty, he was only 24 points.  Too much utility for such a cheap cost.  This new one is fair - you either get the objective solver or the demolition bastard.  I'll miss your N2 incarnation, buddy.

No comments:

Post a Comment