Unlike other Axis Soldier 3 units, the Heavy Kommandotrupp does not have the Damage Resilient ability.
Is that intentional or an oversight?
Unlike other Axis Soldier 3 units, the Heavy Kommandotrupp does not have the Damage Resilient ability.
Is that intentional or an oversight?
Had that kind of diskussion allreadyso I just quote myself (just to lazy to answer
)
"nope, no misprint...in the description of the squad it says, they carry so much stuff around, they are not realy good at evading/flying...makes sense from fluff view (well the no fly part only), but even more balance view.
If you only give one unit their ability (DR) this needs to balanced by the point value. But if such a crucial unit would have different point values it would be a huge drawback for the side that gets the expensive one. And having DR/ fly on the squads to balance them out, I think it would be a problem having a (mostly) non-aggressive unit (lots of support) with a (mostly) aggressive skill (since DR let you move your squad to the front and keeping them alive, flying is only good for running away oder suicide tactics, especially with a flamethrower in the squad).
But on the other side, making them as fast as the other jump squads would really be a bigger advantage then DR, since rhino/ozz+ hero skill + squad on drugs would hit like a ton of bricks on your soft spot in round...hmmm 2 or 3...and wipe out a lot of the backstanding units like commad squat/artillery/sniper etc. wherever they are on a usual 3x3 map. Of course you can do the same with the DR troops, bit they are a little bit more predictable because they don´t have fancy tricks like jumping over a building, a river, a squad, a walker and still hitting with full force. DR on a command squad doesn´t change the dynamic and possibilitys for your troops, while a flying command squad does...a lot...
So they should need a price increase for flying (IMO) wich would lead back to people arguing why their squad costs more than the counterpart even with DR.
I think this would be the first Unit, where I feel that Fluff/design is killed by balance...but I´m ok with it even if it leaves a foul taste."
For all the stuff the Kommandotrupp can do, add damage resilient for only 35 pts... I don't think sooo.
It would be nice, but IMO would ruin the balance of the game.
Fluff wise giving a units officers inferior is plain stupid, all you have to do is increase the points cost.
While I agree that it feels wrong for them to heave weaker armour than the other axis heavy troopers, from a game balance point-of-view I think it makes sense. It would be unbalanced to force the axis player to pay more than the allied player in order to access these new abilities.
Can't see the logic in that, sure it might have made sense under the old points system but is irrelevent under the new, you just make up your army to the set points as normal, besides, they are not even the same anyway.
BTW, I'd love to see some reports of people's experiences with these new command abilities. Is the Stimulant Kit really a bulldozer, or not much different from a Get Moving You Bunch of Monkeys? Has the Steel Rain become the axis' worse nightmare with Ammo Dump? And what's the best way to employ the Smoke Mortar?
I don't think all units should have an equal counterpart. Thats why we have a points system too.
Not all units do. I guess they thought that with key units like the command squads, it should be an equal trade.
Imagine if the Allied Armoured command had jump and move two... ****... too overpowered.
Yes, that would be much more useful than damage resilience, since all the new abilities require LOS or direct contact.
I think that they should have DR....most part of the army has it......and the comanders doesnt? rise the cost points of the unit and put a DR there.
Loophole Master said:
Yes, that would be much more useful than damage resilience, since all the new abilities require LOS or direct contact.
I actually think that damage resilience would be better for a command squad. as a backline support unit, they would likely rarely use the extra maneuverability, while the extra toughness would make them harder to cripple with a potshot from a range U weapon.
But that's the thing, these heavy command squads don't really work as backline units like the Armor 2 ones. Stimulant Kit requires that the target unit be adjacent, so it would be a waste to apply it to a squad that's away from the frontlines, because it would have to burn through a couple of actions just getting to the fray. Also, the fact that Ammo Dump and Smoke Mortar require LOS, means you'll often have to maneuver in order to gain it. Finally, these squads have considerable firepower, so it's a waste to keep them tucked away when they could be actually killing the enemy directly. For all these reasons, I think high maneuverability would be more valuable than DR.
Loophole Master said:
But that's the thing, these heavy command squads don't really work as backline units like the Armor 2 ones. Stimulant Kit requires that the target unit be adjacent, so it would be a waste to apply it to a squad that's away from the frontlines, because it would have to burn through a couple of actions just getting to the fray. Also, the fact that Ammo Dump and Smoke Mortar require LOS, means you'll often have to maneuver in order to gain it. Finally, these squads have considerable firepower, so it's a waste to keep them tucked away when they could be actually killing the enemy directly. For all these reasons, I think high maneuverability would be more valuable than DR.
I guess I'm not as enamored with the stim kik as others then. I'm more looking forward to reloading a Steel Rain , which will mean hiding until thats happened.
Either way, I think both units NOT getting those abilities is better for game balance.
Yeah, the Stim Kit probably sounds more awesome than it actually is. In reality it's just a condensed version of Get Moving You Bunch of Monkeys. Like Get Moving, you get 4 actions in a round, though with the Stim Kit they all take place at once, instead of in two different activations. The down side of Get Moving is that you need to succeed your skill roll, the down side of the Stim Kit is that the Command Squad needs to be adjacent to the unit, and after all the actions, the unit is left extremely vulnerable for a round.