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Post by timvidlak on Aug 23, 2012 18:16:39 GMT -5
The automaton perk is priced at 1 point & I was working with the barracks Army builder today & saw that for a 6 man squad to go from green to elite with its mental stat runs 4 points & is less effective than automaton which effectively make buying any mental stat unnecessary.
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Post by RuneCaster_Aris on Aug 23, 2012 20:25:58 GMT -5
I think this post should be in "Gruntz Discussion" as Propaganda is for new rules.
That said, who knows what changes are still in the works. Automaton is a little light on the points scale, but it does eat up a slot that could be used for something far better defensively, or offensively. It's inexpensive, but it only adds slight utility, by keeping soldiers in the fight even when they're getting slaughtered. It doesn't help stop infantry from getting waxed, or help them wax someone else, what it does is make them an effective speed bump without using up points that you could put elsewhere.
My personal strategy with this rule would to make some inexpensive "battle droids" that are entirely expendable, and used for the soul purpose of slowing down enemy progression by:
A) Denying an enemy an objective until something better is able to make it. B) Adding flank support, forcing shots away from units I care about more. C) Put them in the path of charge capable troops/walkers/tanks/mecha/bikes to keep them from getting at a more valuable unit.
In this mindset, the skill is perfectly pointed so that I don't have to spend a lot on a squad that is really only there to die, so someone else doesn't.
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Post by timvidlak on Aug 24, 2012 1:20:08 GMT -5
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Post by timsnoddy on Aug 24, 2012 2:13:01 GMT -5
I think this post should be in "Gruntz Discussion" as Propaganda is for new rules. That said, who knows what changes are still in the works. Automaton is a little light on the points scale, but it does eat up a slot that could be used for something far better defensively, or offensively. It's inexpensive, but it only adds slight utility, by keeping soldiers in the fight even when they're getting slaughtered. It doesn't help stop infantry from getting waxed, or help them wax someone else, what it does is make them an effective speed bump without using up points that you could put elsewhere. My personal strategy with this rule would to make some inexpensive "battle droids" that are entirely expendable, and used for the soul purpose of slowing down enemy progression by: A) Denying an enemy an objective until something better is able to make it. B) Adding flank support, forcing shots away from units I care about more. C) Put them in the path of charge capable troops/walkers/tanks/mecha/bikes to keep them from getting at a more valuable unit. In this mindset, the skill is perfectly pointed so that I don't have to spend a lot on a squad that is really only there to die, so someone else doesn't. I would have similar thoughts on the way I would want to use droids there is a problem though. There is nothing to stop someone using the automaton perk on a high shoot, high soak unit putting the mental skill down to green and getting a brillian unit which can't be affected by poor morale rolls for a bargain price.
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Post by RuneCaster_Aris on Aug 24, 2012 10:01:30 GMT -5
As far as utility goes, you're opting to take the option that lets your guys continue to fight in spite of loses. This means that after the shooting starts, that squad will keep shooting but get weaker every round, while another squad that has better defense perkz may stay alive longer and out last you, or an offensive perk will make them out gun you and make your squad weaker quicker.
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