In this video we give some hot takes on the Infinity Reinforcements rules and go through some reinforcements ideas for all armies. Please note that this is a HOT TAKES video so we will almost certainly get some things wrong! In particular, since uploading, I've noticed: 1. that there might be some discrepancy between how they originally explained the thresholds for reinforcements and the actual thresholds that are required to bring troops on (as written it might need you to sustain 100pts of casualties to bring your reinforcements on - less if you have taken less than the maximum amount of reinforcements); 2. the Drop Pod marker can apparently be represented by a physical marker and therefore provides cover (which is kind of cool but a definite modelling for advantage potential thing); and 3. there are a bunch of small profile updates in the main armies that I haven't covered at all here. A well deserved minor nerf to Bit and Kiss, for example.
@R0bertShepherd Жыл бұрын
If you do need to sustain 100pts of casualties to bring on a 100pt reinforcement list, that's a *serious* blow to them compared to as shown in the On Tabletop videos, so we'll want some clarity there. Happy for anyone to correct me on stuff in the comments but I am unlikely to respond to things for some time because I'm going to bed so I can get up and play Baldur's Gate 3 after probably too few hours of sleep.
@damianwojcik3858 Жыл бұрын
@@R0bertShepherd In page 4 of Reinforcement document we have "Request reinforcement example" "In a 350 Army Point game the player has used 250 points and 5 SWC to build their Main Section and 100 points and 2 SWC to build their Reinforcements Section. If, in the Request Reinforcements step of the Tactical Phase, the total of Victory Points combining both Main and Reinforcements Sections is equal to or less than 250 Victory Points, the player can Request Reinforcements." It is clear, for me, that you do need to sustain 100pts of casualties to bring on a 100pt reinforcement list.
@R0bertShepherd Жыл бұрын
@damianwojcik3858 yeah that's what I saw too. Although there is some of how that works that I like, it's a big hit to the value proposition for reinforcements.
@MG-ix6cq Жыл бұрын
The reinforcement content is also open info from turn 0 😢
@Xagroth Жыл бұрын
@@R0bertShepherd Go second. Get a Marut (non LT) and and Posthuman body, and let those go to KO during the first turn. Get reinforcements in your first turn. Apply engineer to Marut and recover her... you pay essentially 4-5 orders and get everything on the table :S A more risky but cheaper to recover option is to deploy 2 HI and use Parvati to top them to 2 wounds in that first turn... BTW, what nerf got Bit & Kiss? I see Kiss with +1B to pitcher in Onyx, but not in vanilla XD
@danielallott Жыл бұрын
This video is not suppose to arrive until turn 2, it's only been like 2 hour
@R0bertShepherd Жыл бұрын
I laughed IRL. Top comment. :)
@sdahl468 Жыл бұрын
Oh, you can drop reinforcements on turn 1 as second player...
@DarthNov Жыл бұрын
Damn your uploads are always the perfect time to enjoy during my break at work 😊 Thank you for helping me find my army btw. Went for Tohaa now and need to get all the old minis 😢
@Ravanstrike2009 Жыл бұрын
Hell yeah! So excited to see your thoughts on the new rules. I've been watching your takes on reinforcements, and been super excited to see your thoughts with the whole rules
@TheWhizzard Жыл бұрын
The Squalos MK1 was added back in, seems there was some mistake by CB, as some CB staff member posted in their forum: "Update: old Squalo profile is back at least until current product become discontinued."
@CrazyFalco Жыл бұрын
I was very keen reinforcements, but then, as a JSA player, I saw my only commlink was a useless ZP wardriver. good lord why. nearly all of NA2 only has this commlink, but not all of them...seems like a mistake. edit: and the war driver, while being useless, at 22pts(!) isn't even +1/2 commlink....just wow. so bad.
@TheLastPhoen1x Жыл бұрын
If it at least had HD for ARO, but it's just Zero Pain... It's not even worth taking, better have 22p round 1 than 100p round 3.
@TheWujuStyle Жыл бұрын
I think you've misread the point threshold? For 350 point games (the recommended size of 250 + 100), you need to take 101pt of casualties to be able to trigger reinforcements on r2. edit: actually its 100points worth of casualties as per the example in the pdf you're looking at
@PsychoticStorm Жыл бұрын
Much appreciated on the first impressions video, I hope we see more on this, particularly on the subject of different purpose reinforcements groups, but also other observations coming from practical experience.
@obyiscushobbyandgaming Жыл бұрын
No mention of ments in O12 suprised me. 15pts for CoC, burst 3 Heavy riotstopper, and assault pistol seems solid
@MrLordlyCalibur Жыл бұрын
Really hoping for some more thematic NA2 commlink profiles. Please give us some +1 at least! But looking forward to the challenge hahaha
@CrazyFalco Жыл бұрын
also, @R0bertShepherd your chapter for NA2 also includes 0-12, needs seperating into another chapter (or whatever YT calls them for timecode management)
@R0bertShepherd Жыл бұрын
KZfaq doesn't want to let me do more than 10 chapters unfortunately, so I can't fix it. :(
@CrazyFalco Жыл бұрын
@@R0bertShepherdah ok, that's silly
@timh3259 Жыл бұрын
According to NA2 I'm currently experimenting with StarCo and die to the Riot Grrls the Reinforcements seem interesting, since they can creates LI Lists.
@boskvonlivingdreams4269 Жыл бұрын
Great Hot Take and some useful ideas/suggestions! Did you forget about JSA?
@R0bertShepherd Жыл бұрын
JSA use NA2 reinforcements except without Samsa :)
@johnsellars2692 Жыл бұрын
@@R0bertShepherd hmm i think they do get the Samsa.
@johnsellars2692 Жыл бұрын
sorry you are correct.
@LoboInfinity Жыл бұрын
You have a Dakini Haris for Reinforcements in O12/Starmada - if you look at the chart, Dakini's can only be in a Duo.
@R0bertShepherd Жыл бұрын
Good catch. I'd swear it said haris when I looked at it immediately after the update yesterday, but that was very late and I was tired. It's definitely only a duo!
@riccardosartirana1155 Жыл бұрын
Once again Druze were too OP and Needed to lose even more access to the peacemaker. Well, I don't Need It, I'll Just play the 4 TAGs list (Jokes aside, now It seems that druze may be forced to list with a lot of actual druze on the field, compared to before, and that's not necessarily a bad thing, thematically speaking)
@johnharris7426 Жыл бұрын
Think there’s any use of Chaksa reinforcements for Tohaa? You can take 6 orders which would give you an Igao and 5 Chaksa. You get longarm RF (AP) and 4 HFT (+1d).
@Swordfantic Жыл бұрын
For the Tohaa section, you have two Igao, but they are only AVA 1. Otherwise, great content.
@R0bertShepherd Жыл бұрын
Whoops, good catch! Sakiel time instead then.
@MG-ix6cq Жыл бұрын
Great video ! Your hot takes is based on reinforcement being allowed in a 350 point army when 50 point is killed. Thats what Bostria said. Im reading the table in the rules otherwise. In a 350 point game, you can get your reinforcment when 100 is killed. If the last option is correct, what is your hot take ?
@TheWujuStyle Жыл бұрын
We've fixated so much on trying to read into the table that we missed the example on the next page of the same pdf. For 350 games you need to take 100 points or more of casualties to trigger early reinforcements. It states explicitly in the example that you total both the VPs of the Main and the Reinforcement sections for the calculation.
@R0bertShepherd Жыл бұрын
I'm veeeerrry wary of 100pts of casualties needed to trigger reinforcements. If you consider that the average reinforcement list is ~230pts plus a random pleb idiot tax for the comlink, that's a huge amount of force that needs to die before you can engage with the game mechanic. I'm pretty sure I can cripple most ~230pt lists without triggering reinforcements until round three. Not a huge fan there.
@TheWujuStyle Жыл бұрын
@@R0bertShepherd Do you mean in a regular list vs reinforcement list matchup or if you're both using reinforcements? I am very skeptical of reinforcements coming as a regular game feature anytime soon; it's going to take a fair number of iterations before those can be balanced against each other properly, and it's definitely not going to use the same rules and point thresholds as this first version (and if we're real the commlink tax is gonna have to go down a lot and/or have the ability spread to more units such that the link profile can also do something useful other than just be there because they have to be and generate 1 order for 20 points).
@mattbissell7409 Жыл бұрын
@R0bertShepherd yes it does seem pretty easy to kill 4+ enemy troopers on top of turn 1 and still stay under the 100 points of casualties required to trigger reinforcements. If you can do that 2 turns in a row you likely win there and then, your opponent won't have enough orders to fight back with.
@TheWujuStyle Жыл бұрын
@@mattbissell7409 How do you imagine this would happen? That would need to be a very specific kind of list, like if you go first you can run out and trade enough points so that any counterpunch has to go through enough additional points so that you trigger reinforcements r2. If you go second the world is your oyster basically. All you have to have in your list is decently thick defense such that player one can't just go around you and snipe like 4 cheerleaders / cheap key specialists. Even then you should always be able to spend all your orders to run out with something that can force a trade and get you into 100 vp lost.