Infinity Arachne: N3 Templates Of Mass Destruction
October 22, 2014 by crew
This is the Wartrader, broadcasting loud and clear across the Human Sphere!
So, N3 - templates of mass destruction. If you've not watched last week's template video from Infinity Week, do so now!
So now that you've watched the video…
N3 Templates for N2 Players
There are some major changes in how template weapons work in the new edition.
There's a clearer distinction between Direct Template Weapons (DTWs) like Chain Rifles and Terminal or Impact Template Weapons (ITWs) like Missile Launchers, rather than Direct Template Weapons and Template Weapons.
Both share a number of qualities:
- The ARM or BTS bonus for partial cover is ignored - something that's always seemed a little odd in N2 for flamethrowers etc.
- Whether a trooper can be hit by the template depends on whether Line of Fire can be drawn from the Blast Focus of the template - the middle of the circular one and the small end of the teardrop templates.
- Models that have LoF to the firer get to Dodge with no penalty (assuming they have a second skill or an ARO) compared to a -6 penalty.
- Models that have LoF to the firer get to Dodge with a -3 penalty (assuming they have a second skill or an ARO) compared with being auto-hit.
- DTWs still auto-hit and still offer no 'protection' for the firer in terms of an opposed roll.
- ITWs roll to hit the main target but any of those hits are then used against everyone else under the template in opposed Face to Face rolls.
Balance Changes - Direct Template Weapons
For cheap Warbands with DTWs, the DTWs become an option rather than their main purpose. On the one hand the template is far easier to avoid so is less powerful, on the other hand because the template is much easier to avoid the targets are less likely to be shooting back. In N2 the targets would always choose to shoot back because a normal PH10 trooper would need to roll against PH4 (20%) to not get hit. Now that's bumped up to 50% it's worth considering. Overall, this moves Chain Rifles away from being mostly offensive weapons and closer to being harassment weapons, forcing targets to duck their heads down as the Warband charges in.
For Camouflaged troops with DTWs (mainly the Ariadnan Chasseurs and Nomad Prowlers with Light Flamethrower or the Ariadnan SAS with Chain Rifle) things are a bit more awkward - they're no longer getting auto-hits followed by unopposed rolls from the survivors - on the other hand because the targets can Dodge with a reasonable chance of success they may be getting shot less.
Against Camouflaged troops, DTWs become exceptionally useful - because the 'first strike' effect of uncloaking has been replaced by the -3 modifier for Surprise Shot, there's no way to kill the template-wielder before they get to template you, other than shooting them from outside template range.
Balance Changes - Impact Template Weapons
Camouflaged troops with ITWs such as Shotguns or Missile Launchers become truly horrifying if they can position correctly - because the Dodge rolls to avoid the effects of the template are Face to Face rolls against the firer's hits on the main target, the -3 modifier for Surprise Shot still applies. So get an infiltration camo shotgun up close (in cover but the target is out of cover) and they'll be on BS17-18 (+6 for short range) while any shots back will be on -3 or -6 for Camo or TO Camo, -3 for cover and -3 for Surprise Shot, while Dodges will be on -3 for Surprise Shot (it's still a FtF roll!) and maybe also -3 for having no LoF to the attacker. Youch.
ITWs overall seem to stay about the same power - although rolls by the main target can no longer protect secondary targets (in N2 you had to win the roll-off for the template to land) again everyone gets to react and firing back at the attacker also helps. That last bit rankles slightly when it comes to suspension of disbelief, but I can live with it for the sake of more consistent gameplay and balance.
ITWs really kick in against Fireteams (see the Human Sphere rules) - because everyone in the Fireteam has to declare the same reaction (or no reaction at all), if you can catch someone out of sight with the template then you're forcing some horrible decisions on the other player:
- Have everyone Dodge so that the out of sight model has a better chance of surviving,
- Have the visible models fire back and hope the out of sight trooper survives,
- Have the visible models fire back and the out of sight one Dodge, breaking him out of the Fireteam.
None of which is ideal…
There are similar problems for Fireteams in the active turn - because all the bonuses for the Link Leader (the only one allowed to shoot!) can't stop the template from hitting other nearby troopers, having the whole team Dodge instead of the Leader firing becomes one of the main ways to keep the Fireteam alive when faced by a reactive Missile Launcher etc. Camouflaged and Hidden Deployment Missile Launchers suddenly have some big incentives to uncloak in reaction, something that's not normally recommended.
Speculative Shot
Now this one we don't have as many details for. I've had confirmation that troopers under the template get the 'usual' Dodge at -3 as an opposed roll against the firer.
This definitely makes the dreaded Heavy Grenade Launcher TAGs less fearsome as most tables don't have enough high buildings to block the incoming shots, so getting a Dodge is definitely a good thing.
Grenades are OK thanks to the doubled +3 range of 8" - in N2 the optimum range of only 4" usually meant that shadow zones from terrain made it impossible to place the template close enough. Units like Wulvers are going to be throwing their Grenades much more often.
Light Grenade Launchers seem to be the ones that miss out - they don't/didn't have the massive +3 range band of the HGL and are usually on units with much lower BS than a TAG. However if you take a typical BS11 model firing on -3 overall (+3 range, -6 for Spec Shot) so BS8, the targets will typically be Dodging on PH10-3, so PH7. Not amazing but it's still in favour of the LGL-firer, especially if you can get multiple models at once because they're all hiding behind the same piece of cover. For the Wulver above you're looking at PH11 to throw a Grenade against PH7 to Dodge.
So what's your favourite unit for the new template rules? For me it's a toss-up between the Spetsnaz Parachutist with Boarding Shotgun ('Ha, I ignore your ARM bonus twice, have Mimetism and good BS and by the way it's all Shock Ammo so die sucker die!') or the Hac Tao with Missile Launcher, popping out of Hidden Deployment to blast some poor saps that thought they were safe at the back of the far deployment zone...
Upcoming Events
Events update - the Sunday 30th November tournament will be a Doubles event pairing old and new players together, with prizes being awarded to the players that got the most in-game achievements rather than being based on missions. There will also be secret objectives, search them if you dare!
The 2014 Autumn Challenge 'Preparation for N3' on November 29-30th.
The 2015 Winter Challenge 'N3 Is Go!' on January 24-25th with N3 demos and tutorials, a seminar on moving from N2 to N3 and one of the first N3 tournaments in the UK!
Both events are being supported by Antenociti's Workshop, Corvus Belli (the company behind Infinity!) and Micro Art Studio.
Catch up on all of Infinity 3rd Edition Week!
Ian Wood aka @wartrader
If you would like to write for Beasts of War then please contact us at [email protected] for more information!
An error…
“Models that have LoF to the firer get to Dodge with a -3 penalty” should be models that *don’t* have LoF.
Ooh, good catch! Paging @brennon…
Terminal Template weapons ignore cover as well? I don’t recall seeing that. That makes Missile and Rocket launchers even more deadly.
As to your comment about getting cover from templates in N2 not making sense, are you saying that if someone was shooting you with a flamethrower you wouldn’t care if you were standing in the open or partially obscured by something? I’d prefer have some cover 🙂
Yep, all template weapons in N3 ignore the ARM/BTS bonus for Partial Cover. From the video it wasn’t clear if ITWs also ignored the BS penalty but I asked and that still applies.
Kinda useful reflexion on forthcoming changes due to N3. I enjoyed the reading as it helps to figure out things from other perspectives than mine. I often come to read about Infinity Arachne on BoW, part for the name as a Nomad, part for the comment. Even if I play so long as 2006 there’s always plenty for improving knowledge. Thank you Ian 😉
Thanks! There’s always something new to learn in Infinity, either for tactics or background.
Can you clarify the comment that Carlos made in the templates video about grenades? I’m fairly sure he said – or at least suggested – that if the grenade misses the primary target (because of a dodge) the template does not get placed to affect those around it? That seemed odd in light of this “everyone gets to dodge” rule for ITWs, where it would make more sense that targets under the template all get to dodge separately.
I think that’s a confusion with missing grenades no longer dispersing but doing nothing at all. If they hit they’ll potentially hit the other targets regardless of what the main target does.
Yeah that’s what I was hoping. In the absence of scattering in the event of a naff throw, I’m fine with the idea of saying that it just doesn’t go off.. but to be consistent with other template rules I would want a well thrown grenade to force everyone under the template to have to dodge or shoot (assuming LoF) as an ARO.
Sorry, that’s what I meant – a failed roll means the template has an effect, but on a successful roll everyone affected by the template will need to react in some way or be hit.
Hehe I assume you mean “a failed roll means the template has no effect”. So if it’s a normal roll, that’s easy enough to understand. But if they are face to face, what exactly is a miss? Is that rolling above your target number, or rolling below it but still loosing the face to face roll? So to clarify: Abel declares that he will throw a grenade and places it over Baker and Charlie. Baker and Charlie declare a dodge ARO. Abel then makes one roll: 1) If the roll from Abel is above the target number, the grenade missed… Read more »