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Major_Fokker

Corporal
May 22, 2018
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Punch an Assault with Juggernaut, and there is no initiative phase for this Assault to be knocked back into (should miss its go being honest). Juggernaut is suppose to have a higher rating, not much point using it eventually.

If the Assault happens to be knocked down, it gets up and carries on as nothing happened. Manage to knockdown an Assault in Initiative phase one, it just gets up before we can call a shot on it with any of our own Assaults.

If there was an initiative phase zero, at least it would be waiting till the end of phase one and grant folks a possible chance of a called shot.
 
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Mahi

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I have a lot of +1 init pilots, but the problem described still bugs me. There is no drawback (initiative wise) for assault mechs when they are knocked down or back with Juggernaut.
 

DarkSpade

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Feb 28, 2018
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It wouldn't be so bad if they got their turn pushed back to behind your units. No idea how many time's I've reduced a heavy mech's initiative just for it to immediately activate. At least let one of my assault's activate first!

That's why I use +1 init to all my warriors...

I would too, but I barely need one sensor lock at this point in the game. I don't want to have a full lance wasting a talent slot on it.
 

Major_Fokker

Corporal
May 22, 2018
28
0
It wouldn't be so bad if they got their turn pushed back to behind your units. No idea how many time's I've reduced a heavy mech's initiative just for it to immediately activate. At least let one of my assault's activate first!



I would too, but I barely need one sensor lock at this point in the game. I don't want to have a full lance wasting a talent slot on it.

Point one definitely the issue.

Point two: Though having four pilots with sensor lock means we can activate sensor lock as and when we need to, not wish that the one pilot with it was NOT on the other half of the map.