|
Cat Face Joe posted:Yeah but it's gotta be all the same kind of deployable. All normal, or mono, or viral. I don't think you can co-ordinate dropping mines... wouldn't all the minelayers have to pick the same spot? That's how smoke grenades and pitchers work. Spamming mines is fun, but if they happened to bring a minesweeper you will Regret it with a capital R. Having your mines flipped is the worst poo poo in the world.
|
# ¿ Apr 20, 2018 01:31 |
|
|
# ¿ Apr 29, 2024 06:26 |
|
The mine skill is pretty clear, you can put it wherever in active. In ARO, you can only do it if you see an enemy, to prevent people from making GBS threads out their mines too quickly.
|
# ¿ Apr 20, 2018 22:36 |
|
Sivores posted:Does anybody have any idea how tall a Blackjack is? I cant find a measurement for the model anywhere online. I couldn't tell you exactly, but I think S5 comes up to his eye level. Def. bigger than his silhouette value.
|
# ¿ Apr 25, 2018 03:07 |
|
Cat Face Joe posted:Units with appropriate terrain ability get an extra inch of movement on their first value. I know plenty motherfuckers been using that rule from day 1 on a variety of units Usually people who use those acrylic triangles. let me move 2" plus a base length, then 2" plus a base length, look I made it to the console!
|
# ¿ May 1, 2018 04:50 |
|
grassy gnoll posted:You can definitely do Ladies' Night in Bakunin. Probably a couple other sectorial lists. I imagine Aleph would actually be one of the harder ones to do it with, given the huge focus on named characters. You can make an all-female list in Bakunin that is good, no problem. The only profiles you'd be really be missing out on would be sin-eaters, prowlers, and taskmasters. It would not be very anime, though.
|
# ¿ May 1, 2018 22:52 |
|
Cat Face Joe posted:your both dead to me I would call you Flat Face Joe but you clearly have no loving clue what is going on with the JSA
|
# ¿ May 12, 2018 03:06 |
|
Flipswitch posted:Nexus Op Hackers have Nullifiers, drop them down and laugh because Nullifiers are insane. Yeah, it's hard to overstate how obnoxious a nullifier can be.
|
# ¿ May 12, 2018 18:47 |
|
I gotta say I've never seen the scylla alpha strike work, and I have played against her at least a dozen times. It sounds sick, but you piss away so many orders cybermasking and dragging your rear end across the board from your DZ that it's never worth it. Heavy flamethrowers are cool, but only do a wound about 50% of the time between dodge and ARM. Once the turn is over, Scylla is easy to put away with basically anyone. Aleph has too many terrifying, face-eating dudes in the roster to spend that many orders on someone like Scylla.
|
# ¿ May 13, 2018 05:39 |
|
grassy gnoll posted:I also don't think the HGL is that big a deal by itself. I can't remember anyone ever taking a Lizard in the games I've watched, let alone played. I run a lizard constantly, it is a v. good TAG. The HGL is a good weapon in season 9 and it's a great counter to people who take well-defended obvious loser LT's. Having a HGL means it's basically guaranteed that someone will CC it. I run it with Pi-Well to zap anyone who makes it into base to base.
|
# ¿ May 17, 2018 02:26 |
|
Genghis Cohen posted:I basically agree. Tempted to get a little peeved, since a Tomcat doc (22 pts, the profile I usually take) is barely cheaper than the basic Hakim with SMG (23/.5) who trims off unnecessary fighting gear for far superior doctoring abilities and equipment. But SWC is a big deal for most of my lists, and I know that Infinity is close enough with faction balance that not every cross-faction comparison has to be exact. Not the worst example of power creep in the game. I don't know, it seems fair to me. Avicenna costs 27/0, has better movement, useful weapons, NWI, and the ability to take a swarm of nasmats. If there's a points problem, I think it's with the Tomcat. EDIT: you can torment folks with a flamethrower, a chaincolt is kind of "whatever" Under 15 fucked around with this message at 23:53 on May 18, 2018 |
# ¿ May 18, 2018 23:51 |
|
Not a viking posted:TAGs hate getting into close combat with stuff like ninjas and warrior monks To be honest, it doesn't even have to be someone who is awesome at CC. Just clog it up with bullshit... Nomad TAGs struggle to kill anything in CC.
|
# ¿ May 22, 2018 22:55 |
|
Khisanth Magus posted:One game in a tournament where I was playing vanilla yu Jing and had a Guija in one of my lists I was using that Guija to great effect until my opponent managed to engage me with a fiday. The Guija may be decent at CC but against someone with martial arts it wasnt going great. I ended up using my command tokens to dogpile him with kuang shi, on the theory that they would either kill him, or he would kill one of them and cause it to blow up, also hopefully killing him. There are some tags like the o-yoroi that are good in close combat, but others not so much, especially nomad ones. When I run a TAG I try to have someone with Sensor around (usually pi-well) who can zap people who CC my Lizard with Triangulated fire.
|
# ¿ May 23, 2018 00:55 |
|
dexefiend posted:
It's easy to forget Sat-lock because it is unfortunately trash. *one time* I managed to rip a Hac Tao out of TO and hammer it with missiles, but it was barely worth it. If you can get something like that in your ZOC it's usually faster to hack it. Sensor, otoh, rules and if you have on someone other than your FO remote you should try to take it all the time. Free discovers rule
|
# ¿ May 24, 2018 02:35 |
|
Cassa posted:Is Sat-Lock not worth it even for spamming guided ordinance? It's really, really a corner case, since it kind of requires an EVO hacker to use. It's probably best for vanilla Nomads, since they can make good use of the EVO while using a strong sensor dude (pi-well) and take a good AD trooper or two. Pan-O is second, since they like the EVO for other reasons and the Pathfinder is not much of an investment. The main problem is that you have to be in the sensor area to pull off the sat-lock. Most of your discovering is happening via the +6 discover bonus and it just doesn't come up. It would be a different story if it qualified as an ARO, but unfortunately not. Under 15 fucked around with this message at 03:43 on May 24, 2018 |
# ¿ May 24, 2018 03:41 |
|
TwingeCrag posted:Spotlighting someone with it first through the repeater? What spicy tech No, dropping casevac and blasting the kuang shi so the template hits dudes
|
# ¿ Jun 2, 2018 23:19 |
|
Riot Grrls are really, really good, but the Montesa is not bad. Comparing as close as possible (spitfire to spitfire) I get this: Riot Grrl: MSV 1, Hyperdynamics 1, Stun Grenades, Frenzy, +14 points Montesa: CC+5, BS +1, Mechanized Deployment, Religious, Assault, Chain Colt, Breaker Pistol, Shock CCW I'll call MSV1 and +1 BS a wash, as well as Stun Grenades vs Chain Colt. Mechanized deployment has to be worth a good 6 or 7 points, CC is worth one or two, assault's probably worth at least 2, and one more for the pistol/CCW kit. I think in the end the issue is Frenzy vs Religious. Religious is frankly more of a penalty than Frenzy, but it costs around 0.5 points... Religious needs to be more useful. As a Bakunin player, I'd trade Taskmasters for Montesas. Duo Assault sounds like a blast.
|
# ¿ Jun 6, 2018 02:58 |
|
fatherboxx posted:Okay, this is Hsien Haris fireteam, a costly but face-smashing active turn murder machine: This is a strong team, but since it's in ISS it's not going to surprise anyone. Bully beat-downs like that are their trade and folks who draw attention from the Hsien should be ready to dodge anyway. Really this trick only seems good against stuff like Grunt snipers or panzerfaust spam - teams that rely on SSL2 and loitering on a building. If that's common in your meta, go nuts, because I find big stand-around fireteams obnoxious. Under 15 fucked around with this message at 23:03 on Jun 13, 2018 |
# ¿ Jun 13, 2018 22:50 |
|
Genghis Cohen posted:Playing against Tohaa tonight. For a laugh, built a limited insertion list featuring a Mobile Brigada Pain Train, the Intruder Hmg and McMurrough. My perception in previous games has been that my usual list style of mostly cheap and efficient models has suffered against Tohaa brick-wall toughness, sooner or later my attacks go unlucky and it all falls apart. We will see if a more brutal approach will work. Wouldn't try it in a big objective mission, I feel 10 models is a huge handicap compared to my normal 16-18, but perhaps less vulnerable to shock snipers, unlucky crits and the other things I feel bring me down against Tohaa. Yeah, my best performances against Tohaa always involve brutally overpowering them with something like the Lizard. They don't have good answers to top-shelf units, so you have to leverage them to the max and beat unmercifully.
|
# ¿ Jun 20, 2018 22:55 |
|
Genghis Cohen posted:Funny you should say that! He didn't use the typical Tohaa list so much, he had the mixed links, but with fairly generic dudes, no powerful point men outside one 2-Gao Rael-sniper brick. No symbiomates at all. What he did take was four (4) Neurocinetic HMG Chaksas. Bizarre. I thought the game was in the bag when I saw that, as I play Corregidor, was going first, and taking out TR bots with an Intruder is trivial. Instead, I rolled poorly and only took out 1. Quadrant Control, so between a mostly wasted first turn and that mission's strong 2nd-turn advantage, I got beat 7-3. Really I can only blame my poor strategic decisions. Having decided to take 10 models against what turned out to be 17 Tohaa, I should have chosen to go second rather than picking deployment; I should have used my pain train better to dominate the ground. As it was I used the Intruder too much and them too little. I think Corregidor VS Tohaa is tough because the Intruder HMG truly is the best thing you have. If you had a decent TAG, you could muscle it into one quadrant while securing the other with your mans. I don't really blame you for a 7-3 though, because Quadrant Control is a hard loving pull for your matchup. I feel like it's easiest if you run say PanO, where BS 14 & 15 dudes can wail on Tohaa like there's no tomorrow. It's hard for us Nomads to deal, and doubly hard for Corregidor that doesn't have anything fancy.
|
# ¿ Jun 21, 2018 03:30 |
|
Magic Rabbit Hat posted:gonna throw the winning match so i can get some huge anime tiddies on my victory certificate. gonna win first place so I don't need to make eye contact
|
# ¿ Jun 22, 2018 21:41 |
|
SAA is a strong army, but not with a single combat group. I don't think they have enough big-ticket weaponry to hang in that format. Their strengths are in the 10-25 point range. Shock Army of Acontecimento ────────────────────────────────────────────────── 10 DRÃGAO Hyper-Rapid Magnetic Cannon, Heavy Flamethrower / . (2.5 | 94) CRABBOT Flash Pulse / Knife. () NAGA (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 28) NAGA (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 28) REGULAR Lieutenant Combi Rifle / Pistol, Knife. (0 | 10) REGULAR (Sapper) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 22) REGULAR Combi Rifle / Pistol, Knife. (0 | 10) MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) ORC (Fireteam: Duo) MULTI Rifle / Pistol, Knife. (0 | 41) ORC HMG / Pistol, Knife. (2 | 44) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 6 SWC | 300 Points Open in Infinity Army Shock Army of Acontecimento ────────────────────────────────────────────────── 9 1 DRÃGAO Hyper-Rapid Magnetic Cannon, Heavy Flamethrower / . (2.5 | 94) CRABBOT Flash Pulse / Knife. () TIKBALANG HMG, Heavy Flamethrower, Antipersonnel Mines / AP CCW. (2 | 85) CRABBOT Flash Pulse / Knife. () REGULAR (Sapper) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 22) REGULAR Lieutenant Combi Rifle / Pistol, Knife. (0 | 10) REGULAR Combi Rifle / Pistol, Knife. (0 | 10) NAGA (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 28) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) PALBOT Electric Pulse. (0 | 3) PALBOT Electric Pulse. (0 | 3) BULLETEER Heavy Shotgun / Electric Pulse. (0 | 17) TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5) 6 SWC | 300 Points Open in Infinity Army Not sure if an ORC duo would be better or worse than a Tik. Depends on the mission, I guess.
|
# ¿ Jun 23, 2018 04:39 |
|
glitchkrieg posted:Going to be playing Quadrant Control against ISS with vanilla Nomads. Interventor + Moira sniper. The Moira will clean out the TR bots and the Hsien with the help of White Noise. After that, it can stand around and kill Kuang Shi or whoever. ISS is a tough faction with tons of firepower, but they have to move the whole army out of the DZ over the course of the game because their infiltrator/specialist game is poo poo. If you play conservatively and invest in counter-punchy dudes to crush his pushes you should do well. If you leave your poo poo overextended or misfire on an attack, well, a robot leopard is going to eat your face.
|
# ¿ Jul 2, 2018 23:42 |
|
Flipswitch posted:Short of spamming Grenzers (lol) and a Stempler slamming the F5 key im not sure what Tunguska are meant to do vs Ariadna. Those PH10 Hollows will get murdered by Chasseurs. I feel like the Hollow Men are a scam and the real ticket is securitate + kriza + puppets and maybe the Ashcroft team. Hollow Men are probably the same as Moiras in the sense that a full link can't be outshot, but is easily countered by other means.
|
# ¿ Jul 3, 2018 01:56 |
|
Toalpaz posted:I like them! Really stands out! Studio paint schemes are for two-tone idiot fuckers. Hate 'em. Are we posting battle reports here for Kurage Crisis? I need some impressions before the end of phase 1. I promise I'll read and rate anyone who replies with one. https://kuragecrisis.warconsole.com/battles/helsbecter-vs-gatewayth-1530503366 https://kuragecrisis.warconsole.com/battles/helsbecter-vs-saigemeister-1530827985 https://kuragecrisis.warconsole.com/battles/helsbecter-vs-arcane-tempest-1531098100
|
# ¿ Jul 9, 2018 03:22 |
|
Cassa posted:https://kuragecrisis.warconsole.com/battles/helsbecter-vs-gatewayth-1530503366 We are new to the towers, but I like them because you get more terrain without crowding the floor of the table. I play on too many tables where everything is the same height... when your elevations are "on the ground" and "on the mototronica paper building" it distorts gameplay more than you'd think.
|
# ¿ Jul 9, 2018 22:46 |
|
Toalpaz posted:
I knew I should have posted before going - I was at the Toronto tournament yesterday as well. We didn't play though... what army did you have?
|
# ¿ Jul 23, 2018 03:49 |
|
Flipswitch posted:gently caress me your brain is really broken, camo is the biggest NPE in this game - or the closest thing to it. Onyx in comparison are actually quite meh as a sectorial, though Unidrons are very excellent. The thing I hate the most in the game is big turn 1 warband pushes like the Morat hunting party, Uberfalls, or Devil Dogs. It's a game situation where lots of movement is happening, lots of LOS questions come up, and this horrible dynamic evolves where the active player is motivated to be a bully (cheat half inches on movement, premeasure, rush play, not describe clearly what intent is) and the reactive player can't fight it all because time spent arguing top of turn 1 comes right out of his game clock for the bottom of turn 2. You wind up playing this hosed up metagame where you have to argue enough to hold the warband and not lose immediately while leaving enough time to make sure you get a turn 3. There's a sportsmanship angle here, obviously, but it's lipstick on a pig. It's one thing to argue if my sniper can see your dude through a keyhole - we can talk about it for a moment and if we don't agree the TO can rule. The warband pushes don't work like that. I'm pretty OK with camo, other recent developments with vanilla Nomads and Ariadna. It's more of a problem with the generic factions than camo imo
|
# ¿ Jul 23, 2018 23:45 |
|
Toalpaz posted:Hey, I brought QK, Haqqislam. There were a whole whack of Haqq and USAr players there weren't there? What did you end up bringing? I ran Bakunin. It's all I've got. I always felt like if I started a second army it would be neoterra. Swiss Guard are too cool.
|
# ¿ Jul 24, 2018 00:18 |
|
Anyone have some of the old gakis or pretas they'd sell me? I want three to run as Pupniks for an Uberfall unit with the new Nomad Witch as a Chimera.
|
# ¿ Jul 25, 2018 02:09 |
|
Flipswitch posted:I'm a confident non white male. Looks solid, so long as you don't have to take quadrants or anything. I knew that Securitate core would be the hot setup. Also, I don't think the Tsyklon is necessary (it's junk) and the Interventor's LT order is worthwhile to use on the Stempler. A squishy LT should be fine since the list isn't bothered much by loss of lieutenant.
|
# ¿ Jul 26, 2018 23:22 |
|
Flipswitch posted:don't shame non traditional gender roles. I don't like it, you don't have enough firepower to get out of your DZ. One missile launcher can only get you so far - if the terrain doesn't work in your favor, you're going to struggle. You need a second model, somebody, who can throw a shot across the board to deal with TR, snipers, and the like. Swap Mary out for Knauf and I think you'd be way better off.
|
# ¿ Jul 28, 2018 15:52 |
|
Flipswitch posted:Firepower is very condensed into that link, otherwise you're using Hecklers to disable and ambush stuff. But the Hollows can brute lots of angles. So far hasn't been an issue but I agree it's a bit light in places. You can wipe TR with sheer hacking range. Snipers get mulled by Hollows. I do want Perseus for smoke though. Or probably a Feuer Tsyklon - B2 AP, DA, Shock & Marksman L2 is kinda brutal. I had mercenaries checked in army builder Anyway, you should still swap Mary out for something long range, whether it's the tsyklon or a Spektr MSR or whatever. I feel like when you take Mary out and look at that 30-point, 1.5 SWC gap, it just screams "sniper rifle".
|
# ¿ Jul 28, 2018 18:24 |
|
Pidgin Englishman posted:The hollows are one of the few troops that can probably handle that - if they eat an unlucky missle crit and fail the saves, they're still only unconcious lvl2. The clockmaker can then come and pick them back up. Yeah, I run Riot Grrls, which aren't a whole lot different - same loadouts, slightly cheaper, have Avicenna. I don't doubt the hollowmen will be able to tank hits and get around. It's just that with a missile launcher only, advancing them could be so painfully slow... relying on B2 to get out of the DZ sucks, even at +6 to hit. Could be as simple as a TR bot that keeps beating you, b4 11 vs b2 16, or something scary like the Yan Huo ML dice-off at b2 14 vs b2 16. Plus, if you run out of time and can't get to a good ARO spot, you forfeit board control. It's a lot to ask of a group starting the game with 8 orders.
|
# ¿ Jul 29, 2018 15:18 |
|
Zeppelin Insanity posted:How do you fight JSA lists with Yojimbo and multiple infiltrating TO camo melee monsters as YJ or CA? Particularly if they get first turn. Guys with templates, mostly. A monk or two, or imetrons, or kuang shi. Line troops posted at corners, servant bots looking backwards... it's more of a deployment thing than a listbuilding one. When it comes to models like Shinobu, it's not a good idea to go crazy trying to counter them. You can't stop Shinobu from doing damage, but if you deploy carefully and take a cheap CC piece or two you can minimize the damage. When she's done, kill her and move on. A JSA list with two Oniwanban and Shinobu is going to be helpless once they are dead. All the SWC has to fit into the rest of the army, so it adds up to random missile launchers standing around or vanity spitfires. As long as you stay out of Loss of Lieutenant, you should be able to mop up the ninjas turn one, regroup turn two, and win turn three.
|
# ¿ Jul 30, 2018 22:57 |
|
Zeppelin Insanity posted:
Ten orders is hard and IMO objectively worse. It is good training, though. In my experience (playing against YJ) a winning combo is Hac Tao + Dao Fei + Zuyong LT. Those are three violent dudes that will get you started in limited insertion. quote:Speaking of which, I really want to like smart missile launchers. What, if any, are situations in which they're not order-wasting garbage? They're only good versus opponents where you know units will be clustered - Tohaa, Starco, QK, ISS. FO + surprise shot is the most effective way to target stuff. The big pitfall with guided missile is over-investing in the gimmick. Sometimes the combo can sing, but often it can't, and you need to recognize that and budget accordingly. It works best when balanced in a CC / close quarters list that isn't SWC hungry. Also, don't bury the bot in the corner... it's decent at direct fire and it's perfectly valid on a secondary fire lane with helper bot support.
|
# ¿ Aug 9, 2018 00:11 |
|
I feel like the threat is worse than the reality. Most of the kills I've gotten with my Vertigo Zond have been direct fire against people trying to gently caress with it out of fear.
|
# ¿ Aug 9, 2018 01:32 |
|
Jurisdictional Command of Bakunin ────────────────────────────────────────────────── 30.5 SWC | 1358 Points Open in Infinity Army That made me want to do a census of what I have painted Almost have the whole roster done
|
# ¿ Aug 10, 2018 02:15 |
|
dexefiend posted:Primed and magnetized! nice 250 point USARF force
|
# ¿ Aug 16, 2018 02:35 |
|
I don't like Intelcom. It's not a difficult decision. Quadrant Control: Always Frontline: Always Supremacy: Never Safe Area: Never
|
# ¿ Aug 21, 2018 03:11 |
|
|
# ¿ Apr 29, 2024 06:26 |
|
Pierzak posted:Symbiomates are much better but symbiobombs offer you an option of not having your victory attributed to using bullshit crutches. Yes, symbiomates are strictly better. They're broken. Symbiobombs are not necessarily bad. Pandemonium is probably the strongest, since it's likely to stun almost anything. EDIT: Perseus looks like he needs his own list. Cool profile, very capable, but not at all a team player. Under 15 fucked around with this message at 23:28 on Aug 22, 2018 |
# ¿ Aug 22, 2018 23:25 |