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Don't remember this being posted. Desperadoes preivew from Beasts of War. The Biker ZZ Top guy has got a hot slice of freedom pizza to deliver. 30 minutes or it's free.
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# ? Jan 15, 2016 21:34 |
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# ? Jun 5, 2024 06:40 |
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Hipster Occultist posted:I'm sorry, did someone seriously imply that Shadowrun is not fuckin rad? Only in the way that it doesn't mix with the streamlined aesthetic of PanO.
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# ? Jan 15, 2016 21:52 |
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Yea Pano is more Syndicate/DS:HR than old shadow run. Shadowrun is more old school gritty that you don't get in cyberpunk anymore.
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# ? Jan 15, 2016 22:06 |
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Flipswitch posted:Yea Pano is more Syndicate/DS:HR than old shadow run. If there's not a mohawked orc with cyber arms, it's not shadowrun.
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# ? Jan 15, 2016 22:11 |
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CB should do a Shadowrun style Nomads sectorial.
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# ? Jan 15, 2016 22:36 |
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lol
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# ? Jan 16, 2016 02:35 |
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Nomads is already the punk half of cyberpunk. You've got mercs, hackers, and gross bodymodders.
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# ? Jan 16, 2016 03:14 |
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I realized Nomads were 100% anime once they got the Moderators and the Cat girl doctor.
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# ? Jan 16, 2016 03:43 |
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Tohaa ────────────────────────────────────────────────── Group 1 10 0 3 HATAIL AELIS KEESAN K1 Combi Rifle, Nanopulser, Flash Pulse, D-Charges / Pistol, Knife. (0.5 | 32) KAMAEL Combi Rifle / Pistol, Knife. (12) MAKAUL Heavy Flamethrower, Zero-V Smoke Grenades / Pistol, Viral CCW. (13) KOSUIL Engineer K1 Combi Rifle, D-Charges, Nullifier / Pistol, Knife. (29) KAMAEL Lieutenant Combi Rifle / Pistol, Knife. (12) MAKAUL Heavy Flamethrower, Zero-V Smoke Grenades / Pistol, Viral CCW. (13) GAO-RAEL Spitfire / Pistol, CCW. (1.5 | 36) MAKAUL Heavy Flamethrower, Zero-V Smoke Grenades / Pistol, Viral CCW. (13) KOSUIL Engineer K1 Combi Rifle, D-Charges, Nullifier / Pistol, Knife. (29) KOTAIL (Forward Observer) Combi Rifle, E/M Grenades / Pistol, Knife. (33) Group 2 4 1 0 DIPLOMATIC DELEGATE (iKohl L1, Specialist Troop) Nanopulser, Flash Pulse / Pistol, Knife. (5) CHAKSA AUXILIAR (Baggage, Sensor) Heavy Flamethrower / Pistol, CCW. (10) CHAKSA AUXILIAR (Baggage, Sensor) Heavy Flamethrower / Pistol, CCW. (10) CHAKSA AUXILIAR (Neurocinetics, 360º Visor) HMG / Pistol, CCW. (1 | 25) KUMOTAIL Combi Rifle, D-Charges / Pistol, Knife. (22) CHAKSA SERVANT Hedgehog Weapon. (3) CHAKSA SERVANT Hedgehog Weapon. (3) 3 SWC | 300 Points Open with Army 5 How does that look? Edit: It has lots of specialists, K1 combi-rifles, EM Grenades, zero-viz smoke, ... lots of stuff. I am trying to make a Tohaa list that can kill my friends PanO NCA super toy list. I think this is a good start. dexefiend fucked around with this message at 05:05 on Jan 16, 2016 |
# ? Jan 16, 2016 04:06 |
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Speaking of Nomads - I feel like hacker Spekters are criminally underrated in vanilla. E: I'm not sure what your buddies list includes, but I'm sure it's got a lot of MSV2 to 3 stuff if you feel the need to include that much zero vis smoke. I'd double check that he can't see through it with a MSV3. Your E/M ammo/mines might seem good at first, but NCA is probably one of the best factions I can think of to take on a BTS beating. Especially if his base unit is bolts instead of fusilier. Sir Teabag fucked around with this message at 05:49 on Jan 16, 2016 |
# ? Jan 16, 2016 05:46 |
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Crossposting from the minis thread... Gettin' prepped for an ITS tournament tomorrow, painted a whole mess of stuff partway, finished a couple more. Of the two minis I did completely finish, one is my converted Ghulam with light grenade launcher: I'm really happy with the way she turned out. I was super-stoked that the teeny-weeny Haqqislam symbol on her beret came out well. The other mini I finished was my HVT (High Value Target), a mini that gets used in ITS as a potential objective for your opponent. This one is "Fusilier Angus" from the Dire Foes pack, the same one that came with the SpecOps mini I decapitated for the conversion above. Here again, the Haqqislam insignia on the beret worked. My favorite part of this one is the smarmy mustache. He just looks like someone you want to shoot. Hopefully I'll remember to take some photos of all these minis in action at the tourney tomorrow. Wish me luck!
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# ? Jan 16, 2016 07:23 |
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I kind of wish the Fusilier Angus mini was grinning like in the concept art.
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# ? Jan 16, 2016 07:29 |
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Black_Nexus posted:I realized Nomads were 100% anime once they got the Moderators and the Cat girl doctor.
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# ? Jan 16, 2016 07:42 |
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I have a rules question for you all. As I understand it, and I am happy to be corrected, in N2 SuperJump allowed a Jump as part of "Normal movement" so that a Move+Shoot, the jump was declared just like a Short Move Skill and this avoided the old PH roll you need to make. Long story short, N2 wasn't as clear as N3 is trying to be about rules. I just played my second game with my Seraph and coincidentally my second game with a TAG ever, and following all the advice I have seen here; I treated it like a soldier not a tank and it cleaned house but I digress. My question relates to the Auxbot, G:sync and how that all interacts with the first line of SuperJump [included below]. If the Jump skill becomes a short movement skill, the Seraph declares Jump+Shoot, must the Auxbot do a Entire Order Jump? [Supposing that both are making a Jump and the Seraph's Jump is modified by its own personal skills.] SUPER-JUMP Movement, Optional. EFFECTS This Special Skill alters the user's Jump Skill from an Entire Order Skill to a Short Movement Skill. It also allows the user to jump vertically, diagonally or horizontally as many inches as the first value of his MOV Attribute. Super-Jump allows its user to declare other Short Movement Skills or Short Skills (Jump + BS Attack, for example) while jumping in the air. The user may declare the Jump Skill as an Entire Order to add up both his MOV values into one single mighty jump. However, as with the Jump Skill, the user cannot benefit from Partial Cover MODs while in the air. The user of Super-Jump may benefit from Partial Cover MODs (assuming all other requirements are met) while on the ground, at the beginning and end of the jump.
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# ? Jan 16, 2016 12:33 |
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Holy poo poo. I just won my first ITS event. Granted it was a 4-player round-robin so it's not like I bested a massive swarm of dudes. But for by first time outta the gate, I'm pretty happy with how it all turned out. I made a few boneheaded mistakes, had a good streak of high rolls for ARM rolls (I was using a list chock-full of HI). Of course those high rolls were not so good when my Janissary with Boarding Shotgun was trying to shoot a Gecko like 4" away. Seriously, I needed a freaking 19. What do I roll? A whole bunch of 20s. The guys I played against were super chill and very friendly, and brought interesting, challenging lists. All in all it was a really fun time.
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# ? Jan 17, 2016 03:38 |
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Well done mate. What did you play against? Love hearing people enjoy games.
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# ? Jan 17, 2016 05:29 |
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My opponents/scenarios were Biotechvore against a double-Gecko Corregidor list (yikes!), Beacon Race against an Aragoto and Remote-heavy JSA list (crazy fast and all up in my grill more or less immediately!), and Lifeblood against Steel Phalanx (with the new Achilles!), and like I said, all the games were fun and challenging. I played Vanilla Haqqislam. I don't have a huge amount of stuff yet (only been collecting/playing for maybe 6 months?), so my lists were a lot of heavy infantry. Here's one of the two: Haqqislam ────────────────────────────────────────────────── Group 1 10 0 0 GHULAM Hacker (Hacking Device) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 20) HUSAM Rifle + Light Shotgun, Panzerfaust / Pistol, Knife. (16 / 12XP) MOV:4-4 CC:13 BS:13 PH:10 WIP:14 ARM:2 BTS:0 W:1 Holoprojector L1, Hacking Device, Engineer, Minelayer SHIHAB REMOTE HMG / Electric Pulse. (1 | 25) FASSED AP Rifle, Panzerfaust / Pistol, CCW. (36) NASMAT Electric Pulse. (3) JANISSARY Akbar Doctor (MediKit) AP Rifle + Light Shotgun / Pistol, CCW. (41) JANISSARY Boarding Shotgun + 1 TinBot A (Deflector L1) / Pistol, CC Weapon. (0.5 | 32) NAJJARUN Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (17) ASAWIRA Lieutenant AP Rifle + Light Shotgun, Nanopulser / Pistol, Shock CCW. (48) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (16) GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (13) Group 2 1 1 0 GHULAM Rifle + Light Shotgun / Pistol, Knife. (12) HUNZAKUT Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 21) 2.5 SWC | 300 Points Open with Army 5 In Biotechvore, my Janissary Akbar Doctor saved my bacon. He pulled my SpecOps back up out of unconscious, and she then ran over and repped my TR bot out of double unconscious. That was 41 points put back on the table in the last turn (I went 2nd), which was enough for me to squeak out a victory. Ilor fucked around with this message at 06:19 on Jan 17, 2016 |
# ? Jan 17, 2016 06:15 |
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Played my first game as part of an escalation league today. I think I'm going to go all the way to a 300 point list as USARF, as I've been impressed by both the models and style of play so far. In fact, I killed considerably more models in ARO than in my active turns, and squeaked out a hail mary victory despite losing three models before my first turn; a timely lesson in how to deploy a little more tactically. As an aside, does anyone know of any either toy cars or model cars that roughly fit the scale and aesthetic to use as terrain? Our club has a lot of boards with roads and I think they would be fun to use as scatter.
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# ? Jan 17, 2016 10:47 |
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I still need to clean a few parts that I hosed up on, but I tried to duplicate the broad strokes of the studio paint scheme with my Bakunin colours and gunmetal. I like how it turned out and it matches my Riot Grrls (not that I have the points to field them at the same time mind you.) I'm going to paint a yellow road stripe down the middle of the base and add some trash to match the urban settings that seem to come up a lot. I've settled on this for my first game with it, except that I might put a Salyut Minesweeper in place of a Transductor Zond until I can find yet another Zond box. It also leaves me the 0.5 SWC needed to swap the Lizard to the Heavy Grenade Launcher version, which might be hilarious with all the ways to Target things. Another Hacker for Supportware would be nice but I'd have to dump a Moderator or Transductor Zond for it and I don't really want to lose the orders. Jurisdictional Command of Bakunin ────────────────────────────────────────────────── Group 1 10 0 0 LIZARD MULTI HMG, Heavy Flamethrower / . (2 | 87) ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (28) PI-WELL Combi Rifle / Electric Pulse. (19) ZONDBOT Electric Pulse. (3) ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19) ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19) ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19) STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (17) STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (17) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (8) Group 2 5 0 0 MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0.5 | 9) MODERATOR Paramedic (MediKit) Combi Rifle / Pistol, Electric Pulse. (11) MODERATOR Combi Rifle / Pistol, Electric Pulse. (9) MODERATOR Combi Rifle / Pistol, Electric Pulse. (9) VERTIGO ZOND Smart Missile Launcher / Electric Pulse. (1.5 | 18) 5.5 SWC | 300 Points Open with Army 5
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# ? Jan 18, 2016 08:30 |
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parabolic posted:Played my first game as part of an escalation league today. I think I'm going to go all the way to a 300 point list as USARF, as I've been impressed by both the models and style of play so far. In fact, I killed considerably more models in ARO than in my active turns, and squeaked out a hail mary victory despite losing three models before my first turn; a timely lesson in how to deploy a little more tactically. Search for 1/43 scale model cars on ebay. Or buy some from the Corvus Belli partners.
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# ? Jan 18, 2016 11:06 |
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parabolic posted:As an aside, does anyone know of any either toy cars or model cars that roughly fit the scale and aesthetic to use as terrain? Our club has a lot of boards with roads and I think they would be fun to use as scatter. Also, portable police barriers (HDF or cast in resin/plaster) are another popular cover option for roads.
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# ? Jan 18, 2016 11:26 |
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There is a slow grow league starting up in my area. I've already got 300 pts of PanO and Nomads painted up (thanks IceStorm + a few pick ups!). So I'm going to start with another faction and try and ramp up my painting. I feel like I painted the PanO better than I used to paint my 40K, and my Nomads better than I did my PanO. So hopefully this will be the best of the batch thus far. The question is whom to start with. Any input on what would be more fun to play in a monthly league, starting at 100 pts? I've actually got the USAriadna Sectorial Pack + SWC pack and the JSA starter pack. The Domaru Butai box is calling to me, and I love the idea of samurai, ninja's and motorcyles. On the other hand, 'Merica a ton of great MI and painting camo on everything including werewolves! I guess the way I'm looking at it, is going super specialized troops backed up by REMs with JSA. Versus jack of all trades with some specialists thrown in with USARF. Both will get done eventually either way. So for a new player like me any thoughts on which one might be better to start out as a slow grow faction?
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# ? Jan 18, 2016 17:54 |
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Maybe a more specific question than my last, according to the ITS escalation league rules that we're likely going to follow - the first two missions don't advanced rules. The first mission is 120 points and doesn't even use lieutenants which is fine. So since I'm thinking of using JSA or USARF and the first two missions won't be using link teams, which of those two would be better for 120 and 150 pts games without utilizing links? Everything I've read about USARF suggests that their main strength at the moment is in their effect link teams, infiltrating flamer grunts, and camo spam. I would be able to use camo markers, but no links/command tokens/co-ordinated orders. I'm leaning towards USARF anyway, because I have more models at the moment for them so all I would have to do is get painting. But I won't be able to use link teams until the third round of the league and will probably be a little hamstrung. Any opinions to sway me in either direction? Ninjas versus Werewolves is a tough choice to make!
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# ? Jan 19, 2016 03:46 |
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If anyone has any insight into my rules query that'd be rad; I don't mind keeping it out of the enthusiasm of people new to Infinity so if anyone has an opinion on the rules interaction just pm me. Mostly collecting opinions for my next series of matches.
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# ? Jan 19, 2016 07:28 |
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If I fire with an MSV2 model from a zero visibility zone, my target can react by shooting with -6 or dodging, even if they have no LoF. What's to stop my target from shooting back even if he got his back turned? Ninjaedit: Page 165: Zero Visibility Zone Effects: "may respond to the attacker even without LoF, provided the trooper is facing the attacker"
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# ? Jan 19, 2016 10:09 |
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ThreeLefts posted:If anyone has any insight into my rules query that'd be rad; I don't mind keeping it out of the enthusiasm of people new to Infinity so if anyone has an opinion on the rules interaction just pm me. I believe that since your auxbot does not posses the super-jump skill it simply idles for it's first order since it can't replicate what the Seraph is doing. My reading of the rule description is that super jump allows you to use the first move value as a jump as a short order, but as it is still a skill and not a regular move order the auxbot will idle. If you compare it to the Devil-Dogs team from USARF, both members of that unit have Super-Jump and would be able to both use super-jump at the same time. I may be wrong, but that's how it makes sense to me! Not a viking posted:If I fire with an MSV2 model from a zero visibility zone, my target can react by shooting with -6 or dodging, even if they have no LoF. I think your ninjaedit answers your question - and points out why it is important to mark facings in this game!
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# ? Jan 19, 2016 15:45 |
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ThreeLefts posted:If anyone has any insight into my rules query that'd be rad; I don't mind keeping it out of the enthusiasm of people new to Infinity so if anyone has an opinion on the rules interaction just pm me. I'm torn on this one, only because the rules say that Super Jump "alters" the user's Jump skill, meaning that the skill you are declaring during your order is "Jump," not "Super-Jump." And by that reasoning, so long as the Seraph and the Auxbot are declaring the same order (Jump), they both execute it. It doesn't matter that it takes them different amounts of time/resources to complete it, it is the same skill and so to my thinking the declaration is legal. So yeah, the Seraph can jump and shoot while the Auxbot simply jumps. The more dodgy use of this is not Jump+BS Attack but rather BS Attack+Jump. In that case, both the Seraph and the Auxbot shoot, but in this case ONLY the Seraph can move, as the Auxbot cannot perform the second half of the order, and therefore under the standard rules for G:Synch becomes Idle. Sort of an edge-case, but seems legit.
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# ? Jan 19, 2016 15:47 |
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Ilor posted:I'm torn on this one, only because the rules say that Super Jump "alters" the user's Jump skill, meaning that the skill you are declaring during your order is "Jump," not "Super-Jump." And by that reasoning, so long as the Seraph and the Auxbot are declaring the same order (Jump), they both execute it. It doesn't matter that it takes them different amounts of time/resources to complete it, it is the same skill and so to my thinking the declaration is legal. So yeah, the Seraph can jump and shoot while the Auxbot simply jumps. I disagree with this, since you are declaring a short order with the Seraph (Jump - modified to short order by skill Super-Jump) and an entire order (jump) with the Auxbot. Since the Seraph is the unit controlling the ghost, I think that the Auxbot would simply idle for the first part of an order that it can't complete (jump) and then try the second part of the order if it can (move/BS attack/ etc). This is a good question....
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# ? Jan 19, 2016 16:09 |
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Yeah, but you don't declare orders; you declare skills. The skill you're declaring (Jump) is one that the Auxbot can accomplish, even though it takes it longer to accomplish for the Auxbot than it does for the Seraph. But yeah, it's definitely an interesting question. Hey, I have an idea: Post it on the Infinity forums and see if you can get anyone to rage-quit over the ensuing argument! (I'm looking at you, non-targetable TinBot!)
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# ? Jan 19, 2016 23:55 |
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My friends and I have been wrestling with the basic movement rules after we've started running more TAGs. Particularly where their large size interacts with physical terrain: -How far exactly can one "vault" over obstacles? Clearly an S2 profile can vault over a similarly scaled fence, but can a S7 TAG vault over an entire shipping container if their move clears the object? Assuming the TAG is taller than the shipping container. -If a model can vault an object, do they need to Climb or Jump to reach the top, or can they vault onto the object? So if the TAG in the previous example can vault the shipping container, can't he just short Move onto the container. In my mind, if you can vault a piece of terrain you shouldn't need a Climb or Jump action to simply move on top of the terrain.
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# ? Jan 20, 2016 01:53 |
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Ilor posted:Yeah, but you don't declare orders; you declare skills. The skill you're declaring (Jump) is one that the Auxbot can accomplish, even though it takes it longer to accomplish for the Auxbot than it does for the Seraph. Ahhhhh - I follow you now! I was looking up the jump skill to see if REMs could even complete that, and it turns out it's just a basic skill. I guess worst case scenario if you were playing me, is I let you attempt to roast some of my dudes when I shouldn't. I have only heard of how the official forums can be pretty goony, but I haven't really poked around in there too much. Mostly just looking at how people have painted up their minis.
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# ? Jan 20, 2016 04:21 |
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I am tending to lean towards Ilor's interpretation of the ruleset. I don't usually head over to those forums anymore but I reckon it is probably worth asking there as well, at least so you all can get an answer as well. Verr posted:My friends and I have been wrestling with the basic movement rules after we've started running more TAGs. Particularly where their large size interacts with physical terrain: My interpretation of the vault is that one simply moves over anything shorter than their silhouette, as if the object was flattened onto the table and you walked over it; the downside being that the model does infact travel over the surface of the object it vaults, exposing itself to more potential AROs as it gains height above the ground. I vaulted several cars and shipping containers with the Seraph in the first game I used it, and didn't think too hard about how much taller it was until a Cateran made itself known.
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# ? Jan 20, 2016 07:31 |
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4 specialists: too few? I noticed the TO Camo/Infiltration/AP Mines Spec. Sergeant and I wanted to try something similar to my Lizard/3 FO Zeroes setup for Bakunin. Military Orders ────────────────────────────────────────────────── Group 1 10 0 0 SERAPH Spitfire, Nanopulser + AUXBOT_1 / EXP CCW. (2 | 82) FATHER-KNIGHT Hacker (Assault Hacking Device) Combi Rifle, D-Charges / Breaker Pistol, DA CCW. (0.5 | 50) SPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (27) SPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (27) SPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (27) SPEC. SERGEANT (CH: TO Camouflage, Infiltration) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33) SPEC. SERGEANT (Multispectral Visor L2) Spitfire / Pistol, Knife. (1.5 | 24) FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (10) FUSILIER Combi Rifle / Pistol, Knife. (10) FUSILIER Combi Rifle / Pistol, Knife. (10) 5.5 SWC | 300 Points Open with Army 5
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# ? Jan 20, 2016 07:51 |
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Four specialists is plenty good for MO. Especially when you can leave one safely in hidden deployment.
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# ? Jan 20, 2016 13:25 |
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So I decided to rebuild my infinity collection by going with Haqqislam since I still had a couple models that were not in my stolen carrying case. I'm pretty rusty in general and there's a big 4 round tournament coming up in 2 weeks and i'm very nervous about my ability to pilot Haqq. I know a lot of good words have been posted with regards to Haqq and i'll be going through those posts again. That said, i'd really appreciate some feedback on this Haqq list intended for Nimbus Zone and Highly Classified. I'm having a lot of troubles trying to think about Haqq units coming from months of playing glorious Pano and their glorious base 12 BS and 15 BS HI. Haqqislam ────────────────────────────────────────────────── Group 1 10 0 0 NAFFATÛN Rifle + Light Flamethrower, Grenades / Pistol, Knife. (12) NAFFATÛN Rifle + Light Flamethrower, Grenades / Pistol, Knife. (12) NAFFATÛN Lieutenant Rifle + Light Flamethrower, Grenades / Pistol, Knife. (12) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (16) LASIQ Viral Sniper Rifle / Pistol, Knife. (1.5 | 26) SEKBAN Heavy Rocket Launcher, Chain-colt / Assault Pistol, Knife. (1.5 | 24) JANISSARY Akbar Doctor (MediKit) AP Rifle + Light Shotgun / Pistol, CCW. (41) TUAREG Hacker (Assault Hacking Device) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 35) HAWWA' (Forward Observer) Boarding Shotgun, D-Charges / Pistol, Knife. (21) AZRA'IL AP HMG / Pistol, Knife. (2 | 41) NASMAT Electric Pulse. (3) Group 2 0 6 5 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (18) MUTTAWI'AH Chain Rifle, E/Marat, Jammer / Pistol, Knife. (5) MUTTAWI'AH Chain Rifle, E/Marat, Jammer / Pistol, Knife. (5) MUTTAWI'AH Chain Rifle, E/Marat, Jammer / Pistol, Knife. (5) KUM Chain Rifle, Smoke Grenades / Pistol, AP CCW. (10) ZULEYKA 2 Light Flamethrowers, Smoke Grenades / 2 Breaker Pistols, DA CCW. (14) 5.5 SWC | 300 Points Open with Army 5
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# ? Jan 20, 2016 18:02 |
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BattleMaster posted:4 specialists: too few? I noticed the TO Camo/Infiltration/AP Mines Spec. Sergeant and I wanted to try something similar to my Lizard/3 FO Zeroes setup for Bakunin. If you get a mission or classified that needs a doctor or engineer you'll have a real bad time. That having been said, I like this list and you should run it. Four specialists is plenty.
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# ? Jan 20, 2016 18:34 |
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MrSquarepants posted:So I decided to rebuild my infinity collection by going with Haqqislam since I still had a couple models that were not in my stolen carrying case. I'm pretty rusty in general and there's a big 4 round tournament coming up in 2 weeks and i'm very nervous about my ability to pilot Haqq. I know a lot of good words have been posted with regards to Haqq and i'll be going through those posts again. I think you should consider working in some Ghulam FOs. They've got a strong ARO (WIP 14 Flash Pulse), which can be very significant in Numbus Zone due to the burst reduction in most of the shooting. Plus they're additional FO options for Highly Classified. I'm not a fan of the Hawwa or third Mutt; you could chop both and add two Ghulam FOs. Otherwise I like the list.
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# ? Jan 20, 2016 18:53 |
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Verr posted:-How far exactly can one "vault" over obstacles? Clearly an S2 profile can vault over a similarly scaled fence, but can a S7 TAG vault over an entire shipping container if their move clears the object? Assuming the TAG is taller than the shipping container. As for using vault to end up on top of an obstacle, this is a little bit of a gray area. By RAW, any time you are moving vertically, you must use either Jump or Climb. There is a specific exception to this for scenery objects that represent stairs or ladders, over which you can move without invoking Climb. Apart from that notable exception, you need to Jump or Climb to get on top of stuff. But more important is the rule that you can't stand on something smaller than the width of your base (i.e. your base is not allowed to "hang over" an edge). This is very important for stuff like TAGs, because their large base size means they have a hard time standing on top of a lot of common scatter terrain (like cargo containers). These rules actually cover most terrain interactions pretty well. They might produce wonky results every now and again, but for the most part they make it pretty clear what you need to do to get from Point A to Point B (as well as whether Point B is even a legal destination).
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# ? Jan 20, 2016 19:11 |
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MrSquarepants posted:That said, i'd really appreciate some feedback on this Haqq list intended for Nimbus Zone and Highly Classified... Additionally, I would put both of them in the second combat group, because you are starved for regular orders in that group. Nothing is more annoying than having an irregular troop one more activation from being able to accomplish something useful but being unable to drop orders on it because you don't have any Regular Orders to spend in its combat group. And sure, you can burn command tokens to move guys or convert orders from Irregular to Regular or whatever, but Command Tokens are a limited, precious resource. As it stands right now, your Irregular/Impetuous troops are going to be EXTREMELY limited in their utility.
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# ? Jan 20, 2016 19:21 |
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# ? Jun 5, 2024 06:40 |
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Thing is, that's not a Hawwa Hacker. That's a Hawwa FO. Big difference. I'm not a huge fan of the hacker version either, frankly, but I'm definitely not a fan of the Hawwa FO. I'd sooner play a Hunzakut than a Hawwa FO under almost any possible circumstance.
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# ? Jan 20, 2016 19:27 |