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About Stiopa

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    Trust The Fuckhead

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  1. Only to the old forum, fortunately. The amount of time spent here, experience gained, discussions and arguments participated in. Ah, memories. Now it's time to move on.
  2. With Pawłowicz as Jaws.
  3. KHDs can be scary, but Swiss has the additional protection of Hidden Deployment and marker state. It's often useful to have a tough specialist like that, especially if you can deal with enemy Killer Hackers before activating the Swiss. It also depends on actual mission choice for a given game or tournament.
  4. One of the units that make their way into most of my SAA lists is Naga Minelayer. I take it as much for the Minelayer as for its shotgun BS skirmishers are amazing. And the only thing that stops me from taking sniper Naga more often is their AVA 2. While there are unpopular weapon loadouts some people do use them, and nothing forces others to take them. I'd rather see CB's focus on dealing with unpopular units.
  5. Well, I think Sniper Rifles should cost 1 SWC instead of 0.5. I see no trouble with MSR pricing, though it'd be nice to get the normal AP/Shock/DA combination on them.
  6. There's an upside to this: while Sniper Rifles and Mines will be more dangerous, troops with Multi weapons will have a hard time choosing between AP and Shock. Going Shock means that Asura's high ARM actually works.
  7. Additionally I'd like to see tweaks to HIs with NWI, to offset recent FAQ
  8. Last time I had to make that choice I went with Shasvastii. Though right now it might be best to wait with them for sectorial's redesign. I'd go with Tohaa.
  9. Hell if I know what Asura will do with it on the battlefield, but here
  10. Yeah, I was thinking about armies like CHA, but it's not that much of a stretch from, say, MO list with three Magisters and two TOFOOS.
  11. Good point
  12. Still, they couldn't do it more than 2-3 times (Disposable 3 should be good enough). They might be able to move close, but then they'd have to rely on pure PH. I like that idea, but I see where Smoke LGLs might have a problem. With multiple smoke carriers keeping track of number of grenades left would be a pain in the ass, though.
  13. panoceania

    And that's a good collection. I'd advise to get some Bulleteers and Support Pack next. After that you should have a clearer idea where do you want to go with the army. The problem with Bolts is that they work really way in the midfield - with good BS, plenty of shotguns, E/M Grenades, Drop Bears, Spitfire - while being slow (MOV 4-2) and with Veteran skill driving their price up while being more useful on a reserve unit. They pair well with agressive Lt, like ORC HMG or Aquila, because they can still act as a team when he goes down. In straight shoot'em up missions you can field something like this: Limited Insertion ────────────────────────────────────────────────── 10 ORC Lieutenant HMG / Pistol, Knife. (2 | 44) ORC (Fireteam: Haris) Boarding Shotgun / Pistol, Knife. (0.5 | 36) ORC Boarding Shotgun / Pistol, Knife. (0 | 35) LOCUST (Marksmanship L1) Marksman Rifle / Pistol, Shock CCW, Knife. (0 | 33) BOLT Spitfire / Pistol, Knife. (1.5 | 24) BOLT Hacker (Hacking Device) Boarding Shotgun, E/M Grenades / Pistol, Knife. (0.5 | 27) BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25) BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25) BOLT Boarding Shotgun, E/M Grenades / Pistol, Knife. (0 | 19) HEXA MULTI Sniper Rifle / Pistol, Electric Pulse. (1.5 | 32) 6 SWC | 300 Points Open in Infinity Army ORCs push first, with Locust being a distraction and bait for your sniper trap. Bolts can act as a follow up if ORCs will create an opening. NCA has access to many good Lt's, and if you're using a different one you can use an obvious, lone Fusilier as bait for enemy who wants to decapitate your army and overlooks your other Lt. options. Deva with Sensor or even Auxilia are good, not really obvious choices. Aquila works well, but people are usually anxious about putting their Lt. on the frontline. Another fun tactic to try is Kansas City Shuffle, which is basically a misdirection. Kansas City Shuffle ────────────────────────────────────────────────── GROUP 110 SWISS GUARD Missile Launcher, Light Shotgun / Pistol, AP CCW. (2 | 69) BULLETEER Spitfire / Electric Pulse. (1 | 23) FUSILIER HMG / Pistol, Knife. (1 | 18) FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18) FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12) FUSILIER Combi Rifle / Pistol, Knife. (0 | 10) FUSILIER Combi Rifle / Pistol, Knife. (0 | 10) AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4) DEVA Lieutenant (Sensor) Combi Rifle, Nanopulser / Pistol, Knife. (0 | 24) TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14) PALBOT Electric Pulse. (0 | 3) PALBOT Electric Pulse. (0 | 3) GROUP 23 GARUDA Tacbot Boarding Shotgun / Electric Pulse. (0 | 21) HEXA MULTI Sniper Rifle / Pistol, Electric Pulse. (1.5 | 32) HEXA Hacker (Killer Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0 | 27) 6 SWC | 299 Points Open in Infinity Army With a few TO and AD units your opponent can't be really sure what's your backup, so you deploy it in a way to make him look in a wrong direction. Deploy Swiss ML in perfect spot for a sniper. Deploy Hexa in a spot you'd usually place Swiss. Place one of Trauma Doc's Palbots near some good sniper nest, but without any unit hidden there. This will make enemy anxious about going that way. Deploy second Palbot near one of your Fusiliers, to make him look like the Lt. Downgrade one of your units' TO Camo to Camo, keep opponent guessing. Spend Bulleteer early on, going up one flank, killing something and placing it into Suppressive Fire; enemy will have to deal with it, and once it's dead you can move Garuda to first group and exploit any openings you can see. Make opponent react to what's not really there and then punish him for it. Oh, and other players put together great guide to NCA: