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    204d 3h 48m 7s

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About csjarrat

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  1. Proxy mk2 in hidden deployment until turn 3 is a good one. Popping out when everything is dead and doing a last turn grab isn't a bad idea
  2. I'd be happy with an interventor equivalent with a pitcher or fast pandas. Our hackers are decent, but our repeater coverage is poor (named phalanx characters aside). Something to help in that regard would be great
  3. That three points is also a warcor flash pulse aro, three points goes a long way in ariadna!
  4. i love the HRL profile in vanilla but tend not to need the objective grabbing variants as its usually my chasseurs/foxtrots/SAS that are doing that kind of work. They're a better fire platform imho
  5. Its not a wasted skill, its just situational. But for me, the tournament scene is getting more and more savvy with terrain and sniper nests in DZs are now as rare as rocking horse shit lol. The ability to start in one just outside of your dz is great. Doesn't matter if someone gets into your deadzone in one order, you either force them to waste orders on discovering and shooting you or plink aros at them at the longest point of range, or start prone and use it for active turn ahooting
  6. Infiltrating snipers are brilliant. Can really get in some awkward spots and need some digging out!!
  7. Gotta be the sapper zuoaves for me. That sniper has caused multiple migraines for my regular opponents lol, tough to dig out and cheap enough to be disposable
  8. Yeah, I normally core the loup and take a briscards HRL in the list. Msv, rocket and assault pistol is such a steal for the points. Linked with bonuses its brutal!
  9. Briscards are extremely solid. If we didn't have loup garou, they'd be the link of choice. Its only the raw power of linked viral rifles and inability to Harris/duo the briscards that stops them hitting the table more
  10. And of course, have enough specialists for the mission (3-4 good ones or 4-5 crapper ones minimum) where you need them
  11. Honestly, I wouldn't worry about list building too much. Given you build a list specific to the mission(s) you're playing, you're gonna change it up every game. General recommendations are to; -use as much swc as you can (bring some big guns) -be able to do most, if not all, classifieds -cover all range bands -have smoke and a form of msv -have something that can fight in close combat -Have something good in defence -have some advanced deployment options (infiltration/AD) -have at least 10 orders Often several of those will be on the same model (ie myrmidon spitfire can fight in cc, has a big gun, has smoke) so there are no rigid must takes.
  12. Nah, I'd rather have a model that will actually see some table time :-)
  13. So long as they're not hurting release slots that's fine by me
  14. He brings a lot to mrrf, msv and a decent big game hunting gun. Well worth including
  15. Cool, thanks for those numbers, most enlightening! Worth it in niche cases then, if you've got spare orders and no dtws to take on links with