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About KestrelM1

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  • ITS PIN V8323
  1. Ah yes, my bad, I was thinking of the Su-Jian. I'll correct my example(s).
  2. You can enter Dogged/No Wound Incapacitation from any level of unconscious, but once you're in Dogged/NWI you die to the next wound regardless of whether you still have an extra unconscious level to go. Does that make sense? For example, if someone lights up my Karakuri with a Combi Rifle and causes three wounds, that would send them to the second level of Unconscious. From there I have the option of having my Karakuri fall Unconscious or use Dogged to remain standing. Any further wound would kill the Karakuri, naturally. Now say that the opponent did 2 wounds in the first Order. This drops the Karakuri to unconscious level 1, and again I have the option to declare Dogged or simply drop to Unconscious. If I choose Dogged, any further wounds would kill the Karakuri outright, even though it still has another level of unconscious to go through.
  3. Right, but they can take 3 wounds in a single order (from fresh) and still declare Dogged. I guess the more accurate statement is that they take up to 4 wounds to kill, depending on the order they come in. Three wounds then one wound will take one down, but so will two and then one.
  4. There's only one link in JSA that lacks a specialist option, and that's the Haramaki/Domaru link. I think that's okay, personally, because a proper Haramaki/Domaru link is absolutely soul-crushing to play against. If they had specialist options I'm not sure I'd ever take anything else. I think you're vastly underselling the rest of the faction's specialists, though. The Keisotsu all on their own are fantastic specialist options. I mean just consider this link team: 5 KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10) KEISOTSU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 11) KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17) YURIKO ODA Combi Rifle, Panzerfaust, D-Charges, Antipersonnel Mines / Pistol, CCW. (0 | 24) KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21) 0.5 SWC | 83 Points That 5-man team can accomplish every Classified Objective in the game, not to mention provides you with a Minelayer and and Chain of Command, and it costs a paltry 83/0.5. Where else can you get that much utility for that price? You can focus almost entirely on killing power with a fireteam like that. Heck, you could throw in 2 O-Yoroi on top of that team and you'd still have 51 points leftover for whatever you'd like to fill in with. A full Karakuri Haris with two Mk12s only bumps your points to 200. Or, why not do a little of both? Japanese Sectorial Army ────────────────────────────────────────────────── 10 O-YOROI Lieutenant HMG + Heavy Flamethrower, CrazyKoalas / EXP CCW. (3 | 83) O-YOROI PILOT Contender / Pistol, CCW. (0) KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14) KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10) KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17) YURIKO ODA Combi Rifle, Panzerfaust, D-Charges, Antipersonnel Mines / Pistol, CCW. (0 | 24) KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21) KARAKURI (Fireteam: Haris) Combi Rifle, Chain Rifle, D.E.P. / Pistol, Knife. (0.5 | 36) KARAKURI Heavy Shotgun, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 35) KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 40) TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14) YÁOZĂO Electric Pulse. (0 | 3) 5.5 SWC | 297 Points Open in Infinity Army That's a full Core team, a full Haris team, a TAG, and 9 specialists. You have a Minelayer and Crazy Koalas to defend your DZ, and even a Chain of Command in case your O-Yoroi catches a stray missile. And you have 3 points of wiggle room left over to adjust things to your taste. Did I mention you have 2 full links and a TAG? That's not even getting into Ninjas, Aragoto Hackers, Shikami, or some of the other great specialists available. In short, JSA may not play the same infiltrating specialist game as other factions, but they're definitely not hurting for options if you know where to look. Hope that helps.
  5. That's why I made liberal use of "generally" and "usually" in my post about specialist options... there's an exception to just about every rule in Infinity profiles
  6. Because the specialists spent the dropship/apc ride over reading the technical manual on the antennas/supply crates/consoles while the LT was busy making sure their team got to the better deployment zone or had the initiative. Or whatever other headcanon you prefer. Realistically, the decision is one made for game balance. Specialist profiles generally have to forgo heavy/long range weaponry in order to be able to push buttons. This creates an interesting dynamic of choice, especially when the AVA on those troops is limited. You are forced to pick between firepower and mission capability, and I think that makes for interesting list building and play-style decisions. Generically giving Lieutenants Specialist largely removes that dynamic and let you have the best of both worlds, in a way that I think actually narrows choice. Even then, if you want to play the "button pushing LT" there are options available. TAG Pilots let you have both if you're careful about it, but at great cost. Chain of Command and Strategos let you use your Lieutenant Order to push buttons, if you wish. There's even a rare profile or two, like the Barid or Reverend Custodier, where you can just do so directly. The options are there if you want them, but you have to work for it.
  7. That's a pretty long list of applicable traits, and there are tons of profiles that work great in offensive roles. In fact you are often rewarded for doing so - many Lieutenants get heavy weapons at an SWC discount. So the option is there to have powerful, resilient, active Lieutenants if you're willing to take on the risk. There's multiple options to mitigate that risk, too - Doctors, Chain of Command, Holprojector, Camo, or even just plain old decoys. You can take an active Lieutenant and be extremely safe from LoL if you want. Or you could just take a line trooper and stick him or her on a rooftop. Or anywhere in between. One of my personal favorites is the Zuyong HMG + Automedikit. Even with no CoC I've yet to suffer LoL with him. If I was that worried I could take a Pheasant Agent to back him up. Or a Hac Tao Executive Order. The possibilities are pretty expansive, and I think that's really neat.
  8. The extra order varies in value considerably depending on what your list looks like. In a 16+ order list, I agree, the extra order doesn't seem to add much utility, especially since you are generally limited on how expensive your LT can be in such a list. On the other hand, a 10-12 order list (Limited Insertion or otherwise), that extra order is a godsend. Getting a free extra order on a TAG or bad-ass HI is really nice, and I've found it can be used in relative safety even in the absence of Chain of Command. With TAG Pilots and Chain of Command being specialists in ITS now, there's even more profitable ways to spend your Lieutenant order than just firefights. You can legitimately contest or win missions with that order. In my experience I've found having an active, powerful Lieutenant to be quite beneficial, to the point that I rarely make lists without one. Overall I find that Lieutenant adds a lot of interesting list-building and game-play options.
  9. Good to point out. Sorry the example muddied the waters on that.
  10. Ah, makes sense. I missed the bullet point about the "type" of order being a Special Dodge and not an attack. Thanks for the answers.
  11. The Shikami seems best in take-and-hold scenarios like Supplies, where you can use their incredible vertical mobility to hide very effectively, and their durability to weather enemy attacks.
  12. The fourth Effect of Nimbus ammo is: "Firing Nimbus Special Ammunition is an Attack."
  13. Sorry, but in Yu Jing we have higher standards for CC than "perfectly fine"
  14. Okay. where is that rule located, for future reference? And as a corollary question, is it not allowed to throw Nimbus ammo on Friendly/Neutral models, since that is very explicitly an Attack?
  15. I'd agree, but problematically the term "affected" is defined as: "All troopers or targets in base contact or inside the Area of Effect of the Template are affected by the Attack declared."