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About KestrelM1

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  1. Sometimes it's an ARM5 HI with a Missile Launcher, if you're feeling especially cheeky. Yuriko Oda pairs very well with Raiden for fun shell games.
  2. Here are my thoughts: Choose to deploy second if possible. I've found Deployment Order to be the biggest advantage you can get in Biotechvore, as it lets you funnel your troops down safe paths while denying them to your enemy. To that end, take HI Sun Tze. His entire kit is practically purpose-built for this mission. He can stand in the Biotechvore zone the entire game and can't possibly die from it (until the end), and with his BTS6 he will probably shrug off a wound or two. He denies your opponent's ability to reserve troops, capitalizing on your deployment advantage. He gives your force an extra Regular Order and Command Token, so not only do you not have to worry about getting him out of your DZ on turn 1, but he can help other troopers get out via coordinated order or just normal order expenditure. On top of all that, he's a very unlikely target for assassination - anything trying to Infiltrate or Impersonate near him risks the PH-3 roll, and if they end a turn near him they get zapped by the biotechvore zone. And the opponent probably won't have enough spare orders to make a run on him anyway. Take Kuang Shi, 8 of them if you can manage. They get a free Impetuous order to leave the biotechvore zone, and the enemy is forced to come into Chain Rifle ranges. Often in tightly packed formations, if you smartly limit their approach avenues. Pretty much the ideal case for the Kuang Shi. Take a scary ARO piece. This can be a bit tough for Imperial Service, as we don't have a lot of independent high-power ARO threats. But a sole Yaokong Husong or probably sufficient, and they can leave the zone pretty quickly with 6-4 movement. You just need something to force your opponent to either waste orders dealing with it, or force him to choose bad approach lanes. From there, just fill to taste. Su-Jian are obviously fantastic, and anything you can link will save you orders getting out of dodge. Many opponents will be bringing either smoke or camo to force their way forward, so plan for that. Hope that helps!
  3. This is how I interpreted it. Consider also that the "Game ends on retreat" verbiage is standard mission template, while the No Quarter label is intentionally added to the mission. If I had to guess which one is the error, it'd be the former.
  4. 1. Your trooper must be touching the piece of terrain that is obscuring him or her in order to claim cover. In this case you'd get no cover. 2. Same story here. "Intervening" terrain has no effect on gaining cover. Neither you nor your opponents model could claim cover. 3. The enemy chooses where in your movement he or she wants to shoot you. They could choose to target you in the open before you can claim cover, and will likely do so except in very specific circumstances.
  5. Pretty sure he hasn't, though it's easy to forget when you are packing a Viral Rifle.
  6. I could see using Miranda Duo to tow a Boarding Shotgun Hunter up the table with her. Stick her in Suppression somewhere in the midfield after pushing a button, then unleash the Shotgun on the enemy DZ. And that's assuming you don't roll something really cheeky on the Booty table, like Motorcycle or HMG.
  7. I play the identity of reserve trooper(s) as Private Information, otherwise things can get quite awkward if you choose to reserve a TO Camo troop.
  8. I am inclined to disagree, but I'm curious as to why you consider them "false-choice bad design."
  9. I'm actually quite happy with Limited Camo. Defensive modifiers and the ability to "hide" firepower are at a huge premium in Imperial Service - only the Garuda, Dakini, and Ninja really fit the bill, and they suffer greatly from opportunity costs. One of the things about Vanilla that I miss the most when building for ISS is the ability to deploy so much killing power hidden by Camo/TO and AD. With Imperial Service it often feels like all your cards are on the table from the get-go and have to work pretty hard to defend them. Lunah is a big cannon that comes with some built-in defense. Mimetism and Surprise Shot make up for a multitude of sins, BS12 being one of them. I think it's easy to get hung up on Marksmanship LX, but much like Nimbus Grenades, I think it's better to ignore it and appreciate the rest of the profile, acknowledging that one in twenty games you may find the opportunity to use it. Is she going to revolutionize Imperial Service list building? Probably not. But I see a strong role for her from time to time.
  10. Indeed, I think you'd be well-served by simply dropping a Kuang Shi and upgrading Sun Tze to his Multi Rifle profile. And probably throw in a lone Warcor for combat group 2.
  11. I've always thought the Dire Foes Hazmat was a pretty solid Pilot stand-in. Getting your hands on one without having to buy the whole box is the real challenge.
  12. I've run a Combi Haramaki solo in N3 and found him tough to manage because of not being able to claim Cover. It puts you at such a huge disadvantage in firefights that the Combi Rifle doesn't feel like an effective offensive or defensive option. It's decent for keeping heads down while you rush into CC, but I'd really prefer to get there under cover of smoke or marker state instead of relying on shooting. It doesn't help that there's a lot of good Zuyong profiles in the same price range. If I wanted to field one again I'd probably try out the Light Shotgun variant, as that seems a better option for covering that last 8" into CC. Or, as you said, a Domaru is probably a better zone bully overall.
  13. I've used lone Haramaki as door-busters in The Armory, as both their Contender and CCW can blow off doors, and you get a free Impetuous order to take a shot. They're also a nuisance inside the armory room as well. Other than that it's very difficult to justify them outside a fireteam.
  14. Ah yes, my bad, I was thinking of the Su-Jian. I'll correct my example(s).
  15. 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.