Hexa

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About Hexa

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    Mayanaut

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  • Location Auckland, New Zealand

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  • ITS PIN Z3234

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  1. Of course this would be a good option. Ideally you'd be able to order individual pieces, especially loose weapons, but if it's necessary to make it economically doable then weapon packs are a very close second. I've voted for the "one of everything" pack, but would prefer individual pieces or a selection of smaller packs which between them cover every weapon such as, say: "Nomad warband weapons" with three chainrifles, a couple of swords, a pistol or two and a smoke grenade launcher; or "PanO small arms" with two combi rifles, a boarding shotgun, a light shotgun, a pistol, a breaker pistol and a breaker combi.
  2. Against haqq your can assume there will be 3-4 ghazis with jammers, so you'll want either stealth or veteran1 on your first wave of assault troops: krakots are excellent for killing them.
  3. Nice. Clearly a high painting. Yellow naffatun are a good idea, I may have to steal that for my otherwise largely black ones.
  4. Try highlighting through orange towards yellow rather than to white if you want a vivid tone. Shading with a little purple or blue helps with keeping a strong tone too.
  5. I prefer Dasaan's take to my original one, though I might drop the BS back to 10 to help weaken it against camo. Long range, but pretty similar yes. I put it as 1 originally to help stop it being an autoinclude. If it turned out balanced I'd be VERY happy to see it at •5. On a related note I think multi-snipers should also only cost 1. Wow, that's first time I've been called a Serpent Apostle. Thank you.
  6. I recommend you consider droping the palbots: being able to run your engineer up the field with the same order as what you'll need to fix is pretty useful, and the palbots are only helping if the bulleteers are a longway apart (though that is likely). Here's a take on the idea I just threw together: PanOceania──────────────────────────────────────────────────GROUP 17 3 MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15)JOAN OF ARC Lieutenant MULTI Rifle, Nanopulser / Pistol, DA CCW. (+1 | 50)BULLETEER Spitfire / Electric Pulse. (1 | 23)BULLETEER Spitfire / Electric Pulse. (1 | 23)PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)NISSE HMG / Pistol, Knife. (1.5 | 34)BOUNTY HUNTER Sniper Rifle / 2 Breaker Pistols, Knife. (0.5 | 19)CYPHER 2 E/Marat, E/Mauler / Stun Pistol, Knife. (0.5 | 19)SWITCH 2 E/Mitter / 2 Stun Pistols, Knife. (0 | 14)KNIGHT HOSPITALLER Doctor (MediKit) Combi Rifle / Pistol, DA CCW. (0 | 37)GROUP 22 HEXA MULTI Sniper Rifle / Pistol, Electric Pulse. (1.5 | 32)FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18) 6.5 SWC | 300 PointsOpen in Infinity Army
  7. Ok, in the order I have Army laid out, I almost always take MOST of these: Two Auxilia FOs: they can't coordinate, so I stick them in group two. Deployment zone defense, grabbing nearby objectives with group two's handful of orders... etc. Very versatile. Three Fusiliers, lieutenant, decoy, hacker. A cheap, efficient way to get a lieutenant and a hacker to make my repeaters somewhat scary and provide Marksman2. Hexa sniper: I almost forgot to mention this one, it seems the unit entry has thermoptic camo too. This unit doesn’t win games by itself like the Swiss, but is still useful for a dangerous ARO out of nowhere. She usually dies, but does enough damage and costs enough orders in the process to be worth it. Krakot SMG: PanO's pseudo-warband, pretty good for ramboing turn two after you've wiped out any AROs. A favourite use for mine is killing enemy hackers/repeaters to clear the way for my assault troops. Machanist and Trauma-doc: I like the resilience. Sure, ours might be 5% worse than most, but they're still worth taking. Palbots are actually a decision for me, losing the ability to coordinate severely weakens their potential as specialists. Nisse HMG or Multi Sniper: sweeper and ARO respectively, while being situatioally good at the other. I generally only field the sniper if I'm expecting smoke or already have a good HMG, while the HMG is my default sweeper. Quite affordable, and sometimes BETTER than an Aquila due to mimetism. Bulleteer Spitfire: an unbelievably cheap assault bot, give it Marksman2 and rambo away. It does have weaknesses, and it will die in reactive without support (once they bypass your suppression fire), but it's cheap enough that you might not care. Pathfinder: specialist, fast, sensor, support-ware - able if you're out of options, repeater... a toolbox in a faction which doesn't get many. Sierra: nothing surprising, good AROs and a surprisingly good backup attacker (with Marksman2 if you need it). Crocman FOs should be on this list, but for some reason I just don't field them that much. And now on to the fun and expensive stuff I cant take many of at a time: Any of our TAGs. I haven't tried them all, but they all look reasonably good. My favourites are probably Tikbalang, Jotun, Seraph, in that order. Any of them is entirely capable of dominating a game with good play and reasonable support. Aquila HMG: fair gunfights against anything, using the best BS in the game. DeFersen: an all-rounder, very good at everything though not quite the best at each. Montesa grenade launcher: the natural predator of bunched up link teams and horde lists, deploying as your reserve and dropping speculative fire on the deployment zone with the game's second order. The Sepulchre Knight Spitfire lieutenant is a troop I haven’t got around to playing since N2, but it served me exceptionally well then and has mostly got better since. Swiss. Any Swiss. Joan and Hospitalier doctors are units I think could be powerful, but haven't learned to use yet.
  8. NICE, this is really good. I would frequently field one of each. As you say, this whole design concept does risk making the Sierra obsolete if handled badly. We could combine the two and give the Sierra an MSV2 profile, but that would be stupidly good. My one concern is that the marksman rifle profile is so close to a Rui Shi, perhaps a little too good in active turn. Reduce the movement to 4/2 to discourage this? I don't think my original 2/2 works with anything but a sniper. Mechanically a bit random, but a nice touch for a unit called "heron".
  9. The MSV is really the biggest difference; I've had too many warbands covering eachother with smoke and preventing a single face to face. TRbots are good, but warbands can just choose not to fight them. Although now I think about it the combination of the two might be two good: a heron (ignores smoke and is good against camo) paired with a sierra (good against EVERYTHING ELSE). Note imagine if the terrain allowed you to stack the AROs on an important corner...
  10. This one I'm less sure is a good idea, but it's supposed to give PanO a disposable rambo to replace normal warbands (Auxilia give defensive templates, HERONs replace smoke, these fill the last role). K.I.W.I. Disposable assault unit M6/4, CC5, BS-, PH10, WIP10, ARM0, BTS3, STR2(!), S1, AVA2, Remote, regular. G:Remote Presence, berserk. Two chest mines (four charges total), EM CCW. 17/0??? As I said, I don't know if this idea's any good, but I thought I'd put it out there.
  11. Thank you. Yes, it would need to be re-fluffed; my idea is that it's too unstable while moving to shoot properly. Good thought for alternative profiles, but I do think it needs at less one long range option. Wait, my profiles were too EXPENSIVE? With my one's worse stats they'd be amazingly cheap. I agree about AVA2 and Regular now I think about it a bit more, though maybe Neoterra could take three.
  12. On the ever recurring subject of smoke, I don't want PanO to get it. I would, though, like to have ways to efficiently counter it instead of just hoping they don't have enough orders (and yes, I do use nisses, but they are undeniably costly to counter five points of smoke). Hence this H.E.R.O.N. idea. The fluff for the unit is that F.E.R.N. Engineering bought all the non-AI research seized from the Templars, and started building specialised remotes to fill holes in the Hyperpower's military. The points are of course just a guess, probably too low, but here you go: H.E.R.O.N. warband suppression unit. M2/2, CC8, BS10, PH10, WIP10, ARM1, BTS0, STR1, S2, AVA3, Remote. G:Remote Presence, neurocinetics, MSV2. Sniper rifle, Regular. 23 / 1. Sniper rifle, Irregular. 19 / 1. The idea is to slaughter warbands and other chaff, but be only an inconvenience to anything better than a line troop.
  13. Kill the enemy MSV first, anyway. I also find it surprisingly effective to reveal late in the enemy turn, when they don't have the orders to deal with it and finish whatever else they were doing. It seems to me that AdmiralJCJF should probably take Neoterra day one and vanilla day two for the infiltrators - painting considerations aside, anyway. As one of the other Aucklanders mentioned above, my opinions on lists and strategies for the scenarios are currently: For once there are no exclusion zones, so infiltrators will be common. Attrition: all the normal lists work, since attrition is usful in any scenario. Specialists don't matter though, and you'll want to kill stuff rather than just isolate/immobilise it (not a terribly important point for PanO). I also suspect the classified is important, since you score based on brackets rather than simply killing more. Frontline: If going first you'll want tough stuff which pushes forward and claims the centre zone, then sets up and dares the enemy to move them (heavies, TAG, bulleteers) and AROs to prevent your opponent bringing a unit across the table to deal with them. Basically copy Daboarder's playstyle. Second turn gets a definite advantage here, though. Supremacy: Same as Frontline, plus a few buttons as tiebreakers. You push one flank instead of the whole line; an enemy will have difficulty getting eighty-plus points into a zone if you clear it, even in front of their deployment. Supplies: Infiltrate specialists next to at least two boxes and pull them back to safety. Minimum two Iinfiltrators, and ways to protect the boxes (AROs, mine-layers, hacking). The fight in the mid-field will be vicious, so bringing units specifically to deal with skirmishers seems a sensible precaution. It could even be worth using Sensors to clear HD on turn one. Cold Sleep: TAKE INTELLCOM. Put a doctor/paramedic on each side. Probably Infiltrate a specialist on each side, preferably in hidden deployment as long as you can afford to. Engineering Deck: I've played a few times, but never really got my head around strategy for this one. Reading this thread has been of some use, thank you.
  14. I'd like it if the official model used this as a basis. It would also mean that people's conversions looked close to the official one.