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About jfunkd

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    Evolved Intelligence


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  1. Hmm, when I take a MR Black Friar the drop bears and multirifle are the primary things I am using on his profile. I deploy with intent to actively hunt for situations to exploit with drop bears and shock or AP ammo. It's rare that Albedo actually helps, and the biometric visor is only useful when counter deploying versus two factions. The MSV-2 is great, but it supports the BF in his hunter role alongside the drop bears. The Black Friar's Drop Bears+Multirile+MSV-2 are what make this unit. You could drop the other gear and this profile would still be badass.
  2. At least they are a core. It's probable, given the other lists, that Fusis would be AVA 4 in this sectorial. If you like the list, or just want to play around with the Jotum; I say go for it. Infinity is a game that rewards what you do on the table more than what you put in your list. Personally, I wouldn't play them at a large event; but the Nisse harris looks fun as hell, it's a pretty flavorful way to play a Jotum ... and you know, PanO with smoke.
  3. Hell I would settle for the OS Hacker profile being a part of the OS fireteam. An OS harris could be very good with, or without a Knight. Hell ANY harris in MO would be welcome, especially on Knights. OS core with one Hospitaller is probably too efficient to be in MO unfortunately, but dam getting that HMG with fireteam bonuses for less than 100 points? yes please. I have a buddy playing the closed battle lists in a 5 game league right now. We aren't taking it too seriously because we have so many new players participating. He and I both agree they are not optimal for competition. He's a pretty good player, but these lists aren't doing him any favors. He almost got my 10 order Avatar list with BF(b) in Looting and Sabotaging because I couldn't stop Saito from nuking the console, I didn't take an MSV to overwatch it, and had moved a Daturazi CR past it to be able to smoke the enemy console in turn two. Unfortunately for him it was easy to attack his order pool early on (Speculo dropped two Nisse, but died immediately), and by the end I had enough of an order advantage to pop his console with my Legate who was the DT and get the classified where he didn't have the orders to get anything else done. The lists aren't horrible, but 8 regular orders and one irregular on the most interesting list is just plain bad, remotes with no way to buff them is bad when the fusi hacker could be there, 4 unlinkable fuisis in A are bad when they could have been linked OS with that hopsitaller, yeah... they are full of poor choices. They are a fun preview and not much else. They aren't so bad you can't win a match with them; but they will not do you any favors either.
  4. Based on my experience with the BF MR profile, using the combo of shock/AP/Stun ammo, Albedo, Msv-2 and biometric visor is toolbox AF. Just that alone is unique in PanO, or any other faction. Drop Bears make it as solid as any of the best profiles in the game, and for 28 point it's a steal. Reserve this guy and then figure out which problem you need him to solve, then position him where his 2" follow up isn't much of an issue. Yeah a linked team of Bolts will be the most reliable DB delivery system, but for the cost of 28 points and committing activations to him; the Black Friar brings a lot of bang for the buck when he uses drop bears aggressively.
  5. Yes, you can combine the AVA from SoF Mercs with the AVA from the sectorials. Activate the Mercs in the options in Army builder and you can build the lists and see they check out. It even adds the 1 SWC cost when you chose a merc.
  6. @Make PanO Great Again :P Nice copy and paste of the rules I already know (and previously quoted to you the only relevant one). I edited my army list to not violate the AVA 1 from the Warcors for MO, or the AVA 2 for the Warcors from the Mercs that are available for SoF. If you click on the link provided (to open in army builder) in the above post, then click on the ITS check box you will notice it is legal to be used with the SoF addon. You are mistaken, 3 Warcors is completely legal in MO with SoF. How do you think QK lists with SoF are getting 7 Yuan Yuan?
  7. Where does it say that? I was under the impression from a Mayacast episode and the following line that if a Sectorial had an AVA on merc troops that SoF allowed the merc AVA in addition to the sectorial's. Players must respect the Availability within the Troop Profile, ignoring the limitations established by the Army or Sectorial. If I am wrong, I would like to be corrected.
  8. Omg this format!!! lol. This is just a quickie and is missing a staple unit I'd like to fit in, but still it's hilarity. It probably could be tweaked better, but with mercs warcors are AVA 3 in MO. Military Orders ────────────────────────────────────────────────── GROUP 110 JOAN OF ARC Lieutenant MULTI Rifle, Nanopulser / Pistol, DA CCW. (+1 | 50) BLACK FRIAR (Albedo, Biometric Visor L1) MULTI Rifle, Nanopulser, Drop Bears / Pistol, CC Weapon. (0 | 28) SPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27) SPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27) ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 15) ORDER SERGEANT Spitfire / Pistol, Knife. (1 | 19) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) ORDER SERGEANT Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15) DRUZE Hacker (Killer Hacking Device) Combi Rifle, D-Charges / Pistol, CCW. (0 | 21) GROUP 22 6 3 YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 8) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 8) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 8) SPEC. SERGEANT Heavy Rocket Launcher + AUXBOT_1 / Assault Pistol, Knife. (1.5 | 19) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4) SPEC. SERGEANT Heavy Rocket Launcher + AUXBOT_1 / Assault Pistol, Knife. (1.5 | 19) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 6.5 SWC | 299 Points Open in Infinity Army
  9. Yeah, I think it does because this is under the impersonation cancellation, even if the wording of Cybermask muddies it up a bit. The impersonator is Discovered. In that case, replace the Impersonation-2 Marker (IMP-2) with the trooper's figure.
  10. Cybermask is also canceled by anything that cancels the Impersonation state. The bullet point is under Cybermask: The effects of this program persist until the user reveals himself as per the Impersonation-2 state rules.
  11. If either of the bots is discovered, or individually reveals (in ARO or by a having the repeater utilized by a friendly hacker).... then the rest of them stay in Impersonation. If Scylla reveals, or is discovered, then I think Cybermask would no longer be running and the bots would reveal as the only reason they get it is because she is using it on herself, but this isn't exactly supported by the rule as written; it just seems like what was intended. The actual rule is: If the player activates any Hacking Program which provides any MOD or state to the Controller of a G: Synchronized trooper (Cybermask, or Kaleidoscope, for example), then such MOD or state will also be applied to the G: Sychronized trooper. So it's a bit unclear if Cybermask drops for the bots or not if Scylla is revealed because it says "activates" puts it on the g: sync, but doesn't include a cancellation clause. It's entirely possible that the Cybermask state is perpetual until the bot does something that would cancel the state on itself the way the rule is written.
  12. I was misplaying them for a while too but the rule you are stating is actually this bullet point, which means as long as there is a valid target (non camo, in LoF to the desired target position) anywhere in a small teardrop template radius that you can throw the drop bear near a camo token. Deploying a Drop Bear as a Throwing Weapon can never be an Intuitive Attack. Consequently, they cannot be thrown if there is a Camouflage or TO Marker inside the Trigger Area, unless a valid target is also inside it.
  13. Take a BF to a pick up game. Focus on getting the most out of placing his drop bears before he attacks so that his shots and the Drop Bears converge on the same targets. If you have to use it defensively, force your opponent to deal with the Drop Bear and the BF on suppressive.
  14. Drop bears do have the additional weakness of needing a PHY roll to place. IMO It's a fair trade off for how they can affect units out of LoF. Spec fire isn't that good of a roll to have a similar effect, and both it and intuitive attack often has to deal with being a FtF roll. If you throw it in the 8" band, it's pretty much the best odds you get in the game to affect units out of LoF even though it is not a direct attack and requires another activation to make the most of.
  15. Drop bears function well as offensive devices, but do not do area denial as well as mines do. Outside of units with the minelayer skill, mines are often better when used in an offensive way too but they just can't hold a candle to how much better Drop bears do it. Mines and drop bears force hard ARO choices on your target. As static area denial devices the consequences of those choices are generally forcing the expenditure of an additional order(s) your opponent didn't want to spend, sometimes a lot more if they need to move a disposable unit in to clear them out before grabbing an objective or if they fail a discover roll. Drop bears as static area denial are not as inconvenient and rarely will they cost more than one activation to remove if your opponent is able to see the drop bear outside of it's range without dealing with other AROs. Occasionally mines placed defensively will actually kill something, but typically they are just speed bumps, their kills usually come when your opponent didn't suspect it was a mine because of Minelayer. The consequences of Mines and Drop Bears used offensively is much more severe. You are creating a "sophie's choice" when throwing or placing to cover a unit or units that will be wanting to ARO to a future activation, then forcing those units to decide between dodging the autohit or doing a more useful ARO. This choice is never a good one for an opponent and targets will often die no matter which ARO choice they make. Sometimes the choice to even ARO or not will mean other units will be affected by the mine's (or Drop Bear's) template. Drop Bear's ranged placement is efficient as hell compared to the placement of mines. You can almost look at it that if you threw a drop bear 8" to cover something, that it would have taken a mine an additional order/activation to receive the same result. The weakness' of the drop bear (no camo state) are not at all apparent if you use it and it goes off during your active phase. It's important to remember that the Drop Bear still imposes a -3 mod to dodging even though it is not a camo token when it goes off. When using mines or drop bears offensively I think the reason the drop bears cost more is pretty obvious, and it's well worth it. The ranged placement lets you put the Drop Bear into a place where it can affect the most targets, sometimes even affecting multiple targets that didn't have an ARO because one unit nearby was forced to ARO. Mines are not that flexible because oftentimes the best spots to place them means the unit placing them will likely come to great harm. My feelings on mines and drop breas are that they at their best in the active phase in an offensive role forcing hard ARO choices. In the reactive they are order soakers to your opponent, which can be extremely useful, but not nearly as dramatic of an effect. My own experience comes from using them extensively with the BF MR profile. My exploits with them made me realize just how badass that BF MR profile is. Despite his 4-2 movement he is a total bully unit and can wrack up some impressive tallies. Having stepped away from PanO (really MO) this season, I honestly miss drop bears the most (Mutilrifles are a close second). I use AP mines the same way in other factions, but the drop bears brought so much efficiency, range and placement flexibility into putting the deployable down that it's much more of an order sink with mines. Some of my favorite moments with Drop Bears: Throwing a Drop bear to cover three REMs while on my way to another part of the battlefield. Then stepping up a hacker outside of LoF to hack said remotes. Reset versus the hack and eat a drop bear, or just tank the hack attack? They reset and died to the drop bear. 4 activations to kill an entire Muyib link team, one order of which was moving into position while throwing the Drop Bear. Threw it around the corner, come around corner and shoot. Rinse, repeat. Throw drop bear to cover likely approach. Go on suppressive fire to cover the same corner.