jfunkd

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About jfunkd

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  1. Crusaders are good and I have used them in MO quite a bit, but it has always depended on the scenarios. If firefight is on the menu, then for certain there is one in one of my lists. I prefer the flexibility of the MR and the cheap and effective BSG versions, but have taken the spitfire when my SWC allows. In MO I find they compete for space in the same place as the Black Friar, TOFOOS, and TO OS MSR; which I tend to field more often than the Crusader.
  2. Yeah, MO is pretty good at 200 points.
  3. Is it me, or is that CSU John Wick?
  4. MO is a challenging sectorial to play, but they are far from the worst right now and are competitive. Unfortunately they are probably the most difficult of the PanO sectorials to play currently, NCA is just more well rounded and Shock Army got a bunch of love in N3, where MO did get some changes but is still tied to an older generation of faction design. If you enjoy the sectorial, just get more experience in N3 with them and you will figure out which units to use that work for you and your playstyle. PanO in general is competitive, but I think they are one of the more difficult factions to master because the synergies are not as obvious as they are with other armies. Gabe can be a weak point in your list because he is a tempting and vulnerable target, but he is also a complete badass in the active turn. If you are losing him frequently to KHD, then you may consider spending the points on something else. As you have discovered, it's nearly impossible to keep him alive if your opponent has a KHD and wants him dead. Without having played much recently, you wouldn't have any experience with how accessible, versatile and practical KHD units are to most armies. Gabe is good, except for the hard counter KHDs provide; a vulnerability all high cost hackers share atm. There are few factions that feel this more acutely than MO because our only access to AHD is with expensive units and we have no KHD, outside of the ALIVE crew. There are still a bunch of unanswered questions about how the ALIVE group will be passed on after this season, so they might not even be available to sectorials as this could really upset the intentional faction deficiencies and CBs vision for the sectorial. As for who's going to win Interplantario, well that is in the player's hands. It could be any faction or player and at this point we don't know that if a MO player won if that would mean the ALIVE crew were available to that sectorial or just to the vanilla faction.
  5. When HSN3 dropped I was upset when Gabe lost some utility and got the AHD instead of the HD. Then I read killer hackers and thought it's a moot point. I think the problem is more of an issue with the current state of KHD than being an issue with Gabe. I'd like to see Gabe have a HD profile again, but I don't think you could fix him to deal with KHD without fixing the other units that have similar vulnerabilities. If KHD are working better than intended, then CB would probably fix it in the form of a KHD nerf. Gabe is a beast on even the toughest of Killer Hackers with Trinity in the Active, but he does make a link weaker in the reactive if there is a KHD around. With KHD profiles being generally low cost and versatile specialists, it is probable that Gabe will be facing one more often than not. Assuming we lose access to Switch, Gabe is the ONLY decent anti-hacker MO has, so I think his vulnerability to KHD is a litte more apparent here than in other sectorials. Read on for semi related salty AF mini-rant..... The exclusion of KHD in MO (and to a lesser degree having only two expensive AHD profiles), a sectorial that is particularly vulnerable to hackers, stretches my suspension of disbelief to the point of making the faction's thematically imposed limitations venture into the realm of completely arbitrary WTFness. This in addition to the lack of any kind smoke in a range-challenged, rush the midfield sectorial is ridiculous.
  6. Hmm, I thought the specific examples were an exception for guided and spec fire attacks. I do see where this rule Troopers cannot declare BS Attacks with weapons, Special Skills or pieces of Equipment that require LoF against a target in Total Cover. isn't negated by sixth sense. Thanks for setting me straight this makes sense to me now.
  7. Allows the user to respond with a Face to Face Roll to Attacks (and only Attacks) directed at him by an enemy outside his LoF and regardless the facing of the user. You are adding the bit about drawing line of fire. I believe the above rule directly contradicts your interpretation. EDIT: Just to expand upon this... The only reason a unit cannot shoot through another unit is because the unit blocks line of fire. The specific rule is this... LoF can be obstructed by figures—friendly or not—and pieces of scenery. Sixth sense allows you to respond to attacks regardless of scenery or intervening models, in addition to facing being irrelevant, because it states that LoF is not a requirement to ARO if you have this skill.
  8. Sorry to quote a week old post, but I wanted to point out that 4+ man fireteams have ssl2 which lets them respond to the shotgun once the attack is declared with full link bonuses regardless of LoF due to facing or intervening models assuming that all shoot back. Allows the user to respond with a Face to Face Roll to Attacks (and only Attacks) directed at him by an enemy outside his LoF and regardless the facing of the user. It is usually a bad call to try and use impact templates against a link team in the active turn because all affected members get to FtF back versus the original dice roll. Impact templates versus fireteams in the reactive phase are excellent, but in the active phase not so much unless your modifiers are enough to overcome the links bonuses. DTWs are good in the active phase, but again since all affected models will get to attack back the unit with it will probably die if the fireteam doesn't dodge.
  9. It would be in MO. I give zero $%&s about how similar it is lol. It would be a CC monster with less utility... no DTW no d-charges.... so fairly different. Plus since were just wish listing something that will never happen... #whocares? EDIT: Hell it probably wouldn't work anyway, the bot would probably have to idle if the Knight assaulted.
  10. Fixt that for you Make him 40+ points and Give him the Auxbot 2. I'd take him all day, every day. Man that would rock in MO, and because of the GDA it wouldn't change much overall for PanO. Now I'm going to go cry in the corner, because of the reasons this won't happen.
  11. It's a double blind. One is a shell game with the Lt, the other is a hidden specialist.
  12. In general MO does suffer from range issues that are exacerbated by having no smoke. The TO sniper in MO is best for a gotcha AROs and area denial. It can take out certain ARO units with surprise shot, but it cannot take on a 5-man core reliably. This guy's role for me is usually a sacrificial ARO unit, but surprisingly he has probably got my highest kill count too. The TOFOOS can be a sneaky way to get rid of some threats, a surprise shot Forward Observer attack is risky but it can make a big difference with some hard ARO targets. Infiltrating TO camo units in hidden deployment can snake objectives sometimes relieving the need to clear out the stronger ARO units that have the bulk of your forces locked in your DZ, and also can provide unpredictable attack vectors. Outside of HI, Crusaders are probably the best option to clear out enemy DZ threats. BS 13, AD and decent loadouts make him a good choice. It pairs up well with the TO sniper as he usually can clear the best approach for the Crusader to do the heavy lifting. The other thing is just having enough orders to get where you need your units to be. Large order pools allows MO to be flexible on the table where Knight fireteams are often counting on brute force dice to solve their problems. When those dice don't work out it's a double whammy in that you probably just lost a lynchpin offensive piece and you're now down an order in a low order list. MO doesn't have to play like the rest of PanO and shoot it's way out of every scenario. With the WIP 13 TO infiltrators (and Konnie!), MO can score early using few orders and without needing to move much out of the DZ . Then they can play a more midfield defensive game with supressive fire, camo and mines. MO units are great at midfield board control. My OS link's goal is often to get midfield and then go on supressive fire. It is depressing though that MO has so many units that just don't see table time. MO as a faction isn't in a bad place but KoTHS, Teutons, and even Father Knights to some extent are eclipsed by the HI core. Most of these, and the Seraph too, are order intensive to get into position and often face unfavorable AROs in order to get there. They are also all expensive which limits the order pool to utilize them once they are in position. The Hospitaller fireteam solves both of these problems by providing the BS 14 HMG and order efficiency. If you want to play MO in the typical PanO style of shoot everything and then score, it will feel like the faction is railroading you into the Hospitaller core. It's a shame there aren't more options to reliably punch your way out of the DZ if that's your play style. I was going to shelf MO this season, but Switch added so much that it has been a pleasure to play them in season 8 TAGLINE. If Switch is no longer an option after this season, I think I am done with MO. No KHD on top of all the other limitations will just kill it for me.
  13. The Hospitaller HMG in a fireteam is MO's premier offensive long range gun. Without it, I have found my Knight fireteams can often be pinned in the DZ. If you want MO to open up you could try and make a list without a 5 man HI fireteam. Try a 3 man HI core or do an OS fireteam. The OS fireteam is not as defensive as fusiliers because of the limited weapon options and not really great as a primary offensive team with only a spitfire for high burst, but as a backup to your other offensive and defensive tools it is not terrible for a cheerleader squad. They are really there to power the other units, and even without HI there are a lot of good offensive tools in MO that can utilize their orders. I will drop a list in here that I use frequently, hopefully it will give you a glimpse at something different and you can use it for inspiration. I show this list off a lot because it seems to me that a majority of MO players are stuck in a rut with Knight fireteams. They are good, but they are usually low order count lists that aren't very flexible, aren't good for every scenario, and prone to cascade failure. With a primarily OS based list your options open up in MO and you can chose the tools that work best for the scenario. Sacred Order ────────────────────────────────────────────────── GROUP 19 1 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) SWITCH 2 E/Mitter / 2 Stun Pistols, Knife. (0 | 14) 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) GROUP 23 2 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) TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5) SPEC. SERGEANT (CH: TO Camouflage, Infiltration) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33) 7 SWC | 300 Points Open in Infinity Army
  14. I agree and disagree again. I agree that Joan in a HI core has some inherent limitations on her inspiring leadership, but she doesn't have to run that way in MO. My point was mostly based on running her in 14-15 order lists along side an Order Sergeant core. Based on my experiences, I can' t imagine vanilla getting significantly more out of Joan than MO does. I want to avoid talking in absolutes about Infinity tactics or strategies because so much is based on unit familiarity and personal play style. I get that she works well for you in vanilla and respect that. Joan's inspiring leadership adds efficiency that one normally doesn't get in vanilla anything.