Cothel

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About Cothel

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  1. That's because Tohaa weapons look awesome.
  2. Lets just hope those show up sometime in the next year. My Core book and other wave one items finally got here today. I'd rather not wait another two years for the Tohaa book... Then again it's not like I have time to play the game with my boys demanding my attention when I get home. I keep trying to teach them how to play RPGs, but at 3 years old and 6 months old they don't seem to be ready to pick up the hobby.
  3. Part of the problem is that some Tohaa players insist that Symbiomates are a required thing. They are not. Tohaa can win just as well without them. There are no units in Tohaa that are mandatory for every list. I think it's been close to a year or so since I used Symbiomates last.
  4. I know he posted it jest, but the way the world is currently working has me believing that the joke may actually be an unintentionally optimistic outlook on upcoming releases.
  5. Anything with a Heavy Rocket Launcher...
  6. I just hope Neema is still a Tohaa release and not a sneaky way to give CA another Sygmaa unit...
  7. The other thing to think about is that you can still get the Tohaa 300 point army box for a little bit longer, but they are going to become extremely rare soon. It's a solid value. The other thing that is a thing is Tohaa's favor is the fact that it has far less releases than all other vanilla factions and a few sectorials. So if you are a the type that has to get them all, it won't take a lot to get them all. Tohaa is a different army as others have said. It's toys are different and the army can be played in ways that no other army can. If you want something new then Tohaa is it.
  8. Another way to annoy a grouped up fireteam in a tower would be to take a Clipsos or Kotail Forward Observer and target them from an odd angle they don't expect. Then rain down rockets from your Smart Rocket Launcher Chaksa from back behind a building in your starting zone. It could be order intensive depending on the situation so not always ideal, but if you are able to pull it off there will be many tears coming from the other side of the table. Smart Rocket Launcher (Smart RL) Smart Rocket Launchers are a more advanced version of the Rocket Launcher, possessing two different Shooting Modes from which players can choose. Guided Mode applies the Guided Trait that allows its projectiles to home in on a target previously flagged by a Forward Observer. Blast Mode possess a higher Burst value. Both Modes apply FireSpecial Ammunition across the whole Area of Effect of the Circular Template. Name Range (inches) DAM B Ammo Traits Short Medium Long Maximum Smart Rocket Launcher (Guided Mode) -- -- -- -- 14 1 Fire Guided, Impact Template (Circular)
  9. Kaauri are excellent little annoyances for your opponent. They are cheap and have tools that nothing else in Tohaa has. BIOMETRIC VISOR LEVEL 1 (AUTOMATIC EQUIPMENT) AUTOMATIC EQUIPMENT Obligatory REQUIREMENTS EFFECTS This bearer of this piece of Equipment ignores the -6 MOD to WIP imposed by the Impersonation-1 state. When engaged in CC Combat against an enemy benefiting from any of the Impersonation (IMP-1 or IMP-2) or Holoecho states, the user of a Biometric Visor L1 ignores the -6 MOD to his Roll imposed by the Surprise Attack Special Skill. When fired upon by an enemy in LoF benefiting from any of the Impersonation (IMP-1 or IMP-2) or Holoecho state, the user of a Biometric Visor L1 ignores the negative MOD to his Roll imposed by the Surprise Shot Special Skill. BIOMETRIC VISOR LEVEL 2 (AUTOMATIC EQUIPMENT) AUTOMATIC EQUIPMENT Obligatory REQUIREMENTS EFFECTS In addition to the Effects of the previous Level, this piece of Equipment provides a +3 MOD to any Discover Roll against an enemy trooper benefiting from any of the Impersonation (IMP-1 or IMP-2), Holoprojector, or Holoecho state. With this tool the Kaauri can deal with annoying units such as the Speculo Killer. This also causes problems for the one use Killer Hackers have to use against Tohaa, Cybermask. Kaauri can discover these units on a 19 if they are within 8" on a 16 as far out as 32" and on a 13 out to 48". MULTISPECTRAL VISOR LEVEL 1 AUTOMATIC EQUIPMENT Obligatory. REQUIREMENTS EFFECTS This Visor adjusts the CH: Mimetism, CH: Camouflage and Low Visibility Zone MODs suffered by the user from -3 to 0. Additionally, it adjusts the CH: TO Camouflage, ODD and Poor Visibility Zone MODs suffered by the user from -6 to -3. We do have access to the Gao-Rael and his MSV L2, but having L1 on these little guys is a bonus. Some armies have very little to no TO Camo or ODD, so MSV L1 is all you need against all other Camo and Mimetism. SIXTH SENSE LEVEL 1 AUTOMATIC SKILL Optional, Zone of Control. REQUIREMENTS In order to use Sixth Sense L1, An enemy must be inside the user's Zone of Control. That enemy must declare an Attack against the user. EFFECTS Allows the user to respond with a Face to Face Roll to Attacks (and only Attacks) directed at him by an enemy inside his Zone of Control, even without LoF to the attacker and regardless the facing of the user. In Close Combat, the user may ignore the negative MOD to his Roll imposed by an enemy Surprise Attack. If the user is the target of a Surprise Shot from within his Zone of Control, he may ignore the negative MOD to his Roll imposed by any level of that Special Skill. Sixth Sense L1 allows its user to respond to Attacks against him through a Zero Visibility Zone without suffering the usual -6 MOD, as long as the attacker is within the user's Zone of Control. In the Reactive Turn, Sixth Sense L1 allows its user to delay his ARO declaration until after the declaration of the second Short Skill of the enemy inside his Zone of Control. When attacked with a template weapon from outside his LoF but within his ZoC, the user may ignore the -3 MOD to Dodge a template from outside his LoF. SIXTH SENSE LEVEL 2 AUTOMATIC SKILL Optional. REQUIREMENTS In order to use Sixth Sense L2, the user must be the target of an Attack. EFFECTS 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. If the user is the target of a Surprise Shot, he may ignore the negative MOD to his Roll imposed by any level of that Special Skill. Sixth Sense L2 allows its user to respond to Attacks against him through a Zero Visibility Zone without suffering the usual -6 MOD. When attacked with a template weapon from outside his LoF the user may ignore the -3 MOD to Dodge a template from outside his LoF. I'm sure you were thinking that the MSV L1 doesn't allow the Kaauri to shoot through smoke. While this skill doesn't let you shoot at targets on the other side of smoke if they are just running around, you can respond without penalty if they try to shoot you. This is almost as handy. Looking at something like Nomads using an Intruder to shoot through smoke to take out units. Kaauri get to ignore the surprise shot, camo, and smoke penalties to shoot back. This makes them an annoying target since many other players have no idea these little guys are stacked with these tools. Really for the price the Kaauri is a solid little unit. I often use them to get another cheap unit so I have room to take a more expensive trooper. While I haven't really killed anything with them, they do end up wasting orders for my opponents. In Infinity, wasting orders is almost as good as killing in many mission types.
  10. They do sometimes do genetic modifications to themselves, so it could be something along those lines.
  11. I thought we were heading here next?
  12. I wish this box had been around last year when I started diving into Nomads. I have all but the fuzzy miniature in that box now. If I had any idea this box was coming I think I would have waited.
  13. I'd personally prefer some sort of Flamethrower, but I figured the Chain Colt was because the Gecko is a Zero-G unit I assumed it's meant to battle in space, and I doubt flamethrowers work all that well in space even with 175 years of advancements.
  14. http://wiki.infinitythegame.com/en/Swarm_Special_Ammunition