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About Zavros

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  1. What faction are you playing and what is your style of list? Do you bring models to take action on the first turn? Do you keep your action model as the reserve? Even if your deploying first, if you have first turn you have the opportunity to re-position and take the board. Hunting out enemy camo on the first turn will reduce the risk that your opponent punishes your deployment decisions. If you have alpha strike models such as AD or camo troops, you can spend the majority of your first turn on those models, then force your opponent to take initiative and take the board, making it easier for you to push up and do damage on your second turn. Also, your opponent's faction will change how you want to deploy. If your opponent is haqqislam, then deploy to counter fidays by not having anyone alone. If you opponent is JSA, expect hidden ninjas around the board and possibly kitsune, so deploy to avoid a ninja alpha strike. Don't sacrifice your overall gameplan doing this, but just keep in mind what your opponent is capable of.
  2. A fairly cheap infiltrating specialist with weapons meant for flanking. I dig it.
  3. Dozer and foxtrots sound great for L+S. You can use marker state to get close to the console and suicide plant a d-charge onto it, then detonate the d-charge with a dozer. Devil dog squad would also be really good, you can hunt out enemy camo planning to do the same thing, and your throwing smokes on 19's so it can be easy to get close to the console. Show of force is fairly simple, your just trying to deny your opponent 3 areas of the board. Lay mines around consoles, take some infil grunts, van zant their order pool.
  4. I really like mk4 heavy rocket launcher, mk2 sniper, and mk1 doctor. A nasty set of aro models that can pick themselves back up with the doctor.
  5. So far the only confusing thing i've found name wise is the 6 different combined units ending in -dron, but once they are on the table it is easy to tell the difference. If a name is too hard, most people use nicknames in their playgroup (Dr. Worm, skill bot, palbot). Really its the troop symbols in combine that trip me up, with other factions I can easily find the unit I'm looking for with the icon, but combine's morat icons are too similar in design and kind of blur together.
  6. Here is a thread that might answer some questions. My response in that thread. To me USA is a rambo faction since they have lots of durable cheap orders to cover their backline and foxtrots to easily grab multiple objectives and cover the midfield. You can spend most of your orders pushing their side of the board with solid units as its difficult to push into your backline since all of your units are different kinds of MI. Devil dog squads are best used as camo hunters. Lots of people depend on their infiltrators to grab objectives and they will be hiding most of the time. Devil squad can sniff them out and engage them favorably with their great set of skills and equipment. They also can reliably smoke the table when needed on such high phys. I like the shotgun version if he's going to hunt out non-camo units. I would try out grunts with inferior infiltration, they are very good at forcing your opponent into awkward situations if they make their roll, otherwise they are still cheap order generators that can protect your backline from drop troops and rambo units. generally I take 4 when using them as statistically 1 of them should make it up the board. Black jack sniper is pretty great, he covers most range bands and chest mines have been useful against v:nwi + ODD units. Grunt links want only like 1-2 snipers since they are expensive, and they are probably not going to move at all. I mostly like them because of the 6 arm in cover and they do a great job of protecting the Lieut. A doctor nearby can hopefully pick the snipers back up. Van Zant can single handedly win the game. If they don't deploy to protect from him, he's going to destroy their backline. If they do deploy to protect from him then it generally makes it easier to move around on the rest of the board. You can even fake that you have him by having just 9 orders in your first group so opponents will try to play around him. Looks like you have a good handle on bikes, I actually like the forward observer mavericks as back up camo hunters/objective grabbers, they also have 3 arm cause reasons. Unknown ranger is a great rambo, basically an unhackable HI that can take objectives and win most firefights. He works really well with a devil dog smoking the board for him and making things unconscious with a chain rifle, this will let you scavenge silly things like hacking devices off of infiltrators. Minutemen are fine, they look bad because it says HI, but it actually means MI that move 4-4. I would mostly use the forward observer or hmg profiles and definitely linked up.
  7. To back up what people are saying, here's Djan with sniper Djanbazan - Sniper Rifle vs. Posthumans Proxy Mk.2 - MULTI Sniper Rifle (Anti-Materiel Mode) Active Player 39.09% Djanbazan inflicts 2 or more wounds on Posthumans Proxy Mk.2 (Dead) Failures 36.08% Neither player succeeds Reactive Player 24.83% Posthumans Proxy Mk.2 inflicts 1 or more wounds on Djanbazan (Unconscious) 7.93% Posthumans Proxy Mk.2 inflicts 2 or more wounds on Djanbazan (Dead) VS HMG Djanbazan - HMG vs. Posthumans Proxy Mk.2 - MULTI Sniper Rifle (Anti-Materiel Mode) Active Player 59.15% Djanbazan inflicts 1 or more wounds on Posthumans Proxy Mk.2 (0 W) 25.33% Djanbazan inflicts 2 or more wounds on Posthumans Proxy Mk.2 (Dead) Failures 24.61% Neither player succeeds Reactive Player 16.23% Posthumans Proxy Mk.2 inflicts 1 or more wounds on Djanbazan (Unconscious) 5.36% Posthumans Proxy Mk.2 inflicts 2 or more wounds on Djanbazan (Dead) You are much more likely to win face to face with hmg. Also make sure when shooting at them to use mov to pop out and back into total cover, that way you can regen or doctor the Djan back up without getting shot by the sniper. I know most people mention the fiday but that only works well if you have an idea of where they are hiding their sniper or if they deploy them in marker state. Mutts can lay smokes down to try and get near the building the sniper is on then jam them through the building isolating that proxy.
  8. There's no easy answer here, its just going to be a brawl between their warbands and yours. 4 mutts, 2 panzerfaust daylami, and a warcor should be able to hold the line, thats only 37 pts out of your list. A single lasiq sniper will kill most things she hits with viral so position her to force face to face smokes. A linked ghulam sniper is cheap and easy. You can take up to 3 minelayer farzans if your really having trouble holding them back, that's quite a bit of board control without spending extra orders. You can even do a coordinated mine drop to get more coverage. If your looking to hunt warband models the ayyar with shock marksman rifle can wander around and try and pick off models out of chain rifle range. An asawira can tank multiple chain rifle hits and regenerate back up if knocked unconscious. A decent way to take out entrenched warbands if your opponent is hiding them inside buildings and such. We also have rediculously good doctors, trades are fine as you can get your models back up way easier than they can.
  9. Yes, it's a short-mid range weapon which is why you use the camo marker state to just walk up the board unharmed into a flanking position. Yes another heavy model is very helpful and it's role can be the long range engager, you don't just bring the Hac Tao and call it a day.
  10. I'm using Uhahu, Beba, and Emily as proxies for Cypher, Switch, and Bit.
  11. Some metas involve hiding and not exposing reactive troops on long firelanes. The Hac Tao will probably have to hoof it halfway across the board to engage the enemy, but you might not be in your good range anymore with the hmg. Not saying the HMG profile is bad(its great) but they have different purposes. Hac Tao killer hacker is a rambo model that can fill multiple roles as a hacker and specialist. A multi-rifle is a good flanking tool as your generally catching units out of cover and the fire modes give you more efficiency in your attacks (takes less orders to kill models vs a combi rifle). Camo state will protect you from attacks while crossing the board but not after you reveal. Good opponents will have layered defenses making it hard to engage the targets you want to engage without taking an unwanted aro, which is usually a hacker trying to isolate or immobolize you to stop your rambo model and basically kill it since you can't recamo it before their turn starts. The killer Hac Tao can just kill their hackers through any repeater coverage and then continue to be brutally effective.
  12. Yes. The Daofei is unique in that it is the only infiltrating HI in the game. It is a midfield skirmisher that can take and hold an area fairly easily and the hacker profile can lock parts of the board down. The Hac Tao is one of the best HI in the game. Try the Killer hacker profile next time, it is one of the most unfair profiles in the game since it takes away it's weakness to hacking. Remember: Marker state gives you surprise shot when revealing on your turn. This applies to shooting and hacking. You cannot be attacked while in marker state unless you reveal or the enemy discovers you, which means you can walk by enemy controlled areas without being shot or hacked. Having camo gives both models stealth, this means if your walking through a repeater net they can't hack you as long as you only do movement skills. You can spend a full order to recamo your troop as long as no one is looking at him, this will protect your expensive HI from attacks as your opponent will have to discover him first to even attack him. Don't reveal your camo markers in aro unless you have a very good reason to do so, this will keep your models fairly safe until your turn.
  13. I started a couple months after N3 came out. What were the main factors that encouraged auxilia spam?
  14. My general point of view is that Pan-O is fine, but I certainly feel it could use a couple nudges here and there to make choices a bit more interesting. I play vanilla for the tags and I feel like without them there's not much reason to be in vanilla. Most vanilla factions are fairly flexible but it doesn't feel that way in Pan-O. Shock army feels perfect, lots of cool things going on there. NCA is allright, the links it has are fine but not exceptional. I sometimes wonder if anyone has taken more than the 2 auxilia that come in the box as they are ava total. Military Orders mostly does what it wants to do, HI links. Just wish the knights were diversified a bit more on what their role is and that magisters were linkable with any of the Knights.
  15. The beyond red veil expansion (just announced!) is coming out pretty soon, that will take you to a 10 order list with a variety of cool models. If your looking to expand a bit more outside of that you could pick up an Ayyar and the Azrail. The Azrail is a simple barebones HI with a nice ap hmg for hitting heavy armor. The Ayyar is a tricky hassassin HI that can stack lots of mods with it's surprise shot lvl 2 and is also a specialist. I would recommend playing limited insertion which will take out some of the learning curve running an elite list since both players are on similar terms. Using mostly the models you probably want to play here's something relatively simple for limited insertion. You can proxy the extra gulam and farzan with the zhayaden and khawarij. Farzan is sold individually and is a good pickup to play with lieutenant tarik "the man" mansuri. Haqqislam ────────────────────────────────────────────────── 10 FASID HMG + (Smoke and Normal) Light Grenade Launcher, Antipersonnel Mines / Heavy Pistol, Knife. (2 | 53) ÁYYĀR (Surprise Shot L2) Shock Marksman Rifle / 2 Viral Pistols, CCW, Knife. (0 | 39) AZRA'IL AP HMG / Pistol, Knife. (2 | 41) TARIK MANSURI Lieutenant AP Rifle + Light Shotgun, Nanopulser, Grenades / Pistol, DA CCW. (+1 | 54) GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12) GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) FARZAN (Chain of Command) Boarding Shotgun / Pistol, Knife. (0 | 26) TUAREG Doctor Plus (MediKit) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 33) GHULAM (Deployable Repeater) Rifle + Light Shotgun, E/Mauler / Pistol, Knife. (0 | 14) 4 SWC | 300 Points Open in Infinity Army Or, because the Fasid rocket launcher model is sweet, this would be cool too. Multiple doctors will keep your heavies going so this would be even easier to play. It has more of the large chassis power armor that looks cool and you would only have to proxy the extra ghulam. Haqqislam ────────────────────────────────────────────────── 10 FASID HMG + (Smoke and Normal) Light Grenade Launcher, Antipersonnel Mines / Heavy Pistol, Knife. (2 | 53) FASID Heavy Rocket Launcher, Submachine Gun, Antipersonnel Mines / Heavy Pistol, Knife. (2 | 45) AZRA'IL AP HMG / Pistol, Knife. (2 | 41) ÁYYĀR (Surprise Shot L2) Shock Marksman Rifle / 2 Viral Pistols, CCW, Knife. (0 | 39) GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 13) GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 13) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) ZHAYEDAN Lieutenant (Marksmanship L2) Breaker Rifle + Light Shotgun / Pistol, Knife. (0 | 31) TUAREG Doctor Plus (MediKit) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 33) 6 SWC | 300 Points Open in Infinity Army