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About Sedral

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  1. Back on the subject. I've played around with the Major, and i have to say, she'll probably end up being a permanent addition to my lists. I had never played with camouflaged snipers before Lunah, so i didn't really think she would be any better than, say, a bao sniper, but oh boy i was wrong. Camo sniper are absolutely brutal in Aro, but a Viral Sniper is just devastating. You can effectively pin down an entire flank juste because your opponent can't pass a discover roll, and any lowly-armed guy who'd like to step out of cover will most certainly end-up dead on the spot. When you're used to your Aro units being basically canon fodder for your opponent's HMG/Spitfire, playing one who can effectively do it's job without dying is amazing and definitely worth the investment.
  2. It's because it's not intuitive at all. You have to decide not to use stealth in order to do sneaky stuff. "Yeah my dude here will make noise so he can take your guy by surprise". You shouldn't have to discard a skill to gain a benefit, it makes no sense. Personally, i'd be way more okay with this trick if it was a stealth mechanic, but that would require to change aro declaration...
  3. This thread kind of remind me of this one So i won't repeat everything i said there, but in short: - Hi with Assault Hacking Devices used to be a no-brainer, now they have a natural predator. That's good. - Hackers have to be used more cautiously and protected, which makes infowar more interesting. That's good too. - KHD are absurdly well optimized (ignore firewall, B16 programms + special ammos), and end up on equally absurd profile (like the ninja KHD). That's bad, but fortunately most people don't feel like spamming them, so it's fine. Hacking used to be a tool you could add to your list because "it can be usefull" or "i'd like this badass to murder stuff and push buttons".KHD straight up murdered casual hacking in a dark alley behind a wicked pub, stole his I.D and took his place in your list. Nowadays, you either have a hacking list, or you don't. It's not space magic anymore, it's fucking infowar, it's a game within the game, so don't be surprised if you end up with your brain leaking from your ears. So to answer your question, i'd say that hacking is more enjoyable and challenging than before, unless someone decides to take 3 or 4 KHD because "fuck you and your braintricks i want to fight with guns like primitives"...
  4. Damn, ISS got waaaaaaaaaaay too much love from CB since HSN3. Not sure if this will change anything for the classic bounty hunters (even with duo, they don't really bring anything useful for ashcroft), but it definitely makes ashcroft and sforza more interesting than before. Not that they needed it, they were quite good already.
  5. Separate, Duo... why bother when you can play 3 Su-jian? Year of the Cat Yu-Jing Parade ────────────────────────────────────────────────── GROUP 110 7 SÙ-JIÀN Spitfire, Light Flamethrower, Panzerfaust / Heavy Pistol, Knife. (2 | 59) SÙ-JIÀN Heavy Shotgun, Light Flamethrower, Panzerfaust / Heavy Pistol, Knife. (0 | 54) CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) GROUP 27 2 1 SÙ-JIÀN Spitfire, Light Flamethrower, Panzerfaust / Heavy Pistol, Knife. (2 | 59) CHAĪYÌ Yaókòng Flash Pulse, Sniffer / Electric Pulse. (0 | 8) PANGGULING (Minesweeper, Repeater) Electric Pulse. (0 | 8) WÈIBĪNG Yaókòng Combi Rifle, Sniffer / Electric Pulse. (0 | 16) CELESTIAL GUARD Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) BIT Stun Light Grenade Launcher + FastPanda + KISS! / Electric Pulse. (0.5 | 14) KISS! Adhesive Launcher / Electric Pulse. (0 | 4) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 5.5 SWC | 300 Points Open in Infinity Army Note: We need more Tranformer-KittyCat sculpt.
  6. I do. But since the worst thing about camo is that they can just walks past your guys in supressive fire to shoot them in the back, denying them access to your zoc is rather good imo, and at least force them to spend more orders if they want to get past your dudes.
  7. If you also have a metric tons of order (at least 15 i'd say), you can hunt them with sensor and MSV/grenade-launchers: that's the ISS way. If you have a limited amount of orders, you should rely on: - 4/5 man Fireteams, because sixth sense mean they can't bypass you without risking a discover, unlike a troop in supressive fire you can make said discover without losing your reactive turn firepower, and even if they get in your back you can always ripost. And you ignore the surprise shot mod on top of that. Sixth sense is awesome. - Mines. Mines are awesome too. They're the only things (besides troopers with sixth sense) who can stop a marker from roaming around. Drop mines everywhere and watch your Ariadnese friend cry in despair. - Cover your back. Your opponent might be able to move past your costly roadblock, but if he tries something dirty he'll have to deal with your other guy too (be it a sniper far away, or a mook in supressive fire). - Markers. When two markers are facing each other, the guy in reactive turn is advantaged. Let your guys in marker state near objectives, and watch your opponent struggle as he realize he can't even send his camo specialist pushing the button without taking a free shot in the face. So yeah in Onyx you can rely on Shasvaasti TO units or link teams to deal with them, and with your space americans you can either play the same dirty game or get in there with a Fireteam.
  8. I have to say, even though i love both the "Lt-Agent and his right hand" idea and the "Big A leading his henchmen" one, they don't work well together. To clarify, if your LT ends up leading a fireteam (Crane + CG Core or Zhanying haris with Hsien) you can't use his order, therefore the only reason to make him the LT is to save 13pts, which is totally pointless if you pay a pheasant to back him up. So yeah, these days i only use the pheasant (haris or solo) if i have a solo Lt, most likely Sun-tze or a Hsien HMG (the crane rarely enter the battlefield without his CG team!). As for the profile, i'd say red fury (haris or not), mad-traps and Boarding shooty are by far the most interesting choices: the first ones provides great utility, but the later is still quite effective with his boarding shotgun (a weapon you should should never underestimate!). As for the bao teams, the haris is great for late game push (even though in this configuration i never use the red fury, it's too risky), and the core team can be really good in both offense and defense, though they'll likely fall appart once one Bao is dead.
  9. Actually that's what i meant: i DO think skill matter more than list building. I was tired and wrote "hopefully" instead of "fortunately"... Also i've joined the forum exactly 1 year and 11 month ago, so i think their clock is kinda broken
  10. To be fair, 5-man fireteam bonuses would require an additional 23pts minimal investment (zhanying shotgun). But yeah even though an HI in supressive fire is a good speed bump, a full fireteam of them with appropritate stuff is waaaaaaaaaaaay better. I suggest you take a look at wu-ming duo if you want to go the supressive way: with combi/mines and SMG/CR, they're a good disposable team.
  11. It's been said earlier in this thread, but some Post-Humans proxies just clearly outshine other similar choices, so unless you decide to limit yourself, you'll never take a Dasyus Sniper before the MK2 sniper, or a dactyl doctor if MK1 doc is still available. MK3,4 and 5 are better in this regard because they don't bring the same stuff as other units but on a better plateform for half the cost. If you look at other Aleph's unit in their point range, HI proxies are mostly trading speed/modifiers/MSV for tankyness. Yeah but In Vanilla Aleph an order is worth 4pts. Okay let's say 10pts for the other required proxy. The Dasyus is still worse, and more expensive. Probably not 20 orders (though it might be worth a try), but Post-Humans let you bring a good amount of elitish units while keeping an healthy number of orders. And I'm ok with Aleph being able to do that, i mean that's the whole point of AI beacon to begin with: cheap-ass orders for your big bad boys, so you can field more of them. Combined Army got the same stuff, and it's fine. Post-Humans are just another step taken in this direction. And as i said, as far as external balance is concerned it's probably fine because player skill determines like 80% of the game outcome, so even if Post-humans actually shift the balance towards the Aleph player it's probably not significant enough, but that doesn't stop them from stealing the show when you build your list, because if you want a doc and a TO sniper, MK1 and MK2 proxies are logically and satistically better choice than a dasyus and a dactyl.
  12. ALEPH ────────────────────────────────────────────────── 2 PROXY Mk.2 MULTI Sniper Rifle, Nanopulser / Pistol, Knife. (1.5 | 24) DASYU MULTI Sniper Rifle, Nanopulser / Pistol, Knife. (1.5 | 42) 3 SWC | 66 Points Open in Infinity Army 18pts discount flat, more like 20pts if you take into account the stats bumps for the proxy (BS 12 / Wip 13 -> BS13 / Wip 14, but you lose multi-terrain). The argument that Post-Humans are fine because they don't generate orders falls flat when you consider how much orders you can get thanks to the insane discount they have for not generating orders (plus some other stuff that is so easily manageable that it's not even worth talking about it, though not being able to put all of them in the same coordinated order can be annoying i guess). Even without talking about netrods, just look at this: ALEPH ────────────────────────────────────────────────── GROUP 11 DASYU Hacker (Assault Hacking Device) Combi Rifle, Nanopulser / Pistol, Knife. (0.5 | 40) GROUP 22 PROXY Mk.2 Hacker (Assault Hacking Device) Boarding Shotgun, Nanopulser / Pistol, Knife. (0.5 | 21) PROXY Mk.1 Doctor (MediKit) Combi Rifle, Nanopulser / Pistol, Knife. (0 | 10) LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 1 SWC | 79 Points Open in Infinity Army Here i have two units with pretty much the same loadout, but the best one also brings twice the orders and thrice the bodies (for board control). It's even worse for the dasyus because as a TO his order isn't added to the pool until he reveals, whereas the proxies still generate one thanks to the MK1. The problem with Post-Humans is that they give you the cake (powerful pieces), let you eat it (cheap enough to get enough orders to fuel them), but also add a cherry and some cream on top of that (you can lose one of them and still keep the same number of orders). It's problematic for internal balance, and potentially dangerous for external balance, but fortunately player's skill matters more than list building in this game, so even if the aleph player has a possible advantage it might not be big enough to actually influence the outcome of the game.
  13. Making a good vanilla Yu-jing list at 200pts is really, really tricky. You want to reach the holy grail that is 10 orders, but you also need good stuff to use them effectively (and, let's be honest, to have some fun, because playing plain mooks isn't really interesting). In this regard, i think the Red Veil starter is bad. It has everything you need to build fun and effective 300pts list, but it's not so great for 200pts: 180pts in 7 models, 2 of them are starting of the board (so effectively 5 orders), you have only one heavy weapon and no stuff for ARO. So yeah sure you can go the way @Reservup did with the shaolin, but this doesn't solve anything (except the lack of smoke to combo with the Hsien). My first advice woul be to choose either the ninja or Tiger when you make a list, not both. They've got different abilities but they're still kinda similar in term of point cost and role (30-ish trick up your sleeve who can murder stuff and, eventually, grab objectives). My second advice would be to buy a box of kuang-shi and a box of yaokong remote. Kuang-shi are the easy way to solve the "oh no i don't have enough order" issue, especially at 200pts. They're usefull for ISS, and considering the models you like you might want to try it at some point. Proxy a zanshi for the controller if you don't want to buy the ISS starter or a Celestial Guard box. Keeping the Kuang-shi alive to save their orders might be a bit tricky for a beginner though (look up what extremely impetuous does), but it's doable. Note that your Kuang-shi controller also has a smoke grenade launchers, and smoke + Hsien = Greatness! The Yaokong remotes are really usefull. You just need a hacker in your list to field them (zhanshi, ninja, tiger, hac tao, whatever!), but they provide both cheap orders and ARO capabilities. Husong-like remotes are common sight on Infinity's board, and they're one of the few good ARO unit you can find in Vanilla Yu-jing. Chayi remotes are cheap (8pts), fast moving repeaters and annoying little piece of scrap metal (mimetism + flash pulse is infuriating). Weibing are fast specialist with a combi-rifle, a repeater and a sensor (good to fight camo and TO camo). In the end, here's my advice for a well rounded 200pts Vanilla List: Yu Jing ────────────────────────────────────────────────── 10 2 HSIEN HMG, Nanopulser / Pistol, AP CCW. (2 | 61) ZÚYǑNG (Forward Observer) Combi Rifle / 2 Breaker Pistols, Knife. (0 | 28) TIGER SOLDIER Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower / Pistol, Knife. (0.5 | 33) ZHANSHI Combi Rifle / Pistol, Knife. (0 | 11) ZHANSHI Lieutenant Combi Rifle / Pistol, Knife. (0 | 11) CHAĪYÌ Yaókòng Flash Pulse, Sniffer / Electric Pulse. (0 | 8) HÙSÒNG Yaókòng HMG / Electric Pulse. (1 | 25) CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) 4 SWC | 200 Points Open in Infinity Army You have your 10 orders, 3 funny guys to spend your order on, 2 REM to makes your opponent lose orders and 2 specialist to push buttons. If you want more specialist, i think something like that might be good too: Yu Jing ────────────────────────────────────────────────── 10 2 HSIEN HMG, Nanopulser / Pistol, AP CCW. (2 | 61) NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29) ZÚYǑNG (Forward Observer) Combi Rifle / 2 Breaker Pistols, Knife. (0 | 28) ZHANSHI Lieutenant Combi Rifle / Pistol, Knife. (0 | 11) Zhanshi YĪSHĒNG Combi Rifle / Pistol, Knife. (0 | 15) CHAĪYÌ Yaókòng Flash Pulse, Sniffer / Electric Pulse. (0 | 8) HÙSÒNG Yaókòng HMG / Electric Pulse. (1 | 25) CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) 3.5 SWC | 200 Points Open in Infinity Army
  14. Note that "speciality" often means "hard to wrap your head around". In this regard, i think both JSA and ISS are hard for new players (been playing exclusively ISS for two years, and i keep figuring new stuff everytime i play). I think Vanilla is much easier to learn how to yu-jing, especially if you focus on Invincible and Huangdi stuff. They're kinda straight to the point, you stomp stuff with big meany HI, and you have a few tricks up your sleeves (guilang, monks, tiger soldiers). Later on, you can add a few ISS or JSA units to learn how they operate and get a quick view of the sectorial's playstyle (oniwaban, ninjas and aragotos for JSA, kuang-shi, su-jian, smoke trick and sensor stuff for ISS).
  15. Oh well, i stand corrected, i really didn't think it was possible to take a full HI group with military orders (i forgot the teutons actually existed. Like everyone else...). But i beg to disagree on JSA. Most of their HI are absurdly cheap, so you can have some variety around your Domaru/haramaki Core (while keeping Neko Lt, the spitfire and the missile launcher) :