yoink101

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About yoink101

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  1. It would need msv2 or mines to deal with smoke. +1!
  2. This is a great option. I usually use a regular LT and bring along one or two decoys. Without chain of command, I find it's risky to bring a lieutenant that will be used as an active attack piece.
  3. I feel like a lot of players who have done well at interplanetario bring 16+ orders. I wonder if the addition of the tag and shooting missions, we'll see lower order counts do well. I'm not basing my opinion on any real evidence, I think I only saw three lists from interplanetario in the last couple of years. They were 16, 17, and 20 orders. I think it would be cool if we start to see lower order counts take home more victories.
  4. If some players you face bring assault hackers or the Alive crew, you will definitely need the engineer for exactly what you mentioned.
  5. Unless you want to use Scylla to buff your Ekdromos drop, I'd switch her to an assault or killer hacker. If you can shave two points somewhere, you can bring her as a killer hacker with two deva bots. Two flamers popping out of cybermask is no joke. If you put the Ekdromos into the second group and then the net rod into the first, you can put the Ekdromos back in with a command token once Ajax goes down. If you make Ajax your LT, you'll lose out on machaon's awesomeness, but it means that you can fuel Ajax with 10 orders on the first turn, even if two of your orders are stripped by your opponent.
  6. Welcome to the forum! As far as a swiss army knife goes, you've got two auxilia which can dissuade most attackers who will try to get into your deployment zone (except McMurrough who, I'm sad to say, can give your list, and most lists, a really hard time). One of the auxilia is a specialists, I would prefer that both of them are forward observers. Although I think you might be going for an LT decoy. I don't think that an auxilia is the best option for this because of its SWC cost as your LT. Your Orc haris is about as good as an Orc haris can be. A heavy attack piece with the HMG, a specialists that is quite sturdy, and the boarding shotgun for when things get close. I'm never quite convinced that I actually want to take the three order Orc haris over six orders of a Fusilier link plus 50 points towards an attack piece, but Orcs can punish an enemy. The Aquila is an excellent counter to camo because he can't be surprised and only eclipse smoke and white noise can block his los. Putting the aquila with a multirifle in suppression fire away from long firelanes across the table makes an incredibly tough nut to crack. There are very few things that can beat him in a firefight, and chainrifles don't worry him very much. Flamethrowers though, are tough to take a hit from. I would consider making him your LT because the Orc is such an aggressive attack piece and the amount of fire he is exposed to could lead you to loss of lieutenant before you get to turn 3. Plus, the LT order goes to waste if you keep your LT in a fireteam. I'm partial to bulleteers over peacemakers because I think bulleteers are the single best attack piece that you can put on the table, especially considering their cost. They really shine when you can put a regular hacker (fusilier is my first choice, although hexas and bolts both have the option) and give the bulleteer marksmanship. The heavy shotgun variety can devour link teams and the spitfire can move fast enough up the table to seriously deplete your opponent's attack pieces and/or order pool. While infiltration and mechanized deployment are awesome, without more support in the midfield (minelayers and camo tokens), the peacemaker can be a little vulnerable. Plus, you already have two other auxbots. If you find that he is a solid deterrent/attack piece, more power to you. Hexa MSR, spitfire, and killer hacker are three of the best units that Neoterra has. For around 30 points you can bring an incredible ARO sniper, a phenomenal attack piece, or a specialist that is nearly impossible to plan for. Your long range option without the sniper is mostly limited to the Orc hmg, although the forward deployed peacemaker gives you some flexibility there. Your is quite vulnerable to hackers right now though. If you swap the hexa to a killer hacker, you will be able to counter enemy assault hackers that go after your peacemaker or heavy infantry. Making that swap will leave you a little more vulnerable to long range fire from linked missile launchers and snipers. I tend to like having a second order group, especially because I can put three fugazi in that second group. They are phenomenal ARO pieces. A fugazi can shut down an attack piece, enough that your opponent has to do something about them. If they spend an order or two shooting at my fugazi in my second combat group, I win, even if the fugazi dies, because that's one or two orders not spent shooting at my first combat group. It also means that I have a couple of orders that I can push into my first combat group when one of my early attack pieces dies, usually a bulleteer or two. It's tough to get into a second combat group when you start with an Aquila, Orc haris, and a hexa. Anyway, those are my thoughts. If you are having fun, you're doing right so take everything I wrote with a grain of salt.
  7. Haha! I forgot about him. Probably because he's invisible...
  8. I'm pretty sure this has come up on one of those Pano rebalance threads, but it's true, and it's not. The Swiss Guard is the best attack piece in the game. Bar none. Yeah, it would be better if it had an autocannon or a plasma rifle in addition to what it has. But this stikes at the core of where pano struggles. The best technology in the sphere leads to...multi rifles. Fusiliers and Regulars punch way above their weight class. Hexas, for their cost, are incredible. Aquila guards almost never shoot below 12, which is pretty fantastic. The Swiss guard murders everything. With that being said, Pano will (probably) never have T2, viral, plasma, AP hmgs, or other cool technology that can wreck face. So having the best shooting and tech in the sphere can be a bitter pill to swallow. Bolts! I want to try a couple of games with a bunch of Bolts. I'm going to bring seven of them (the four SWC bolts and the three starter Bolts) so that I can have the missile launcher and sniper for long range/aros and then send the rest of them upfield once my bulleteers have been wiped out after hopefully taking a few heavy hitters out first. I will report back once I've done it.
  9. I think it comes down to cost vs utility. If bolts cost 3-5 points less or had better options for their cost, they'd be good. The things that they're paying for cost as much as what a bagh-Mari pays for. Consider that a bolt with drop bears costs the same as a muyib with viral mines. Dogged is always awesome. Viral mines are similar to drop bears. Bolts survive some hits better, but they're both armor two. The muyib can fail an armor save and stay up for the rest of the turn. They have more weapons on each profile. They lose out on the hacker. They get smoke. They have better wip and only one less bs. They also have lsgs. In short, bolts pay too much for things they don't use. If I had a choice, I'd take a muyib link everyday because I see them getting to use all of their points more than bolts use their points. If bolts didn't have bts 6 and cost 2 points less, I'd probably be more likely to run them because it's not always applicable. If they lost veteran and just had courage and cost another point or two less, I'd be way happier with them.
  10. This is really the crux of the issue for me. Especially because I have shock army painted up as well. If I want a medium infantry link, is Bagh-Mari all day, every day. If I had never played asa, if Bagh-Mari couldn't be a core, Bolts might just be a tanky medium infantry. As it is, they will always be compared with BM, which are simply better. The good things that bolts have seem so situational as to not be worth it. To add insult to injury, Bagh-Mari get haris.
  11. Muyibs. They can't throw their mines, but they're pretty solid.
  12. I feel like having a link with two or three guys with drop bears is an interesting option. Dropping a bear, either next to you or tossing it around a corner and then jumping out with a shotgun on BS22 is a solid attack option. Maybe my issue has been thinking of bolts as secondary to an aquila or swiss. Taking them as my primary attackers leaves me with some options. Something like this: Bolts ────────────────────────────────────────────────── GROUP 110 BOLT Spitfire / Pistol, Knife. (1.5 | 24) BOLT MULTI Sniper Rifle / Pistol, Knife. (1.5 | 26) BOLT Hacker (Hacking Device) Boarding Shotgun, E/M Grenades / Pistol, Knife. (0.5 | 27) BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25) BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25) BOLT Lieutenant Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 22) BLACK FRIAR (Albedo, Biometric Visor L1) MULTI Rifle, Nanopulser, Drop Bears / Pistol, CC Weapon. (0 | 28) TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14) PALBOT Electric Pulse. (0 | 3) MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) BULLETEER Heavy Shotgun / Electric Pulse. (0 | 17) GROUP 24 2 HEXA Hacker (Killer Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0 | 27) AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 3.5 SWC | 300 Points Open in Infinity Army Would give me a couple of options. The sixth Bolt lets me remake the 5 man team after the sniper goes down. It lacks some long range firepower, which the Hexa could probably be made into a sniper and the Bolt sniper into a missile launcher with some creative points adjusting. Anyway, the plan would be: hit the enemy hard in the midfield with Bolts. If they lock down the middle first, use drop bears to force terrible AROs. If they get to the midfield after you, lock it down with dropbears. The Bulleteer can be used as a flanking attack piece. It's still an incomplete thought, but it's something.
  13. Is marksmanship optional, or is each individual bonus of marksmanship optional? So far, I'm seeing: 1) Situationally awesome against viral and a minuscule proportion of shock weapons. Also, in biotechvore. 2) Good option for camping objective rooms because of utility against mines and also having shotguns. (They'll need to use drop bears or they will lose quickly to warbands in melee under cover of smoke.) 3) With an aggressive LT. I don't quite feel this one. In steel phalanx, this is a thing. A solid thing. Not so much here though. 4) Think of them more like a haris team, then you don't have to dump so many points into them. 5) Double link team of fusiliers+bolts for a heavy double pronged attack. I like this idea a lot. It makes me wish they had a haris option though.
  14. Nca already has msv2 and 3. The bagh-mari would be less crucial in my mind because of this. At the same time, with all of the TO/Camo, they would also stand out less in nca. A Swiss guard in it's good range is a better attack piece than a five man bagh-mari link against most models. While they would still be good in nca, they lack the specialization that most nca units seem to have. I think. I feel like this is a big part of the issue for me. The black friar is a better toolbox for only a few more points, although it can't be linked. As for the aggressive LTs, every leiutentent profile is worse than ones without. The squalo loses the grenade launcher, the Aquila loses the hmg, the deva loses msv+spitfire/hacking device (although the sensor and devabot options certainly have their merits). With the Orc, running it in a link ends up with 3 SWC (hmg, haris, and assault hacker) because pano units can't get SWC discounts for being leiutentent. This leaves three left for the rest of the army. The bolt link does well with a missile launcher/sniper, and needs the spitfire for the offensive punch. That means you end up with a bunch of attack pieces that have no way to ignore or stack modifiers. @DerBrizon Thanks for the list idea. The twin link team is definitely an interesting idea.
  15. I've been playing NCA for almost a month. I'm just about done painting my Bolts because they look awesome. After having played with Bagh Mari, I can't help but feel that Bolts are slightly lack luster. With access to Fusilier links running around 70 points for a solid link with a missile launcher, hmg, and hacker, I can't quite stomach the 120ish points that it takes to bring Bolts. With Fusiliers and even a Swiss or Aquila, I'm usually finding myself with 15-17 orders. Bolts make that nearly impossible. How do you build a list with Bolts? If you have any examples, I would appreciate it. I'm not thinking of a mission in particular, but if you need one, how about Cold Sleep?