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About Teslarod

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  1. ... nope, legit have been missing that for over a year. good to fix that Fortunately didn't run it in a tournament yet. Almost as funny as when the 2nd Aleph guy I played against told me Hector doesn't have an ODD. The 3 people I orignially started the game with ended up assuming he had one. Fun times against Steel Phalanx.
  2. Missions seem to make or break it. In Vanilla the competition is rough, in NCA there are still the cheaper Swiss sporting similar punch in Active Turn FTF + HD and 3 versatile Profiles as well as the cheaper Squalo who trades a Multi HMG, ARM8, HFT, HGL and Heavy Pistol for the Feuerbach and Camo. With Fat1 I have to say the Uhlan looks even less appealing. Mostly because I value the Multi HMG's and HGL much more than the Feuerbach's long range advantage. Some missions still havour the Uhlan (those benefiting from B2 Antimaterial and Camo to get to the places to use it). Overall he is a great gunfighter beyond 16". The Squalo however brings Shock, (Spec Fire,) ARM8, a HFT and Heavy Pistol to defend himself. He makes for an excellent aggressive or defensive Datatracker/LT most of the time, which makes him great in more missions than the Uhlan. All that said the Squalo and Uhlan are still completely different due to Camo. With the addition of FAT1 I think the Uhlan got his edge over the Swiss as NCA's scariest gunfighter. What he lacks in raw FTF potential he gains in extra DAM, better ARO and extended 0 Rangeband.
  3. Put your left foot on a chair for a sec and raise your left arm. In a standing stance most of your weight will be distributed to your right foot standing firmly on the floor with good footing. As a result your upper body will tilt to the left as well. Joan however tilts to the right (ego perspective), quite unnatural for standing like this. It would fit a counterpose in motion with her raised foot not carrying any weight and relaxed arm position (see Delacroix' - "Liberty leading the People" or the Venus of Milo... for everything except the arms). So the pose she has only works if it is a mid movement capture with her sword arm in full swing (because who runs around with a Sword raised high above their head?). Your brain can subconsciously tell something is off by simply looking at the miniature for a bit. It looks like she is striking a pose and is sticking her butt out, hella awkward. It's a lot more obvious with the LE braided head than the new one. The rightmost picture hides the pose problem well and looks completely fine as a result. The pose suddenly makes sense if you change her head to look downwards to the Umbra. Still her hip is roughly at 5/8th of her height. After you substract the combat heels she still is more than half legs
  4. Guess we all agree the basic mini is a little meh. If I had to nail it down it's three things: The hip tilt looks completely unnatural with the way she is just holding the Sword up instead of reaching out for a swing. Right boob plate is slightly higher than the right one if someone needs a reference. Why the heck is she completely ignoring the handsy Umbra? Assuming this is the same base 3d model than the LE Joan, what the heck happened to her hips? The armour on her left quad makes it look like her entire leg is someway parallel to her spine way too far off center. Fortunately the base for a good pose after a few modifications is there. - take OS chick helmet with a little filing to make her stare down at the Umbra - reverse Sword to make it look like she is about to shank... erm Coup de Grace that Xenos. Tilted hip makes sense if she is preparing for a downward stab and puts her weight into it. That way the hip tilt suddenly makes sense. Should fix the awkward pose and turns the mini into a pretty neat little diorama. Take your well deserved upvote good Sir.
  5. Tbh I'm completely with you there.... looking at the Princess Leia head it seems to be the exact same like the LE one though. Which means round socket -> easiest headswap of my life with a possible new Hospitaler chick in January. If the new Hospitalers are all male, one of the female new Ordersergeants will do just fine.
  6. Koalas and Madtraps always come in pairs afaik. Army Mobile has a few inconsistencies displaying that information. here is what you're looking for: http://infinitythewiki.com/de/CrazyKoala Name Range (inches) DAM B Ammo Traits Short Medium Long Maximum CrazyKoalas -- -- -- -- 15 1 Shock Deployable, Disposable (2), Non-Lootable Crazy Koalas are always Disposable (2). As far as I am aware there isn't a single trooper in the game who gets more or less than those 2. BOOST ARO Obligatory REQUIREMENTS An enemy trooper must declare or execute an Order inside the ZoC of the Perimeter Item. The enemy trooper must be in an accessible location inside the ZoC of the Perimeter Item when declaring or executing the Order. EFFECTS When Boost is declared, the Perimeter Item will always move until it reaches base to base contact with the target, no matter how far the target is inside its Zone of Control, and considering it has the Super-Jump and Climbing Plus Special Skills for the purposes of declaring its trajectory. The weapon or piece of Equipment detonates automatically at the end of its movement, when it reaches base to base (or Silhouette template) contact. Once Boost is declared the Perimeter Item always reaches the target, ending its movement and detonating in base to base or Silhouette Template contact. When a Perimeter Item declares Boost, it can exit the Zone of Control of its bearer. Boost cannot be declared if the path from the Perimeter Item to the target is blocked, for example by an impassable obstacle (like a wall of infinite height, a closed door or sealed room...) or a space too small for the Silhouette template of the Perimeter Item. Perimeter Items are not activated by enemy Camouflage, TO or Impersonation Markers, nor by any Special Skill or piece of Equipment whose description specifies so. Once the Perimeter Item has detonated it must be removed from the game table. That means your Koala can't reach an opponent who is within ZOC/Boost Area but inside a sealed room or another location where the Koala can't legally move to. (Note that Koalas get Superjump and Climbing Plus. A trooper on a roof, floating platform etc would bei a legal target). I remember that The Koala had to reach it's target with it's combined Movement Value, but it has changed since then. If the target is within ZOC the Koala gets to hit it, even if it requires a 20" Move around a large building. It just can't open hatches, doors etc. 3) Yes that's a typo and is meant to say Disposable. Another thing about Koalas to note is that they don't need to be in Standby Mode to declare Boost (our entire group was playing that wrong). /edit: whoops got ninja'd, sorry for the duplicate parts.
  7. Hm Treason... How about Aleph decides Asimov's laws are too inefficient and and secretly started going full blown Skynet/Gladis a while ago. PanO being opportunistic as always takes the chance to get ahead of the other human factions out of pragmatism and arrogance, while YJ, Haqq and Nomands reform as a new but very loose alliance to counter the possible new threat. O-12 can do barely more than uphold appearances enough to make it seem like there isn't open warfare going on. Mostly I'd be intrigued to see new troops from the Nomad Black Labs, YJ Blacksite experiments and Aleph and PanO prototypes. The lore to get that done is only secondary. Aliens and Ariadna can be included somehow, shouldn't be that hard.
  8. If there is a god I'll never have to see the crossover ..."art". ... Who am I kidding I'm screwed, right?
  9. Wulver train has a few internal problems that need to be addressed. Only Wallace has a Smoke and they lack ranged power with only a BS12 MK12 + Link Bonus. At 170 They're also really expensive for ARM3 BTS0 dudes 170 seems a lot for something that tries to keep up with other Paintrains (Riot Grrrls, Magisters, Wu Ming, etc). Not that Wulvers are bad, 5x Frenzy Discount just seems to give the Greys a massive cost advantage in the same way Mobile Brigada seem a bit overcosted next to Grrrls. CHA can fit a lot of stuff in 130 points, and as you pointed out Wallace in the Link is kinda necessary, maybe even important enough to run the regular version instead of the Lt? Wulvers could use a tiny buff, like Hyerdynamics L1 or a T2 CCW for one of their Profiles. Maybe Berserk + NBW/Wallace's EXP CCW is better than I give it credit for. Imho extra raw durability for the Wulvers maybe cancels out against better AROs and better guns of the Greys. So the question is if extra CC is worth the additional points.
  10. Contrary to Medkits, Doctor has no alignment restrictions to heal things back from Unconscious. The only thing that prevents him from healing enemy troops is Engaged State (unconscious troops still trigger it) which prevents Doctor from being declared. Now Tristan has made a point about Civilians not being troopers and while that is indeed referenced in later Effects of Doctor, it isn't mentionend in the Requirements or the relevant Effect about healing Unconscious targets. Problem is that your HVT is already in a Null State when you try to heal it. When it dies it switches from one Null State to another. So does it count causing the different Null state? Considering how Dogged works with G:Remote Presence, I'd assume no. But I am really not sure about it so I'd like to see that question answered. With the amount of small errors in the ITS document I'd like to make extra sure, something that decides up to 4 Objective Points is as clear as possible.
  11. Well if you're taking the same thought a bit further you'd say it is pretty unlikely a player can manage it in one turn. Resulting in the same outcome where Player one gets a second turn to designate and destroy a total of 5 Antennas first. There are ways to try to prevent that for Player two, sure, so it's obviusly not impossible. If you want it even further Player 1 also gets to try to assassinate the HVT and the opposing Datatracker on top of that in turn 1 or can Civevac his own HVT to safety (although I haven't seen the last one happen). If you want to ignore all that, feel free to do just that. The extra bit about which Antennas count for destruction seemed pretty hard to misundersand, considering I quoted the conditions directly from the PDF. But hey it's gone in 1.1 anyway, no use arguing about that now.
  12. Not misreading, but I seem to have opened the 1.0 version by accident. My bad. Well, doesn't really change a thing, makes the table layout less of an issue if you can designate and destroye any 5 Antennas you can get your hands on.
  13. While the Mission does have a Saturation Zone, the most optimal course of action is to split B against the Antennas as often as possible to avoid overkill. Forward Observer is a BS Attack with B2, with a Link and free LOF you could theoretically designate and destroy all Antennas in 6 Orders with a Linked FO and MSR (being very optimistic). Only those Antennas whose base is entirely placed in the enemy half of the game table will be considered valid towards accomplishing the Objective of Destroying more Antennas placed in the enemy half of the game. There are only 3 Antennas that matter for each player as far as destroying is concerned. So if the first Player manages to designate and destroy the 3 Antennas closest to him and any one of the 3 in his opponent's half of the table he scores 3 Objective Points with no chance for the other guy to get them. If he designates and destroys another one he autmatically wins. If I was calculating with my NCA how much effort that would require, I'd arrive at 8 Orders with a Squalo to kill 5 Antennas. Less with a Linked Fusilier ML. A Linked Fusilier FO Marks up to 3 Antennas on 15s per Order. So with a 16 Order list that has suffered some caualities and has designated some Antennas in turn 1 it seems entirely reasonable to simply yolo the Mission turn 2. If the same Squalo is a HGL he can also score an extra 4 Objective Points for killing the HVT, either by using Spec Fire in turn 1 or simply by pumping a full HMG burst into the Designated Target while he is on his way to destroy an Antenna in the other half of the table. Gotta admit I dislike this mission almost as much as Acquisition (which seems is the 2nd players game to lose). I do admit that I think missions that favour a specific turn are a good way to keep imbalanced lists extremely focused on ARO or alphastrikes in check. Still, a tournament probably needs to have both kinds to achieve that goal.
  14. After looking at the options, what do you guy's think about the Grey Link? Just Dogged instead of 2W, only WIP12, only PH13, less good in CC. Tradeoff is BS13 base, AP HMG, B2 Smoke on 19s for all Link members, B4 LSG/B3 T2 BSG up to BS 22. They keep the coordinated Grenades as well (other than the HMG). The biggest downside seems to be that you're paying 150 points for them, which is okay compared to the 170 for the Wulvers, but a lot more compared to the 80 you pay for 1 Grey in a Volunteer Link. Hm certain missions do that for you - Reinforced Tactical Link etc.
  15. @DOA The Grid has a pretty big advantage for going first. If you can somehow manage to mark and kill 5 Antennas during the game, you're ahead by quite a bit. To do that you'll need a lot of Orders so going for a single combat group probably isn't ideal. Depending on casualities it might take half your Orders just for that with a Single Combat group. Killing the HVT with your Datatracker is also worth a lot of points on top. For your Fugazi problem the solution is simple. Just consider them 8 points Order with a good ARO for their points (WIP13 Flashpulse + MODs). The Repeater is nice to have around to expand your Hacking Area for buffing Assisted Fire on Remotes who don't have a Repeater themselves (Sierra, Garuda) and for Swiss and Hexa to hack enemy troops. Using the Sniffers together with a Sensor (Pathfinder) is a bit tricky to get used to. Inbetween Sat-Lock, the Sensor Skill and preventing Recamo that is the "hard" part to learn about Fugazi. Things would be different if Fusiliers didn't have AVA5, but since things are like that you need those Fugazi. Neoterran Capitaline Army ────────────────────────────────────────────────── GROUP 110 SWISS GUARD Missile Launcher, Light Shotgun / Pistol, AP CCW. (2 | 69) AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4) AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4) FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10) FUSILIER HMG / Pistol, Knife. (1 | 18) FUSILIER Missile Launcher / Pistol, Knife. (1.5 | 15) FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18) FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12) CSU Combi Rifle, Nanopulser / Pistol, Knife. (0 | 12) BULLETEER Spitfire / Electric Pulse. (1 | 23) GROUP 26 2 GARUDA Tacbot Boarding Shotgun / Electric Pulse. (0 | 21) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14) PALBOT Electric Pulse. (0 | 3) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 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) 6 SWC | 300 Points Open in Infinity Army This is just a slight modification from a staple list of mine. Just compare them for a second. Mine has 16 Regular Orders and 2 Irregulars, 4 FOs, a Hacker, 2 MLs and an Engineer for D-Charges. My list can win the game turn 2 and still does plenty in turn 1 with a Fusilier HMG, Swiss ML, Assisted Fire Bulleteer and Garuda BSG. Yours has plenty deadly stuff, but lacks the Orders to fuel them and play the mission, lacks a Doctor to heal your HI and is pretty weak on ARO. Not telling you that my list is better in general, but a lot better for this specific mission. We're both missing some troops that have extra value this Mission. Deva Lt (to be more likely to go first) and a potent Datatracker Locust BSG/Squalo HGL (both can shoot the HVT on their first Order with Spec Fire). Pretty big fan of the Squalo here, you'll need to move a lot so 6-4 is great. DAM16 EXP Antimaterial shot on 18s sounds good to get rid of Antennae. HGL is pretty likely to take out the HVT (and maybe something next to it) within 3 tries from almost anywhere in your DZ. Think about that Fugazi thing for a bit, I can assure you it's one of those "once you tried it there is no going back" things.