Commander Richard

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About Commander Richard

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  1. First things first: thank You all for the valuable input, It is well appreciated! You mean something like this: Ghost in the Shell ────────────────────────────────────────────────── GROUP 19 1 2 ASUKA KISARAGI Lieutenant Combi Rifle + Light Flamethrower / Assault Pistol, Knife. (0 | 27) YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21) KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21) KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14) KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14) KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9) KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9) KARAKURI (Fireteam: Haris) Combi Rifle, Chain Rifle, D.E.P. / Pistol, Knife. (0.5 | 36) KARAKURI Heavy Shotgun, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 35) KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 40) GROUP 24 NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29) RUI SHI Spitfire / Electric Pulse. (1 | 20) CHAĪYÌ Yaókòng Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (0 | 14) YÁOZĂO Electric Pulse. (0 | 3) 4.5 SWC | 300 Points Open in Infinity Army Indeed. Irrelevant sidenote: not being a good player myself I am pretty reluctant to include a 5-man fireteam. It is too complicated to move them all in coherency. (Notice that we play on a fairly dense table.) And I honestly do not see the point in adding another beatstick to G1. This group already has a fairly high amount of active turn hunter-killers (Kusanagi, Yojimbo, Rui Shi and the Haris team), chances are pretty high they will be order starving. And I do not see a 5-man Keisotsu fireteam all so frightening. Indeed +3 BS is nice but we are still talking of one-wound ARM 1 models with nothing special (no ODD, MSV2 or anything) at all...
  2. Thank You for the input! I have already learned a great deal from this conversation! Anybody else?
  3. How about this: Ghost in the Shell ────────────────────────────────────────────────── GROUP 19 1 2 ASUKA KISARAGI Lieutenant Combi Rifle + Light Flamethrower / Assault Pistol, Knife. (0 | 27) YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21) KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21) KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14) KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14) RUI SHI Spitfire / Electric Pulse. (1 | 20) KARAKURI (Fireteam: Haris) Combi Rifle, Chain Rifle, D.E.P. / Pistol, Knife. (0.5 | 36) KARAKURI Heavy Shotgun, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 35) KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 40) YURIKO ODA Combi Rifle, Panzerfaust, D-Charges, Antipersonnel Mines / Pistol, CCW. (0 | 24) YÁOZĂO Electric Pulse. (0 | 3) GROUP 23 CHAĪYÌ Yaókòng Flash Pulse, Sniffer / Electric Pulse. (0 | 8) PANGGULING (Minesweeper, Repeater) Electric Pulse. (0 | 8) NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29) 4.5 SWC | 300 Points Open in Infinity Army
  4. Actually I laid my eyes on him (or the Tokusetsu engineer) aided by both Yaozao (maybe both the engineer and the medic with one-one Yaozao), but was not sure if It's worth including him or not. I imagine I will heve little to no order resurrecting fallen troopers. Your advice?
  5. As far as I can see the new missions (ITS9) are in general much less button pushing and more direct action themed. I planned to do the most of the button pushing with the Karakuri, because they look tough as nails for specialists. I do not see how Rui Shi could push buttons. The Weibing is FO, but not the Rui Shi. I agree the Ninja is pretty much order starved as the list is, but as soon as G1 takes casualities (JSA being pretty much the glass cannon, sooner than later) I can move him into G1 and get the rampage started.
  6. Sad to learn. Keisotsu is just... so unintersting...
  7. Thank You for the swift response, It is well appreciated! Regarding the Keisotsu I do not expect them to do too much. Generate order for the big guys (Asuka & Yojimbo, Rui Shi and the Haris team), babysit the Kempei (chances are pretty high Asuka will not live for ever...) and provide some ARO. And when the big boys bite the bullet and the game enters the second phase (war of cravens and cripples) I really hope, they can hold their ground against enemy cheerleaders and specialists. Do your job! Regarding the general advice I do not want to invest too much money and time in assembling a full sectorial. I just want an army that will give a fight (and my @ss will not be handed over to me in T1), should I face anyone in any ITS mission. It worked just fine for NCA and QK. Not too much for SP, though. Too many good troopers proved to be too hard to resist buying...
  8. Hello, been playing around with the army builder and came up with the following list (my obsessin with the movie is pretty obvious, I believe): Ghost in the Shell ────────────────────────────────────────────────── GROUP 19 1 2 ASUKA KISARAGI Lieutenant Combi Rifle + Light Flamethrower / Assault Pistol, Knife. (0 | 27) YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21) KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21) KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14) KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14) RUI SHI Spitfire / Electric Pulse. (1 | 20) HÙSÒNG Yaókòng HMG / Electric Pulse. (1 | 25) KARAKURI (Fireteam: Haris) Combi Rifle, Chain Rifle, D.E.P. / Pistol, Knife. (0.5 | 36) KARAKURI Heavy Shotgun, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 35) KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 40) GROUP 23 CHAĪYÌ Yaókòng Flash Pulse, Sniffer / Electric Pulse. (0 | 8) PANGGULING (Minesweeper, Repeater) Electric Pulse. (0 | 8) NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29) 5.5 SWC | 298 Points Open in Infinity Army What do You think of this as a take all comers list? (I was actually just throwing all the units that appeared useful to me in one list, and that was the result.) Comments are more than welcome!
  9. Gaaaaaaaaaaaaaaaaaaaalwegian!!!!!!!!!!!!!!!!!!!! Smoke up and finish him!
  10. In case You wonder (and why would You?) I believe the Locust is the superior delivery system for the drop bears. You can deploy him conservatively up half the board and with a few mov-mov order You are in Your opponent's DZ or You can roll the dice to start the game way upfield. (In case You fail the infiltration roll, he will make a very good DZ guardian - nothing to sniff at in a fairly low-oredr list NCA typically is.) The SB is one terrific close range gun, in Your happy range band You have a pretty good chance winning FtF rolls (especially with ODD). But let's face It: Rambo units rarely last more than one round. Enter Drop Bears. Spending a few order You can put a decent minefield right in front of Your opponent's DZ making his life miserable. (Spending orders to get rid of the mines or risking casualities is a lose-lose situation for Your opponent.) With smart manovering You can hurl mines unopposed. With PH12 chances are pretty high You will deploy 2 out of 3 drop bears to places where You can lock down several enemy troopers. (You can force Your opponent into a lose-lose choice by planting the mine first and then shooting the, with BS... Should I shoot or should I dodge now? The future is not bright in either case...) Your deceased trooper will slow down the enemy advance long after he is gone. Been on the recieving end of this beatstick. Did not enjoy It... The problem with BF or Bolts in (ab)using the drop bears is their lack of infiltration. You can only use them defensively (or spend an enormous amount of orders moving them in position) and I admit I see much less leverage in the ability to actually throwing mines when You are campig in Your DZ. I am still of the opinion that 3 drop bears well worth the 3 points they cost. The ability to drop the mine unopposed to a fairly distant place (8 inch is one order spent on a mov-mov order!) is just huge. Regarding the other bear droppers: BF is one awesome trooper because of his other abilities. (MSV2 and MULTI rifle with a decent statline for 28 points make him a bargain no matter what else he gets.) Bolts are prohibitively expensive for recieving abilities I find very hard to get leverage out of. I wouldn't take the drop bear profile for 22 points either.
  11. Two words: smoke and melee. Even if You cannot kill Your opponent's troopers outright (Greeks are superior CC fighters relative to NCA troopers, so killing them should not be a problem) bogging them down in CC is enough to win the game by preventing Your opponent from shooting Your army to pieces. Laying down smoke You can ensure that Your CC monster will reach his target. Notice that You (unlike Your opponent) do have access to Eclipse... Apart from Aquila Guard (You will not see him, because he is considered far too expensive) NCA has three options to field MSV2: Spitfire Deva and sniper/multi rifle Black Friar. The Deva is one fine target for Your snpier, and the Black Friar will go down agains high-burst weapons. These troopers do not have camo state, as a result You will know exactly where the MSV2 troopers are. Deal with them or avoid them. For the rest of Your opponent's army: smoke (and ODD) will tilt the odds in Your favour. Keep in mind that NCA (PanO in general) wins with the general tactic of killing first and doing objectives later. If You play defensively, Your oppoent will have a harder time winning the game. Do not rush upfield presenting juicy targets to Your opponent! More often than not NCA is a fairly low order list. If You can force Your opponent wasting orders moving upfield You put him in a disadvantage. So keep Your guys in Your half of the table, guard Your DZ and hide them well (preferably in total cover)! Don't play his game, force him to play Yours! Force Your opponent to loosen up his defense and expoit the holes! TO camo is an awesome defense but once the trooper is revealed, Your own MSV2 troopers (my personal favourite is Atalanta) will make short work of them. (Especially through the good, old and ugly MSV2+smoke trick...) I hope this will help You!
  12. Toolbox. Ariadna is just loaded with cheap cheerleaders. As a result even going for two full group (that is 20 troopers) including at least one 'speaker' (mostly a HMG Spetsnaz) and a decent number of specialists You can find the necessary points (and SWC) to field Izzy with relative ease. Although her defensive hacking device is almost useless, she can do all the button pushing. And last time I checked games were won or lost by VPs... Her being a hacker and rocking D-Charges enables her to perform a wide range of classified objectives. Sometimes You only need one VP to turn a loss into a draw or a draw into a win. Her WIP of 13 is pretty good in Ariadna. (Wallace gets 15 and half a dozen troopers have 14.) She can do the classifieds Ariadna is struggling with. The in-faction competition for hacking (Wardriver) is sadly lackluster. Her statline is just fine. BS12 and ARM2 is not spectacular but in Ariadna pretty close to the best we can get (save - again - for a couple of options like Mormaers). T2 Rifle, Flash Pulse, EMauler: her weapon loadout is fairly versatile. She will do badly against Your opponent's heavy hitters, but Hey! that's why You brought a couple murderbots (aka HMG Spetsnaz) amiright?!? Although she will struggle against the elite troopers of the oppponent, she tend to have the upper hand against the rest of the enemy. (Stating the obvious: You will always, always want to field the T2 loadout. 3 points for T2 ammunition is pretty much a no-brainer.) Wrap up: she doubles as a decent gunfighter and an able specialist while her price tag will not break the bank.
  13. Pure awesomeness. Playing Ariadna, SP and QK I only wish I had such awesome shiny toys. 3 points for a trio of them is a bargain. Been on the recieving end of these trick. Did not enjoy. At all.
  14. In case You disguise both Hafzas as a 36-points Janissary, Your opponent will have to guess which of the three identically looking trooper is an AP-rifle wielding Janissar, a Hafza Lt and potentially a HRL Hafza. I can assure You, Your opponent will NOT want to mess with the first and the last one. Chances are pretty high Your opponent will not bother hunting Your Lt. I firmly believe the Lt is best placed in a Janissary link than going solo. The Lt Should definitely be in the fireteam. Which of the other two (FO or HRL) Hafzas to include in the linkteam is totally up to You. A lone HRL Hafza is a nice ARO piece, a lone FO can go after objectives. You can disguise any of them as a heavy hitter or a weakish specialist. It's mind games times! Difficult choices. All Yours!
  15. Welcome to the game! Regarding the list there is a problem with Nasmat. Namely You cannot attach a Nasmat to a trooper that is part of the fireteam. That means if You can't run the Sekbans as a fireteam-duo. I would include a lone doctor in the list. Perhaps You could exchange the Mobile Brigada for Janissary doctor. Keep in mind, You can attach more than one Nasmat to a doctor (although You can only activate one of the attached Nasmats with an order). In case You bring two Nasmat and a doctor, the doc will be effectively at three oplaces at the same time. Not a bad idea, I can assure You. Looking at the list You will sorely miss a killer hacking device. Your list is vulnerable to hacking. Consequently a trooper that is able to deal with enemy hackers is a very nice to have thing. Too bad Your list is missing repeater coverage. Enter Leila Shariff. She is fairly cheap, can put on Cybermask, push buttons (when needed), hunt enemy hackers (with her KHD) and other relatively squishy enemy troopers with her shock marksman rifle. I cooked up a list that is fairly similar to Yours. Please, take a look at this for inspiartion: Pain Train 2.0 ────────────────────────────────────────────────── 10 JANISSARY HMG / Pistol, CCW. (2 | 40) JANISSARY Akbar Doctor (MediKit) AP Rifle + Light Shotgun / Pistol, CCW. (0 | 41) JANISSARY AP Rifle + Light Shotgun / Pistol, CCW. (0 | 36) HAFZA Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16) HAFZA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 17) MOBILE BRIGADA Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 43) SEKBAN Doctor Plus (MediKit) Boarding Shotgun, Chain-colt / Pistol, Stun Pistol, Knife. (0 | 24) NASMAT Electric Pulse. (0 | 3) AZRA'IL AP HMG / Pistol, Knife. (2 | 41) LEILA SHARIF Hacker (Killer Hacking Device) Shock Marksman Rifle, D-Charges / Breaker Pistol, Knife. (0 | 20) HAFZA Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18) 6 SWC | 299 Points Open in Infinity Army I hope this will help! Edit: Ninjas, ninjas, everywhere! Seriously, listen to @Errhile, all solid advice He gave!