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About Superfluid

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  1. This intrigues me, how does smoke work if you throw it inside a building? Does it obscure the models that are on the roof of that building as well as every accessible floor on the way up? I would suppose it opens up too much wiggle room to interpretation if it doesn't.
  2. Absolutely! Or even a Cutter in sectorial play, yum yum.
  3. Yeah...hitting guys in cover up to 32 and guys beyond not in cover on 9s...whilst being shot back at -12s ? What a beautiful time to be alive. I'm a recent convert to double croc men, and I'll admit I had to have my opponent point out the how effective they were when I was doing this. Id just never crunched the numbers !
  4. Well, a large part of it was in deployment. I had 3 TO units, 2 crocs and a cutter, and only 2 mildly worrying AROs for them to deal with on board being the TR HMG and Joan with her DA shots. Basically the way I did well was allowing a staggered series of reveals for the TO units. Kuang Shi came round the corner to blat the TR bot out in the open, ate croc men fire in addition to the TR bot. He killed the TR bot, but then moved up his link team crane to take some pot shots at the croc man the Cutter turned up with an explosive ARO, which made him unwilling to stand in the open for his attempt on a triangulated shot. The slow reveal of units made it so that the puzzle kept thickening, and I early revealed a TO Assault Hacker Crocman to bait out any potential ninja hackers (which worked nicely). Basically it was a horrible game of chicken to waste the maximum amount of time and to bait the opponent to committing moving pieces to deal with threats they can see, to then add more difficulties to their planning. What worked really well on that list too was that during deployment when holding Joan back I only had 67 points on the table, which makes life hard when trying to deploy aggressively. On my turn one it was hunt the smoke sources, absolutely. And hunt crane with his scary CC, and the 6-4 move out into the open to get a shot without cover was glorious. 4 die on 15s? Just obscene. After that, its like you say, kill from long range. Not much stands up to it.
  5. Yeah that is true, it does have that significant weakness, but being cognisant of that weakness and playing around it is all part of the game. As an example, and i'm by no means a great player, I used my Cutter against an ISS list with 2 CC heavy infantry, a ninja, and 8 full kuang shi, and 2 sources of smoke, all of which serve as great answers. Theres a common internet narrative to not take certain units in this game which is basically 'If you take X and so i'll take Y and it's really easy to beat'. Which is theoretically true, until its not. (Not that i'm saying you are saying these things, i'm just using this reply as an excuse to make this point) I think it comes down to knowing your weaknesses and planning against it, like the MSV2 you mentioned.
  6. Now there is a list dying for a WarCor
  7. Next time you get a chance to play him, i'd suggest setting him up with the Marksmanship Supportware from a regular hacker. That's when he really starts to make enemies wince.
  8. It was really fun to play I have to say, and Joan really kept it feeling like it was a 10 order list. I found myself having killed a bunch of stuff in active turn with still 5 or so orders left to go, and some comforting command tokens left to go. Mostly because you can get specialists where they need to go with Joans LT co-ord move, and when attacking you are just rambo'ing a single unit. And between Joan and a Cutter there isn't really a significant threat on the table they can't deal with so long as you can get to it. At least thats what I found
  9. I recently went to a UK tournament called the Nothern Open. I took this list for both Acquisition and Supplies: INO11 - List #1 ────────────────────────────────────────────────── 8 2 JOAN OF ARC Lieutenant MULTI Rifle, Nanopulser / Pistol, DA CCW. (+1 | 50) CUTTER MULTI HMG / . (2.5 | 115) CRABBOT Flash Pulse / Knife. () SIERRA DRONBOT HMG / Electric Pulse. (1 | 25) MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) PALBOT Electric Pulse. (0 | 3) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5) CROC MAN Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 36) CROC MAN (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32) 4 SWC | 300 Points Open in Infinity Army It was a lot of fun. I managed to go 10-0 against an 18 order ISS list in Acquisition, and whilst we didn't get to finish the last game against Ariadna I feel I had a real chance of smiting some grunts with the Cutter. In the game with ISS, I managed to obliterate my opponents crane/celestial guard link team putting him in LoL for his second turn, at which point I could then push the TAG to kill literally everything else he had. What i didn't appreciate is that I can use the 6-4 movement to get way out into the open to deny my opponents cover, and so long as i'm not within 8" he can throw 4 dice on 15s with damage 16 shock rounds. And this particular flanking maneuver wouldn't have really been possible in the same number of orders with a Swiss HMG because it required peering over S2 walls and the occasional move-move co-ordinated order. Wow. I lost the first game with my other list, a 16 order list built for Power Pack, and we ran our game out of the allocated time and into lunch. Playing 10 orders is so much more fun, especially when Joan lets you sneak extra orders in per turn and helps the Cutter get into position. That was only the second time i'd played my Cutter, first time in a practice game I got him killed by a Ninja. I learned from my mistakes though, and managed to use Joans mighty WIP to go second in Acquisition (by far the best) and to get the best side during Supplies to cover the objectives with hidden deployment AROs. What I quite liked in Supplies is that I managed to get one croc man to cover one box, the cutter covering the central box from range in cover, and a sierra bot covering the 3rd box (but with a sneaky invisible croc man ready to go to join in if they tried to shoot it up. That made it really tricky for my opponents to try and push into to take central positions. And it also allowed me to let my high order opponents spent their time moving in to WIP open boxes for me, and then only shooting as they try to move away. Everyone rates Swiss Missile as a great surprise ARO, but I never appreciated that the Cutter has an almost as good ARO in and of itself. One added beauty is that holding Joan back in deployment , even if I have to deploy first i'm only putting 67 points on the table! Sorry for the rant, but I had a load of fun this weekend and some moderate success with a TAG! I might try and post some action shot pictures if I can dig them out...
  10. I think it's partially a meta call. One tournament ive played in, the people inplayed against don't rate tags that much (internet wisdom I think) and so only tend to bring KHD specialists and very infrequently a normal linetrooper basic hd. This massively opens the doors to rems and tags. And of course you lose nothing against ariadna , which some of the best players in my area are fond of. I think it's worth a try. The only thing is you played nomads you'd need a non tech solution to hunt their hacking skirmishers . But that's also why you bring two lists, right ?
  11. Eagerly awaiting the first person to do a version of new Joan sans Xeno scum...
  12. Fair enough. It reads really ambiguously worded to me, like to prevent someone doing something makes it feel like the other person should have been told to do it, rather than inferred because of a preventative clause. So long as that's the ruling, i don't mind either way for as far as the mission plays out.
  13. Powerpack scoring: "To have prevented the enemy have Connected your Console at the end of the game (1 Objective Point)." The is no incentive for either player to activate or connect to consoles as part of the other objectives. Is this supposed to read 'Controlling your Console'? Are players supposed to intuit that they are to roll WIP checks against the console to deny the 1VP your opponent would otherwise get for free?
  14. ... How have I never considered this before? That's pretty brilliant.
  15. As an example the last game I had I put a nisse on suppression fire in the mid field but had a order specseargent sniper in hidden deployment ready to weigh in when the opponents tag weighed in. It was brutal. It allowed me my whole second turn to run and score two antenna with a fo auxilia, which seemed more important than striking with a hammer (Joan) in that game.