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About P-Chan

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  1. I suspect a lot of people run double Kaeltars because they are cheap, linkable, specialists in scenarios where CoC are specialists and give you four mates to protect your symbiont models (Gao-Rael, Rasail, Sukeul in that list). And CoC redundancy, though I haven't really run into any games where I needed a second CoC yet.
  2. Mimetism and Camo impose a -3 MOD to any BS actions against them, unless the attacker has something that ignores that effect (for example, MSV1 or 2). TO Camo and ODD imposes a -6 MOD unless the attacker has something that ignores that effect (for example, MSV2). Camo and TO Camo also allow the model to enter into a marker state, which generally needs to be discovered before it can be shot at (you can do an Intuitive attack against the marker). The discover check applies the same BS penalties, unless the discovering model has something which ignores the effect. The MOD applies all the time, even if the model isn't in a marker state, unless the model has been hit with something that applies the Burnt status, in which case Camo and TO Camo and ODD become Mimetism until repaired by a model with the Engineering skill.
  3. Two symbiont wounds, one wound after to put it into unconscious. Unless you use fire, which drops the symbiont on a failed ARM save. Essentially, all symbiont models have an extra wound over what their troop type would suggest (LI and MI would have two wounds (symbiont and non-symbiont) as opposed to one, HI have three). All of this is before mates, of course.
  4. Alternatively, downgrade the Zhanshi to Keisotsu to free up a few more points, especially if the hacker is there purely for fairy dust.
  5. Yu Jing has a great variety of strong HI, and our units are, in general, rather toolboxy. I strongly recommend picking up a box of Kuang Shi and a Celestial Guard, and a box of Monks. I also love the Terracotta Lt. with HMG and automedkit, but that's more personal preference. A lot of experienced players also strongly recommend Guilang, though I have no experience with them personally. I also recommend Keisotsu for cheap order filler after you pick up your four Kuang Shi. In my most recent Yu Jing lists, I tend to run multiple HI and fill in with cheap orders.
  6. My understanding was that one a model in CC goes unconscious, the other model can immediately disengage.
  7. Is that an exception to the normal rule of MODs not stacking past -12?
  8. They showed up in my version of army mobile (android). Interestingly enough, they have the old profiles as well, and the new ones are marked Wotan. Also, Sforza has a heavy pistol on the mobile version of you look at the non-Wotan profile.
  9. I think it looks solid, though I think limiting yourself to one triad is kind of avoiding part of the strength of Tohaa. The Rasail lt. is an awesome choice - it is solid, and the peripheral can do work if you don't want to risk the Rasail. I love the Kerail and Sudras - I always take two Sudras and they always cause havoc since I run them aggressively and on a flank. Unless you switch the Kaeltar to group 1, I don't see where you are forming your triad. I also tend to run the Kotail as a spitfire - super mobile means it can threaten a flank with the Sudras very effectively and Holiness holoprojector lends it some safety. I tend to find that it helps me to think of Tohaa as a slightly more durable LI army and try to run it like that - models can soak fire and are durable, but tend to fold quickly if your opponent focuses on individuals. The extra burst with lots of triads really helps with that trade-off.
  10. Also, a basic keistosu hacker is cheap and can fairy dust just as well as an expensive hacker
  11. In my opinion, Yu Jing really thrives on HI - it is one of the strongest points of the whole faction. If you are going for dedicated anti-hacker, switch the AHD Ninja for a KHD Ninja - AHD is vulnerable to hacking and can't really protect itself. I also am not a fan of Zhanshi - if i want a decent line trooper, I look to CG, if I want a cheap cheerleader I look at Kuang Shi and Keistosu. I also don't really favour the mass amount of HD/AD in your list. Cutting a Tiger might help you find points to pick out a 'good piece' to fuel with orders, which I definitely think your list lacks. Generally, when I make a list, after seeing the mission and picking out the specialists I need, I pick out a couple quality units that I can feed orders to, then fill in the rest of the list with backup specialists, cheerleaders, etc. I also try to pick out methods of covering situations that might come up - enemy TAGs, HI links, key piece goes unconscious, etc.
  12. Well, a lot depends on their loadouts. Tigers have AHD and paramedic, while ninjas have AHD and KHD; tigers have more flexibility in what kind of specialist they are. Tigers are MI, so they have a MOV of 4-2, while ninjas have a MOV of 4-4. Ninjas also have ARM 1, versus ARM 2 for tigers. Tigers have combat jump and mimetism (-3 to opponents BS unless they have MSV 1 or greater), so they have the ability to be held back in deployment and drop onto the field of battle during one of your active turns (there is a PH check to do it successfully though, otherwise they scatter). Keep in mind, while off the board they do not generate an order for the rest of your force - the order they generate can only be used to bring them into play. Ninjas have TO: Camo (-6 to opponents BS unless they have MSV 2 or greater, and a marker state and hidden deployment), infiltration and martial arts level 3, along with a CC of 23 and a specialized CC weapon, which makes them a HUGE threat in close combat (autohits, crits on 17 base (23-20)). When in hidden deployment, they also do not generate an order for your army. Both units have a wide range of gun options, though tigers have a DTW option that ninjas lack. The ninja is generally going to be easier to put in play where you want it, since you place the model during deployment. The tiger, however, has the flexibility to come in where you want it either via combat jump (hopefully) or using one of the lower levels of AD - walking in on board edges is usually picked over trying to make a PH roll. Ninjas are harder to shoot due to TO (-9 in cover before range factors in) but tigers are slightly more durable (marginal). Ninjas aren't really as effective in shooting, though you have the option to do stealth shenanigans with the bow (though, it isn't very effective in shooting) since the bow is silent. Both are effective, and have different tactical uses. One other point - KHD grants the user the use of cybermask, so even if there are no hackers to kill, KHD still has a use!
  13. Tohaa always reminded me of mass effect, generally speaking. Asari for the majority, with krogan for the chaskra and quarian for the hooded models.
  14. Imperial Service────────────────────────────────────────────────── GROUP110 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) GROUP27 SOPHOTECT Combi Rifle, D-Charges / Pistol, Knife. (0 | 31) YUDBOT Electric Pulse. (0 | 3) YUDBOT Electric Pulse. (0 | 3) BÀO TROOP (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 29) CELESTIAL GUARD Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21) CELESTIAL GUARD (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 13) CELESTIAL GUARD Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) CELESTIAL GUARD Combi Rifle / Pistol, Knife. (0 | 13) CELESTIAL GUARD Boarding Shotgun / Pistol, Knife. (0 | 12) 4.5 SWC | 299 PointsOpen in Infinity Army This gives you a core fireteam of CG to replace the core fireteam of Kuangshi after the first turn. If you are dead-set on a Ninja KHD, drop the shotgun and regular CGs and one of the Yudbots.
  15. No video link, but it is powerful. In mobility form it is 8-2 with climbing plus, allowing it to reposition, get into optimal range bands and attack "secure" flanks. The BS of 12 lets it shoot pretty well in mobility form. NWI, STR 2 and Remote Presence, coupled with ARM 5 and BTS 6 make it super durable. Remember, engineers can heal units back to full STR, unlike basic doctors. Combat form is BS 14, which lets it win a lot of FtF rolls, but trades climbing plus and 8-2 for that. Generally I use it as a not-very-subtle missile, running it up a flank and digging it in cover. Usually I hold it as my reserve piece in deployment to allow me optimal placement. Keep in mind, the spitfire version is capable of fighting in a wide variety of rangebands due to packing a LFT, the panzerfaust gives both versions a disposable (2) anti-armour ranged attack and the heavy shotty is able to template or AP, though the range necessitates getting in closer.