Barakiel

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About Barakiel

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  • Birthday 03/22/1986

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  • Location Oakland, CA

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  1. Preemptive smoke to block major lanes is always a good precaution, especially when maneuvering with links. The threat of an Intruder HMG is always a good deterrent. Don't even be subtle about it. Just knowing that you have that Camo Token in your DZ, waiting to nail down any TO that reveals itself, will make your opponent think twice about surprising you with Hidden Deployment AROs. Tomcats are a great response. If TO shows up, a Tomcat walking on and hunting/outflanking with LFT and Combi is a good counter, especially vs the lighter 1-Wound TO Camo units. 5-man Wildcat links not only have plentiful fire, but still hit TO Camo in cover on very respectable 10s.
  2. Be still, my heart. This does reference a broader issue though. Presumably a tight leash is kept on Merc availability because CB still wants to deny/balance certain special rules and equipment with the factions/sectorials that can access them. Even someone like Sforza has far-reaching consequences, since you're suddenly providing an addition source of Holo1 that might allow for additional deployment shell games. Game breaking? Debatable, but Mercs do represent the most likely way of giving new equipment options with unforeseen balance effects to various factions.
  3. For sure. Acon, at least, has two other great defensive assets: Mimetic Sniper link teams and tons of antipersonnel mines. The Sniper link teams, whether they're Regulars or Bagh Mari, still have great stopping power as well as the ability to manipulate extreme range modifiers. They're also a good balance of ARO and active turn weaponry. I especially like Sapper Snipers from Turn 2 onwards, once I've had some turns to pick on my opponent's best gunfighters. Mines as well are a huge tool for PanO, just because we're so light on direct template weapons and have so few warbands. Access to Regular Minelayers, Nagas, etc. is an important area denial tool for us, as well as being a natural defense/deterrent against Camo troops.
  4. That's one reason why Hidden Deployment is so good. It allows you to time your AROs for when they're going to be most effective (enemy out of smoke, out of cover, after they've spent ~8 orders moving a key unit to an objective, etc.) with the least likelihood of retaliation (last few Orders of your opponents turn, or after you remove a key threat.) One thing that's nice about the rise of the Spetsnaz HMG, the linked Grey, etc. is that Ariadna players are locked more into the 32-inch rangeband than they ever were before. I don't often see snipers in Vanilla anymore, which Hexa Snipers, Swiss Missiles, etc. can exploit.
  5. Well PanO's game plan is pretty much always going to involve some variation of fighting first, getting objectives later. There are certainly going to be exceptions to this, but my strategy vs Ariadna with both NCA and Acon is to open Turn 1 with a combination of area denial and aggressive attack. A Swiss Guard or Spitfire Bulleteer might as well be the antichrist, as long as you keep them outside of the 8-inch death zone of flamethrowers and mines. If Camo Tokens are hiding on rooftops or elevated positions where they can't easily be reached, that also means they need to spend orders scrambling down if they want to reach an objective or have a strong impact with antipersonnel mines. Just because of the way climb and jump mechanics work, a model on a rooftop is going to have a hard time getting off that roof. And if there's a ladder that makes it easier to climb down, that also means it's easier for you to climb up and attack. It's always a two-way street there. So if you aggressively attack, then retreat your attack pieces behind a screen of mines and AROs, it's possible to progressively leapfrog/advance up the table in increments, turn by turn, until you gradually control the bulk of the table (including key objectives) while denying your opponent what they need. Don't forget also that Camo is also a mutual advantage. While we as PanO players dislike fighting Camo, Ariadna hates fighting TO Camo. Hidden Deployment is very strong for catching Ariadna units out of smoke, or after they reveal to interact with an objective. And simple TO in general is a great defensive asset. Look out for Antipodes, that are possibly the best Sensor Platform in the game, as well as obvious threats like Intuitive Attack. It's certainly true that Ariadna's a rough matchup, but we have toys to leverage against them as well. I personally dislike Vanilla PanO with a fiery passion and have little in the way of positive suggestions to offer when playing them. But Acon and NCA are nail drivers when it comes to actively hunting Ariadna.
  6. I'd put a vote in for Acon Regulars. AVA Total, good at long, medium and short range thanks to sapper sniper, spitfire and mines respectively. Highly flexible because they also have Sensor for Discover or Triangulated Fire, and the Hacker has a light grenade launcher and Fast Panda. Their LT choice is 0 SWC, freeing up points to spend on more choices. BS12 and WIP13 is also very strong for basic linetroopers.
  7. I generally don't like giving listbuilding advice, because playstyle, missions and meta are all factors that I can't really account for when I give feedback. Since you asked though... I would always include Sensor in a list. You never want to lose tactical options because you failed to Discover a Camo Token. I also think the second Combat Group is stretched too thin on Orders. I'd ditch the Peacemaker, move a Naga to the first group, and then buy as many 8 point bots as you can while changing one of the Regulars to a Minelayer/Sensor. Starting your primary group with 6 Orders if an opponent steals with you is debilitatingly low in my opinion. Lastly, I think lists with multiple HI as well as Sappers pair naturally with a Doctor. These are perfect choices for Order-efficient healing that can cause real problems for your opponent. Depending on the meta, the ORCs may be vulnerable to E/M without an engineer. Some metas never see E/M, while in others it's so pervasive that running without an Engineer is extremely risky. It's hard to argue with Regulars and Nagas though, great units.
  8. Yeah, the more you fixate on revealing Camo Markers, the more you play into the hands of Camo Spam. The concept of securing or clearing vital areas is definitely a winning proposal, since it allows you to focus on the mission regardless of how your opponent arrays all his units. Hunting Camo Tokens is a messy proposal. You should only prioritize the ones that interfere with your mission, and then be prepared to deny the other tokens with mines, direct template weapons, and key AROs.
  9. nca

    You want a Pathfinder. This comes from. Someone who runs Uhlans regularly. Your list will probably all be WIP12/WIP13 with no visors and no direct template weapons. You definitely want to Sensor.
  10. As long as you're not differentiating between which dice are weighted towards which number, I see no dishonesty. They're all dice, just roll them, and roll them hard enough that there's enough randomness in the result. At this point I think I've used my two sets of O:I PanO dice in well over a hundred games and have never felt like they were weighted towards any particular result. I hit targets, I miss targets, I make armor saves, I fail armor saves.
  11. Are we talking about you fielding 20-30 units wielding only their default weapon (rifle/combi rifle?) Or do you plan on buying SWC weapons and other options for them also?
  12. Medium infantry are tough. The second you climb out of the 20 point range, but you're not heavy infantry or Camo, you have to start justifying your cost. Medium Infantry, almost entirely, are giving up mobility and disposability to gain a strong set of skills or equipment. Since Medium infantry are slow, and since their PH and ARM aren't good enough to save them from threats like templates, their skills need to be really good for most players to invest. I'm not sure where Grenzers fall in that spectrum. I will say though, I expect the final version of Tunguska to look pretty different from what's now available. Overhauls for a number of units, plus the addition of multiple new units, wouldn't surprise me at all.
  13. I'd include Fugazi and a decent Assault Hacker with her. The Fugazi can follow her around thanks to Joan's coordinated Order, and she can hang out near an objective where she can (at the very least) suppress very effectively, or (best case) deter anyone from getting too close due to risk of Immobilize + Monofilament. Given how circumstantial that CC application is though, I tend to view her + Joan as a decent midfield presence that you can advance up the table without serious order expenditure thanks to Joan.
  14. There are a ton of units that are good for Wotan, though whether or not they're thematically suited to fighting in space is probably debatable. I'm sure that pretty much any PanO unit can justify being deployed on an orbital station though. Some thoughts: -Hexas present to monitor crew loyalty and work as counter-mutiny, counter-insurgency presence. -Auxilia: Crewman with basic arms training and Auxbot use for ship security. -ORCS: This is a pervasive unit, and obviously their armor allows them to survive combat in vacuum. Seeing them deployed aboard ship seems like a logical choice. -Aquila: These are depicted as the elite of PanO combat leadership, so it's easy to imagine their deployment aboard naval vessels heading to/from major theaters. -Swiss Guard: Their service demands a period of foreign deployment, so just like the Aquila, they could easily be headed to/from embattled areas. -Pretty much anything in Acon: Even though we think of them as getting dirty in the jungle, their experience means they're in high demand on Paradiso. Presumably they have to get there somehow, which means periods of space travel. More specifically, the Guarda's tactical role doesn't really restrict him to jungle-fighting either, and Acon Regulars are (in terms of organization) still just Fusiliers. -Bolts. They're involved in a lot of deployments, and their fluff doesn't seem to restrict them to any particular theater, so they could very well be on a ship. -All TAGs/REMs: Not caring about vacuum, radiation extremes, and other space hazards seems like it would be a pretty useful attribute in ship-based combat.
  15. I'll be PanOing for Wotan.