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About Barakiel

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    Boarding Shotgun Kamau
  • Birthday 03/22/1986


  • Location Oakland, CA


  • ITS PIN S3824
  1. That bit about deployable repeaters I was aware of, but not the part about 6th Sense L2 not working through repeaters. I don't recall seeing that discussion, anyone have a link?
  2. Nice thing about Martial Arts link teams is that they gain Stealth. So basically, as long as the steam focuses on Moving rather than Fighting or Dodging, they can sneak past hostile hackers/repeaters. Enemy Hackers won't be able to declare a Hacking ARO unless they can see the link team, or come equipped with 6th Sense Level 2 (which ignores Stealth.) If you lay smoke to cover their advance as well, the job gets even easier.
  3. Interesting concept. I wonder if it would homogenize the various factions too much. For example, the Aquila, Hsien and Charontid all exist. They all have pretty similar capabilities, but have slight differences based on cost (Aquila's pretty bare bones, but gets high-tech MSV3... Hsien has the CC capability and utility stuff like Nanopulser that identify Yu Jing... Charontid gets the kitchen sink plus mnemonica because Combined Army.) But they're all durable, top-shelf stat line MSV2+ troops. If Nomads got a HI along similar lines, would this feel too same-y? The Intruder, of course, is pretty unique in its combination of skills. The Riot Grrrrls less iconic, but similarly very unique in the combination of MSV1, unique weapon loadouts, and that nice Frenzy discount. In terms of needing more MSV2 platforms, I can see the argument there, though I think Nomads also have plenty of alternative options for dealing with hard-to-hit targets (lots of direct templates, lots of CC.) I think the Kriza Borac would have been the most likely candidate for receiving MSV2. His old concept art even hinted he'd be getting a Visor of some sort. But I like that CB opted for giving Nomads a HI fire superiority platform that has a unique twist. Very Nomad-esque.
  4. The rules for Baggage allow them to rearm a unit that's partially or fully expended its deployable weapons, restoring them to max. But unfortunately it doesn't let you exceed the normal capacity for those weapon/equipment types . So the two Koalas definitely run around close to the O-Yoroi, but you'll be limited to two Koalas, rather than rearming to gain a swarm of, you know, 10 Koalas. You'll have to deploy the Koalas first somewhere on the table, then run back to the baggage bot to reload. Regarding Sensor: Yes, the rules for Sat Lock are pretty demanding. It's certainly powerful if you manage to succeed with it, and you can make Sat Lock more likely to succeed by upgrading the Pangguling to the EVO model (EVO Hacking REMS can do a lot of different things.) But I think the real winner of Sensor bots is simply having a rapid, 6-4 MOV unit that can run into the midfield and reliably reveal muliple Camo Tokens and Hidden Deployment units at once via Sensor Sweep. Camo in one form or another is likely to be encountered in pretty much every opponent you play against (even Morats from the Combined Army, known for not having any Camo Troops at all, still utilize Camo Tokens in the form of antipersonnel mines.) Having to manually discover Camo Tokens via WIP rolls is incredibly order intensive, and is the natural opponent to an elite 10 Order list like the one you're discussing. So being able to use Sensor to reveal Camo Tokens efficiently can spare you a big headache in the long run. Additionally, if you start playing structured missions, the Forward Observer component of that REM makes it a "Specialist" trooper, and therefore able to score objectives. It also has a gun... Which is more than a lot of simple support REMs can boast. So it's a pretty sweet package deal. For all the armies I play, it's the one unit/unit type that's included in every list I build, whether that's JSA, ISS, NeoTerra, Shock Army of Acontecimento, etc. On the broader topic of 10 Order lists: Some folks will probably tell you that you should avoid TAGs when learning the game. This is true to an extent, simply because you'll want to learn the game mechanics with 3 or 4 linetroops and then build from there. But honestly, I started playing this game just to put the ALEPH Asura on the table, and having that fun gamer goal got me through the game's initial learning curve and motivated me to learn how to play 300 point games. Once I got her on the table too, I learned even more... Firing and maneuvering with her taught me a lot of basic fundamental mechanics, and if she ever got killed in-game, I had to cobble together a backup plan and learn to use all my other units. So having a focal point like a TAG to structure your play around is great. You'll love stomping around with it, and if/when your opponent knocks it out of action, you'll learn the value of your other troops as well.
  5. Welcome to the forums. Multiple ninjas can be a drain on a list, especially a list investing in two expensive centerpiece units, because Ninjas don't contribute their order to the order pool while they're in Hidden Deployment. This means that their greatest asset actually works against the rest of your list by leaving it Order-starved. Your best bet for fueling double TAGs will include inexpensive support Remotes, like the panggulings you mentioned. A link team of Keisotsu, including a Kempetai with Chain of Command so that one of your O-Yoroi can be your front-line Lieutenant without risking Loss of Lieutenant status, will serve you well and help fill you out to a full 10 Orders. From there, you should have enough points left over to include one or two other decent combat units. A Ninja Killer Hacker is always a good investment, to keep your TAGs safe from hostile Infowar. Other good options would include an Aragoto, which is quick enough to run forward and flank the units that will inevitably be hiding from your TAG's heavy machine guns. If my mental math is right, you could build a good 10-order list that's pretty easy to get a handle on. Something like: O-Yoroi O-Yoroi LT Ninja KHD Aragoto combi/lightshotgun Kempetai Chain of Command Keisotsu HMG Keisotsu Keisotsu Keisotsu Weibing Sensor Bot (trust me, Sensor is worth its weight in gold once you start fighting multiple opponents.) That would be a 300 point list to shoot for, though you'll almost certainly want to start with small 150 point games (you can still fit an O-Yoroi in there) to get a feel for the rules. Note that Koalas can be "spammed" to an extent, but it's kind of tough to do so because they only act in response to your opponent's turn. So you can certainly run an O-Yo up, leave his koalas in a key part of the table, then run back to a baggage bot to reload, but this may be more trouble than its worth. Koalas are good, but they're not too hard to deal with... A model with high Physicality can move in range and Dodge them, in which case the Koalas "miss" and are expended. They're a great tool, but not necessarily a good basis for strategy. I'd rely more on those awesome Damage 16 HMGs.
  6. I'd like to hear more about which Daylami you used, and how they performed on the table.
  7. Right on, welcome. You've made a great start with some solid units. -Phoenix does have ODD! It's what makes him a staple of most Steel Phalanx lists, nearly as common as the 2x4 Enomotarchos teams you alluded to. Maybe you're thinking of Hector? Hector is indeed without ODD, but it's still possible to just win gunfights the old fashioned way. His burly defensive stats mean he can survive some bad dice luck and keep fighting, unlike your typical 1-Wound trooper. -Ekdromoi have their place. Taking 2 is difficult, just because you don't gain their Order for the Order pool very quickly. They have to use their Order to enter play, meaning it doesn't get added to the pool, so you're going to be playing virtually every turn with ~7 orders. More on that below. The Hacker's fine, a decent Specialist, but you may find a simple Combi Rifle is going to help you get work done more easily. It's hard to initiate Close Combat without smoke to block the Line of Fire of your intended victim, so you may find yourself spending a lot of Orders to maneuver your Ekdromoi, only to have them get shot before they get into the action. -Looping back to the point I hinted at, you probably want 10 Orders, and you probably want at least 9 Orders that start on the table. Link Teams will add to your movement efficiency, but since Steel Phalanx has no Infiltrators, you have a long way to walk if you need to reach a hidden enemy or achieve a midfield objective. If your opponent steals your Orders with a Command Token in Turn 1, you're starting with 5 Orders on the table. That's rough. -Choices like Netrods and Sensor may not seem very glamorous, but the more games you play, the more you might come to appreciate them. Discovering Camo Tokens is a serious chore, and Sensor is very helpful in this regard. Also, Netrods exist specifically so you have the option of running this kind of elite force while still topping the pool to a full 10 orders. I hope you enjoy your first games!
  8. The Guilang has a place in all lists, all missions, at any point level. It's a very good unit to have in a list, especially the various Combi Rifle equipped loadouts which provide a broad range of flexible tools for attacking the enemy, defending your own units (antipersonnel mines are great for this) or achieving mission objectives. Also, Cheap order generators are critical. They not be spectacular in terms of combat effect, but their role in giving your better troops the Orders needed to fight is one of the key principles of playing Infinity. Any of the line troops you have (Zhanshi, Celestial Guard) can assist in this role. After that, there are a lot of units in the intermediate 30-40 point rangeband. My suggestion is to look up their profiles in the online army builder, see what rules and equipment they have, then use the Infinity Wiki to learn what their rules and weapons do. This will not only help you learn about your units, but will also help you become more familiar with the rules. Once you learn what a Tiger Soldier's Airborne Deployment does, you'll know the Airborne Deployment rule for all armies, yours and your opponent's. It's likely that, as you learn the rules, some of these units will become interesting and appealing to you. Ultimately, the big hitters like the Hsien or Dao Fei will become the powerful focal point of your list. Since the default Infinity weapon is the Combi Rifle, effective at short to medium ranges, it's very helpful to have heavy weapon troops (for example, the Heavy Machine Gun or Spitfire) to extend the effective range at which you can gunfight and engage your opponent's units. The Hsien and Dao Fei, with their great Ballistic Skill, good Armor and multiple Wounds, are very powerful. You may not use them much in small games, where their high point cost will make them difficult to include in starting lists, but eventually you may use them in every game you play.
  9. That's awesome, I remember our conversation about the Croc Sniper. I don't blame you for wanting the Kamau HMG either. I definitely split with a buddy to get a second Swiss (now a Hacker) as well as a second Kamau HMG (because the Kamau HMG is awesome.) Now we just need the rules to use 5 of them
  10. Yeah, @Make PanO Great Again :P knows what I mean. I'm excited for the HRL/SMG profile for sure, but I'd love Kamau to have a "filler" profile with a short-range emphasis that would set them apart from Fusiliers. I just think that a link of Kamau SMGs, sporting similar design elements to the M7 from the Halo games, would look awesome. Still, the cheap SWC of the Kamau HMG is a major asset for list building. Having to only pay 2 SWC for double HMGs leaves a lot of room left for other SWC options in the list, including that Heavy Rocket Launcher.
  11. Are you reading this CB? Lots of excitement for Varuna... It's worth mentioning just what an awesome unit the solo Kamau HMG is. I strongly dislike Vanilla PanO, but configurations like Cutter/Crocs/Kamau is a really strong thematic incentive to put Vanilla PanO on the table. I'm even thinking about running Varuna themed PanO in an escalation league, since these Varuna themed units would be pretty fun in small games. I'm curious about how much army twisting it will take for my opponents to let me run AVA5 linkable Kamau. But the Kamau HMG is a serious bargain. 4-4 MOV, Mimetism, elite Ballistic Skill at that point range is a good example of the nice things that PanO gets. I know there's been some debate about whether the value presented by Kamau in Varuna will outweigh simply taking linked Fusiliers. I personally would love to see a Kamau boarding shotgun or submachine profile to help differentiate the two units. But I suppose the Kamau's MSV2 Sniper loadout helps achieve that. Regarding the lists, I really like the presence of Minelayer in any TAG list. There's huge value in being able to keep Camo tokens, warbands, Repeaters, etc. at bay. Most of the major threats to a Cutter have to get really close to do so, so I think units with mines are pretty key in supporting that TAG.
  12. Great post, much obliged. Replying in no particular order to your thoughts: -The point about Ghulam Snipers is a great one. I naturally gravitated towards HMG and missile for my Ghulams since those weapons are my staples in other lists, but that's largely because my other lists are paying that SWC premium on MULTIs so I tend to gloss right over the word "sniper rifle" when I see it on line troops. I know that's a mistake, having seen Grunt links in action. I love that suggestion. -I like total reaction REMs, and i was eyeing it, but was dissuaded because I couldn't see myself spending that key Regular Order on supportware. The LT Order is, of course, the right solution. Good recommendation there. -The Lasiq's a good choice too, shame on me for dismissing her early on. I'll kick these ideas around and report back.
  13. I recently ended up with a huge lot of Hassassin minis, and I'm interested in getting them on the table. I'm primarily a PanOceania player, so HB's asymmetrical warfare presents a new and interesting challenge for me. My play with Yu Jing and Ariadna has given me a pretty good notion of what to expect from troops like Inferior Infiltration Daylami, Hassassin Fiday and Mutts who are all looking to trade up with their kills and area denial. However, PanOceania, Yu Jing and Ariadna all have top-tier long-range gunfighter and lane control pieces to help facilitate those upward trades, primarily as it pertains to HMGs and other tools that can clear the way for your lighter troops. I see the value of in the HMG Ghulam of course, and I know the Muyib HRL is a nice tool also. I like the idea of the Ayyar Sniper, and I can see how the durability/two Wounds as well as surprise shot help make it a respectable (albeit not brilliant) long-range gunfighter. Most of HB's star units seem to shine in mid to short range though. Linked Leila, the Ayyar Marksman variant, Asawira, Muyibs, all seem happier at short range. Govads have a good long range arsenal, but obviously they become the focal point of any list they're in and I'm not thrilled by that. I think I'm a bit wary of Govads in general, just because i've played linked Briscards enough to appreciate that 1 Wound troops with no negative mods can fold very, very quickly when trying to take down strong enemy AROs. So I see games as following this general flow: If the opposing enemy overwatch is light, use your long range pieces to subdue. If their overwatch is nasty but has an opening, then use, Fiday or Inf. Infiltrating Daylami to attack and open a new angle. If all else fails, smoke grenades are an option. If you manage to break out of your DZ, begin establishing table control. This can be done with Farzan or Fiday mines, as well as using Mutts and Markers to deny area. From there, score your quadrants or objectives and keep relying on your forward pressure (Fidays, Daylami) and midfield presence to hold the enemy off. Dedicated attack pieces like Asawira or Muyib link can go on the attack very well also. Sensor and Intuitive Attack Jammer can reveal Camo Tokens easily Are there significant tools here that I'm failing to see? I borrowed a friend's HB a few months back to try against Steel Phalanx, and got absolutely wrecked by Achilles (it was the only game where I've been completely tabled, since I started playing 5 years ago) and I've been wary ever since. But the table was also very open, which meant it was hard for the Mutt toolkit to keep Achilles away. One of my big takeaways from that game is that HB really wants a certain amount of terrain density. Tables that are too open don't give Mutts a place to hunt, or Fidays a good place to hide and stage their attacks from. This concerns me a little bit as an ITS player, since I don't always have control over terrain density if I attend someone else's event. Is this largely true for HB? Are there any Hassassin Bahram players that have managed to succeed well in their play, even on very open tables? I'd really value some battle reports, video reports, etc.
  14. Yes, the ability to form fireteams (this includes Core teams as well as specialty links: Haris, Enomotarchos) is for Sectorials only. It's the benefit they gain, to offset the limited number of units they can take. As pedrogzc says, Duo is an exception. EVO devices allows Fireteam:Duo to be used in non-Sectorial lists, following the rules for EVO
  15. I love a good Uhlan.