Jassal2.0

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About Jassal2.0

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    Mayanaut

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  1. I've never really had trouble with acceptance of my hobby, but I've also never really minded folks' opinions, anyways. That being said, I also fall into the "spends-way-more-on-booze," category. Usually $65 dollars an outing, two times a month (fuck my duty rotation). Put simply, painting helps me relax is something that I can share with others. I really enjoy it. @Errhile Why does she need to look better than a trash-can? Love for all. @Section 9 $1 a mini is actually pretty steep, considering I prefer 15mm. Truly, you guys need to try 15mm skirmish/platoon level. It looks so right and handles way better with a larger emphasis on maneuver.
  2. That's specific to the sub community. But, really, that's how it should be. One team. I mean, if it's bad enough, then at least we all get to die together. Surface side? Uh... Incompetence is relative, turns out.
  3. Don't forget the lack of sleep. It gets better after ORSE...
  4. The good and bad of Infinity are two sides of the same coin. The game is entirely abstract and built around engineering rule interactions in your favor. That's why some players get a bad flavor in their mouth and say, "it's not realistic." No shit. Infinity will never be realistic, and the sooner you embrace that then the more you'll enjoy playing.
  5. The scariest link-team is the one in the hands of a proficient player. That being said, HI is usually much scarier, especially with 4+ members. SSL2 is obnoxious in how much it ups user survivability. Domaru-Haramaki are probably the all-round scariest with good ARO weapons, lots of wounds, and a very reliable method of nuking opposing HI/TAGS with E/M. Riot Grrls are also ridiculously good with MSV1 and and HyperDynamics. They can be ridiculously hard to shift. What else... Kaplan used to be beasts back when they could fill out the team with Hafza on the cheap. Odalisques are still very good, but more fragile nowadays with more shock ammo out there. Linkable Nisses are going to be a real bitch to deal with some day. How about weak links? Sekban, Druze, Bolts... Who else needs love?
  6. ADDITION: Here's my swing at things. Group 1: MB link is self-sufficient in terms of hacking and FtF shooting dangers. Intruder provides a long range ARO, out ranges TR bots, and prevents/enables smoke abuse. Alguacile Rifleman is hidden like a LT and maybe even gets a Fiday to come his way. Transductors are orders and can be Coordinated Ordered with the Semper if you're facing camo spam. Stempler does it all. Tomcat goes hopefully unnoticed by your opponent and drops down as necessary to fix your armor/REM, place a d charge on the opponents side of the table, cap something needing a specialist.. Whatever. (What an awesome profile that I so wished I had in Bakunin) Group 2: Senor and crew enable smoke shenanigans with the Intruder, screen the MB, and offer a solution to hard targets that need to be hacked to pieces. They're going to be in the thick of it and are going to die. Whoever survives can be transferred to group 1 as necessary. This Haris will not survive turn 2 9-times-out-of-ten. Reaktion Zond provides some long range punch, a strong ARO, and a good Rambo piece as the situation demands. More so, the 2nd combat group forces your opponent to make a hard choice as to who to strip orders from. You should be able to punish him for either decision. Phew! Too much crazy? MB Link 1──────────────────────────────────────────────────GROUP 19 MOBILE BRIGADA Lieutenant Boarding Shotgun / Pistol, Knife. (0 | 33)MOBILE BRIGADA Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 43)MOBILE BRIGADA Combi Rifle + 1 TinBot B (Deflector L2) / Pistol, Knife. (0.5 | 37)INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22)STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)GROUP 24 SEÑOR MASSACRE (Fireteam: Haris) Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0.5 | 30)JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)REAKTION ZOND HMG / Electric Pulse. (1 | 26) 4.5 SWC | 300 PointsOpen in Infinity Army
  7. I still think this link is prohibitively expensive and vulnerable to CC, Flamethrowers, E/M, and Jamming. I think we all understand the benefits of link-teams, especially with HI. What may be more productive is identifying threats and devising solutions through list-building and tactics. For example, the MB link needs a screen to protect it from warbands, E/Maulers, and other disposable pieces that can very easily down one or two MB. CJC provides Jags, Bandits, and Morans. Jags have the benefit of providing smoke and unique load-outs. They're also cheap. The negative is that they require orders to escort our link. Likely, there would be benefit in creating a second combat group to escort the MBs in. Bandits are also relatively cheap, considering how much ass they can kick -- but still 20-30 points. They're also irregular, which means they're also going to be Order Competition with the link. This is the easiest way to get mines, though, and mines are invaluable. They also benefit from the camo state and are survivable. Morans are also in the 20 point range, but provide good area denial. Crazy Koalas are okay at best, but the psychological threat seems to force opponents away. No marker state, but they have mimetism and are hard to shift when they're on Suppression. So, our supports are relatively expensive, but versatile and useful on their own merit. This goes into list-building -- we need to have free points to screen our MB and provide alternate attack vectors. This raises the question if a fifth MB is as necessary as three Jags, or a Moran/Bandit and change. I'd argue that SSL2 is absolutely necessary to help minimize the threat of surprise attacks, specultive fire, and other tricks. The BS bonus is more like frosting than cake. TLDR: We need to focus on solutions to MB weaknesses, rather than circle-jerk on the positives.
  8. Woah, woah, Woah Riot Grrls are beautiful.
  9. Slightly off-topic: A link built around a gimmick like ODD isn't really what I would call reliable, in that hard counters exist. Back on: Experience with Riot Grrls and MB does have some overlap. Both are terrible in CC and are hard countered by No Vis CC attacks. E/M is also a hard counter. I'd say both are susceptible to hacking, though both can offset that. I'm very weary to put so much of a list in one spot/one job. Especially when the only specialist is also a vulnerability in terms of hacking. If you're determined to link the MB, I would go Deflector, Hacker, Boarding Shotgun. It sticks to being an aggressive specialist package that can also be broken down for suppressive as necessary. It avoids an over investment in something that suffers against camo and neg modifiers and leaves plenty of room for options. Options are what win Infinity. Maintaining flexibility and coverage is paramount and well done by the Nomads
  10. MB are tough and they don't flinch. I wouldn't recommend a full link, but one on Suppression is a hassle. Really, some units are just much harder to justify in a link: MB, Moira, Custodiers...
  11. Dang. That is spammy. Lol. Four Triads is a lot. Honestly, I haven't played too many IT'S S9. I'll post up some lists I was considering, why, and how I use them. @Dasaan You should look up the Delta Vector blog. I think you'd like it -- it's on game design.
  12. @DasaanThose are some expensive Triads! Don't you worry you're putting too many eggs in one basket? @Flipswitch I'm guessing the rocket launchers are there for the templates? I'm coming from Bakunin, so I don't have a lot of experience with rocket launchers. They seem mean for fire and cover deprivation. Definitely strong AROs, as well, as you force your opponent to slow down and space out. Any further advice or tricks for the Preceptors? It's odd that they're not impetuous. Do you take lone Makauls for the extra orders? How many Triads do you usually take? Or, rather how do you balance Triads to individuals. I really admire how efficient Gao-Tarsos and Clipsos are: both are cheap, forward, and survivable. I could definitely see myself with two combat groups less than ten orders and letting my opponent sweat where my drop troops are coming from. For reference, I'm an QK player in N2 and Bakunin in N3. I love flexibility and redundancy in my lists.
  13. Yep! Was this tournament Limited Insertion? I think in N3 it's almost always worthwhile to expand to two combat groups, but that's just my experience.
  14. As the title asks: how aggressively do you play? Not in terms of demeanor and attitude, but in willingness to attack and take risks. Also, what are some of your favorite Triads and why? I see a lot of potential in a Sakiel w/ Nimbus+ and 2x Makaul Triad. They can move safely with Eclipse grenades and then Nimbus+ is just mean to link-teams and Total Reaction Remotes. -6 (-9 in cover) to hit and -1 burst, or -6 (-9 for remotes) to dodge, and then you just lay the heavy flamethrower on them. It's disgusting. The second Makaul is just redundancy. Alternatively, you Eclipse their Rambo piece and CC it... I also really like the idea of pairing Kamael Paramedics with Symbionts. Okay-ish odds of reviving them, usually, plus it's a cheap specialist. What are your play experiences with Perceptors? They seem to be really good in combination with Gao-Raels, but the lack of CC skill on the beasts is disappointing. I'm going to be picking up the Tohaa 300pt box down the line and I was curious how you all play.
  15. Out to grab groceries?