Section 9

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  1. I'd consider bumping Jethro's model up to Knauf's profile (assuming that you're playing 150pts). Or the Druze sniper profile. I'd also want some flavor of rapid-fire weapon in there, like a Red Fury/Spitfire/HMG. Or maybe an SMG/Assault pistol for short range high burst. If you *really* want to mess with people once you step up to 300 points... Druze Bayram Security ────────────────────────────────────────────────── 9 1 1 Emily Handelman, ARSLAN Lieutenant MULTI Rifle, Light Shotgun / Viral Pistol, Knife. (0 | 36) KNAUF MULTI Sniper / Heavy Pistol, Knife. (1.5 | 32) Nakadai, SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 40) Domovoi, McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31) Stallion Jack, ANACONDA Spitfire + Light Flamethrower, Panzerfaust / CCW. (2 | 62) Beba, OPERATOR Spitfire / Pistol, Knife. (- | 0) Uhahu, WARDRIVER Hacker (Defensive Hacking Device) Boarding Shotgun / Pistol, Knife. (0.5 | 17) PEACEMAKER Spitfire + AUXBOT_3 / Electric Pulse. (1 | 27) AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4) PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21) AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) 6 SWC | 298 Points Open in Infinity Army Using the Soldiers of Fortune rule with mercs makes 6SWC, I only count 5SWC in the troops. Wanted to give Emily her LGL, but I figured a multirifle's DA round would also give the results we see in the comic. Knauf/Jethro is obvious, as is Stallion Jack&Beba. Nakadai threw a smoke grenade in the battle, so he's gotta use Saito's profile. Had to use McMurder's profile for Domovoi, that's the only mercenary DogWarrior in the list (I really wish there was a non-character merc DogWarrior). And Uhahu seems to have sixth sense, after Emily abandoned her and she still didn't get shanked by a Druze (but we only see her defending Stallion Jack, so DHD). The REMs are to represent Dolly Dagger's guns (and feed more orders to the important people).
  2. Exactly. "Grenades" or "Light Grenade Launcher" means only normal rounds. The Druze only get to shoot EM and Nimbus grenades, not normal grenades, in their sectorial. Druze working for Haqq have normal grenades but no EM or Nimbus. But I gotta admit I wish that you could carry multiple different LGL grenades as a normal thing. Today, probably half the typical US Army grenadier's loadout is smoke for marking targets or blocking vision (though I admit that it used to be even higher smoke% when the team leader was carrying the M203). You would not believe the variety of stuff you can shoot out of a 40mm grenade launcher these days. Anything from basic boom, shaped charges to bust armor, buckshot/flechette, multiple different colors of smoke, illumination flares, riot control smoke, rubber bullets, a recon drone (camera under a parachute), and even a guided missile! You'd need to do some bookkeeping for it, but that's not necessarily a problem in a 3-turn game.
  3. Was leaning more towards the Hassassin Muyibs I have, but the Fusilier beret would probably be better.
  4. "I'm Lawrence Calverston, Tristeryon's VP for Marketing and Advertising. Thank you for your time." Eddie starts off friendly-but-businesslike, about the same tone Mister Chao took with him. "To tell you the truth, though, I don't have a bike in the race, yet. Nobody has agreed to take a Tristeryon sticker so far, but I think Team Coke is interested." "I have a rule to never bet more than I can afford to lose, so it's not going to be something in Emre's scale. He can lose my entire annual salary to a rounding error." Eddie chuckles at that. "But 10k Skendar per bet isn't out of line, probably won't exceed 100k total bet." [ OOC: I'm assuming that 1 Skender is roughly 1 US dollar in purchasing power, so these ain't small bets. ] "So, let's make things interesting. Rebecca Morgan for finishing in the Top 5, and also for fastest lap. 10k Skendar each." "Also, would you mind sharing your odds for other pools? I want to add a few more bets later on, once I get a chance to talk to the teams at the track."
  5. knew I was forgetting something! Thanks for the reminder. So yes, still takes place immediately after breaking the fireteam, Impetuous model(s) can't take cover anymore. Just like a model Frenzying (get that first kill and can't take cover anymore).
  6. Paint and try the Guilang combi first. Yan Huo HRMC after that. I love that big gun. Another Tiger and/or the Hac Tao later. Hac Tao are awesome, but expensive and start back in your deployment zone. Sadly, they do NOT have Infiltrate. Well, I usually use them for different things. Ninja Killer Hacker usually gets Hidden Deployed where I want to put another hacker (like a Daofei), so that when someone tries to RedRum my Assault Hacker they get ARO-hacked in return. Ninja Assault Hacker hides close to an objective, but waits for the Kanren KHD to come up and cover her. I usually use Tigers for outright killing things. So if I have enough specialists or don't want to play the hacking game much, I'd probably run 2 Tigers. But if I'm going to play the hacking game (means AHD, KHD, and either standard HD or EVO all in the list), there's going to be a Ninja or two.
  7. That happens sometimes. But I try to have a job for every model in the army besides 'give orders to someone else'. Well, as long as you pass the Infiltration roll. There's a stat in the unit profile labeled AVA, that's how many you can take in a game. Seems to work out as Total (as many as you want), and then from 8 on down to 1. Tigers are AVA3, but I wouldn't want to take more than 2 troops that start off the board (whether that's off-board in Hidden Deployment like the Ninja or off-board in Airborne Deployment like the Tiger). You need the orders to do stuff!
  8. It's a Duo, so by definition only two models. So you could Duo Valerya with either Scarface or Cordelia. Not both at the same time.
  9. I've always played it as taking effect immediately, though I don't think that matters in N3. Impetuous phase happens before any regular orders are spent, so if the link team breaks in the regular orders phase of Turn 2, you don't generate the Impetuous orders until the start of Turn 3.
  10. This never appeared to be a problem to me before now because I almost never run more than a single combat group. But after writing a few lists, I can see that it is a lot more important than I thought. And here's why being able to ask questions of what combat group, if any, a camo marker belongs to, is bad: it leaves some factions paying points for something that they won't get any benefits from, because the dummy marker for Ambush Camo isn't a Trooper and therefore doesn't belong to a Combat Group! Emphasis mine. USARF, for example, doesn't have any minelayers (no deployable mines whatsoever, actually!), so all camo markers that are not part of a combat group can be ignored because they're Ambush Camo dummies. Which also reveals the number of Hardcases in the list, since Hardcases are the only Ambush Camo models in USARF (ok, that's a max of 42 points of the list, but still). The only way the Ambush Camo deception works is if no camo markers belong to a combat group until an order is spent on them. Yes, the player still needs to write down what's under each camo marker. I'd have to do that with more than 2 camo markers anyway, just to remember which models are where. But that's simply good sportsmanship!
  11. Yeah. Either all camo markers belong to combat groups, or none of them do. Anything in between means that certain armies are paying points for an ability that doesn't benefit them. And since we know that only troopers belong to combat groups (and mines don't), that means that no camo markers should belong to combat groups. That's why I have always played that camo markers don't belong to a combat group. In the case of that example list, I'd say there are 18 camo markers (and watch my opponents promptly crap themselves).
  12. Yes, that one works fine for me. Ctrl+F5 to dump the old cache info and reload.
  13. Mostly for the redundancy. Those TAGs are your only long-range weapons, so they will be exposed to a lot more fire than is really healthy for them (trust me, TAGs die just as fast as anything else in this game, even to rifle fire). I prefer to have at least 3 long-ranged weapons in the list (panzerfausts don't count, since you only get 2 shots with them). Usually 1x HMG, 1x sniper, 1x something else, but it depends on theme and weapons availability.
  14. I think I see how this would work with Ambush Camo: Since the Ambush Camo model generates two camo markers (one of which is a dummy/decoy), they are both associated with a trooper and would therefore both be part of a combat group. Or at least that's how I think folks are applying the idea. You can get up to 4 models with Ambush Camo in a list (vanilla, 2 hardcases and 2 Spetsnaz; or 3 hardcases in USARF), so you could say that all 8 camo markers belong to Combat Group 1. Or, in the case of this list, 14 camo markers belong in group 1, 3 are in group 2, and 1 is not in either group (so it's obviously a mine): Ariadna ────────────────────────────────────────────────── GROUP 18 2 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SPETSNAZ (CH: Ambush Camouflage) Sniper Rifle / Pistol, CCW, Knife. (1.5 | 34) HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12) HARDCASE FRONTIERSMAN Tactical Bow, Rifle / Pistol, Knife. (0 | 14) TANKHUNTER Lieutenant AP Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (1 | 25) TANKHUNTER AP HMG, D-Charges / Pistol, Knife. (1.5 | 35) S.A.S. Chain Rifle, Grenades / Assault Pistol, AP CCW, Knife. (0 | 22) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) GROUP 23 FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) 6 SWC | 298 Points Open in Infinity Army If the ambush camo markers are not part of a combat group, you'd have to say that 10 camo markers are in Group 1, 3 are in Group 2, and 5 are not part of either group (so are either mines or ambush camo).
  15. [ Right, this could get ugly, if I annoyed the Odalisques last night they may have sent me on a wild goose chase, or worse, to someone who doesn't like my references. Let's try not to break anyone here, shall we? ] "I'd like to speak with Mister Chao, Emre's entourage suggested that he was a good person to talk to for making the racing a little more ... financially exciting." Eddie speaks up with just a slight emphasis on 'financially', as he wanders deeper into the store and away from the windows. Eddie is also checking to see what kinds of things are in the market, he has an odd attachment to fresh fruit, probably caused by too many months away from working hydroponics units. Eddie has one hand in his right pocket most of the time, though he's using his left to check the fresh fruit. Someone who doesn't know him well might assume that he's bored, but Aaliyah probably recognizes that as forcing his right hand to slow down on it's way to a weapon. While doing all of this, he's watching the three folks in the store pretty closely, especially at his name drop. [ Observation roll, Awareness of 10, +2 Expertise in Observation, and 2 Focus in Observation. 6 and 8 on the dice, for two successes, plus Amyah's Sensor Suite bonus. And I swear that is what the dice just rolled, I'm not recycling old results here! ]