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Found 30 results

  1. HSN3 UPDATE: I think the scots have been probably the biggest recipient of love outside of Yu Jing's IS sectoral. Having previously had a reasonably rough time of grabbing objectives due to a parsity of specialists available, we've not only got more specialists now, their delivery systems have also received a massive boost in ability. The whole faction now benefits from the ability to mix and match core, haris and duo links and has become very order efficient, as well as the ability to utilise cheap volunteers to power up 3rd rifles AP HMG to BS16 should give us more ranged punch, leading to a lesser reliance on CC to deal with heavy hitters. I've recently updated the MRRF N3 listing and there seems to be a need for the Caledonian one to be updated so I thought I'd weigh in with my thoughts. Please feel free to comment, add suggestions and criticisms etc, I'll do my best to accommodate and update this with your thoughts and experiences. Without further ado, lets crack on: So, why play the Scots? Well, aside from being a masochist and learning to paint tartan, you're joining the sectoral to make use of numerous threats that need to be dealt with. Even a 6pt chain rifle Galwegian can cause your opponent serious headaches, but when you stack super-jumping werewolves, excellent HI with APHMGs, camo snipers and the ever present threat of SAS attacks, you begin to see that you can make your opponents day pretty shitty when you attack from all angles. As with all things Ariadna, you're going to need to deal with the fact that you don't get the cool tech to play with. We only have one MSV choice, poor access to REMs, no TO (though we do have good camo options) and no mines or hackers means you're definitely joining up to an aggressive force that is lighter on tricks but heavier on raw power. T2 is a boon and is available widely here, making our low tech hit harder for every failed ARM save. @colyork Very kindly pointed out that T2 is now "exotic", meaning it bypasses total immunity, making it very handy for putting down opposing ariadnans and other key units with the ability. N3 sees a buff to close combat and most of our troopers are very capable there, though getting there remains fairly difficult. Thankfully, we have smoke grenades in abundance, but beware of MSV2 heavy forces as they negate our biggest strength. The main learning point for success with the scots is learning to manage impetuousness. Many of our best units are impetuous, frenzy or extremely impetious and failure to plan for this can lead to preventable losses to AROs and much frustration. Many times I'll prefer to choose deployment at the initiative roll and opt to deploy second; the knowledge of where my enemy is means you can then set up to deal with the MSV2 snipers and TR drones that would otherwise ruin your day right from the off and mitigate their effect on your game. The old complaint of ITS players in N2 was that there simply were not enough specialist options, but now paramedics are classed as specialists in ITS missions, the 10pt volunteer paramedic means we can easily get enough guys on the ground in combination with Dozers, SAS Forward observers, Isobel and Uxia. HSN3 adds Scots guard FO's to that list and adds a mercenary wardriver hacker into the mix as well, hugely widening our available specialist options. Oodles of smoke makes taking objectives much easier and I think we're in a good place for ITS now. Light Infantry: Volunteers These guys are our basic cheap line infantry and provide rifles and regular orders on the cheap. They come equipped with the stats to match their low cost; a paltry BS of 10 and a WIP of 12 offset by the 6pt entry price. They are linkable however and they do have access to a specialist profile, a HMG for some ranged punch and can link with Isobel, a spec-ops (where allowed) and the mighty William Wallace if you need your link team to have some extra options. They're much more potent when linked; gaining extra burst, sixth sense and an extra +3 ballistic skill which really helps with the crappy starting stat so they can be damn good link that wont break the bank. HSN3 Update: Whilst largely the same as under N3 rules, they received a fairly sizeable boost in that they can now link with a 3rd grey rifle. This allows them to very cheaply give the full link bonus to a BS13 AP HMG, which is frankly awesome. Even more awesome is that the greys bring smoke grenades, meaning you now get smoke dodge AROs and clouds of smoke to cover your advance up to objectives letting your paramedics and Isobel do their job unimpeded by pesky ARO fire. Standout profiles: Chain rifle/Light shotgun 6pts This guy provides B2 huge templates for attacking densely packed models or as a solo anti-AD deterent. In a full link, the shotgun provides a nice close range FTF and defense against CC troops, giving +9BS before cover in its sweet-spot. Rifle 8pts Solid price for a regular order with a rifle. good for filling out links or for covering your DZ as a solo model. Can also be taken as a 0SWC lieutenant option and easily hidden amongst many cheap clones or in the safety of your link team HMG 19pts 0.5SWC Provides some ranged punch on a budget, becomes vastly better with the bonuses of a full link team. Paramedic; Rifle 10pts Not hugely useful as an actual healer, but it allows you to get a specialist into your link team for an order efficient way of getting a specialist onto ITS objectives and gives an option (though not a great one) for grabbing the 'experimental drug' secondary objective. Avoidable profiles: Light shotgun/light grenade launcher 10pts 0.5SWC The LGL is a nice-to-have bit of utility, now that it doesn't kick you out of the link for spec fire. If you're struggling to burn all your swc and have enough points spare, its not a terrible choice, but its still fairly low damage and reasonably easy to dodge. That said, if your meta includes a lot of TO gunners on rooftops, spec fire isn't an awful way to deal with them given our lack of msv. Limited camo, inferior infiltration; Rifle/D-charges 11pts Limited camo, inferior infiltration; Light shotgun/Light grenade launcher 13pts 1SWC Both interesting options in theory, they're forced to attempt to infiltrate over the midline and have poor PH so more often than not, they'll end up deploying in your DZ having failed their roll. That said, if they do pass, the d-charges may be handy if you manage to get lucky and roll "sabotage" as your secondary objectives. The LGL profile is a bit of an ask at 1 full swc, but at least you're likely to be in your +3 range band. still, hitting on 7's with speculative fire only gives about 1/3 chance of hitting so you could easily burn several orders and hit nothing. 112 The 112 is our only "true" doctor but lacks the army-wide support most other factions get that actually makes doctors useful. Without an army full of cubed profiles, we can't make use of the command token re-roll and the WIP13 is likely to "off" your patients rather than help them. The other main issue is the lack of G:synced bots, which means he's got to spend a lot of orders to get upfield to try and heal. The medikit is a nice touch, being able to shoot healing syringes so as not to expose your doc to the gun that killed his patient, but his pretty average BS means you might waste orders trying it. Thankfully, he is the price most people pay for their line trooper paramedics, so he doesn't exactly break the bank. Worth a pop I suppose if you've got a strong defensive link team he can lay prone behind or as a cheap specialist for ITS games. Being armed with a light shotgun, fairly low BS and no way to get up the board but to footslog means he is not going to be a great gunfighter, but hey, he's cheap! Dozer The Dozer is the only engineer profile available to us in Caledonia and is the generic engineer for Ariadna as a whole. They haven't got a huge amount to fix compared to our allies and enemies but they don't break the bank and are rifle armed so are effective at greater ranges than their medical compadres. WIP 13 isn't fantastic but they are necessary if you want to unlock our REM choice, the Traktor Mul. A reasonable points drop helps get them into your forces too, they're not going to break the bank at any rate. Well worth a look if you're taking HI and your foes like to crack out the ADHL or E/M ammo types. Standout profiles: All of them! Rifle/D-charges 13pts Rifle/D-charges/Traktor mul device 14pts Rifle/Akrylat Kanone 14pts All of these profiles allow for engineering of damaged kit and REMS and the akrylat kanone isn't a bad call for some long range ARO potential or a bit of glueing when you don't need the traktor mul device, plus the 1pt upgrade is pretty manageable though you do lose the charges. The other profiles do keep their D-charges, and these allow you to blow holes in walls, objectives and models as well as grab a secret objective too. Warcor 3pts for a flash pulse toting model is ok, but the fact that it is irregular is pretty annoying. Not a lot to recommend here other than flash pulsing with its pretty decent WIP of 13 which is fine for a distraction/speed bump. This becomes worthwhile if you're taking William Wallace as LT because of his inspiring leadership trait; it makes the warcor the cheapest source of a regular order in your list! Highlander Caterans These guys are some of the best snipers in Ariadna, possessing climbing plus and limited camo to make sure they can reach the best sniper nests and surprise attack their prey. They're also seriously cheap and have solid BS, falling back on mimetism and long range DAM15 rounds to keep them safe in ARO. They're capable of defending themselves in CC should they be attacked, a healthy CC19 and APCCW rounds out their profiles. Both profiles are great, but for me, the T2 ammo is well worth the 1pts and 0.5SWC upgrade price. The downside is their irregular status, but you'll probably want to be spending orders on them every turn anyway. HSN3 update: They became slightly more expensive but remained largely the same, still delivering active turn power. The T2 is now a +3/0.5 upgrade over a standard sniper rifle but still the better choice. Medium Infantry: Scots Guard These guys are a versatile and well armed regiment, having options for both camouflaged heavy weapons users and a versatile non-camo linkable squad. Both sides of their coin have their uses and the models are some of the newest and most detailed in the sectoral. Downsides are their MI status, bringing with it a 4-2MOV stat and a lack of specialist profiles. HSN3 update: These guys got seriously good, gaining two specialist profiles and the fireteam duo skill on the 1st battalion. Now they don't require a full squad to be useful, they'll no longer be outshone, easily being able to bring a big gun to cover the advance of a specialist. They were previously fairly unloved given that a team of these prevented you taking a link of specialists for missions, that restriction has now gone thanks to the FO profiles and I expect to see much more table time for these guys Standout profiles: 1st battalion; All of them when linked. The mixture of weaponry in this team is excellent; the AP marksman rifle gives a healthy punch at medium range and makes for a decent 0SWC LT option too. The missile launcher is damn handy for blowing holes in TAGs, walls and lifeblood crates and benefits hugely from the +1B and +3BS of a full link ensuring that you win the FTF and hitting with those AP+EXP rounds. The dual SMGs gives you a high burst option for getting up close and dirty and the DEP is a nice throw-away solution to HI and TAGs too. A Fireteam: Duo of Molotok and forward observer(2SMG's, DEP, D-charges) will make for a very potent addition, able to cover a good mix of range bands as well as achieve Telemetry/HVT:designation/Sabotage and push buttons and the DEP allows them to take out scenery structures for missions where that counts. 2nd battalion; Missile Launcher, assault pistol 31pts 1.5SWC This guy benefits hugely from surprise attack rule, camo, cover and long-range. He is a deadly threat but can still be very swingy with his B1 launcher. He can perform in up-close firefights though with that assault pistol so he's pretty versatile. Molotok 30pts 1.5SWC Arguably this gun got worse for the link team, effectively now just costing 1.5SWC for +1B over the AP marksman rifle, but coming from camo with surprise attack with AP ammo makes for a good medium range hunter-killer and you can certainly do worse than pick this guy. Avoidable profiles: 1st battalion; Molotok 26pts 1.5SWC (when linked) Outside of being the gun to cover a Duo FO, you're paying a huge amount of swc for effectively +1B over the marksman rifle, and the marksman rifle can be an FO specialist as well.. All of them (when not linked) If you're not linking these guys, the safety and flexibility of camouflage makes the 2nd battalion the better pick or one of the LI/HI choices that gets a 4-4MOV stat. 2nd battalion; 2 SMGs, DEP 22pts Kitted for close range combat but lumbered with a 4-2MOV stat, its not ideally suited to getting to its hunting ground and will burn a lot of orders to do so. Take the longer ranged options I think! Heavy Infantry: Caledonian Mormaers: Premier Heavy infantry, these guys hit hard and can take a hit or two in return with that ARM5, though they lose out on the standard 2W of the HI class and get the worse (though now much improved) V:Dogged skill instead. Shock immunity does help offset the issues V:Dogged has with mines and MULTI rifles and they're not hackable either which will wind up your nomad adversaries no end! The tesium plates must weigh a shit-ton though as they do keep the old N2 HI stat of 4-2MOV. Both options make for good choices, the T2 rifle getting an X-visor to offset the low optimal range of the rifle platform. T2 ammo is dangerous to be hit by and at 0SWC and 32pts, this guy makes for a decent attacking platform and once stuck in cover in suppressive fire mode makes for one hell of a roadblock or overwatcher near an objective. For me the more interesting option is the APHMG, packing punch, range and durability into one 42pt 2SWC platform as he can really take the fight to the enemy, utilising higher burst, range, AP ammo and DAM15 to threaten everything up to heavy TAGs. Both options can be made LT for no extra cost. HSN3 Update: They received a very interesting additional profile, gaining Fireteam: Haris on the AP HMG profile at the cost of an additional 0.5SWC. Able to form a Haris team amongst their own profiles, or swap in one of the cheaper utilitarian 3rd grey rifles profiles, I can see a Haris of AP HMG, T2 rifle/Xvisor and grey rifle with T2 Boarding shotgun being a very solid loadout, able to answer at all ranges and gaining smoke for advancing up the board and D-Charges for sabotage or breech-'n'-clear manoeuvres. 3rd Grey Rifles: These guys trade off some of the heavy tesium plates of their mormaer cousins and gain 4-4MOV in the process as well as gaining the "linkable" trait for making a hard hitting and well armed link team. Dogged + shock immunity stays here as per the Mormaers above. HSN3 update: These guys got the ability to Core link with volunteers and Haris link with mormaers as well as link amongst themselves. They've become fantastically more versatile, able to provide smoke + close range coverage for mormaers or utilise a super cheap power boost from volunteers to hit BS16! (and higher than that with shotguns :-) ) They also give a lot to the volunteers, able to provide smoke coverage to allow the paramedics and isobel easy access up to objectives, where previously they'd have to have relied on high burst or dodges to cross firelanes/suppressive fire arcs. Stand-out profiles: Linked: All of them Not Linked: APHMG/Smoke grenades 34pts 1.5SWC. T2 rifle/2 light shotguns/grenades/smoke grenades 33pts Both of these guys make for excellent choices, the APHMG providing an excellent counter to pretty much everything and the smoke grenades giving you an excellent ARO alternative and method of crossing contested firelanes without getting shot. The T2 ammo as always is deadly and the double shotguns make for deadly close range gunfights in that +6 band. Again, smoke is most welcome and the grenades are a nice touch for speculatively firing over walls and round corners. Avoidable profiles: Not linked: T2 boarding shotgun/grenades/smoke grenades 25pts A true close range specialist, this guy will suck a lot of orders to get into his sweet spot and just works better when the longer ranged members of a link team (either Core/Haris with mormaears/core with volunteers) can help get him there in one piece. Skirmishers: S.A.S Our premier objective grabber in ITS games, they come with camouflage and infiltration and a variety of weapon options, plus are capable in CC with MA L2, CC19 and AP CCW's. They are more expensive than the other Ariadna equivalents but feature a better statline in many cases. They do drop the mines of their foxtrot and chasseur rivals but are kitted for more aggressive maneuvers like silently shanking snipers in CC with their martial arts. HSN3 changes little for these guys, they're still just as good as they've always been Standout profiles: Forward observer; rifle 24pts. Your standard go-to for ITS objective grabbing. Starts near the objectives, can tag people for guided missiles and can grab "telemetry" secondary objective too. Chain rifle/Light shotgun 21pts Able to switch between chain rifle for taking out bunched up enemies and the shotgun for +6 band attacks, he's versatile and great at close-up attacking work. Chain rifle/grenades/assault pistol 22pts A toolbox of stuff you don't want to play against. Camo and infiltration get him near the bad guys and the assault pistol is great for winning FTF rolls, Chain rifle is great for taking out bunched up enemies from camo and the grenades are great for lobbing off roofs and over walls for attacks from unexpected angles. Boarding shotgun 25pts Starts well up the board and is well capable of getting into its +6 band for causing havoc. High DAM and AP slugs make it good for taking out REMs, HI and TAGs. Avoidable profiles: Sniper rifle 30ts 0.5swc Come on guys, we've got Caterans with T2 sniper rifles for 6 less points. Lieutenant; rifle 23pts 2SWC 2SWC is a steep price to pay, but if you're SWC light (for example a wulver link team making up the bulk of your list) its not a terrible call, though does eat into your SAS FO numbers and therefore your potential order-efficient specialists for ITS games. Camo helps keep him safe, but it would be recommended to take plenty of other camo nearby (caterans for example) to play a shell game with him. Warbands: These guys are some of the most iconic units in Ariadna and really provide some serious punch on the table. No scots army is complete without at least one of these guys :-) Cameronians: Giant fricking werewolves, these guys rock! Courage, 2W, Total Immunity and Super Jump combine with 6-4MOV and smoke grenades to pretty much guarantee that they'll get where you want them to get and for them to then cause havoc. They will regularly die in T1 or beginning of T2, but they're effectively a 23pt cruise missile. Point them at something that needs to die and they'll stand a good choice of eliminating it! They're irregular and extremely impetuous so can be very hard to control (and don't get cover bonuses so be careful with their S6 size!!), but if you take Wallace as LT they will behave themselves a bit more and contribute their order to the pool. Dual chain rifles and AP CCWs with PH16 mean they're a terror to LI and TAGs alike so don't be afraid to push them up the board and start hacking stuff down. HSN3; No change, still very solid. If anything, their ability to bully densely packed minis is going to be more useful, given the extra numbers of haris/duo/core on the table and the more stringent rules for coherency. 45th Galwegians: More diminutive than the cameronians, they're still dangerous in close combat; being beserk and toting AP-CCW's. They advance under the cover of their smoke grenades and they also pack ranged weapon options to win FTFs at close-medium range. They retain the irregular/extreme impetuous status of the above so can be difficult to manage and easy to lose to ARO fire if not used well, though dogged helps offset the loss of the 2nd wound that the cameronians receive (look out for mines and MULTI/shock weapons though) All three weapon options work for me, though my picks would be the rifle for the +3 band extending out to 16" and the chain rifle for its low asking price of 6pts. Again, Wallace as LT makes these guys regular, though they do retain their "free" impetuous orders which does help their ability to advance. HSN3 update: They were always solid in n2/3 as a link or smoke chucker option but where they really shine now is as a core link team, giving the obvious lt of wallace a safe bunker with chain rifles, SSL2, smoke and shotguns to keep him alive. The bonus to BS and Burst really gives the ranged weapons the kick they need, and the new rules for links in CC makes them utter death to anything they can get B2B with. They make excellent TAG hunters, able to smoke their advance and then slice the thing to bits in CC. Wulver Grenadiers Ok, I love these guys. They're not cheap, but they effectively behave as a linkable HI squad from another facton, benefiting from ARM3, 2W and a whole host of other cool rules. They're light on SWC but bring high DAM weapons and are extremely mobile with 4-4MOV, kinematica L1 and climbing plus. As a sweetener, they're also fricking brilliant in CC, being Beserk at CC21 and having natural born warrior to cancel enemy martial arts skills!!! As their name implies, they bring grenades as well as their weaponry and their mobility means that any of their profiles are a good choice. For me, a mix of the profiles taken as a link team is my favourite way to field them, especially when led by Wallace for the DTW and smoke coverage. with their AVA 4, you'll need Wallace to really make them shine with the +3BS HSN3 update: Another unit that got a lovely lick from the new book, the wulvers gained haris on the T2 rifle profile for 1SWC. Its more expensive than the mormaer asking price, but tbh, a haris of 2 is going to run you 50% of your list and the MK12 is SWC 0, so its no major drama. I always felt a full link of four/five with wallace was too much in caledonia, it felt like you were breaking your list a bit just to use the full squad (even if it was pretty powerful). You can now safely take a haris, get some serious power and mobility out of these guys and still have options for a full volunteer link +/- scots guard duo! Characters: Isobel McGregor Our named spec-ops character, she comes from the dire foes line and has a defensive hacking device which makes her a nice specialist for us, able to grab the "data-scan" secondary objective in ITS games and help defend against guided ammunition. As a hacker, she's nothing special. there's nothing on the defensive hacking device we particularly benefit from, given we have no repeaters, no AD3 etc. It brings situational benefit against smart ammo and AD3+ usage, but she's really a tooled up lass to upgrade a volunteer link with, getting a lot of benefit from the extra burst and BS on her T2 rifle/assault pistol and the order efficiency inherent to link teams. She also brings a multitude of nice kit, including D-charges for the "sabotage" secondary objective and extremely useful E/maulers so you can join in the deployables game like french and americans do! The flash pulse offers a nice long range ARO too. Her T2 profile is probably the best of the two if you can afford the extra points though the assault pistol is not without its merits. Uxia McNeill A special named SAS character, Uxia is absolutely brilliant, coming with a bucketload of special skills and equipment on both of her profiles: Her "covert action" profile is probably the "go-to" one for ITS players, coming with the 'specialist operative' skill for grabbing objectives, d-charges for lifeblood crates and "sabotage" objective. Her ltd camo, smoke and superior infiltration means she can often grab objectives with relative impunity and few orders expended which makes her absolutely golden. She's no slouch as a fighter either, boasting a boarding shotgun for tough stuff and twin assault pistols for kicking down doors and clearing rooms. The SAS profile is interesting for non-ITS games, bringing the only source of MSV in Caledonia, though its only level 1, its damn useful for helping against camo heavy forces or discovering minefields at range. Both profiles retain the SAS's great close combat ability of CC21 and MA L2 with AP CCW if you need to get stuck in. In other words, she's about as close to an auto-include as you get in infinity! Personal tip; if you're going first, hold Covert action Uxia as a reserve deployment and then roll your superior infiltration roll and go for some exposed part of his lines. Alpha strike hard with her, cause carnage. Then duck into cover and make your opponent come dig her out, as they'll know she can't be left in their backlines unchallenged. SAS uxia is similar as well, benefitting from being a reserve drop and then deploying in your half opposite from where their camo marker density is highest. William Wallace Not a true scot, he's an Aleph construct and is the only trooper with a cube in the force. At 35pts, he doesn't break the bank and can link with any of our linkable troops, greatly enhancing their abilities with his flamethrower, smoke grenades and excellent close combat ability (Berserk + EXP CCW!!). He also has the only combi rifle in Ariadna so is more than capable in close-medium range firefights. He's not the most durable of LTs in our army choices, losing a true 2nd wound in favour of no wound incapacitation. Its not terrible, but it does leave him vulnerable to shock ammo so watch out for MULTI and mines. As an LT he's interesting. His inspiring leadership means that everyone follows his status, making those irregulars into regulars which makes managing your order pool an absolute breeze. The downside to this is that just by looking at your order token stack, your opponent knows exactly who your LT is. My suggestion if you want to take him in this role is to bunker him down in a solid link team (I like the Wulvers as they're durable and well armed) so that executing him is damn hard for your opponent. As a solo-choice, he hits hard, is quick with his 6-4MOV and has a versatile weapon load out to help put pressure on your opponent though is easily out-ranged by snipers and the like so make good use of smoke and co-ordinated orders. McMurrough For a small price, you can effectively upgrade a Cameronian to McMurrough, gaining MA L3, Templar CCW, +2CC, +3BTS, Kinematica L2 and +1ARM in the process. He represents a great investment and if you like Cameronians, you'll love the big lad. He retains all the issues of its Cameronian colleague though, so you'll have to deal with impetuous orders and the like. Wardriver; Mercenery hacker A new addition for HSN3, we now have access to the wardriver's duet of profiles. The wardriver sports standard light infantry stats and comes with a boarding shotgun, meaning advancing them up the board to cap objectives is going to require some support. Thankfully, our abundant smoke fits the role perfectly for this, allowing greater utility than the profile otherwise shows. For me, I'd always go for the full hacking device at the full 1swc. Given we have so little to benefit from the meagre selection of programs on the defensive hacking device, you might as well get spotlight and the rest of the "proper" hacking programs plus supportware if you're keen on muls. If all you need is for a defensive hacker to run datascan/hvt:espionage, then Isobel is a much more reliable choice given her better weapons, equipment, linkability and statline, even though she costs quite a bit more. Given that the full hacking device can do HVT: Designation, HVT: Espionage, Telemetry and Data scan, ITS players will definitely see the benefit for having a wardriver around! REMs: Traktor Mul Previously a slightly complex mishmash of firing modes, circular template shenanigans and non-hackable guided munitions, they've been streamlined and stripped back a bit now. There is also a slight boost in synergy after HSN3 given that we now have access to a regular hacking device in the form of the wardriver, opening up "spotlight" as well as supportware. Not a major bonus, but hey, its still a bonus! Minesweeper: 5 pts Super cheap regular order, brings baggage (for reloading disposable/deployable weapons) and can help counter your opponent's crazy koala/minelayer frenzy. Not often worth the orders to make use of either strategy but if you're taking a dozer anyway, this opens up a cheaper regular order than a Volunteer. Katyusha MRL: 11pts Cheap, but very short range DA ammo launcher. Capable of guided and speculative firing, this really needs the support of your forward observers if you're going to shoot at more than 16" away. Uragan MRL: 18pts A little more pricey, but picks up B3 and total reaction plus AP+Shock ammo effects in the mix. Good for defending a suspected drop zone or objective, but suffers from the same horrible range bands as its Katyusha cousin if you want to use it more aggressively. Can spec fire and do guided, but both really require FO support from your SAS and the guided mode is hackable now. Example lists: All the links!! Caledonian Highlander Army ────────────────────────────────────────────────── GROUP 19 VOLUNTEER Rifle / Pistol, Knife. (0 | 8) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) WARDRIVER Hacker (Hacking Device) Boarding Shotgun / Pistol, Knife. (1 | 19) WULVER (Fireteam: Haris) T2 Rifle, Grenades / Pistol, AP CCW. (1 | 34) WULVER Heavy Shotgun, Grenades / Pistol, AP CCW. (0 | 32) WULVER Mk12, Grenades / Pistol, AP CCW. (0 | 37) SCOT (1st Battalion) (Fireteam: Duo) Molotok / Pistol, Knife. (1.5 | 26) SCOT (1st Battalion) (Fireteam: Duo, Forward Observer) 2 Submachine guns, D.E.P., D-Charges / Pistol, Knife. (0 | 19) GROUP 25 HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Lieutenant Rifle / Pistol, Knife. (0 | 8) VOLUNTEER HMG / Pistol, Knife. (0.5 | 19) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) 5.5 SWC | 300 Points Open in Infinity Army We get a dummy obvious LT cheerleader, a full powered up link of volunteers/AP HMG grey, a Haris of Wulvers and a Duo of Scots guard. All the links are dangerous in their own right, plus we have enough specialist coverage that we can do all but "Test Run" and "HVT: retro-engineering" ITS Overdrive: For this kind of list, you're swimming in specialists, 5 of which have camo and can infiltrate practically on top of objectives. You can achieve every single classified and still manage to bring a specced up fireteam with smoke, big gun and specialists. Caledonian Highlander Army ────────────────────────────────────────────────── GROUP 110 S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) ISOBEL McGREGOR T2 Rifle, Flash Pulse, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 26) GROUP 25 2 112 Light Shotgun / Pistol, CCW. (0 | 12) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL (Total Reaction) Uragan MRL / Electric Pulse. (1 | 18) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) WARDRIVER Hacker (Hacking Device) Boarding Shotgun / Pistol, Knife. (1 | 19) CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) 5 SWC | 300 Points Open in Infinity Army Bum Rush: A bit of a silly list, fine for annihilation style missions or direct action kinds of games. The focus is on smoking up the field and fucking up your opponent. It still keeps a sensible firebase in group two, utilising a pair of duo teams that bring a specialist along for the ride and close-in support. This is a list that you really, really wouldn't want to have left the MSV2 at home for as an opponent to it! Note that all the orders shown should actually be regular thanks to William Wallace, giving you 10+ 6 orders to play with, plus a few impetuous orders Caledonian Highlander Army ────────────────────────────────────────────────── GROUP 11 9 8 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 11) HIGHLANDER Boarding Shotgun, Smoke Grenades / Pistol, AP CCW. (0 | 13) WALLACE Lieutenant Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35) McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31) CAMERONIAN 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (0 | 23) CAMERONIAN 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (0 | 23) CAMERONIAN 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (0 | 23) CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24) GROUP 25 1 SCOT (1st Battalion) (Fireteam: Duo, Forward Observer) 2 Submachine guns, D.E.P., D-Charges / Pistol, Knife. (0 | 19) SCOT (1st Battalion) (Fireteam: Duo) Molotok / Pistol, Knife. (1.5 | 26) SCOT (1st Battalion) (Fireteam: Duo, Forward Observer) 2 Submachine guns, D.E.P., D-Charges / Pistol, Knife. (0 | 19) SCOT (1st Battalion) (Fireteam: Duo) Molotok / Pistol, Knife. (1.5 | 26) 112 Light Shotgun / Pistol, CCW. (0 | 12) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 4 SWC | 300 Points Open in Infinity Army
  2. As per pg20 of HSN3: To compose a Fireteam: Core, the minimum trooper number requirement is 2, the maximum is 5 As per pg140 of HSN3: (3)Special FIRETEAM: CORE ... KORNAK + 1 RAKTORAK and UP TO 3 Suryats Operative word there is up to, which includes 0, so could you make a fireteam: core of Kornak + Raktorak + 0 suryats. Thoughts?
  3. Hello all, So what's your take on HSN3 Fersen ? Standalone he's great guy who can easily fry other hackers brains with trinity, put a sword into their stomach or shoot them dead with his nice spitifre. He is a MO 4s guy (BS14, PH14, WIP14, ARM4 while Joan is 5s knight having BS15, PH15, WIP15, ARM5). In HSN3 he lost his standard HD and received a AHD with trinity upgrade and 2 points discount. Unfortunately he also lost his option to freely link with hospitallers requiring now Joan to be able to link with them (making possible link much more expensive), which makes a cheapest link with him about 145 points unfortunately (3 man link) which seeing a price is kinda expensive for a single 3 man core link ;/ (you know can take nice 5man HI team for this price) So the 3 man link must compete against Santiago/Hospitaller 5 man link (similar situation where Father Knight DUO seems to be overshadowed by Santiago DUO). My point is: is he really vialable to be taken as lone figure comparing him with a possible santiago duo (which is not that more expensive) ? How do you think he would work if it was allowed for him to be in a link with hospitallers without need of Joan? Would it be ok if he would be able to make harris with Hospitallers ? Would it be ok to make a DUO with any FK ? Would it be interesting/balanced to make him into Hospitallers DUO ? What are your general remarks about this guy? (bonus question: after which history person is he made after? (i know he's not an aleph recreation like Joan))
  4. Since Wuji's thread seems to be locked or something (I'm unable to post in it) I thought I'd start a new thread for continuing the positive aspects of that conversation. As I said in my last post on that thread... I'd like to suggest that we have a full reset of this topic. There's no reason that these threads have to always turn nasty. I'd like to propose that from now on we all try very hard to be civil, and that we try really hard to read each other's comments in the best possible context. There's nothing wrong with discussion and civil, constructive arguments. Thats what we're here for. But these last few pages have been unacceptable. Instead of pointing fingers and continuing this unconstructive argument, I'd like to get back to the real discussion that Wuji tried to set up. Here's my proposal. This thread is about: - Sharing experiences using Morats in HSN3. - Suggesting changes, if possible based on those experiences. - Sharing examples of wholly new units that you might like to see and discussing those units is fine and fun. - Battle reports are encouraged. - Friendly feedback and constructive criticism of suggested rules, changes and new units is encouraged. - Share ideas for possibly encouraging CB to take another look at the current state of Morats. This is the kind of robust conversation I've been wanting to see and trying to have for months. Can we do this please? Can we bury our hatchets, forgive each other and start over here? And if you find that the answer is no, can you, as an individual, do the rest of us a favor and just go somewhere else? I'll come back later and comment on some of the ideas from the previous thread that I really like. I'll also share some of my own ideas. And I apologize if some of my past comments in other threads caused friction. Please try to read my posts charitably,and I'll try to od the same with yours. Okay, since receiving HSN3 I’ve managed to play 7 full games and two partial games with MAF. I’ve also played two games against MAF during that time. Wuji asked for both our suggestions and our thoughts based on experience, and while 6-8 games certainly isn’t enough to learn absolutely everything about the new state of MAF, I think it is enough time to arrive at a relatively informed opinion. Vanguard Experience: I’ve played with Vanguard pretty extensively since N3 launched. Their reduced price point has finally made them a viable option, and I’ve found them to be as effective as other line infantry that I frequently take (Fusiliers, Kamael, etc).Unfortunately, they’re very expensive in a very expensive army, so taking them to do the same thing that a Fusilier or Ghulam link might do is problematic. The new Haris options help mitigate this a little, but vanguard are still pretty expensive for a mediocre core link. Small links of Vanguard led by Anyat are viable, and the solo Vanguard Hacker is pretty essential to any MAF list with HI. The Vanguard’s downgrade from Multi Sniper Rifle to K1 Sniper Rifle was really unfortunate, since it robbed MAF of one if it’s very few long ranged weapons, a weapon that was good against every unit in the game, and replaced it with a weapon that is significantly worse against most units in teh game and only significantly better against a very few. Vanguard changes: I’d like to see the Vanguard changed to ARM 3 MI. The reduction of MOV to 4-2 should more than pay for the +2 increase to ARM. This would make Vanguard a reliably durable fire team that could act as a long range firebase or more reliably take and hold objectives, and would make them a much more viable choice for their cost, trading speed for durability. Kurgat Experience: I’ve taken Kurgat Haris links in most of the game I’ve played recently, and I’ve found them to be mediocre. While having 3 Specialists in a link is nice and a B4 MK12 is a powerful weapon, the Kurgats are poor enough at shooting and fragile enough that I usually lose at least one member of the team very quickly unless I’m able to keep them completely hidden from the enemy. If I can get them to an objective their multiple Shotguns mean that they’re pretty okay at clearing it, but really Daturazi, Hungries and Zerats are MUCH better at this job. Having a full link with mines means I can lay down a bunch of camo tokens on a target, but really I never seem to have enough orders to do this, and both times I tried my opponent simply ran a cheap disposable troop into the mines to set them off. I think individual Kurgats are pretty okay, but I don’t think I’ll be trying the Haris link anymore. Kurgat Changes: First and foremost, the Autocannon profile should either be allowed to join a Kurgat Haris or should receive the Sapper skill. Second, I’d like to see the Kurgat’s armor increased to 3 in order to increase their survivability. But really neither of these fixes addresses teh problems that I’ve found with Kurgats. At their core, I just don’t think they’re a particularly compelling Fireteam. Earlier someone suggested that they should have access to ML and HMG, and while i don’t agree with this, I do think they should have a wider range of appropriately explosive weapons. LGL, Dropbears or DEP are all viable options. Kurgats are also a very logical unit for a Minelayer profile. Crazy idea: Explode lvl 1. Kurgats carry so much explosives on them that if they are hit they may explode! It’s not an ideal skill at all, but it could be used to drive their cost down. Continued... Yaogat experience: I have a long history taking full Yaogat teams, so instead I’ve been experimenting with the smaller Haris teams. My hope was that a Sniper and two Combi+Panzer team would be viable, but I’ve found that the sniper dies very easily in ARO and has a lot of trouble in the active turn. The full team is a credible ARO threat when all three can cover a field, but it also makes them extremely vulnerable. I’ve had MUCh more luck with a Spitfire, Panzer+Combi and Boarding Shotgun team, which can move up the board and engage at several range bands while rooting out Camo and dealing with ODD. Unfortunately these guys are a little too slow, and end up eating a LOT of orders, especially if they’re having to go around discovering Camo markers. I always want to include a Hacker in this team in order to have a Specialist, but the Hacker is an expensive profile that just doesn’t bring much to the team, and I really like having the Shotgun in this team. I haven’t taken Number 2 yet, but it seems like a nice addition to a full team. Yaogat changes: In the past I’ve recommended that the Yaogat become better shooters, but I’m not sure what would help them with that. I wouldn’t want to see them gain Mimetism, since that skill is already widely distributed in MAF and a staple for the Rodaks. I had suggested Marksman lvl 2 for the Sniper profile, but was told by many that this was too powerful for a 5 model link (Although I suspect we’ll see it in a link at some point). That doesn’t leave too many options other than increasing their BS, but Morat MI BS seems 100% set at 12. So instead I’d like to suggest that Yaogat should be faster. MAF isn’t a fast army, but it’s not a slow army either. Currently the only slow unit in MAF is the Yaogat (I know I just proposed that the Vanguard should be slower, but thats because they don’t NEED to move faster). Yaogat are strike infantry, and are clearly designed to hunt camo and clean out enemy occupied positions. Both of these roles require mobility. I’d suggest either increasing the units MV to 4-4 or giving them Forward Deployment lvl 1. I also think that the Hacker was a very poor choice for a Yaogat specialist. Hackers are already MAF’s most plentiful Specialist choice, and we have two very good and much cheaper options that fill the same roll. Yaogats would have greatly benefitted from a Forward Observer option (although some people have pointed out that a MSV2 FO in an army with plentiful smoke might be overpowered. I don’t see it used much in Qapu or Tohaa though, where it would be even cheaper). A paramedic would have also been ideal, considering how often Yaogat snipers go down. Even just a Specialist Operative profile (possibly for the Number 2 profile) would have been a better option to save points in an already expensive unit. Raktorak experience: I have a fair amount of experience taking Raktoraks in Suryat Fireteams in N3, so I decided to focus on the Raktorak as a solo unit, and have taken 1 in each of my last 6 games. I had previously considered the Raktorak to be one of the very worst units in the game,s o I was surprised to find that it’s… mediocre. The Raktorak is still just a slightly better Vanguard with a HFT, but the addition of Specialist Operative gives it an actual role. It’s still not a great unit, and Zerats, Daturazi, Hungries, Krakot and even Oznats are all better at taking objectives away from opponents, but the Raktorak is an actual specialist and can do the job once he gets there. Really, his competition here is the Zerat, and the Zerat has Mimetism, her own set of viable weapons and Infiltration to help her get to her goal. But the Raktorak is still an okay alternative. I wish he packed a little more punch or was more durable. The Red Death profile seems like a trap to me, since on his own the Raktorak just isn’t a very viable shooter and in a Suryat link he’ll always be your weakest and most vulnerable shooter. Raktorak changes: I’d like to suggest a few changes. Like nearly everyone else, I’d like to see the Raktorak be able to link with any other MAF Fireteam (or possibly just non-warband Fireteams). The addition of a Raktorak to a Yaogat team would eliminate the need for the awkward hacker and make the link significantly cheaper. I’ve also been suggesting that the Raktorak gain baggage for almost 2 years now. I know this seems like a strange choice, but Baggage allows the Raktorak to refill spent PAnzerfausts and restock mines, making him a welcome addition to Rodak, Yaogat and kurgat links and a friend for Zerats. Baggage also gives the Raktorak increased ability to Casvac, allowing him to literally carry a wounded officer off the board. I know thats not really important at all, but it’s an extremely fluffy example of the Raktoraks role in MAF. I also think that Raktoraks need to be more durable. I’d like to see the unit either increased to AMR 3 or recieve Dogged. Dogged seems fantastically appropriate for the morat who absolutely won’t die before his officer. Rasyat Experience: I was a huge fan of the Rasyat before HSN3, and the consolidation of his close combat ability makes me pretty happy. I do miss the versatility of MA3, but the new NBW is versatile in it’s own way, and I don’t miss the AP weapon at all. I have no idea what targets the NBW+AP CCW was intended for. Achilles? Joan? Anyway, the Rasyat is still a very solid problem solver in my opinion. Rasyat Changes: The only change I’d make to the Rasyat (Besides bumping up his PH to 14) is to replace the E-Mitter (a weapon that I’ve never seen anyone successfully use) with either E/M grenades or an E/M CCW. Suryat experience: I’ve been focusing on Suryat Duos since i no longer own more than two Suryat models, but I’ve found they perform very well. Without link bonuses I don’t expect the Suryats to be able to face off against high BS or Mimetism/ Camo/ODD/TO targets, but they’re great for storming positions. Currently I’m letting a HMG and Vulkan Shotgun drag each other around and they’ve done just fine. Suryat Changes: I’m very pleased with the current state of Suryats, even if it took a decade for the unit to finally catch up to the rest of the game. I would like to see their PH increased to 14, perhaps at the cost of the completely meaningless CC bump they received. Sogarat: Over my last several games I’ve taking both one and two solo Sogarats, as well as a Fireteam with Kornak. I’ve always wanted to love Sogarat, and the unit is better than it was before, but I still find that for the cost I’m not impressed. The Sogarat’s armor just doesn’t do a good job of keeping them alive, especially since they tend to attract the heaviest firepower on the field. That same firepower very often kills them without allowing them a chance to use their Automedikit. Sogarats are very good at dodging, and sometimes thats exactly what you need to do, but I feel like heavily armored tank units equipped with the deadliest weapons in the game should be shooting back, not dodging. And even linked Sogarats aren’t that great at shooting. I know that’s not a popular opinion, because every time I bring it up people tell me that BS 13 is a very good stat, and that paired with a high burst weapon like the HMG tht should be enough. And it is for a lot of lone targets. But the Sogarat has trouble dealing with links, with Total Reaction and Neurokinetics units, with anything that has Camo/TO/Mimetism/ODD or just eliete models with BS 14 or 15. And when I say “trouble” I don’t mean that the Sogarat is a hopeless mess. What I mean is that for a 56/57 point model the Sogarat loses shooting face to face rolls a lot more than he should. The fact that the Suryat is just as capable at winning face to face rolls as the Sogarat for 12 points less is notable, but that the Rodak is BETTER at winning face to face rolls than the Sogarat at half the cost is ridiculous. The Sogarat is only 10% better at winning shooting face to face rolls than the Vanguard, a model that costs 38 points less. The Yaogat is only 5% worse at winning face to face rolls than the Sogarat, unless the enemy has TO/Camo/ODD/Mimetism, then the Yaogat is significantly better. And this is if the Rodak, Vanguard and Yaogat are unlinked. Yes, the Sogarat’s AP ammo makes him more likely to kill heavily armored units, but one of teh very few things Morats have ever been good at is killing armor. Yes, the Sogarat is more durable than any other unit in the army (except the Raicho). But being good at sucking up bullets isn’t incredibly useful if you’re not also good at returning fire. The very expensive Sogarat?Kornak Haris will take up more than half your points and SWC and will be very tough, but won’t provide the level of shooting you’d expect from one of the most expensive Haris teams in the game. Sograt changes: First and foremost, I’d like to see Sogarats be able to form a Duo. While this would not solve their shooting problem, it would allow a pair to be more mobile. As for the shooting problem, the Sogarat needs to be able to more reliably win face to face rolls, and there’s only a limited number of solutions for that (short of reducing the BS of every other model in the game). The easiest solution is to increase the Sogarat’s BS to 14 (with an appropriate price increase). This hasn’t been a popular option, partially I think because Morats have very regimented BS, and Morat HI BS seems to be set at 13. The second option is to give the Sogarat Mimetism. This is a bit boring, but I think it’s probably the best option because it’s easy, it’s cheap and it can be countered. The final option is to take away AP ammo from the HMG and give the Sogarat Marksman lvl 2 (with an appropriate price increase). I originally suggested this a few weeks ago as a way to turn the Sogarat into the kind of bastion of firepower it was clearly meant to be. This would definitely turn the Sogarat into a much more powerful unit, but I think that the Sogarat was always intended to be the MAf equivalent of the Swiss Guard, Charontid, Asura or Hac Tao. The Sogarat is the elite Morat unit (remember, it originally cost 70 points). It should stand beside these other units in cost and capability. Anyway, those are the three options I see for fixing the Sogarats shooting problem (which is really a face to face problem and not a damage problem). I thinkany of the three would be very acceptable. If anyone else can offer a non-TO/Camo/Holoprojector/ODD solution I’d be very interested in hearing it. The Sogarat’s other problem is less pressing, but still worth mentioning. The Sogarat sucks at close combat. Normally that would be fine. There’s no reason the Sogarat needs to be good at close combat. Except that CB has increased the Sogarat’s CC stats twice in the last two years and given it an AP CCW. So the Sogarat is already paying for close combat capability, but the problem is that CC 20 without any dedicated close combat skill isn’t reliable, especially agaisnt close combat specialists who can make easy work of the Sogarat. I suggested that the Sogarat be given NBW awhile back, and it seems to be a popular idea. NBW seems to be a very cheap skill, so I doubt it would raise the unit’s cost much. What it would do is allow a real measure of protection against Warbands, Ninja’s and other close combat specialists who might want to try to take the Sogarat down in close combat, giving the Sogarat a more or less equal chance to win the face to face roll. It would also allow the Sogarat to be effective in close combat on the rare occasions that you want to try that. Zerat Experience: I was disappointed that the Zerat didn’t receive substantial changes in HSN3, so since then I’ve been trying to make the most of what she does offer. The Zerat is a subpar Skirmisher, but she’s the only Skirmisher that MAF has access to at all. The Zerat is okay at planting mines around an objective and okay if you have the first turn and can rush unprepared enemies, but her line infantry stats mean that she’s fragile and weak in a fight, and without the benefit of Camo she’s very easy to hunt down and kill.This would be fine if she was a cheaper unit, but since she costs the same or more as equivalent units with Camo I always feel like I’m fielding a sub par unit. The new FO profile does allow me to squeeze a mobile forward deployng specialist into my list for a few points cheaper than before, but the Zerat still feels like it’s under capable or over priced. Zerat Changes: I’d like to see a few changes for the Zerat. First, the Zerat can’t be stealthy, I think she should be fast. The Oznat’s 6-4 MOV would fit the Zerat just as well, allowing her to outflank enemies and reach her target with a minimum number of orders spent. I also think Zerat’s should be able to do a better job at clearing the way for Morat forces,a nd adding marksman lvl 1 to all profiles wouId certainly do the trick. Finally, I’d like to see the Zerat’s PH increased to 13. Since every other Skirmisher in the game gets a 1-2 point PH buff, it’s bizarre that the Zerat is remains at the base Morat line trooper level. She could certainly benefit from the increase. As for individual profiles, Marksman lvl 2 on the MSR profile would also give it some real punch and make it a more viable option, even at an appropriately increased price. A Killer Hacking Device profile in addition to the current AHD profile would be a good fit for taking out Hacking threats. I’d also like to see a Sniffer added to at least one profile, giving the Zerat some actual utility against Camo. Finally, the E-mitter should be changed to E/M Grenades. Daturazi Experience: I really believe Daturazi are the best unit in MAF, and the increase in BS and addition of Grenades in N3 have really been useful to the unit. I do think that the changes to Extreme Impetious, denying the Daturazi cover, probably hurtthem more (and MAF by extension, since we rely on them so much) than any other Warband. Other elite Warbands like Myrmidons and Makaul largely get to ignore this handycap, but Daturazi suffer for it unless linked, and using our Core link on Daturazi is severely limiting. Honestly, I also miss the days when Daturazi were the premier close combat troops in the game. Daturazi Changes: I’d very much like to see Daturazi receive either Duo or (preferably) Haris, allowing them to maintain cover and move together at the expense of their Impetuous Order. As a tax, I’d be perfectly fine with either Duo or Haris costing 1 swc and coming with the expensive Combi Rifle profile. I’d also like to see the addition of a Killer Hacking Device profile. I know that may seem like a strange choice at first, but the Daturazi were the first Morat unit to incorporate the Comlog and form a direct link with the EI, giving them almost superhuman combat powers and earning them the name Witch Soldiers. The most direct manifestation of this used to be the Coma skill which allowed Daturazi to sacrifice themselves to become a Sepsitor repeater. The Killer Hacking Device would be a new manifestation of this connection, and the addition of a Specialist to the Daturazi ranks would make a full Core link and small Harris teams very attractive. A hacker Warband is far from unprecedented, since the Daturazi’s counterpart unit the myrmidon has had one for years without any complaints. Finally, I’d like for the Chainrifle Daturazi profile to have the option of AP or Shock CCW. Oznat experiences: The Oznat works well enough as a Hungries fireteam leader, but otherwise brings little utility to the army and is seriously sub par on her own. I’ve found that the unit is incredibly fragile on her own and mostly is reduced to smoke duty once her Hungries are dead or scattered. As a solo unit the Oznat can close in for close combat or close range shooting thanks to smoke and her high move speed, but once she’s there her low BS, inability to take cover and mediocre close combat prowess means she’s unlikely to get much done. Oznat changes: I’d like to see the Oznat add Sensor to both her profiles. This fits her role as a hunter and adds a lot of utility to the unit, making her a worthwhile choice in both MAF and vanilla even without Hungries. Giving the Oznat NBW or Beserk is potentially overpowered because her capabilities increase so much when linked with Hungries, but adding the Assault skill allows her to make unexpected close combat attacks when on her own and keep up with hungries after they break from their link. Finally, I’d like to suggest that the Oznat lose Extreme Impetuous entirely. This would cost the unit their impetuous order, but it would allow the Oznat to benefit from cover. I see the Oznat as a methodical hunter, not a combat thirsty berserker. One finally change that’s affects Hungries more than the Oznat. I think the Oznat’s compulsory inclusion in order to purchase Hungries should be removed. It’s an unnecessary tax in an already expensive army. If you just want to bring unlinked Hungries, having to include an Oznat (which currently doesn’t bring much to the army) makes list building difficult. It also makes our very best option for dealing with Camo and Mine spam MUCH more expensive. It’s also bizarre that this restriction exists ONLY in MAF and not in CA, where Hungries are equally as useful.
  5. Owen and I plow through some of the key changes to Tohaa and play through another new HSN3 Scenario: Firefight! Stay posted here for Owen to post the Mirror battle report for Engineering Deck!
  6. So it seems like everyone is getting a new unit or two in HSN3. PanOceania has the Black Friars and Locusts, the CA has their Umbra Samaritan and Krakot, Yu Jing has the Kanren, Ariadna has Colonel Voronin, Aleph has Hector, Tohaa has the Sukeul, not sure about Nomads. But that leaves Haqqislam, and surely we won't be left behind. Let's talk sectorials because it is easier. The Qapu Khalqi has a ton of options already (perhaps too many), so I can't think of something they need that they don't have access to (besides obvious stuff like TO, Impersonation, etc). Same for the Hassassin Bahram, though some flamethrowers would be nice; we also know the HB is getting access to Avicenna but I don't think that counts. But there are plenty of things for the Caliphate and Khanate to discuss. For instance, talk of Holoprojector 3 sounds like it could be something nice for the Caliphate; we're not sure what it does, but Haqqislam has access to Holoprojector 2 than any other faction (except IS with Sforza, Lu Duan, and Kanren), so Holo 3 seems like a shoe-in. There was also talk of additional bike units and a light TAG for the Khanate. What are we hoping to see new for Haqqislam in HSN3? Are there any glaring absences that should be addressed?
  7. Has someone created good taskmaster vanilla list? Because when I try to fit in all the things I want I seem to be really order hungry.
  8. Am I reading the changes correctly? Since all Myrmidons now have Fireteam: Enomotarchos, does that mean I can form a team of 4 Myrmidons with no characters or officers? If that is the case, that totally changes small games. anyone with better reading comprehension want to chime in?
  9. Here's what I've been able to compile, using as concrete sources as possible. This is almost entirely changes to profiles, and likely does not reflect everything that is relevant. Rules interactions may change the effectiveness positively or negatively. Text in green represents additions or or cost decreases, and text in red represents reductions or cost increases (it does not inherently mean they are better or worse, just that there was an increase). EDIT: I've found some motivation and will be typing up the data in a clearer format, and with more detail. ALEPH HSN3 Changes - Rules/Weapons added Dakini Tacbots - No Changes REM - Regular - Hackable Line Troops MOV CC BS PH WIP ARM BTS STR S AVA 6-4 8 11 10 13 0 3 1 2 6 Special Skills: CH: Mimetism, G: Remote Presence Combi Rifle Electric Pulse 0 / 13 HMG Electric Pulse 1 / 21 Combi + Light Grenade Launcher Electric Pulse 1 / 17 MULTI Sniper Rifle Electric Pulse 1.5 / 21 Paramedic (MediKit) Combi Rifle Electric Pulse 0 / 15 Garuda Tacbots- REM - Regular - Hackable Spec Trained Troops MOV CC BS PH WIP ARM BTS STR S AVA 6-4 8 12 11 13 0 3 1 2 2 Special Skills: AD: Combat Jump, CH: Mimetism, G: Remote Presence Combi Rifle Electric Pulse 0 / 22 HMG Electric Pulse 1.5 / 30 Boarding Shotgun Electric Pulse 0 / 21 Spitfire Electric Pulse 1.5 / 28 NEW Deva Functionaries - LI - Cube 2.0 - Regular Veteran Troops NOTE: A Synchronized Deva Unit is comprised of one Deva Functionary and one Devabot. A Synchronized Deva Unit cannot be part of any Fireteam. MOV CC BS PH WIP ARM BTS W S AVA 4-4 14 12 11 15 2 3 1 2 4 Special Skills: V: No Wound Incapacitation Combi Rifle, Nanopulser Pistol, Knife 0 / 23 Combi Rifle, Nanopulser + 1 Devabot Pistol, Knife 0 / 27 Hacker (Hacking Device) Combi Rifle, Nanopulser Pistol, Knife 0.5 / 31 (Sensor) Combi Rifle, Nanopulser Pistol, Knife 0 / 24 (Multispectral Visor L2) Spitfire, Nanopulser Pistol, Knife 1 / 33 Lieutenant - Combi Rifle, Nanopulser Pistol, Knife 0 / 23 NEW Lieutenant - Combi Rifle, Nanopulser + 1 Devabot Pistol, Knife 0 / 27 Lieutenant - (Sensor) Combi Rifle, Nanopulser Pistol, Knife 0 / 24 NEW Dactyls - No Changes LI - Cube 2.0 - Regular Support Troops MOV CC BS PH WIP ARM BTS W S AVA 4-4 16 12 11 13 1 3 1 2 2 Special Skills: V: Dogged Engineer - Combi Rifle, Adhesive Launcher, D- Charges 2 Breaker Pistols, Knife 0 / 23 Engineer - Combi Rifle, Flammenspeer, D-Charges 2 Breaker Pistols, Knife 0.5 / 24 Doctor - Combit Rifle, Adhesive Launcher, Nimbus Grenades 2 Breaker Pistols, Knife 0 / 23 Ekdromoi - +1 CC LI - Cube 2.0 - Regular - Frenzy Elite Troops MOV CC BS PH WIP ARM BTS W S AVA 4-4 19 12 13 14 2 0 1 2 2 Special Skills: AD: Combat Jump, Martial Arts L3, Super-Jump Combi Rifle, Nanopulser Pistol, AP CCW 0 / 28 Combi Rifle, Nanopulser Pistol, DA CCW 0 / 29 HMG, Nanopulser Pistol, DA CCW 1.5 / 37 Chain Rifle, Nanopulser Pistol, DA CCW 0 / 20 (+1) Boarding Shotgun, Nanopulser Pistol, DA CCW 0 / 28 Hacker (Assault Hacking Device) Chain Rifle, Nanopulser Pistol, DA CCW 0 / 26 (+1) Thorakitai - 360 Visor, Flash Grenades, - Religious Troop MI - Cube 2.0 - Regular - Frenzy Line Troops MOV CC BS PH WIP ARM BTS W S AVA 4-2 14 12 11 13 3 0 1 2 3 Special Skills: Religious Troop (360 Visor) Submachine Gun, Chain Rifle Pistol, Knife 0 / 12 Combi Rifle, Nanopulser Pistol, Knife 0 / 14 (-2) Marksman Rifle, Nanopulser Pistol, Knife 0 / 15 NEW HMG, Nanopulser Pistol, Knife 1.5 / 22 NEW Submachine Gun, Light Rocket Launcher Pistol, Knife 1 / 15 (-3) Feuerbach, Nanopulser Pistol, Knife 1.5 / 22 NEW Engineer - Combi Rifle, Nanopulser, D-Charges Pistol, Knife 0 / 18 (-2) (Forward Observer, 360 Visor) Submachine Gun, Chain Rifle Pistol, Knife 0 / 13 Paramedic (MediKit, 360 Visor) Submachine Gun, Chain Rifle Pistol, Knife 0 / 14 Agema Marksman - No Changes MI - Cube 2.0 - Regular Support Troops MOV CC BS PH WIP ARM BTS W S AVA 4-2 14 13 11 14 2 3 1 2 1 Equipment: Multispectral Visor L2 Special Skills: V: Courage MULTI Sniper Rifle Pistol, Knife 1.5 / 30 (X Visor) Mk12 Pistol, Knife 0.5 / 29 Missile Launcher Pistol, Knife 1.5 / 27 Asura - HI - Cube 2.0 - Regular - Hackable Elite Troops MOV CC BS PH WIP ARM BTS W S AVA 4-4 18 14 14 15 5 6 2 2 2 Equipment: Multispectral Visor L3 Special Skills: V: No Wound Incapacitation MULTI Rifle, Nanopulser Pistol, AP CCW 0 / 68 Spitfire, Nanopulser Pistol, AP CCW 2 / 70 Hacker (Hacking Device Plus UPGRADE: Redrum) Combi Rifle, Nanopulser Pistol, AP CCW 0.5 / 72 Lieutenant - MULTI Rifle, Nanopulser Pistol, AP CCW 0 / 68 Lieutenant - Hacker (Hacking Device Plus UPGRADE: Redrum) Combi Rifle, Nanopulser Pistol, AP CCW 0.5 / 72 NEW Marut - No Changes TAG - Regular - Hackable Headquarters Troops MOV CC BS PH WIP ARM BTS STR S AVA 6-4 18 15 17 15 8 9 3 7 1 Equipment: ECM, Multispectral Visor L2 Special Skills: G: Remote Presence, Multiterrain MULTI HMG, Heavy FLamethrower, Nanopulser AP CCW 3 / 116 Lieutenant (Stretegos L3)- MULTI HMG, Heavy FLamethrower, Nanopulser AP CCW 3 / 120 Naga SK - Cube 2.0 - Regular Spec. Trained Troops MOV CC BS PH WIP ARM BTS W S AVA 4-4 13 12 12 14 1 0 1 2 2 Special Skills: CH: Camouflage, Infiltration, Multiterrain, V: Dogged Combi Rifle, Antipersonnel Mines Pistol, Knife 0 / 27 Combi Rifle, Monofilament Mines Pistol, Knife 0 / 30 MULTI Sniper Rifle Pistol, Knife 1.5 / 34 Minelayer - Boarding Shotgun, Antipersonnel Mines Pistol, Knife 0.5 / 27 Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines Pistol, Knife 0 / 30 NEW Hacker (Assault Hacking Device) Combi Rifle Pistol, Knife 0.5 / 32 (Forward Observer) Combi Rifle, Antipersonnel Mines Pistol, Knife 0 / 28 NEW Dasyu SK - Cube 2.0 - Regular Elite Troops MOV CC BS PH WIP ARM BTS W S AVA 4-4 13 12 13 14 1 0 1 2 2 Special Skills: CH: TO Camouflage, Infiltration, Multiterrain, V: No Wound Incapacitation Combi Rifle, Nanopulser, Antipersonnel Mines Pistol, Knife 0 / 35 Boarding Shotgun, Nanopulser, Antipersonnel Mines Pistol, Knife 0 / 34 MULTI Sniper Rifle, Nanopulser Pistol, Knife 1.5 / 42 Hacker (Killer Hacker Device) Combi Rifle, Nanopulser Pistol, Knife 0.5 / 37 NEW Hacker (Assault Hacking Device) Combi Rifle Pistol, Knife 0 / 40 (Forward Observer) Combi Rifle, Antipersonnel Mines Pistol, Knife 0 / 36 Lieutenant - Combi Rifle, Nanopulser, Antipersonnel Mines Pistol, Knife 2 / 35 Myrmidon - No Changes WB - Cube 2.0 - Regular - Frenzy Elite Troops MOV CC BS PH WIP ARM BTS W S AVA 4-4 21 12 13 13 2 0 1 2 5 Equipment: ODD: Optical Disruptor Special Skills: Kinematika L1, Martial Arts L3 Combi Rifle, Nanopulser, Smoke Grenades Pistol, AP CCW 0 / 25 Combi Rifle, Nanopulser, Smoke Grenades Pistol, DA CCW 0 / 26 Spitfire, Nanopulser, Smoke Grenades Pistol, AP CCW 1 / 31 Chain Rifle, Nanopulser, Smoke Grenades Pistol, AP CCW 0 / 16 Boarding Shotgun, Nanopulser, Smoke Grenades Pistol, AP CCW 0 / 24 Hacker (Assault Hacking Device) - Combi Rifle, Nanopulser, Smoke Grenades Pistol, AP CCW 0.5 / 31 Myrmidon Officer WB - Cube 2.0 - Regular - Frenzy Veteran Troops MOV CC BS PH WIP ARM BTS W S AVA 4-4 22 12 13 14 2 3 1 2 1 Equipment: ODD: Optical Disruptor Special Skills: Kinematika L1, Fireteam: Enomotarchos (Myrmidons), Martial Arts L3, V: No Wound Incapacitation (Chain of Command) Boarding Shotgun, Nanopulser, Eclipse Grenades Pistol, AP CCW 1 / 35 (-2) (Chain of Command) Combi Rifle, Nanopulser, Smoke Grenades Pistol, AP CCW 1 / 36 (-2) Lieutenant Boarding Shotgun, Nanopulser, Eclipse Grenades Pistol, AP CCW 0.5 / 30 Lieutenant Combi Rifle, Nanopulser, Smoke Grenades Pistol, AP CCW 0.5 / 31 Sophotects - MediKit LI - Cube 2.0 - Regular Support Troops MOV CC BS PH WIP ARM BTS W S AVA 6-4 13 11 11 15 2 0 1 2 2 Special Skills: Doctor, MediKit, Engineer, V: No Wound Incapacitation Combi Rifle, D-Charges Pistol, Knife 0 / 31 Yudbots - No Changes REM - Hackable MOV CC BS PH WIP ARM BTS STR S AVA 6-4 8 8 10 13 0 3 1 1 2 Special Skills: CH: Mimetism, G: Servant Electric Pulse 0 / 3 Daleth Rebots - No Changes REM - Regular - Hackable Support Troops MOV CC BS PH WIP ARM BTS STR S AVA 6-4 8 11 10 13 0 3 1 3 2 Equipment: Repeater Special Skills: Climbing Plus, Deactivator, Forward Observer, G: Remote Presence, Sat-Lock, Sensor Combi Rifle, Sniffer Electric Pulse 0 / 17 Zayin Rebots - No Changes REM - Regular - Hackable Support Troops MOV CC BS PH WIP ARM BTS STR S AVA 6-4 8 11 10 13 0 3 1 3 2 Equipment: 360 Visor Special Skills: Climbing Plus, G: Remote Presence, Total Reaction HMG Electric Pulse 1 / 26 Samekh Rebots - No Changes REM - Regular - Hackable Support Troops MOV CC BS PH WIP ARM BTS STR S AVA 6-4 8 12 10 13 0 3 1 3 2 Special Skills: G: Remote Presence Smart Missile Launcher Electric Pulse 1.5 / 18 Lamedh Rebots - No Changes REM - Regular - Hackable Support Troops MOV CC BS PH WIP ARM BTS STR S AVA 6-6 8 8 11 13 0 3 1 3 2 Equipment: Repeater Special Skills: CH: Mimetism, G: Remote Presence, Multiterrain Flash Pulse, Sniffer Electric Pulse 0 / 8 Probots REM - Regular - Hackable Support Troops MOV CC BS PH WIP ARM BTS STR S AVA 4-4 8 11 10 13 2 3 1 4 2 Equipment: Baggage Special Skills: G: Remote Presence (Minesweeper, Repeater) Electric Pulse 0 / 8 Hacker (EVO Hacker) Electric Pulse 0.5 / 25 (Total Reaction, Repeater) Combi Rifle Electric Pulse 0 / 21 Netrods - No Changes Regular Support Troops MOV CC BS PH WIP ARM BTS STR S AVA 0-0 0 0 12 0 0 3 1 2 3 Post Humans NOTE 1: The player can only choose 1 Proxy of each type. The minimum number of Proxies must be 2, up to a maximum of 3 Proxy Mk1 - LI - Regular Elite Troops MOV CC BS PH WIP ARM BTS W S AVA 4-4 13 13 11 15 2 3 1 2 - Special Skills: CH: Mimetism, G: Jumper L1, V: No Wound Incapacitation Hacker (Hacking Device) Combi Rifle, Nanopulser Pistol, Knife 0.5 / 14 (-4) Engineer Combi Rifle, Nanopulser, D-Charges Pistol, Knife 0 / 10 (-4) Doctor (MediKit) Combi Rifle, Nanopulser Pistol, Knife 0 / 10 (-4) Proxy Mk2 - No Changes SK - Regular Elite Troops MOV CC BS PH WIP ARM BTS W S AVA 4-4 13 13 13 15 1 0 1 2 - Special Skills: CH: TO Camouflage, G: Jumper L1, Infiltration, V: No Wound Incapacitation Hacker (Assault Hacking Device) Boarding Shotgun, Nanopulser Pistol, Knife 0.5 / 21 MULTI Sniper Rifle, Nanopulser Pistol, Knife 1.5 / 24 Proxy Mk3 - HI - Regular - Hackable Elite Troops MOV CC BS PH WIP ARM BTS W S AVA 6-2 13 13 14 15 4 3 2 2 - Special Skills: G: Jumper L1 Spitfire, Nanopulser Pistol, Knife 2 / 21 (-5) Proxy Mk4 - NEW HI - Regular - Hackable Elite Troops MOV CC BS PH WIP ARM BTS W S AVA 4-4 13 13 14 15 5 6 2 2 - Special Skills: G: Jumper L1 HMG, Nanopulser Pistol, Knife 2 / 25 NEW Heavy Rocket Launcher, Submachine Gun, Nanopulser Pistol, Knife 2 / 20 NEW Proxy Mk5 - NEW MI - Regular Elite Troops MOV CC BS PH WIP ARM BTS W S AVA 4-4 13 13 11 15 3 3 1 2 - Special Skills: Forward Deployment L1, G: Jumper L1, V: No Wound Incapacitation (Marksmanship LX) Mk12, Nanopulser Pistol, Knife 0.5 / 17 (Forward Observer) 2 Submachine Guns, Nanopulser, E/M Grenades Pistol, Knife 0 / 10 Acmon - Gained Fireteam: Duo (Dactyls) LI - Cube 2.0 - Regular Character MOV CC BS PH WIP ARM BTS W S AVA 4-4 16 13 11 14 1 3 1 2 1 Special Skills: Engineer, Fireteam: Enemotarchos (Dactyls), Fireteam: Duo (Dactyls), V: Dogged Combi Rifle, Panzerfaust, Nimbus Grenades, D-Charges 2 Breaker Pistols, Knife 0 / 27 Andromeda - NEW LI - Cube 2.0 - Regular Character MOV CC BS PH WIP ARM BTS W S AVA 4-4 20 12 12 13 2 3 1 4 1 Special Skills: Mimetism, Forward Deployment L1, Guardian L3, Kinematika L2, Stealth, Specialist Operative, V: No Wound Incapacitation SMG, Nanopulser, Flash Pulse Breaker Pistol, DA CCW, Knife 0 / 28 Boarding Shotgun, Flash Pulse Breaker Pistol, DA CCW, Knife 0 / 32 Combi Rifle, Flash Pulse Breaker Pistol, DA CCW, Knife 0 / 33 Diomedes LI - Cube 2.0 - Regular - Frenzy Character MOV CC BS PH WIP ARM BTS W S AVA 4-4 20 12 13 14 2 3 1 2 1 Special Skills: AD: Combat Jump, Martial Arts L3, Super-Jump, V: No Wound Incapacitation Mk12, Nanopulser Assault Pistol, DA CCW 0 / 43 MULTI Rifle, Nanopulser Assault Pistol, DA CCW 0 / 42 NEW Lieutenant Mk12, Nanopulser Assault Pistol, DA CCW 0 / 43 Lieutenant MULTI Rifle, Nanopulser Assault Pistol, DA CCW 0 / 42 NEW Drakios - Gained : Equipment: Albedo (personal White Noise for the first Round), Skills: Assault, Free Agent (switch combat groups without a Command Token), Jungle Terrain LI - Cube 2.0 - Regular Character MOV CC BS PH WIP ARM BTS W S AVA 4-4 20 12 13 13 2 0 1 2 1 Equipment: Albedo Special Skills: Assault, Free Agent, Jungle Terrain, Martial Arts L2, V: No Wound Incapacitation Combi Rifle + Heavy Flamethrower, Blitzen + 1 Devabot Kydoimos Pistol, Shock CCW 0 / 36 (+2) Combi Rifle + Heavy Flamethrower, Blitzen + 2 Devabot Kydoimos Pistol, Shock CCW 0 / 42 (+5) Red Fury + Light Flamethrower + 1 Devabot Kydoimos Pistol, Shock CCW 1 / 39 NEW Red Fury + Light Flamethrower + 2 Devabot Kydoimos Pistol, Shock CCW 1 / 45 NEW Devabot Kydoimos REM - Hackable MOV CC BS PH WIP ARM BTS STR S AVA 6-4 8 10 10 11 0 3 1 2 - Equipment: Albedo Special Skills: G: Synchronized, Jungle Terrain Heavy Flamethrower Electric Pulse 6 (+2) Scylla - Gained: Jungle Terrain, Killer Hacking Device LI - Cube 2.0 - Regular Character MOV CC BS PH WIP ARM BTS W S AVA 4-4 17 12 12 13 2 3 1 2 1 Special Skills: Jungle Terrain Scylla Hacker (Hacking Device) Boarding Shotgun, Nanopulsar + 1 Devabot Charybdis Pistol, E/M CCW 0.5 / 32 Scylla Hacker (Hacking Device) Boarding Shotgun, Nanopulsar + 2 Devabot Charybdis Pistol, E/M CCW 0.5 / 39 (+3) Scylla Hacker (Killer Hacking Device: UPGRADE: Maestro) Boarding Shotgun, Nanopulsar + 1 Devabot Charybdis Pistol, E/M CCW 0.5 / 27 NEW Scylla Hacker (Killer Hacking Device: UPGRADE: Maestro) Boarding Shotgun, Nanopulsar + 2 Devabot Charybdis Pistol, E/M CCW 0.5 / 34 NEW Scylla Hacker (Assault Hacking Device: UPGRADE: Icebreaker) Boarding Shotgun, Nanopulsar + 1 Devabot Charybdis Pistol, E/M CCW 0.5 / 30 Scylla Hacker (Assault Hacking Device: UPGRADE: Icebreaker) Boarding Shotgun, Nanopulsar + 2 Devabot Charybdis Pistol, E/M CCW 0.5 / 37 (+3) Devabot Charybdis REM - Hackable MOV CC BS PH WIP ARM BTS STR S AVA 6-4 8 10 10 11 0 3 1 2 - Equipment: Repeater Special Skills: G: Synchronized, Jungle Terrain Heavy Flamethrower Electric Pulse 7 Atalanta - -4 points, -3 BTS, Gained: V Courage MI - Cube 2.0 - Regular Character MOV CC BS PH WIP ARM BTS W S AVA 4-2 14 14 11 14 2 3 (-3) 1 2 1 Equipment: Multispectral Visor L2 Special Skills: V: Courage MULTI Sniper Rifle +1 Tinbot E (Spotter) Pistol, Knife 1.5 / 39 (-4) Nesaie Alke - Religious Troop, +1 CC MI - Cube 2.0 - Regular - Frenzy Character MOV CC BS PH WIP ARM BTS W S AVA 4-2 16 (+1) 13 11 14 3 3 1 2 1 Equipment: 360 Visor Special Skills: Religious Troop, Fireteam: Enomotarchos (Thorakitai), V: Courage Spitfire, Nanopulser Pistol, Knife 1.5 / 26 Lieutenant Spitfire, Nanopulser Pistol, Knife 1.5 / 26 Patroclus - Holoprojector L3 (removes NFB trait from Holoprojector), Fireteam: Enomotarchos MI - Cube 2.0 - Regular Character MOV CC BS PH WIP ARM BTS W S AVA 6-4 21 13 13 13 3 0 1 2 1 Equipment: Holoprojector L3 Special Skills: Kinematika L1, Martial Arts L3, V: No Wound Incapacitation (ODD: Optical Disruptor) MULTI Rifle, Nanopulser, Smoke Grenades Pistol, EXP CCW 0 / 55 (+3) (ODD: Optical Disruptor) Spitfire, Nanopulser, Smoke Grenades Pistol, EXP CCW 1.5 / 57 (+3) (CH: Mimetism) Fireteam: Duo (Achilles v2) MULTI Rifle, Nanopulser, Smoke Grenades Pistol, EXP CCW 0 / 51 NEW (CH: Mimetism) Fireteam: Duo (Achilles v2) Spitfire, Nanopulser, Smoke Grenades Pistol, EXP CCW 1.5 / 53 NEW Achilles - No Changes NOTE: There can only be one Achilles in each Army List. HI - Cube 2.0 - Regular - Frenzy - Hackable Character MOV CC BS PH WIP ARM BTS W S AVA 6-4 24 15 15 15 4 6 3 2 1 Equipment: ODD: Optical Disruptor Special Skills: Kinematika L2, Martial Arts L4, Multiterrain MULTI Rifle, Nanopulser Pistol, EXP CCW 0 / 73 Spitfire, Nanopulser Pistol, EXP CCW 2.5 / 75 Lieutenant MULTI Rifle, Nanopulser Pistol, EXP CCW 0 / 73 Lieutenant Spitfire, Nanopulser Pistol, EXP CCW 2.5 / 75 Achilles (Hoplite) Fireteam: Duo (Patroclus) NOTE: There can only be one Achilles in each Army List HI - Cube 2.0 - Regular - Frenzy - Hackable Character MOV CC BS PH WIP ARM BTS W S AVA 6-4 24 15 15 15 6 6 3 2 1 Special Skills: CH: Mimetism, Forward Deployment L1, Kinematika L1, Martial Arts L4, Fireteam: Duo (Patroclus) MULTI Rifle, Nanopulser, D.E.P. Pistol, EXP CCW 0 / 74 Spitfire, Nanopulser Pistol, EXP CCW 2.5 / 75 Lieutenant MULTI Rifle, Nanopulser, D.E.P. Pistol, EXP CCW 0 / 73 Lieutenant Spitfire, Nanopulser Pistol, EXP CCW 2.5 / 75 Ajax - No Changes HI - Cube 2.0 - Regular - Impetuous - Hackable Character MOV CC BS PH WIP ARM BTS W S AVA 4-4 22 13 16 12 5 6 2 5 1 Special Skills: Berserk, Fireteam: Enomotarchos (Myrmidons), Kinematika L2, Natural Born Warrior, V: No Wound Incapacitation 2 Combi Rifles, Nanopulser AP Heavy Pistol, EXP CCW 0 / 39 Lieutenant 2 Combi Rifles, Nanopulser AP Heavy Pistol, EXP CCW 0 / 39 Hector - No Changes HI - Cube 2.0 - Regular - Hackable Character MOV CC BS PH WIP ARM BTS W S AVA 4-4 23 13 14 15 5 6 2 2 1 Equipment: X Visor Special Skills: Fireteam: Enomotarchos, Kinematika L2, Martial Arts L4, Strategos L1, V: No Wound Incapacitation Plasma Rifle, Nanopulser, Stun Grenades + Tinbot A (Deflector L1) Heavy Pistol, EXP CCW 0 / 71 Spitfire, Nanopulser, Stun Grenades + Tinbot A (Deflector L1) Heavy Pistol, EXP CWW 2 / 70 Lieutenant Plasma Rifle, Nanopulser, Stun Grenades + Tinbot A (Deflector L1) Heavy Pistol, EXP CCW 0 / 71 Lieutenant Spitfire, Nanopulser, Stun Grenades + Tinbot A (Deflector L1) Heavy Pistol, EXP CWW 2 / 70 Eudoros - No Changes WB - Cube 2.0 - Regular - Impetuous Character MOV CC BS PH WIP ARM BTS W S AVA 4-4 21 13 13 14 3 6 1 2 1 Equipment: ODD: Optical Disruptor Special Skills: Fireteam: Enomotarchos (Myrmidons), Kinematika L1, Martial Arts L4, Number 2, V: No Wound Incapacitation Mk12, Nanopulser, Ecplise Grenades Pistol, DA CCW 0 / 40 Lieutenant Mk12, Nanopulser, Ecplise Grenades Pistol, DA CCW 0 / 40 Phoenix Lost Frenzy, Heavy Pistol, + 5 points, Assault Pistol WB - Cube 2.0 - Regular Character MOV CC BS PH WIP ARM BTS W S AVA 4-4 21 13 13 14 2 3 1 2 1 Equipment: ODD: Optical Disruptor Special Skills: Fireteam: Enomotarchos (Myrmidons), Kinematika L1, Martial Arts L3, V: No Wound Incapacitation Heavy Rocket Launcher, Nanopulser, Smoke Grenades Heavy Pistol, Assault Pistol DA CCW 2 / 40 Lieutenant Heavy Rocket Launcher, Nanopulser, Smoke Grenades Heavy Pistol, Assault Pistol DA CCW 2 / 40 Machaon - No Changes WB - Cube 2.0 - Regular - Frenzy Character MOV CC BS PH WIP ARM BTS W S AVA 4-4 21 12 13 15 2 3 1 2 1 Equipment: ODD: Optical Disruptor Special Skills: Doctor, Fireteam: Enomotarchos (Myrmidons), Kinematika L1, Martial Arts L3, V: No Wound Incapacitation Combi Rifle, Nanopulser, Eclipse Grenades Pistol DA CCW 0.5 / 38 Lieutenant Combi Rifle, Nanopulser, Eclipse Grenades Pistol, DA CCW 0.5 / 38 Penthesilea -3 Points WB - Cube 2.0 - Regular - Impetuous Character MOV CC BS PH WIP ARM BTS W S AVA 8-6 22 13 12 14 1 3 1 4 1 Equipment: ODD: Optical Disruptor, Motorcycle Special Skills: I-Kohl L2, Kinematika L2, V: No Wound Incapacitation Combi Rifle, Comtender, Nanopulser Pistol Monofilament CCW 0 / 41 (-3) Teucer - Free Agent, CCW, -3 BTS MI - Cube 2.0 - Regular Character MOV CC BS PH WIP ARM BTS W S AVA 4-2 18 14 11 14 2 3 (-3) 1 2 1 Special Skills: Marksmanship LX, Free Agent, V: No Wound Incapacitation (X Visor) Feurerbach, Nanopulser Pistol, Knife (CCW) 1.5 / 41 (+3) (Multispectral Visor L2) Feuerbach, Nanopulser Pistol, Knife (CCW) 2 / 44 (+3) (Multispectral Visor L2) K1 Sniper Rifle, Nanopulser Pistol, Knife (CCW) 1.5 / 43 (+1) Please bear in mind that I may have misread and/or that there may be typos in this list. I've been able to find some info on weapons and rules, but they are not complete (haven't seen G: Jumper, yet for example) Weapons - Electric Pulse now counts your CC roll as automatically rolling a 7, always succeeding (and cannot be modified, such as with MA3), with no possibility of a Crit. If you win the FtF, the enemy is Immobilized for 2 turns. EDIT: As long as it is Face to Face neither the user or any adversaries may apply ANY Mod to CC or PH due to any Special CC Skill, Equipment, or weapon. Feuerbach is now -3 from 0-8" / +0 8-16" / +3 16-32" / +0 32-48" . Can be used with B2 AP/DA or B1 EXP (all Dam 14). MULTI Rifles gain a DAM 14 B1 Stun mode. (Stunned State makes you unable to declare any kind of attack, and get -3 to any rolls until the end of the turn). MULTI Sniper rifles have a DAM 15 B1 Stun mode. SMGs may fire AP or Shock ammo. Skills - Just found out that if a Hacking program is used on a G: Sync controller, it effects the bots. So Scylla can Cybermask herself (Killer Hacking Device) and her Devabots (also works for other programs that can apply to her, such as Kaleidoscope). They also give +1 B and +1 PH in CC, if they didn't before. Coherency is checked during Deployment, and at the beginning and end of every Order the Sync unit is activated. At the beginning of the Reactive Turn, Holo L2+ can create any lost echoes in Base to Base for free. You then secretly designate which one is the Trooper. iKohl works if you are in Base Contact or Reach Base Contact. Otherwise looks the same (-3 to enemy CC per level). It applies to making a CC Attacks as well as Engage, or Dodges to exit CC. Natural Born Warrior now grants Stealth, V: Courage, and Surprise Attack and two modes (choose one or the other when declaring): Mode A: Nullify any CC Skill, including - Martial Arts, NBW Mode B, iKohl, Berserk, Protheon, Dual Wield, Surpise Attack and Poison (This includes combats where the NBW has friends, like cancelling MA5) Mode B: +3 to CC and +1 to DAM Guardian is a chart like Martial Arts. Level Attack MOD Opponent MOD Damage MOD Burst MOD 1 0 -3 +1 0 2 +3 0 +1 0 3 0 -3 +2 0 4 0 0 +3 0 Chain of Command now works on Isolated Lieutenants as well. Fireteam: Enomotarchos -
  10. So with the release of HSN3 I was looking through the link team rules to try and answer a question my buddy and I had about link teams and dogged. It was our understanding that a model going dogged broke the link team previously however we are now unsure if that is still the case. According to fireteam cancellation on pg 16. "In case the number of members is reduced to fewer than the minimum required by its Fireteam type, either because they break the Coherency from the Team Leader, they enter the Isolated state or any Null state, or any other gaming condition that reduces the number of Fireteam members." So my question is does dogged count as entering a null state? I know that it alters unconscious to count as normal and temporarily cancels the null state but does that mean that the model enters a null state than changes back to normal or is it that the model simply goes dogged and never enters the null state. If the model never enters the null state than I would say that the link stays but if the model goes null first than that would mean the link breaks? I am personally leaning toward the link not breaking when a model goes dogged but I certainly can see how it could go either way. I'm fairly new to infinity and think I have the basics down fairly well but I could be wrong. Any help would be greatly appreciated.
  11. With HSN3 there are 5 Proxies. Each of the Proxies has an Ava of 1. Without violating AVA Rules it is possible to field 5 different Proxies. With 5 Proxies it is possible to create 2 G:Jumper Trooper, one with 2 Proxies and one with 3. Is this correct or is the Aleph Player limited to only one G:Jumper Trooper? Thanks for clarification.
  12. Ok, the rule in english is this: "The space in which the user of this Special Skill activates the Foxhole state must have a height and width equal or greater than the Silhouette Template of this state." In spanish says: "Es obligatorio que el espacio en el cual se pretende situar el Pozo de Tirador tenga una anchura igual o superior al de la peana de la plantilla de silueta en esa estado". Which translates to "The space in which the user of this Special Skill activates the Foxhole state must have a width equal or greater than the base of the Silhouette Template of this state." Which one is correct? and, in the event of the former being correct, would this mean that I can't declare Sapper on a rooftop? Since the roof itself would have less height than the silhouette?
  13. Hi guys, some background story first: I used to play nomads for couple of years already, but always feel like loosing so many toys when looking just on sectorial option. So never played sectorial so far. But probably get older enough to be lazy daddy and wanted to try it now. Especially with incoming HSN3. So on weekend (after more then half a year break) I finally had a chance to play few games (awesome 4 in total) but on Saturday most importantly agains one warcor who already had copy of HSN3. So we did 2 games with this new rules already. Sweat! Well I decide to go for Corregidor, anyhow and its weird I know, compare to vanilla, I have a feeling from Corregidor like playing nomads on steroids, or almost Pano compare to weak skilled vanillas (or probably just my weak usual lists). First of all I wanted to try 5 man link team of jaguars with 3 panzerfaus as cheep reactive team. But, in HSN3 they must link with Senor Masacre, which makes them not that cheep and he only sit on his ass almost all game, and if not then when he die for any reason Jaguars can't link again. Other that that I want to try HMG Intruder in smoke combo with McMurrought and 3 man pain train. And then there is just a little bit space for some another units, so just pickup one Massay and Specop. In this scenario HSN3 didn't bring anything cool/new for me, may I would say worst because of missing points for 2 more orders. other than that didn't figure out anything "wow" for Corregidor in HSN3 in my scope (not fan of Geckos, neither Wildcats) But I got a good testing experience and for day after I rebuild a list (see bellow), which I found kind of strong, and giving me toys I may want to use during games, e.g.: 2 possible link teams which are switched during game based on situation. Team a) pain train with specialist - in first turn, get to positions (ideally capture some objective on way) and then break link and put them into suppression (HMG, multi rifle, combi). Then form reactive team Two Alguaciles w. ML and Lupe w. Panzerfaus camping from highest roof, or longest corridor. Next there is McMurrought which I found amazing if he is played carefully and he gets a TAG killer title immediately First time I also played Stempler zond as a 6-4 moving specialist with climbing plus and sensor for 17pts!? Wow, I don't know why I didn't play it anytime before . So I have pretty good feeling of this list, but once you see it, what do you thing I have to worry about? which enemies/units? May I have Lupe Balboa and specop in same list? Thanks for all advice. Jurisdictional Command of Corregidor ────────────────────────────────────────────────── GROUP 19 1 1 McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31) LUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | 23) ALGUACIL Missile Launcher / Pistol, Knife. (1.5 | 15) ALGUACIL Missile Launcher / Pistol, Knife. (1.5 | 15) SPECOP or ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12) ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10) MOBILE BRIGADA HMG / Pistol, Knife. (2 | 42) MOBILE BRIGADA Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 43) MOBILE BRIGADA Lieutenant MULTI Rifle + Light Flamethrower / Pistol, Knife. (0 | 39) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) GROUP 24 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17) SALYUT (Minesweeper) Electric Pulse. (0 | 8) SALYUT (Minesweeper) Electric Pulse. (0 | 8) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) 6 SWC | 299 Points Open in Infinity Army
  14. Hey guys, So I've been looking through the forums posts in regards to the HSN3 spoilers, specifically as to points values for different units as alot has changed for ISS. So far I have found the full write-ups of the Pheasant, then points values for the kanren, sun tze v2 and the wu ming duo team. Do we have a compendium of written spoilers from HSN3 as far as points values are concerned? Is that a taboo on the forums? Just a new ISS player excited for the new rules Thanks
  15. In HSn3, the Interventor with KHD gets Lightning as an upgrade, what is it?
  16. Before I post this, I myself am not an Ariadna player. My roommate is, and I cooked this list up while messing around in Army 6. Basically I wanted to make a list that could take as many Mercenaries as possible, and vanilla Ariadna seemed like the way to go. I'm calling it the Suicide Squad - a gang of ruthless criminals, mercenaries, and lunatics led by a tactical genius with a bad attitude. I do have one question. I'm running Voronin as my LT for the extra Regular Order from Strategos L1, but I'm stumped on Guardian. Could one of you fine folks with the HSN3 book clue me in on how it works? (If that's not allowed by the forum rules, feel free to let me know.) Suicide Squad ────────────────────────────────────────────────── GROUP 17 3 4 COLONEL VORONIN Lieutenant Rifle / Assault Pistol, AP CC Weapon. (0 | 21) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) KRAKOT RENEGADE 2 Submachine Guns, Chest Mine / Pistol, Shock CC Weapon. (0 | 17) KRAKOT RENEGADE 2 Submachine Guns, Chest Mine / Pistol, Shock CC Weapon. (0 | 17) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) WARDRIVER Hacker (Hacking Device) Boarding Shotgun / Pistol, Knife. (1 | 19) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 23 2 BOUNTY HUNTER Sniper Rifle / 2 Breaker Pistols, Knife. (0.5 | 19) ARMAND (Multispectral Visor L1) MULTI Sniper, Nanopulser / 2 Breaker Pistols, Shock CC Weapon, Knife. (1.5 | 45) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) MIRANDA ASHCROFT Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW. (0 | 18) KAZAK DOKTOR Rifle / Pistol, Knife. (0 | 13) 6 SWC | 300 Points Open in Infinity Army
  17. I'm pretty new to Infinity. I play two or three times a month so learning is slow and steady but thankfully I am an avid reader and that helps fill in the knowledge gaps. A friend of mine wrote up a guide for new players on how to prepare for Infinity and I wanted to share it because I think it is simple enough for dum dums like me but still relevant for midlevel players. His guide will talk about fire teams, new models, hacking and more. Hope this helps http://midwestwargaming.com/prepping-for-hsn3/
  18. So as the title says, are duo links worth it? I only play nomads, and starting panoceania. So it`s from their perspective. Most, or maybe all duo links are HI as result they cost 80+ points. And the only thing they get is move together. For the same price you can have 4-5 person core link. Sure, you can take both but if you do that you`re most likely won`t have points for specialists and other useful units. How they should be used and what you think of them?
  19. So with the new profiles from HSN3 and the options provided by the optional Zhanying tag-along, there's now so many options for Wu Ming that it's almost a shame they are only AVA 5! Would have love to run a 5 men Core link and a Duo link at the same time. Multi-rifle/LGL - Actually has a place in a link team now that you can Spec Fire and stay in the link team. Could be pretty darn good with BS13 and link team bonus. Expensive though. HMG - The high burst big gun option we all know and love, expensive but worth it. Multi-rifle/Nimbus LGL - Still the worst of all Wu Ming profile unfortunately and I am sure we all wish this is a Smoke LGL or EM LGL. BSB/Tinbot B - The obligatory protection against hacker, which can also protect the Zhanying hacker now if you want to bring one along. Panzerfaust/LSG - It's previously the cheapest link filler, but now lost that title, but panzerfaust can still be handy to have for ARO or anti-armor duty. BSG/FO - The obligatory specialist, though you can now bring the cheaper Zhanying FO for that. HRL/LSG - The new big gun option, pretty darn cheap for what it does and fire template is quite useful, It can even use hit mode to get to D15 now! (But lose the template) SMG/Chain Rifle - For 25 points this is pretty nuts, almost make Zuyong combi feel overpriced. Good filler that actually adds CQC anti-camo/armor/dogged/NWI to the team! Combi/E-mitter/AP Mine - HI with mines! Another fun new addition, could be really fun with Zhanying Madtrap for area denial. And this is before we get into what the Zhanying could bring to the party like sensor, FO, hacker, madtrap, ML/nanopulsar and so forth. Breaker Combi also adds to the versatility of the team. So, what would people like to put in their Wu Ming link? So many options here...
  20. Now that you can do Entire Orders in links, I am agog with the potential utility of Speculative Fire all over the place. So, a few questions about the new link rules, for those who have the book and would be kind enough to enlighten us. I will owe you beer if we ever meet in person, which really does happen with this community. 1. Are there any rules against using Spec Fire, specifically or indirectly, in linkteams now? 2. Is there anything that would prevent the +3 to BS that is applied to normal shooting contributing to Speculative Fire? If you do get the +3, that shiz might be very, very useful. I know Spec Fire is always B1 and links can't alter that (thank god). But if it gets the +3 BS, HI links with LGLs might just be this poppa's brand new bag. Because with positive range mods, you can just move in and shoot annoying things like cheerleaders, Repeaters, the opponent's EVO remote, ODD troops, etc. off the table with zero risk, if a rather high order investment. Inquiring minds want to know (and start building my unused LGL troops if it's the case).
  21. Well, after the live stream I went back and started working on the camcorder I had bought to record the seminar as well. Here is the seminar at Adepticon 2016 fully displaying Carlos and Tom. Dont forget to check out the FB Group and Youtube channel as we talk about the book this Sunday. https://www.youtube.com/watch?v=0XbfckgsPbA&feature=youtu.be
  22. So...whaddaya say? The update is: 3pt more expensive, now costing 99pt Nothing else. What do you reckon? I havent played with one since it had no model, but what I gathered from here, no body was really "over the moon" with them. (as opposed to Toni for (a similar) example)
  23. Hello there! Seeing most of the other subforums have specific threads about the compiled info on the respective faction, I figured we could have one as well. So, does anyone have any inside info on the changes to Haqq-Islam? Perhaps anyone that has the book in hand can shed some light?
  24. So, in the newest BoW video, Carlos says Hexas get access to the Killer Hacking Device. Personally, I find this very interesting. I also wonder if they'll keep the regular hacking device profile. What does the rest of the Hyperpower think about this?