Friday, June 29, 2018

Tunguska drops and Nomads work...kind of

So Tunguska is out. I will do a full analysis shortly. In the meantime, some quick updates to my recent post about making nomads work.


  • No REM worth putting supportware on in Tunguska. The Hollow Man profile is interesting, especially in the sectorial (the missile launcher is a very hard to move defensive piece regardless of whether it is linked or not), but it is not a REM. The puppets aren't allows to get supportware according to the Marionette rule. The bike is a REM once dismounted but neither chain rifles nor smoke launchers really benefit from marksmanship lvl2
  • The puppeteer is interesting but I'm not sure how to use it yet. The 2W flash pulse/shotgun drop zone guard puppets seem ace for stemming an offence. But the hacker profile is, I think, outclassed, at least in vanilla nomads, by...
  • Mary Problems, Uberhacker. I kind of love this profile. She's so expensive, but has so much going on. You trade 1 WIP and 1 BTS on the interventor profile to get 2 hacking devices instead of 1, both with their apex programs (icebreaker and lightning), ODD, an SMG, which is much better on her profile than a shotgun (ODD suppression in cover is disgusting), climbing plus and forward deployment. Lightning with WIP14 and BTS6 makes you basically KHD proof, or at least it's a coin toss. The SMG keeps her cost down. The ODD with the SMG allow her to be a late game sweeper + button pusher or to go into suppression once MSV pieces are dead and just own the board (-12 is hard to get through). Critically, forward deployment allows her to deploy straight into a quadrant in supremacy and the like and then just chill out ARO'ing hacking programs all game while scoring. With climbing plus she can even come down off the roof on the last turn and make a run for buttons or the frontline if need be, dragging her many points with her. I'm not whether her inclusion in nomads is correct or accidental. If she is an accident I suspect I will replace her with the new AI bike hacker or the puppeteer hacker and a single forward observer puppet. 
  • Hecklers are great. Cybermines would be worth it if it was a minelayer instead of a KHD. I'm not sure whether the jammer guy is worth it given that he doesn't start in the midfield. This means that he won't trigger zone of control to be able to send out a fastpanda to slow things down early. If he uses active turn to send the panda then he can't recamo anymore, which seems wasteful of the marker state. Still, I'm going to try him, because I think you need the panda for the midfield web. If it doesn't work I'll swap to the shotgun profile.  
So here's the list I'm taking to a friendly little local tourney next weekend. I haven't thought about what I'm doing against non-hackable factions yet. It will either be something similar with way more melee, or something with a hollow man missile launcher, zoe and pi-well, REMs and datatracker Kusanagi.  

Anything hackable 2018

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GROUP 1 
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 HECKLER Red Fury / Pistol, Knife. (1 | 24)
 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)

GROUP 2
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 INTERVENTOR Hacker (Hacking Device Plus) Boarding Shotgun / Pistol, Knife. (0.5 | 24)
 MORAN Boarding Shotgun, CrazyKoalas (2) / Pistol, Knife. (0.5 | 20)
 MORAN Boarding Shotgun, CrazyKoalas (2) / Pistol, Knife. (0.5 | 20)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)

 6 SWC | 300 Points

[url=http://army.infinitythegame.com/index.html?l=KwBgjAPgzCIQggOwJ4BcAWBLRBzABOgIYDGA1oQEYA2ApngEzgAcEAbPQKRhj1gcAsIAJxCOAQlYgu3UYKF8JU7mFkgmosWCmC+YfqwDs4rQPBd9Rsaqn0hvY1FP9zTBWEeDne1w6cu+AALArBxCwM5Q4RpgIYJG3pYwAvZgwFAKSfwpaW6cgo56BiGaeSAF/EUcAQFAA===]Open in Infinity Army
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This is not an easy list to play, so I don't expect to do well even if the list has power because I am out of practice with this style and I am probably just not that good a player. The missions are frontline, supremacy and acquisition - all ground control missions. The basic idea is that you deploy directly into the quadrants and then play hide and seek, much like Hassassins. You only spend orders on your turn to lay mines (automatic hits), press buttons and kill things. Your opponent spends their turn trying to discover markers and wade through your repeater network. You get economy from the fact that your opponent has to spend heaps of orders just moving around. Look to leverage your mimetism and surprise shot bonuses to win face-to-face rolls. Never take trades unless it is with a morlock. 

The jaguars guard your interventor from AD and killer hackers. Their doggedness and chain rifles makes them hard to get past without sacrifice. They and the morlocks give you a spot of smoke if necessary, and the morlocks help to clear mines and other skirmishers (especially TO skirmishers, who are a pain for you). 

Basic turn-by-turn game plan will be Kriza on 1 to clear ARO pieces and then he bandit goes for a hunting run against hackers, rows of cheerleaders and TAGs he can shoot in the back with his ADHL. Kriza goes into suppression. Turn 2 the Heckler sweeps around killing exposed units through the midfield, then drops into suppression along with Mary. Turn 3 is cleanup and button pushing while expensive units hold quadrants. Remember that you don't need to kill that much stuff; just enough to allow you to hold the quadrants with your prone-on-roofs infiltrators. 
 



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