I'm thankful that you actually keep updating this at all. I play alot of other PanO but this helped me alot to understand MO.
So, Tunguska release has added the option for a REM to have super jump added in one profile option. This make it even more annoying that Seraph's REM does not have super jump. That needs to be corrected because now it just seems like an error thats been overlooked.
Vaulsc talking about a game where he lead the Joan of Arc pain train to victory against Steel Phalanx. Its a great game to highlight how brutal the MO can be. While there are armies that can hard counter HI pain trains, if you know your opponent isn't playing such a force, wow, it can be brutal. Whats interesting was how smoke worked against his opponent. Your opponents smoke can be used to get Joan into combat and shes a very rare Pano unit that actually excels in combat.
@Death Well actually Steel Phalanx match is one of the better ones for MO. Little to no "chaff", and unless enemy is playing Phoenix you should be able to reliably gun down most of the things, and in case of enemy crits, doctor your HMG. Plus going first against "low order" list should be quite fine for MO. Quite a big threat is Penny though, better manouver your Joan in a way she (Joan) cannot be just charged and critted with Penny's MONO blade.
Well I got my share of people critting my stuff (quite often in CC), and Penny slicing through Hospitallers (luckily just after that Joan double critted her with DA ammo, talk about overkill xD ).
Last game I played, my partner managed to crit pretty much every single model he took a shot at. It made me very sad. Sent from my SM-A520F using Tapatalk
Imo crits are just bad rolls, in the end, the rest is mystification. Last game I double critted a Marut with a light shotgun. And some troop crit dodgeg where no one was shooting at him. You just remember crits or bad rolls more, when they matter, and ignore when they don't. Once I was shooting with a Swiss ML with opponent out of cover, needed a 18, rolled a 20. Has the same effect as he'd critted. Doesn't really matter. You can just roll a 1 or your opponent a 20 on ARM rolls, has the same "I should have totally won this" effect.
So the thing I am struggling with currently when list building, is specialists for button pushing missions, tic tac toe is obviously the most extreme example of that. I came to MO from Nomads, where we are spoilt with things such as Zeros, morans, tomcats, the various reverends, prowlers, the list goes on. I've taken to TOFOs like a fish to water in terms of button pushing, and even managed to deploy a TOMSR in my opponents half of the table a couple of games ago, enabling me to shoot his list to pieces. However, it feels to me that TOFOs aren't good for sustained objective grabbing, and in that they just feel a bit like Zero's do to me. YOu use them to hit a button last turn, and thats it. It's pretty rare that I am using them for more than that, and maybe that is my problem, and that I should be a tad more aggressive with using them earlier and trusting in their TO to keep them safe. But for missions like that, what do people tend to use? Order sergeant link teams feel unwieldy and more for nabbing the closer to home objectives. A father knight FO/AHD can't be everyone at once, and specialists like Doctors/Paramedics in a paintrain suffer the same problem. I don't hugely want to be running my Father Engineer forward unless it really is desperate, and the same goes for my Fusilier/Spec Sergeant Hacker. For me, Konstantinos runs afoul of the same thing as TOFO's, so I have just been leaving him in a fireteam if I take him at all (first time I took him, the first shot he took, he got critted. Paramedic in the team stands him back up. He tries to shoot something else, and that crits him for a second time. The good lord is telling me something...). Maybe I am just spoiled coming from Nomads, and need to get used to the Pano doctrine of being able to push buttons when the enemy is dead, but thoughts, theories, suggestions and list ideas for more button heavy missions would be very appreciated.
For the likes of Tic Tac Toe a trio of TOFOOS backed by a pair of Pathfinders and an OS Fireteam makes for a solid core. You can then add other specialists, like a Hospitaller Knight Doctor, or Father Knight (if you really want to suffer for some reason). But Pathfinders and TOFOOS can do all the work you need doing, you just need to keep them alive 'till turn 3 to do it. Easy with the Hidden Deployment, harder with the Remotes.
Hmm. Maybe I just need to start using pathfinders. I've always kept away from remotes, as I struggle to make them work for me.
Pathfinders are the way, the truth and the life of PanOceanian button pushing. Plus their utility is unmatched.
Not to mention that when facing mass camo there's nothing better than a Pathfinder + however many Fugazi you're able to fit into the list...