Consider it as multipurpose, so it is not designed against a particular enemy or scenary. I want to play this archetype of list (The old-fashioned "10 regular order group + irregular group" style) So my main question is... Do you see any obvious or great weaknesses? But any comment will be wellcome :P TBH I don't know the current "meta" Nomads ────────────────────────────────────────────────── GROUP 1 10 CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) ZONDBOT Electric Pulse. (0 | 3) ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19) ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / PistolKnife. (0.5 | 14) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) REAKTION ZOND HMG / Electric Pulse. (1 | 26) GROUP 2 4 4 BAKUNIN ÜBERFALLKOMMANDO . (0 | 23) CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 20) x3 PUPNIK DA CCW. (0 | 3) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (0 | 8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (0 | 8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (0 | 8) 6 SWC | 300 Points Open in Infinity Army
Swap Uberfalls and Puppetmaster. Drop one CRAP Morlocks to EM/DA, swap a second to a Jaguar. 2 regular orders + 2 Morlocks is usually better than 1 regular order and 3 Morlocks. That sort of group is really designed to pair with an Intruder though. It's still useful without, but not as much as it would be if you had an Intruder instead of the Kriza.
My experience with the Kriza is that they're not a great roadblock. Particularly now that FA2 doesn't stack with Suppression. I'd honestly prefer RF TMs for that role. Personally I see Kriza HMGs as crit resistant Shock Immune attack pieces: they're linked sniper killers.
Intruders are bad at fighting links: they're too vulnerable to mediocre dice because you can't effectively stack MODs. That's where Kriza really come into their own: so you can certainly compare the two as attack pieces. I'd agree that they map to similar but complimentary roles: it's why Kriza + Intruder is such a brutal combo. But I think you can certainly compare Geckos, TMs and Kriza. They all offer you survivability that our MI options lack at very similar price points to each other. Again they map to similar but slightly different roles: they're all variations of 'tank/bruiser', one of their core feature is their ability to take most hits and keep on trucking. With the latest FAQ though, Geckos are getting legitimately stupid good.
Yeah you can compare the correct profiles. Honestly the situation the FAQ patched hadn't come up because the pilot isn't too hard to target, but it's still a nice addition. Little things keep adding up I'm half expecting to lose the dodge penalty with how much they're making TAGs convenient to take. As far as the Geckos go I think keeping SWC low, extra wound and the specialist/second life on the pilot gives it enough of an advantage to justify them. All someone needs is a reason to say "I have to take this one, it has x advantage and that's what I'm looking for".
Exactly: I think in the list above, I'd take an Intruder over the Kriza. You've already got 2 Shock Immune guns who probably won't die to an unlucky ARO, you don't need a third. Edit: something like this: Nomads ────────────────────────────────────────────────── GROUP 1 10 CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) ZONDBOT Electric Pulse. (0 | 3) ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21) ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) REAKTION ZOND HMG / Electric Pulse. (1 | 26) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / PistolKnife. (0.5 | 14) GROUP 2 4 2 3 INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43) KRAKOT RENEGADE 2 Submachine Guns, Chest Mine / Pistol, Shock CC Weapon. (0 | 17) MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6) MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 6 SWC | 300 Points Open in Infinity Army
I like that idea. I've been running 2-3 Morlocks, but it's always an issue in my lists with not having enough Regular orders in their combat group. If I take a TR bot I usually stick it in there, but I could also take a Jag and two Morlocks and have 2 Regular and 2 Irregular Orders. Assuming I don't lose anybody, that's potentially enough to spend a Command token and do a little Ramboing if needs be.
2 Jags + 2 Morlocks + Warcore is great for "Smoke / Warband Screen / Anti Camo". Almost never a bad choice. I tend to think of Reaktion Zonds as "shock Immune attack piece" rather than "ARO piece", so they almost always go in the first group.
It must come form my ariadna history but it looks very low in the specialist department. Only one infiltrated specialist is very low for me (I play 3 to 5). I would replace the hollow men by a prowler spitfire. You loose 1 W and 1 BS but gain camo, infiltration (in the good rangeband from the start) and D-Charge for objectives (and you are un-hackable) I would also go for an intruder HMG and swap intruder and reaktion zond. I don't like sniper ARO and I feel like this list is missing a heavy hitter (someone that can stack a lot of malus to win BS opposed roll) Never tried the puppet master minelayer. Is it worth the cost ?
haven't played yet (still assembling my TJC) but I think for +2Pts/0.5SWC if you have them, having a deployed camo mine in your DZ could be helpful if the missions asks your opponent to come to your DZ; or protect against rambo assassins a little. Unfortunately it doesn't protect against IMP markers that want to clear your important DZ models.
Yes it does: you can use it to shut down lines of advance and/or force them to eat a mine on the reveal. That and you can play hide your Intruder with them. I basically look at them as +2pts over a Jaguar and the it's 2pts/0.5SWC for mines. Mines are always useful.
Puppet Master Minelayer seems extremely useful in Tunguska, but in Vanilla would I prefer to save the points and use Morlocks for the same role? Maybe, though for 14pts the Puppet Master definitely brings a lot and is a strong defensive set-up, especially in some scenarios. If I needed the SWC elsewhere, I'd probably avoid it, but if not? Definitely appealing.
Realistically you don't save enough points for a Morlock. It's Jag+4pts or Morlock + CRAP Morlock. The way I see it is in a list that wants to go first or for a mission where you're opponent wants to go first you probably want an Puppetmaster anyway, so spending the additional 2pts/0.5SWC on Mines is a no-brainer unless you need them for something else. It's much like a Warcor or a second Zondbot: you take them if you have the points and no pressing need for anything else. The other question is how much you need 9+ orders in your main group T1? If you only really need 8 then grabbing 2 Morlocks or a Jag+Warcor in the second is probably better.
Counterintelligence is the main reason but I would consider the Minelayer at times without it anyways. Pretty crazy to get both.
Counterintelligence plus the cheapest non-8pts bot order in Tunguska. Or 20pts and the cheapest hacker in Tunguska. But if you use puppets, the best is the minelayer, since he can also use the mine to protect a flank against an enemy (non-Tohaa, non-Fraacta) AD trooper.