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Bolts: Yeah lets do that again

Discussion in 'PanOceania' started by daboarder, Sep 4, 2018.

  1. Teslarod

    Teslarod when in doubt, Yeet

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    Bolts still suffer from their base troop Profile being very bloated with high stats and questionable Skills.
    FWDL1 pretty much only makes them a point cheaper while also delivering them closer to effective Spitfire Range.

    So I'd maintain the previous stance on them.
    This are the useable Profiles:
    [​IMG] Neoterran Capitaline Army
    ──────────────────────────────────────────────────
    [​IMG]4
    [​IMG] BOLT Spitfire / Pistol, Knife. (1.5 | 24)
    [​IMG] BOLT Hacker (Hacking Device) Boarding Shotgun, E/M Grenades / Pistol, Knife. (0.5 | 27)
    [​IMG] BOLT Paramedic (MediKit) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 24)
    [​IMG] BOLT Boarding Shotgun, E/M Grenades / Pistol, Knife. (0 | 19)[/url]

    Naked BS13 Spitfire with Veteran and added durability. Naked BSG+E/M Grenades to leverage the ground covered by the Spitfire and to keep things cheap. Those 2 are useable and benefit most from FWDL 1.
    Specialists are a bit awkward to add. The Hacker is expensive and actually the one place where I would have liked to see an AHD in PanO. Bolt's stats and Skills are nice to have for a Hacker and so is Sixth Sense L2. Still, with WIP12 and no access to Tinbots, Fairy Dust or postitive MODs from Programs that is wasted. Most things aren't afraid of a WIP12 HD Programs and Redrum still punches through BTS6 1W without effort.

    The Paramedic pays Combi+LSG tax, but at least stays unhackable.

    As for the remaining Profiles Drop Bears are simply not worth 4 points of Tax, ML or MSR just got worse with the Links focus switching to closer range. ARO pieces are way better when outsourced to one of NCA's TO troops to begin with, so it's not a big loss - just PanO things.

    Now expecting Bolts remain the same for the December update but Drop Bears and Combi+LSG drop by 2 points each I can see Spitfire+Paramedic+2Dropbears+BSG becoming truly viable. Simply because that Link would drop from 117 to 107. As they are now I'd imagine them staying rather limited for use in specific missions like their old pal Hunting Party.

    With NCA's usual trouble to get out of the DZ a FWDL Blackfriar is very interesting. There often is a lot of useable Total Cover and rooftops 4" in front of a DZ and he'd really love starting closer to Camo Markers and his positive Rangebands.
     
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  2. Section9

    Section9 Well-Known Member

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    Anyone willing to run this:

    [​IMG] Bolt Squad
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    [​IMG] BOLT Lieutenant Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 22)
    [​IMG] BOLT Paramedic (MediKit) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 24)
    [​IMG] BOLT Hacker (Hacking Device) Boarding Shotgun, E/M Grenades / Pistol, Knife. (0.5 | 27)
    [​IMG] CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
    [​IMG] PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
    [​IMG] MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8)
    [​IMG] BOLT Spitfire / Pistol, Knife. (1.5 | 24)
    [​IMG] BOLT Missile Launcher, Light Shotgun / Pistol, Knife. (1.5 | 27)
    [​IMG] BOLT Boarding Shotgun, E/M Grenades / Pistol, Knife. (0 | 19)
    [​IMG] BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25)

    GROUP 2[​IMG] [​IMG] [​IMG]4
    [​IMG] BOLT Spitfire / Pistol, Knife. (1.5 | 24)
    [​IMG] BOLT MULTI Sniper Rifle / Pistol, Knife. (1.5 | 26)
    [​IMG] BOLT Boarding Shotgun, E/M Grenades / Pistol, Knife. (0 | 19)
    [​IMG] BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25)

    6.5 SWC | 298 Points

    Open in Infinity Army

    Yes, it is technically over SWC, this list is to answer a challenge by @Mahtamori over how many basic Bolt combi+lsgs you'd take in an army. My answer is 3. Though you do technically need to scrounge some BSGs to make the grenadiers, the list can be made from an NCA starter box, two Bolt SWC boxes, Beyond Icestorm, Cosplay Bolt, a Dronebot box, and a CSU.
     
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  3. andre61

    andre61 Well-Known Member

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    This very good News.
     
  4. Riquende

    Riquende Well-Known Member

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    First of all, not everyone plays or particularly enjoys ITS and I'd prefer a Bolt patch to actually fix them in the whole game.

    Second, yeah, they get a slight boost. But like others have said the big winner here is the Black Friar MR. The Nisse HMG could use the extra play to get a fun new firelane on things that thought they were safe (though the Nomad Intruder is going to be hell to counter there). Baghs sit in a weird 'sub-Nisse' spot for me but I think they win more than Bolts still.

    It does make me wonder if Mech Deployment would be part of a solid Bolt fix. They wouldn't share it in NCA so you'd just stick the link down where needed.
     
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  5. MrNailbrain

    MrNailbrain Relentless Optimist

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    MechDep Bolts sounds insanely fun but horrifying to balance. Maybe their relative fragility to template weapons and things that usually stalk the midfield is enough? I doubt it’s going to happen though. NCA is very anti-midfield deployment.
     
  6. Zsolt

    Zsolt Well-Known Member

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    Why? Half of ariadna has infiltration and camo, why would Mech deploy MI with nothing break the game?
     
  7. Riquende

    Riquende Well-Known Member

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    It's not like NCA could deploy a ton of support for them though (Peacemaker shares their Mech deploy area so could be tough to fit in a good spot). And they have no real defensive skills, so going second and not being able to put down dropbears would be awful.

    All I know at the moment that a lot needs to change with Bolts before I consider taking them. I hadn't previously thought about skills to start them downfield but it could be looking in vaguely the right direction.
     
  8. AdmiralJCJF

    AdmiralJCJF Heart of the Hyperpower

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    My only argument here is that the range bands of the Multi Sniper Rifle are more flexible than people usually realise, and it adds a decent amount of utility to the team.

    I mean, I don't want to pay for the bloat on the Paramedic (and consider Paramedic an overcosted skill in the first place), but I can see the argument in that case if you don't want to run the Hacker but still need a specialist.

    But, yeah, I'm going to be running the Black Friar a LOT more in my NCA with this change.
     
  9. Riquende

    Riquende Well-Known Member

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    I think people generally think of the MSR as the "this is what I use to outrange HMGs" gun, and so the 32"+ bonus is largely why they're taken and loom large in the mind. But you're right that they are effective far closer than that, the payoff is that you're probably not imposing a BS penalty on your target.
     
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  10. barakiel

    barakiel Echo Bravo Master Sergeant

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    Spend some time with Acon Regulars and you learn to appreciate the versatility of the MULTI Sniper Rifle. Hopping out of the Foxhole to run up the table, flanking targets with Damage 15 DA is really strong. Burst 3 certainly isn't the same as Burst 5, but it's still very reliable. It's not a bad weapon for something like Bolts, since it basically becomes useful any time you're not using a Combi Rifle, and can't be outranged like a Spitfire can.
     
  11. colbrook

    colbrook Grenade Delivery Specialist

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    I surprised myself by running some numbers through the dice calculator and the MSR with DA rounds actually has a slightly better chance of wounding an ORC Trooper in the Active turn compared to the Spitfire (assuming +3 range in all cases and 5 man team bonuses for the Bolts).

    I wonder if the MSR could be used to deliver the team full of combis, shotguns and Drop Bears into range.
     
  12. Narkano

    Narkano Armed Shiba-Inu

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    Does this make Bolts better? Yes!
    It synergises with their preferred 8 inch engagement range. It makes it easier to deploy a backup Bolt in a location where they walk up and join the link if need be.
    The BSG and E/M nade option should enjoy lurking around corners as a DZ defense piece.
    Does it make them good in the same way as Bagh Mari or Nisse? No.
    They still suffer from kind of an odd/low synergy skill set.
    Veteran 1 is great, except NCA doesn’t have very appealing Rambo LTs to take advantage of it. Being immune to E/M and jammers is also great, but a Mutt close enough to jam is usually close enough to chainrifle, and Bolts don’t handle that well with 2 arm and ph11. You’re also putting yourself closer most chainrifles/large templates by getting into the midfield.
    Sure Shock has proliferated, but most weapons using it can turn it off if need be (multi weapons, SMGs, and MML2). Viral remains uncommon, and honestly you’re still better off just not getting shot in the first place rather than trying to tank a hit.

    What would really help Bolts is one of three things: cost reduction, bioimmunity re-work, different skill set (eg V:Dogged with Bioimmunity would be really good).
    On the whole though, this takes Bolts from a D to a C+ in my estimation.

    Side note, agree on the MSR. I love it on my Bagh Mari for being jack if all trades to crack armor and knock out light trops with short range weapons.

    TL;DR
    Bolts are better and should see the table more, but still suffer from cost and synergy issues.
     
  13. daboarder

    daboarder Force One Commander
    Warcor

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    The case for Bolts in Xenotech.


    Alright all im going to write a comprehensive response on why I think bolts are now a completely valid choice and why their access to forward deployment 1 has made them a good choice in specific missions and lists.


    Firstly let’s look at how the base bolt profile wants to be used, why this has typically been a problem, and how FD1 helps to address the issue and turn what was a weakness into strength.

    The Bolt profile is primarily built to advance into the midfield and be used as a CQB unit. While they do get access to an MSR and a ML for those who want to build a multi role link, the rest of the equipment and profiles they have access too are built to be effective under 24 (Spitfire) or even more accurately under 16 (combi rifles, Shotguns, EM Grenades, Drop bears).


    The main problem with Bolts having access to this kit has primarily always been their ability to advance to a point on the table where they can make effective use of it. This arose from their slow speed being MI with 4-2 move and from the difficulty they could end up with trying to bring the spitfire to bear inside its effective range of 24, particularly when compared to a Fusiliers HMG.

    Access to Forward deployment solves both these issues; the extra 4 inches of deployment room means that the typical spitfire will be within 20 of the opponents DZ or closer, and with a 4 extra move that makes it significantly harder for the opponent to place an ARO piece in a position where it can both effectively outrange the spitfire and at the same time lock the link down such that it cannot advance.

    Additionally that extra 4 of deployment space acts to effectively “speed” bolts up relative to a LI unit that does not have access to deployment skills. The extra 4 will make up for the 4-2 movement of the bolts for 2 orders, meaning that it’s not until the 3rd move-move order where a light infantry will start to pull ahead of a Bolt, and even then its only by 2. When we couple this with the fact that often times Bolts will be more effective using Move-Dropbear as they advance up the field the unit as a whole becomes much more efficient in its ability to be used in a role that makes the most use of its skill set.


    Speaking of drop bears, forward deployment makes use of them even more effective as well, with a deployment of 16 and a +3 range band 0-8 it is now possible to begin throwing drop bears up too and beyond the centerline of the table with the very first order that you spend on a Bolt (4 move, 8 range = 28 from the table edge). Being able to chuck 2 mines out beyond the DZ on 17s is amazingly effective, especially when compared to units such equipped with weapons like the mine dispenser and while bolts have always been able to do this they have not been able to do it with this level of order efficiency before.


    So FD1 increases the ability of Bolts to use their CQB equipment and brings some much needed internal synergy to the profiles available. But where does this CQB ability shine? Well in Zone Control missions.

    Starting a mid-priced link outside of the DZ without expending an order is golden in missions where capturing and holding ground is required. The fact that Bolts additionally have all the required equipment apart from DTWs to make them one of the best links to hold and area and hinder an opponent’s ability to then clear them out makes them even better at this role, and this I feel is where Bolts are no longer just “passable” but with FD1 are now truly actually good at a job.

    As weird as it sounds, the fact that they have gotten FD1 for “free” without getting a cost decrease actually feeds into this roll as well; they have effectively been given a point’s discount, without a decrease in their ability to score zones. And this means that it’s easy to amass enough Bolts in a zone to outscore the opponent when required, however the Bolts individually aren’t so expensive that they end up dominating only a single Zone the way TAGs and HI can end up doing, and can be spread out if needed into 2 or even sometimes 3 zones on the table.


    Finally, how would I go about constructing a Bolt list?

    Well this is something Ive been working with for a little while. Initially the concept began with the point that, “Bolts only excel when you can’t take Fusiliers” and because fusiliers have an AVA of 5 the answer for me was to run a 2 link list. One with an active core and a reactive core such that they can be swapped between as required but did not absolutely need to be linked to be used effectively.

    So I took a fusilier Core ML with FOs and Lts and a Bolt Belt hugger link with paramedic BS spitfire and drop bears.


    To support these links I initially added a pair of Hexa MSRs but I found that I had an issue with this, namely it meant that I had no high burst active gun to clear out my opponents AROs. As such I chose to swap the Hexa MSRs out for a pair of TR HMGs that would be able to operate as both reactive pieces and if used with supportware as active attack pieces. To account for this I then upgraded one of my fusiliers to a standard hacker and my Bolt paramedic to a Hacker as well, giving me the ability to now run 2 MKMN2 TR HMGs, and my choice of a defensive or assault link.

    Finally after I added the usual support elements in the machinist and Trauma doc I used the remaining points to add an additional element of problem solving and support to the list in the form of a Hexa KHD.

    Overall I have now wound up with a list that I think leverages very effectively the strengths of the Bolt core, particularly given the upgrades they have received in the latest season of the ITS. And on a final note, the Bolt link in this list has the ability to score 13 out of the 20 classifieds. And can be tweaked to score more or less of these as desired. Im happy with how its playing and will be adding further comments given more games with the list.

    [​IMG] Neoterran Capitaline Army
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]10
    [​IMG] FUSILIER Missile Launcher / Pistol, Knife. (1.5 | 15)
    [​IMG] FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
    [​IMG] FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
    [​IMG] FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
    [​IMG] FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] BOLT Spitfire / Pistol, Knife. (1.5 | 24)
    [​IMG] BOLT Boarding Shotgun, E/M Grenades / Pistol, Knife. (0 | 19)
    [​IMG] BOLT Hacker (Hacking Device) Boarding Shotgun, E/M Grenades / Pistol, Knife. (0.5 | 27)
    [​IMG] BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25)
    [​IMG] BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25)
    GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]1
    [​IMG] TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)
    [​IMG] MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15)
    [​IMG] PALBOT Electric Pulse. (0 | 3)
    [​IMG] SIERRA DRONBOT HMG / Electric Pulse. (1 | 25)
    [​IMG] SIERRA DRONBOT HMG / Electric Pulse. (1 | 25)
    [​IMG] HEXA Hacker (Killer Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0 | 27)
    [​IMG] WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
    6 SWC | 299 Points
    Open in Infinity Army

    TLDR: FD1 has brought some much needed internal synergy to the bolt profiles, that synergy has provided them with a much needed and now well defined niche within the NCA list. Additionally it results in their being less pure bloat on Bolts as skills that were disjointed are now more complimentary to how the Bolts should be used. and while they still have niche skills that increase their cost they can use this as much to their advantage as their detriment.
     
  14. volgo

    volgo Usuario

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    Very nice analysis, thank you!
    I initally planned to play StarCo or CA this season, but this new rule made me want to go with NeoTerra again. With Bolts!
     
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  15. derbrizon

    derbrizon Well-Known Member

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    Bravery makes my favorit NCA template even better. I've been playing using this as a basis for lists for a couple years now to pretty good effect:

    [​IMG] Neoterran Capitaline Army
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]5
    [​IMG] BOLT Spitfire / Pistol, Knife. (1.5 | 24)
    [​IMG] BOLT MULTI Sniper Rifle / Pistol, Knife. (1.5 | 26)
    [​IMG] BOLT Boarding Shotgun, E/M Grenades / Pistol, Knife. (0 | 19)
    [​IMG] BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25)
    [​IMG] BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25)

    GROUP 2[​IMG] [​IMG] [​IMG]5
    [​IMG] FUSILIER HMG / Pistol, Knife. (1 | 18)
    [​IMG] FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)

    4 SWC | 177 Points

    Open in Infinity Army

    And don't forget: You can still do Swiss Guard and Aquila things to people:


    [​IMG] Neoterran Capitaline Army
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    [​IMG] BOLT Spitfire / Pistol, Knife. (1.5 | 24)
    [​IMG] BOLT MULTI Sniper Rifle / Pistol, Knife. (1.5 | 26)
    [​IMG] BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25)
    [​IMG] BOLT Paramedic (MediKit) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 24)
    [​IMG] BOLT Boarding Shotgun, E/M Grenades / Pistol, Knife. (0 | 19)
    [​IMG] SWISS GUARD HMG / Pistol, AP CCW. (2 | 68)
    [​IMG] CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
    [​IMG] CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
    [​IMG] AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
    [​IMG] [​IMG] AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
    [​IMG] AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
    [​IMG] [​IMG] AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)

    GROUP 2[​IMG] [​IMG] [​IMG]5
    [​IMG] FUSILIER HMG / Pistol, Knife. (1 | 18)
    [​IMG] FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
    [​IMG] FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)

    6 SWC | 300 Points

    Open in Infinity Army



    The Bolts with FD1 are even better. This template gives you loads of points to add other troops. Hexa, REMs, an Aquila if you really want it, etc.

    I saw the other double-link ideas - i can't disagree more with the other arrangements: ONE of the links will get thrown away to open a gap or create roadblock, and every turn BOTH links should be used - so they should be in separate groups.

    Here's a typical arrangement I use:

    [​IMG] Neoterran Capitaline Army
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]9
    [​IMG] BOLT Spitfire / Pistol, Knife. (1.5 | 24)
    [​IMG] BOLT MULTI Sniper Rifle / Pistol, Knife. (1.5 | 26)
    [​IMG] BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25)
    [​IMG] BOLT Paramedic (MediKit) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 24)
    [​IMG] BOLT Hacker (Hacking Device) Boarding Shotgun, E/M Grenades / Pistol, Knife. (0.5 | 27)
    [​IMG] AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
    [​IMG] [​IMG] AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
    [​IMG] HEXA Hacker (Killer Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0 | 27)
    [​IMG] BLACK FRIAR (Albedo, Biometric Visor L1) MULTI Rifle, Nanopulser, Drop Bears / Pistol, CC Weapon. (0 | 28)
    [​IMG] CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)

    GROUP 2[​IMG] [​IMG] [​IMG]6
    [​IMG] HEXA MULTI Sniper Rifle / Pistol, Electric Pulse. (1.5 | 32)
    [​IMG] FUSILIER HMG / Pistol, Knife. (1 | 18)
    [​IMG] FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
    [​IMG] FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)

    6 SWC | 300 Points

    Open in Infinity Army

    You could go in a lot of directions using the Boltsiliers template. It's loads of fun and extremely flexible.
     
  16. loricus

    loricus Satellite Druid

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    Yeah Wildcats had a niche but Bravery is making them come in to their fluff role. Bolts are also one of the MI that are really benefiting from this. Especially if you have an objective focused perspective I can see them getting used now.

    One thing that I've noticed with Wildcats is how many nearly lost games they've pulled off because of Courage allowing them to act in retreat. I can only see this happening more often with Vet1. I imagine players will notice a resiliency increase taking them for multiple reasons. I know I do with Wildcats.
     
  17. AdmiralJCJF

    AdmiralJCJF Heart of the Hyperpower

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    I mostly agree, but this profile just causes me pain knowing (as I just can't forget) that it should be only 21pts according to the new formula.

    I have to admit I've never seen the Bolts benefit from being able to ignore Retreat. But that's probably because I've never bothered using them as a defensive fireteam, and between being "at the tip" and being relatively expensive the situation just doesn't arise. If I'm in Retreat then they are already dead.
     
  18. loricus

    loricus Satellite Druid

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    They ignore LoL not retreat.
     
  19. AdmiralJCJF

    AdmiralJCJF Heart of the Hyperpower

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    I thought that sounded weird.

    But, as I said, the situation has never arisen (nor do I really expect it to).
     
  20. colbrook

    colbrook Grenade Delivery Specialist

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    Fingers crossed for some decent Lt.s as part of the November surprises so a Veteran link really comes into its own.

    Aquila HMG Lt. anyone?
     
    Judge Dredd and AdmiralJCJF like this.
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