The reason MO are lame is just because of how uncool they are. Nothing to do with power level or newness or anything. I just don't really like space knights beyond initial "oooh Space Knights"
Actually, another interesting option (now that the Bolt Chain of Command is a reasonable option to include in Vanilla and NCA) is the 12 pt combo of a Jammer and Counterintelligence. That makes for a great little option.
The options are almost endless. Just the option of having a Jammer in Regular link makes me drool. Maybe this could work: Military Orders ────────────────────────────────────────────────── 1 ORDER SERGEANT (Infinity Spec-Ops) (12 XP) (CH: Mimetism, Albedo) Combi Rifle, Shock Marksman Rifle / Pistol, Knife. (0 | 14) 0 SWC | 14 Points Open in Infinity Army Not so so good as ODD, but still has some potential.
I think you can actually. You just cant use them at the same time (casus from Assisted Fire and Jumper LX ? ). Or am I wrong ?
Albedo is Obligatory, so you are stuck with that in the first turn. That's not a disaster, you probably have better shooters than this guy for Turn 1 if there aren't MSV troopers for him to engage and from two turns in his Mimetism will kick in. Sure, there's a window of vulnerability but it should be ok in most games. And if Albedo is useful, it's not like Mimetism was going to do anything anyway.
Eh, specialists are kinda overrated now, but the Breaker Combi and Marksmanship or Jammer nuisance do look tempting. Oh, that's just evil!
What about Albedo, MSV 1, and a red fury? The rules for the active albedo state say that the white noise zone it generates doesn't affect the bearer, which makes for a profile that can kill stuff like the Kamau MSR with ease
“With ease” The Kamau does get to shoot back when shot at through White Noise and thanks to SSL2 from the link, can do so without the -6 penalty. Albedo doesn’t actually help you kill the Kamau, it lets you ignore them and take on the rest of the link to deprive the Kamau of bonuses. Actually don’t tell anyone that, I want my opponents to White Noise and shoot at the Kamau and still get shot back on 16s.
One other useful combo wholly unique to a PanOceania SpecOp is Albedo and AD:4. This is the only way I know of to get Albedo onto the table after turn 1, which could be very useful later in the game if an opponent is watching a key area solely with visor troops. Mix in Drop Bears to round out the 12XP and you have a nice solo package to get close to an objective or key ARO piece and fill the area with Deployables to punish activating troops.
Funny enough Albedo rules on wiki do not say anything about it lasting single turn. @ijw is it an error on wiki page ? (apparently it lacks info that it only lasts single turn)
Nice catch. AD: Combat Jump is 8pts, Albedo is 3pts and that leaves you with 1pt which you can use to grab Drop Bears. That's going to be pretty scary under the right circumstances.
The first thing I see is carrying a melee expert in an Invincibles link. EXP+Mono with CC24, MA4 and the option of supporting models for ludicrous overkill. EDIT: I reread the name of the thread, you can only take all of this at 15xp. Although you might not really need all of it.
Not in 12XP. CC24, MonoCCW and EXPCCW are 12XP. MA4 is another 2XP, and Dual Wield (for extra shenanigans) is 1XP. Brings you to 15XP. Invincible Army ────────────────────────────────────────────────── 1 ZHANSHI (Infinity Spec-Ops) (15 XP) (CC:24, Martial Arts L4, Dual Wield) Combi Rifle / Pistol, Knife, EXP CC Weapon, Monofilament CC Weapon. (0 | 12) 0 SWC | 12 Points Open in Infinity Army Let me say that again: CC24 and MA4 is 12XP, without weapons. You might be able to build to that in a campaign if you keep winning and don't get your SpecOps killed, but as a 'standard' thing, you can't do it.
@Section9 So spec-ops can only ever be played at 12? I'd assumed that was the same way "all games are 300pts ITS, no Mercs, no Spec-ops": a common convention, but a very limited use of the game. I've checked the ITS pack, and it does only list 12xp, but I don't see why. Are they specifically balanced around having exactly 12xp? Anyway, I imagine you don't need the full set of melee stuff for it to be a useful option. Although now I think about it, it probably can't actually join that link: I'd assumed spec-ops were wildcards, but they probably link as a normal one of their unit?
Well, ITS is assumed to be balanced at 12XP, and it was pretty close when everyone had the same skill tables. Now, though, I'm not so sure. You get 1XP per Objective Point in each game of the campaign.