I think that's fair... Makes sense too ... Gotta live with deployment choices even if you get a good Meta/Booty roll... So this is the order Deployment Deploying Symbiomates/Bombs (part of deployment makes sense) MetaChemisrty/Booty etc Roll Forming Triads/Fire teams Thanks guys
@RobertShepherd really nice - just catching up after being out of the country. And thanks for getting Greif right, ha! Now that you have had another few weeks of play, any major changes in your thinking? I am seeing Kaauri overperform on the regular, especially that 12 point model. It almost makes me want to run the monstrucker as a additional backstop for a defensive net of kaauri given it is such a neat profile, but I have been holding off as I feel silly doctoring a 12 point model in most cases... Again, thanks for a great episode
Hi @Vanderbane no huge changes to things I mentioned in the episode, but it's also worth noting that after I finished doing my testing for the white noise episode I began a sharp Sheshkiin binge (since I'm also a CA player) and have been waiting for my minis to arrive before playing some more Spiral. However one of my regular Haqq opponents was impressed enough by them after my games with him to pick them up and he's a sharp cookie - I'm going to be watching what he does and incorporating it into my own lists. So far he's liking Monstruckers as the cheap backstop (not to engineer Kaauris, just to be good on his own merits with that SMG, drop bears, etc) but it's early days.
Monstrucker: Chain Rifle, SMG, Drop Bears, Deactivator. At 13pts it's pretty solid midfielder. Not only can it Deploy mines 8" away on a 15 or less it can deactivate enemy deployables in prime range on a 19 or even a 16 further out. It adds even more board control tricks to a pretty tricky faction Then add in a + 3pts of Chaksa servant Mimetism, Hyper-Dynamics giving it a 15 to dodge. You can run him as a button pusher and piss people off as he dodges his 3pts through a hail of bullets. You gotta Kaauri down and in need. That Chaksa has a good chance of getting to him safely. And the ever so ugly Electric Pulse "choice". All for 16 pts... IDK... Sound pretty good to me
@RobertShepherd I really liked The episode. Gonna try The chaksa / scheemer combi There was one Thing, that I noted that was not right. If you take 2 Kiel San you only roll once and apply the result to both Kiel. Safly no double Chance to get TI
I don't think that's true. The line in Infinity Army you are referring to states that the roll made at the start of the game is affecting both Active Symbiont and Inactive Symbiont profiles.
Hi @Zeroburn there's a few different ways you can build the basic concept, but this was I think the one I mentioned on White Noise: Bullet Hell ────────────────────────────────────────────────── GROUP 1 10 DRAAL (Minelayer) AP Marksman Rifle, D-Charges, Antipersonnel Mines / Viral Pistol, Knife. (1 | 40) KRIIGEL Breaker Combi Rifle + Smoke Light Grenade Launcher / Viral Pistol, Knife. (0.5 | 27) TAAGMA (Tri-Core) Breaker Combi Rifle, Nanopulser / Pistol, Knife. (1 | 21) TAAGMA Lieutenant Breaker Combi Rifle, Nanopulser / Pistol, Knife. (0 | 16) CHAKSA AUXILIAR (Baggage, Sensor, Fireteam: Special Triad) Heavy Flamethrower / Pistol, CCW. (0 | 10) CHAKSA AUXILIAR (Baggage, Sensor, Fireteam: Special Triad) Heavy Flamethrower / Pistol, CCW. (0 | 10) GREIF-OP (Inferior Impersonation) Combi Rifle / 2 Breaker Pistols, Knife. (0.5 | 21) KAAURI Sentinel Submachine Gun, 2 Nanopulsers, Nullifier / Pistol, Electric Pulse. (0 | 12) KAAURI Sentinel Submachine Gun, 2 Nanopulsers, Nullifier / Pistol, Electric Pulse. (0 | 12) CLIPSOS Minelayer Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 25) GROUP 2 4 4 CLIPSOS (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 25) TAAGMA (Multispectral Visor L2) Viral Sniper / Pistol, Knife. (1.5 | 25) CHAKSA AUXILIAR (Baggage, Sensor, Fireteam: Special Triad) Heavy Flamethrower / Pistol, CCW. (0 | 10) CHAKSA AUXILIAR (Baggage, Sensor, Fireteam: Special Triad) Heavy Flamethrower / Pistol, CCW. (0 | 10) HELOT MILITIAMAN Shock Marksman Rifle / Pistol, Knife. (0 | 13) HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9) HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9) DIPLOMATIC DELEGATE (iKohl L1, Specialist Operative) Nanopulser, Flash Pulse / Pistol, Knife. (0 | 5) 6 SWC | 300 Points Open in Infinity Army There's a few elements you can flex, most notably the Greif Operator which can easily sub out to be some alternate elements.
Most appreciated - I see where I misheard your list on the podcast. It was highly informative, hopefully we will hear more from you in the future.
well it is not great 8ARM/2+3COVER=7ARM 7-13=6 so 7+ to save 43% to inflict a wound at B4 and 24% to take one (everyone at cover in +3 range) link so more than 6 order to kill a squalo so in a gunfight the TAG is more likelly to kill the draal in ORA well to be fair neema is not doing better, so i'm not sure it's the best way to will with it
This assumes the Draals cloud is off and no tri core I think. With both buffs its %59 to %8 which is pretty good for just face tanking a Tag.
yeahh smoke the TAG / kill the cheerleader is a pretty good plan except for the Marut :p in this case your pretty much screwed ^^
Mathematically that's shooting a Red Fury at an ARM3 unit in cover. Keep in mind Draal will have a mate a lot of the time. Also did you do that math with or without Tricore and Stratocloud bonuses?