Wip14 spec op lt with adv command and wildcard onto of mim and msv combi assault pistol with d charges total terrain and number 2. Hes not really boring anymore, he's very versatile
all in all i don't find these changes super exciting. the most interesting thing we got was scylla. don't get me wrong, I think shock army is still good and probably arguably the best/most flexible PanO sectorial. but it's certainly not new and flashy and probably wont make me stop playing Sval for the time being.
You should have a look at how fast the solo heavy hitters in this sectorial are. And AVA 2 on Montesa knights is a really interesting option too.
Well, ok, let's try again. You have AVA total SWC free linkable minelayer+sensor buddies. You have a good wildcard specialist that can be also your best lieutenant in the sectorial. You can have a Bagh Haris with a HMG and two cheap specialists for less than 60 points. You have the best solo hacker in the game, you have access to up to two Montesa, which means you don't have to chose between fast specialist and fast sweeper. GdA being cheaper and 6-2 means a lot of things I think I don't have to detail. You still get access to some Varuna and SWF ORCs in a flexible way to link them. Crazy cheap Dragao and Regular hacker in addition to everything we already had in N3. AVA 2 on Machinists and AVA 4 on Palbots means you won't feel the limits SWF and VIRD have on the support part. Sure, our AD options aren't the best in the game, but with the crazy pressure the front line will put on your opponent, I'm not sure you'll need more than just cheap and basic Akalis in your roster. The draw back is that we don't have super high tech and huge armor. But that's the definition of SAA, so I don't think it's a problem.
I'm not sure Scylla's the best Hacker. For all of her tricks, she's still vulnerable with no marker state and 1 Wound. I worry quite a bit about a lobbed pitcher nuking 40+ points on Turn 1. I like what's been done with her rules, but she's paying a ton for it.
I wondered how long it would take for you to come to this conclusion. Thankyou for delivering on my expectations ;-D
You can trade the Minelayer Regular, Sapper Regular, and Tech Bee for a normal Regular, Bagh Mari MSR (w/ Minelayer), and a Warcor. It's a bit stronger in ARO, but you lose the specialist.
Regular Sapper got a point cheaper while the Bagh got a point more expensive (4-4 and Number 2 at work I'd say). While the Bagh still is a natural upgrade with better ARM, MSV1 and Minelayer, Sapper still grants courage and makes setting up your 5 man Link so much easier. Given the extra SWC we have available and easy backup fillers I'm inclined to take both Snipers and make the call on which one is on ARO duty depending on table layout and matchup every game. Alternatively, while triple TAGs is mostly a meme, double TAG on fits comfortably in a 15 slot list with all the ARO presence and Specialist support you'd want. ────────────────────────────────────────────────── GROUP 1 10 1 TIKBALANG Heavy Machine Gun, Heavy Flamethrower, Shock Mines / AP CC Weapon. (1.5 | 68) CRABBOT Flash Pulse / . (0 | 0) REGULAR (Sapper) MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 21) REGULAR (Hacker, Hacking Device) Combi Rifle, Grenade Launcher ( | FastPanda) / Pistol, CC Weapon. (1 | 16) REGULAR (Triangulated Fire, Minelayer, Sensor) Combi Rifle, Shock Mines / Pistol, CC Weapon. (0 | 13) REGULAR (Triangulated Fire, Minelayer, Sensor) Combi Rifle, Shock Mines / Pistol, CC Weapon. (0 | 13) REGULAR (Lieutenant) Combi Rifle / Pistol, CC Weapon. (0 | 10) REGULAR Combi Rifle / Pistol, CC Weapon. (0 | 10) REGULAR Combi Rifle / Pistol, CC Weapon. (0 | 10) REGULAR Combi Rifle / Pistol, CC Weapon. (0 | 10) TRAUMA-DOC Combi Rifle / Pistol, CC Weapon. (0 | 14) PALBOT PARA CC Weapon(-3). (0 | 3) GROUP 2 5 1 DRÃGAO Hyper-Rapid Magnetic Cannon, Heavy Flamethrower / AP CC Weapon. (1.5 | 73) CRABBOT Flash Pulse / CC Weapon. (0 | 0) MACHINIST SAA (Mimetism [-3], Terrain [Total]) Combi Rifle, D-Charges ( | GizmoKit) / Pistol, CC Weapon. (0 | 15) PALBOT PARA CC Weapon(-3). (0 | 3) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) 5.5 SWC | 300 Points Open in Infinity Army 17 Orders spent on 2 TAGs is pretty nasty, both TAGs can be leveraged as ARO pieces for defense as well. What I'm generally a bit concerned about is Lt security, as usual in PanO, 3 Linetroopers praying for the best is not terrible, still kinda eying the Bagh/Orc HMG hiding in between a bunch of other potential candidates as a more secure option.
not sure an MSR sapper will do anything VS any FT we have this days ... I can't see myself getting out without the bagh sniper or orco feuerbach the dragao is really cheap, but will he survive most turn 1 ? :D too sad we didn't got the better Tik AP version
I'm inclined to agree with @Sangarn . I even have to make a case for the Bagh Mari Sniper, who is one of the best MULTI Sniper platforms in the game. With the increase in Wounds and Armor in many lists, and the loss of a Stun option for threatening big game, the MSR is a shadow of itself in the current edition. The Bagh Mari sniper is brilliant because it still brings mines, and the visor plays a big role in both active and reactive turn. Obviously the ORC Fuerbach speaks for itself too, great unit. I can't see myself using a Sapper Sniper ever again.
If your opponent can walk an anti-TAG unit directly up to your Dragao in turn 1 then you deployed badly. And if there's nowhere for it to get out of LoF then you are on a shit table. But, yeah, I've never been that much of a fan of the Regular Sniper. I only played Acon after you could add Bagh-Mari to the Regulars and never saw much attraction. Now even less so.