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Listbuilding FOMO in Tunguska

Discussion in 'Nomads' started by Hachiman Taro, Dec 27, 2020.

  1. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    I have a bunch of TJC models because I'm a Nomad fanatic and they're gorgeous. I've never played them though because I find list building with them so hard.

    It's a little easier in N4 but I still find the major problem is there are so many ultra cool things I MUST have but all of them don't fit in a list together ... especially not with all the other practical things you need too.

    For CJC and BJC I can make a kind of default list and a variation with the elements I like most I'm happy with to work towards for painting. SO MANY things I love not in my list makes that a lot harder in TJC.

    Secondarily It's very hard to get a cool list that hits 15 troopers, though I think maybe you just have to accept less than the limit with that in TJC.

    I know some other people have expressed similar problems but what does everyone else do to solve them?
     
  2. MattB89

    MattB89 Well-Known Member

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    Tunguska have many fantastic models. But as you say, list building with them is very hard as they do have lots of amazing profiles. I think you really need to pick 2-3 good models and build a list around them rather than trying to include everything.

    15 orders can be hard to reach sometimes. It is doable but if you have less than 15 models, if they opponent doesn't know the cost of your models they will always be expecting a hidden Spektr or Raoul dropping in behind them.
     
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  3. jfunkd

    jfunkd hard forum hittin Carlos
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    I've been playing TJC solidly now over the transition from N3 to N4. Despite the Pandemic I have gotten in quite a few games of N4, most on TTS and many on a table.

    It is definitely easier to make lists with them in N4 than it used to be, but I still find it more difficult to make an all comers list than building for events or single missions. If I can help you at all, I'd be more than happy too. My friends/opponents are calling TJC a top tier faction in N4 not only because of the N4 changes but also because of ITS season 12 playing to a lot of their strengths. I'm not 100% sold on that, but I will say they are running much better than in N4.

    A few of my opinions first about units that probably should be taken in most lists.
    • Puppet Master is an auto-include because of Counter Intelligence. It's especially important for single or low order split Combat Groups now.
    • Puppets really are insanely good in N4, maybe not auto-includes but they do so much I wouldn't argue with anyone who says they are.
    • The Grenzer MM MSR is damn near an auto-include in a 5 man. It's just that good and very difficult for many factions to effectively deal with.
    • On order intensive scenarios, the Hacker Zond is probably the best specialist in the game right now. Nothing beats speed in several ITS 12 scenarios, he's deceptively tough to kill, packs decent firepower when split, does a lot of classifieds, and 26 points is a steal.
    So let me address TJC and 15 units. They really don't have trouble getting there anymore, but that said TJC is very comfortable playing with less orders in many missions. If you do go for the orders, then you won't be getting all of the toys. You will generally have to choose one or two of the 30ish point models that compete for space. In general, I like to lean on Perseus first as he does a lot of work for me, but Spektrs, Raoul, Zonds all have their place depending on the scenarios. You will have to make the tough choices: like a solo Kriza or Puppets.

    A typical framework for a list building for orders would look like this for me at this point, consider the Securitate profiles as place holders, I don't always take a SWC option and I like the Repeaters and Para when I can fit them.

    Framework
    ──────────────────────────────────────────────────

    [​IMG]8
    GRENZER (Marksmanship) MULTI Sniper Rifle / Pistol, Breaker Pistol, CC Weapon. (1.5 | 35)
    SECURITATE Combi Rifle / Pistol, CC Weapon. (0 | 13)
    SECURITATE Combi Rifle / Pistol, CC Weapon. (0 | 13)
    SECURITATE Heavy Machine Gun / Pistol, CC Weapon. (1 | 21)
    INTERVENTOR (Lieutenant, Hacker, Hacking Device Plus) Combi Rifle ( ) / Pistol, CC Weapon. (0.5 | 24)
    PUPPET MASTERS (Minelayer) Submachine Gun, Shock Mines / Pistol, CC Weapon. (0.5 | 14)
    TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)

    3.5 SWC | 134 Points

    Open in Infinity Army

    Here is an example of a full list I played in Capture and Protect and Mind Wipe. It really wants to go first, but the Spektrs and Grenzer help it start reactive. The Spektr slots are interchangeable for Perseus or Raoul, the latter probably being a better choice for Mind Wipe. This list relies on speedy specialists, smoke, white noise and midfield repeater presence to control the objectives in those scenarios.

    Mindfuk Protec Bikers
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG]1
    GRENZER (Marksmanship) MULTI Sniper Rifle / Pistol, Breaker Pistol, CC Weapon. (1.5 | 35)
    SECURITATE Combi Rifle / Pistol, CC Weapon. (0 | 13)
    SECURITATE Combi Rifle / Pistol, CC Weapon. (0 | 13)
    SECURITATE Heavy Machine Gun / Pistol, CC Weapon. (1 | 21)
    INTERVENTOR (Lieutenant, Hacker, Hacking Device Plus) Combi Rifle ( ) / Pistol, CC Weapon. (0.5 | 24)
    ZONDNAUT (Hacker, Hacking Device) Combi Rifle ( ) / Pistol, CC Weapon. (0.5 | 26)
    [​IMG] ZONDMATE Chain Rifle, Smoke Grenade Launcher / PARA CC Weapon(-3). (0 | 5)
    PUPPET MASTERS (Minelayer) Submachine Gun, Shock Mines / Pistol, CC Weapon. (0.5 | 14)
    TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    SPEKTR Combi Rifle, E/M Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 32)

    GROUP 2[​IMG] [​IMG] [​IMG]4 [​IMG]1 [​IMG]1
    ZONDNAUT (Hacker, Hacking Device) Combi Rifle ( ) / Pistol, CC Weapon. (0.5 | 26)
    [​IMG] ZONDMATE Chain Rifle, Smoke Grenade Launcher / PARA CC Weapon(-3). (0 | 5)
    HECKLER (Hacker, Killer Hacking Device) Combi Rifle, Cybermines ( ) / Assault Pistol, CC Weapon. (0 | 22)
    HECKLER Combi Rifle, Jammer ( | FastPanda) / Pistol, CC Weapon. (0 | 23)
    SPEKTR MULTI Sniper Rifle, Shock Mines / Pistol, CC Weapon. (1.5 | 33)
    WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)

    6 SWC | 299 Points

    Open in Infinity Army

    Another route to an easy 15 is with the Cheer Killer harris, but I haven't really played with them yet. I have built a couple of lists, and they do open up the order count with a Securitate core. Even a CK core has some merits and is something I may try once I have the units in my possession and painted.

    IMO TJC may be one of the better (but certainly not the best) factions for single combat groups because of the Puppet Master; if not the entire Puppetactica. It's not just the puppets, zondnautica speed makes up for the lost orders, and multiple 2 wound/structure or NWI units can make up for the lack of body spam. It's in this 10-12 unit slot framework where you can pack in the toys that TJC can bring.

    This is a list I made for Panic Room, it's a little unusual but it was a fun ride. I certainly had enough orders for that scenario, but I've only played it once and tied vs Corregidor.

    I'm having a lot of fun with the Kriza harris, typically with the HMG, and it definitely favors 10-12 order slot lists.

    Panik
    ──────────────────────────────────────────────────

    [​IMG]9 [​IMG]1
    PUPPET MASTERS Submachine Gun / Pistol, CC Weapon. (0 | 12)
    PUPPETBOT Red Fury / PARA CC Weapon(-3). (1.5 | 16)
    PUPPETBOT (Forward Observer) Boarding Shotgun, Flash Pulse / PARA CC Weapon(-3). (0 | 12)
    PUPPETBOT (BS Attack [Shock]) AP Marksman Rifle / PARA CC Weapon(-3). (0 | 14)
    SPECTOR FTO (Regular) MULTI Rifle, Nanopulser, Drop Bears / Pistol, E/M CC Weapon, DA CC Weapon. (0 | 36)
    KRIZA BORAC (360º Visor) Mk12, Submachine Gun ( ) / Heavy Pistol, CC Weapon. (0 | 57)
    PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle(+1 Dam), Nanopulser, Smoke Grenades / Heavy Pistol(+1B), DA CC Weapon. (0 | 32)
    GRENZER (Marksmanship) MULTI Sniper Rifle / Pistol, Breaker Pistol, CC Weapon. (1.5 | 35)
    GRENZER (Forward Observer, Sensor, NCO) Combi Rifle, Light Flamethrower(+1B), Flash Pulse / Pistol, Breaker Pistol, CC Weapon. (0 | 29)
    SECURITATE Combi Rifle / Pistol, CC Weapon. (0 | 13)
    SECURITATE (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 15)
    INTERVENTOR (Lieutenant, Hacker, Hacking Device Plus) Combi Rifle ( | FastPanda) / Pistol, CC Weapon. (0.5 | 26)
    WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)

    3.5 SWC | 300 Points

    Open in Infinity Army

    I feel like I haven't even really scratched the surface of TJC's flexibility in N4. I still have only used a Hollow Core once in ITS 12, haven't used the Cheer Killers, only ran a Vostok once (poorly), and am not sure if I even like Wolfy McWofenstien. They def have many more options than they did in N3 and are def a better faction than they were.

    I'm not sure if I helped any, but I'm willing to have an in depth discussion about TJC and list building with them. Like I said, I like building them for scenarios or events rather than for all comers lists. The oddball list I presented here are definitely built for the scenarios I named. The Zond list could do a lot more scenarios than those two, but the Panic Room list would be seriously out of place in most scenarios. Plus I like the HMG Kriza harris more than the Mk12 in almost anything but Armory Domination.
     
    #3 jfunkd, Dec 28, 2020
    Last edited: Dec 29, 2020
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  4. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    That is exactly the kind of help I was looking for. Thank you!

    I find it's easy to get stuck in a mindset (must have this or that etc) when listbuilding, and looking at how other people who've worked through it in actual play successfully really helps.

    I'm so comfortable with CJC and BJC that branching out to TJC feels a bit awkward. But I'd like to have a good feel for all three. Thanks again. Also so glad to hear the Zondnaught is useful. One of my favourite models in the game (puppets too - they seem like shooty Uberfalls - how can that be bad haha).

    I feel like maybe 12 Troops is a good spot for Tunguska, so you can have some points for cool toys. Less than 15 in most other factions makes me feel uncomfortable, so it's something I will have to get used to.
     
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  5. jfunkd

    jfunkd hard forum hittin Carlos
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    I'd say useful is quite an understatement in regards to the Zond Hacker. At 26 points it's definitely under costed.

    Completely subjective, but I ran the list above in Mindwipe against a friend of mine from Germany on TTS over the weekend. I had one Zond Hacker split to kill Phoenix at close range. The next turn, while I'm in LoL, it aced a Scylla Devabot and then scored a hacking Classified after straight up tanking Atalanta's two DA hits.

    Meanwhile the second hacker crossed the board, and then in while in LoL on top of 3 it had only 4 orders to spend; the impetuous, it's own order, a Securitate's order, and the Uberhacker order from Mindwipe. First activation it was on foot and shot down a Lamdeh flash bot. Second activation I brought them close enough to reform the bike. Third, they raced at the Rogue AI and tanked a Flash Pulse on a move + move. Last order it got into range on the Rogue AI Server, crit it and destroyed it. Ended up winning the game.

    Now I'm probably never going to have that phenomenal luck again with one again, but that unit is the reason I wanted to play Tunguska (robotec fan) and goddamm it's fun to play. YMMV but it's incredible in Unmasking, Mind Wipe, Highly Classified, and probably some others I'm not thinking of now. Speed is king on a specialist and (dicey) smoke is a bonus.


    Puppets also have the benefit of being units that your opponent cannot afford to ignore, with two structure, dodging on a 13, and aren't as easy to take out by killing the controller as Uberfalls because he's often not nearby.

    In the reactive they are your speed bumps to keep your order pool intact, in the active they can do some serious damage being 6-4 and +1 Burst with decent weapons. A 6-4 B3 BSG with two structure is no joke in N4. I killed a Jotum with the AP MMR once, but it took about 6 activations to fully remove it from the board.
     
    #5 jfunkd, Dec 29, 2020
    Last edited: Dec 29, 2020
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  6. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    This is the list I wrote before posting this thread. I feel like Guided is a nice tool to have in Nomads, but maybe I can lose that or some puppets or Mary for the biker...

    TJC_1 Hack
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]10
    MARY PROBLEMS (Hacker) Submachine Gun, Zapper, Pitcher / Pistol, CC Weapon. (0.5 | 28)
    SECURITATE (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 15)
    INTERVENTOR (Lieutenant, Hacker, Hacking Device Plus) Combi Rifle ( | FastPanda) / Pistol, CC Weapon. (0.5 | 26)
    GRENZER (Marksmanship) MULTI Sniper Rifle / Pistol, Breaker Pistol, CC Weapon. (1.5 | 35)
    PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle(+1 Dam), Nanopulser, Smoke Grenades / Heavy Pistol(+1B), DA CC Weapon. (0 | 32)
    TSYKLON (Forward Deployment [+4"]) Feuerbach, Pitcher / PARA CC Weapon(-6). (1 | 38)
    VERTIGO ZOND Missile Launcher / PARA CC Weapon(-3). (1.5 | 17)
    TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    PUPPET MASTERS (Minelayer) Submachine Gun, Shock Mines / Pistol, CC Weapon. (0.5 | 14)
    PUPPETBOT (BS Attack [Shock]) AP Marksman Rifle / PARA CC Weapon(-3). (0 | 14)
    PUPPETBOT (BS Attack [Shock]) AP Marksman Rifle / PARA CC Weapon(-3). (0 | 14)
    PUPPETBOT (BS Attack [Shock]) AP Marksman Rifle / PARA CC Weapon(-3). (0 | 14)
    CLOCKMAKER Combi Rifle, D-Charges ( | GizmoKit [+1B]) / Pistol, CC Weapon. (0 | 18)
    GROUP 2[​IMG] [​IMG] [​IMG]2
    TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    SALYUT (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    ZONDBOT PARA CC Weapon(-3). (0 | 3)
    6 SWC | 297 Points
    Open in Infinity Army
     
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  7. jfunkd

    jfunkd hard forum hittin Carlos
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    The Vertigo is an excellent idea that I haven't played with myself yet. I do frequently leave units targeted in my reactive turn, so I believe it is a very efficient choice for TJC.

    I have found that I really like the full Troupe of Puppets. If you're low on SWC, then I get the AP MMR as a substitute for the Red Fury. It's a great gun for them and worth doubling up on. I would always run one BSG though.. you can auto hit with 3 templates and a 6" move on a unit that is ultimately disposable.

    You're probably doing a little too much with the core there, it's extraordinarily defensive but when the Grenzer hits almost everything on 19s; do you really need the Feuerbach too? Maybe on the reactive but you could save a lot of points and SWC. It is link redundancy with the Clockmaker, but I'd probably want it to be a Vostok and play the whole core offensively when the Grenzer gets taken out.

    Personally, I kinda feel betrayed by CB with regards to Mary. She didn't get the substitute for Lightning; Trinity -3. Lightning is what let her survive starting the game reactive using Forward Deployment. I don't think she's bad, but I'm not over the role shift for her yet. I tend to run either the Interventor KHD, or more often the Heckler KHD. The Interventor is just really good at what it does, and the Heckler has a marker state and often gets mistaken for one of the other Heckler profiles. Regardless, Mary does bring Pitchers and that's something you want if you don't have another source of midfield Repeaters.

    I do like the idea of the Salyut EVO with the Puppets and a battle REM.
     
    #7 jfunkd, Dec 29, 2020
    Last edited: Dec 29, 2020
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  8. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    One thing I like about the Tsyklon is the linked ability to put down pitchers at range (then reload it from the baggage on the Salyut). It does have some role redundancy with the Grenzer for sure.

    I took Mary mainly for rule of cool. Swapping her for the biker would be ok since it's even cooler. Do you think TJC is playable without a KHD? or I'd have to rejig further to get a Heckler / Interventor for sure?
     
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  9. jfunkd

    jfunkd hard forum hittin Carlos
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    Mind Wipe, I want a KHD on top of the Zondnaut. For my Panic Room list I didn't take one.

    A KHD isn't something you need to have but it's driven by opponent, scenario, and what's in the rest of your list. They are always good to have if you can make the room for them. Since you have an EVO that can Fairy Dust, I'm not sure you need one. A couple of games in though and you'll figure out if you want a KHD or not.
     
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  10. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    The other thought behind the 3x Marksmen Puppets was the idea of maybe starting them all in suppression. I get your point about the shotgun - but do you think.the supp fire idea has any merit? If you can't tell I'm a fairly reactive focussed player as a rule....
     
  11. jfunkd

    jfunkd hard forum hittin Carlos
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    It does. If your opponent has counterintel and/or no easily crippled order dependent battle groups. There are situations where this could work.

    I have not passed up the opportunity to rob orders yet tho, but I can see where suppression fire could cost an opponent more than what I could steal.

    I’d still run the BSG tho. In ARO being able lay a template in addition to two nearby suppression fires is just more options in setting up the layered defense. It also gives you more offensive options.
     
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  12. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    Yeah true the BSG would def let you layer those AROs better.
     
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  13. Tourniquet

    Tourniquet TJC Tech Support

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    After playing a few times myself and seeing a newer player do very well with them so far, I'd be inclined to agree.

    In conjunction with the Fast Panda Heckler it can be fairly oppressive. The Heckler in the worst case scenario (barring mines and other such weapons) can project hacking threat well into their DZ making real easy to scalpel out something you don't want to deal with conventionally (Like the Avatar, or Karhu or some other nightmare piece).

    I much prefer what they did to her Trinity, AP means it is an actual lethal threat as opposed to normal trinity which bounces off of everything ineffectually that isn't some no BTS skirmisher or Line infantry hacker without a firewall. Mary is one the few KHD platforms that actually does what a KHD is meant to do and kill stuff, the -3 while it may help her better at winning the F2F (though this can be replicated through firewalls) the heckler and interventor KHDs always under perform to such a disappointing degree that I do not bother with them anymore.

    Not to mention she has a B3 oblivion which is more than capable of rendering the majority of enemy hackers combat ineffective, and even on standard hackers oblivion is more effective than Trinity.

    A KHD isn't something you need anymore full stop, unless you can abuse the cybermask some how (Like Starmada's Raptor). Tagging something with oblivion like I said above will render any non-druze and non-veteran hacker useless. Taking a standard HD or plus gives that model far more versatility so you don't end up wasting a slot on a model that doesn't really do a whole lot.
     
  14. jfunkd

    jfunkd hard forum hittin Carlos
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    That's an interesting perspective on KHD. I feel that Trinity is effective especially since it will often come as a Surprise Attack or through a Repeater. My experience has been that it is reliable at assassinating most Hackers, assuming they don't have the Protection of a Firewall/Tinbot. Of course my Interventors usually bounce them, and I have had a fair bit of luck with my Zondnautica too, but the threat is real. Including the Trinity +3, WIP 16 or 17 B3 DAM 14 often with a friendly Firewall in the way isn't really something I want to put even Mary's BTS 6 through. I'm probably taking the hits in the reactive and Mary is a huge target. Yeah, she'll save some of them, but it only takes one. I miss the day when she would often net out the result to no effect on either unit and my opponent would keep trying to get past her Lightning.

    I should clarify, I do think Mary is a good utility unit. She's incredible in the active turn and offers an unprecedented amount of ARO options when things are close to her. She's a monster Killer Hacker on the Active Turn, and even the big league hackers are terrified of her then.

    I'm still coming to terms with her in my lists though. She's not fast like the Zond and FD doesn't make up for it. There are several scenarios where, in my mind, the Zondnaut Hacker is better. I usually take an Interventor as a Lt, and if I don't need hackers for objectives then he suffices for my hacking needs if I can get repeaters midfield. She's a brutal hacker with pitchers, so if I cant get other ways to get repeaters in a list she's got a place in there.

    Firewalls are the true Anti-Hacker of N4, so I agree. I do like KHD when the scenario has Hacker Bonuses. I may be able to cripple my opponent's ability to score with a cheap unit and a midfield Repeater or Pitcher. It can be much fewer orders than moving into LoF to murder them with guns and the Repeater pays off in later turns with an Interventor in a 5 man.

    I feel that N4 got Killer Hackers right. In N4 it felt like other than classifieds they were the go to specialist. Now traditional hackers have great utility and are much more useful even if they cost a little more. Killer Hackers are still cheap specialists in most cases, but the KHD alone only does one thing well; killing hackers in the active turn. No roll Cybermask is definitely nice for getting objectives tho, but it's also redundant on a lot of KHD profiles.

    I love this quote, because I think of it as the "FastPanda" Heckler too now. It used to be the Jammer Heckler, but N4 really ripped the balls off that weapon. Also the new Deployment method for FastPandas made them much better in N4.
     
    #14 jfunkd, Dec 29, 2020
    Last edited: Dec 29, 2020
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  15. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    One thing I felt in trying to replace Mary with another khd is that I really felt the drop in capacity. An Interventor or Heckler KHD only costs 6pts less but seems like it does a lot less. Even if there's no enemy Hackers to kill Mary feels like she will have stuff to do (similar to Zoe or Jazz in the other sectorials). Just maybe have to not use her forward deployment and place her quite defensively going 2nd.

    Plus I know it's an unpopular opinion but I quite like her anime-esque model.
     
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  16. jfunkd

    jfunkd hard forum hittin Carlos
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    I know I'm kind of negative about her in N4, but it's just a thing with my lists and playstyle. If you have the 6 points she can bring a lot more to the table than the other KHDs @22 points. She is a good unit and I'm not saying otherwise. She's almost like a combo of a Heckler, Hacker, and Killer hacker. When an enemy is in 8" of her, she can chose from a literal menu of ARO options.

    In N3 I felt confident about deploying her 4" forward even if I was starting reactive and not losing her to just two orders and a KHD. Now I have more confidence in the Heckler being in that position because of the Camo. The Heckler also brings an assault pistol and combi too. If there aren't Hackers to kill, it's often pretending to be another Heckler profile by being positioned where they would make more sense (my opponents are all super wary of the BSG E/Marat by now) before it shoots something.

    Mary is a very unique and cool profile and I'm glad she is in TJC. I have run her only once in N4 so far, but she made most of my N3 lists. It's ironic that I used to defend her reactive durability to KHD in these forums in N3, and am now on the other side of that in N4.

    I haven't played her enough to know how vulnerable she really is in N4. My perception could be very wrong. It may just be as simple as positioning her less aggressively if I start reactive.
     
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  17. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    Yeah good points about the Heckler KHD. I like things that fill multiple roles efficiently in N4. Feels especially important if you're not hitting 15 troops.

    Maybe Mary's pts can be an [Insert mission applicable piece here] slot. 30 Odd pts and half an swc for a zond / hacker / skirmisher / specialist depending what I need.
     
    #17 Hachiman Taro, Dec 29, 2020
    Last edited: Dec 29, 2020
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  18. jfunkd

    jfunkd hard forum hittin Carlos
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    That's what I do with several of my lists. TJC does the slotting really well too...

    Any 33 point slot can be be Perseus, Spektr, Mary, Zond, or Raoul... it's also where the headaches start with TJC list building lol.
     
  19. Hachiman Taro

    Hachiman Taro Inverted gadfly

    Joined:
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    Yeah great minds think alike haha. Replacing one puppet marksman with the shotgun and Mary's slot gives me 33 pts and a little swc for cool toys.

    I just wrote this variation that I think would be a nice 'sometimes' list (Controlled Jump Spector FTW)

    TJC_2 Jump!
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]9 [​IMG]1
    SECURITATE (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 15)
    INTERVENTOR (Lieutenant, Hacker, Hacking Device Plus) Combi Rifle ( | FastPanda) / Pistol, CC Weapon. (0.5 | 26)
    GRENZER (Marksmanship) MULTI Sniper Rifle / Pistol, Breaker Pistol, CC Weapon. (1.5 | 35)
    PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle(+1 Dam), Nanopulser, Smoke Grenades / Heavy Pistol(+1B), DA CC Weapon. (0 | 32)
    TSYKLON (Forward Deployment [+4"]) Feuerbach, Pitcher / PARA CC Weapon(-6). (1 | 38)
    VERTIGO ZOND Missile Launcher / PARA CC Weapon(-3). (1.5 | 17)
    TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    PUPPET MASTERS (Minelayer) Submachine Gun, Shock Mines / Pistol, CC Weapon. (0.5 | 14)
    PUPPETBOT (BS Attack [Shock]) AP Marksman Rifle / PARA CC Weapon(-3). (0 | 14)
    PUPPETBOT (BS Attack [Shock]) AP Marksman Rifle / PARA CC Weapon(-3). (0 | 14)
    PUPPETBOT (Forward Observer) Boarding Shotgun, Flash Pulse / PARA CC Weapon(-3). (0 | 12)
    CLOCKMAKER Combi Rifle, D-Charges ( | GizmoKit [+1B]) / Pistol, CC Weapon. (0 | 18)
    ZONDBOT PARA CC Weapon(-3). (0 | 3)
    SPECTOR (Parachutist, Combat Jump) Boarding Shotgun, Drop Bears / Pistol, E/M CC Weapon, DA CC Weapon. (0 | 33)

    GROUP 2[​IMG] [​IMG] [​IMG]2
    TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    SALYUT (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    5.5 SWC | 300 Points
    Open in Infinity Army
     
  20. jfunkd

    jfunkd hard forum hittin Carlos
    Warcor

    Joined:
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    Yeah, it looks like a solid list! The EVO opens up what Raoul can do for you.
     
    Hachiman Taro likes this.
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