Hello Guys, I'm actually building an army list with following constraints: - Tunguska sectorial - 200 pts - Szalamandra is part of the list - Missions are Frontline / Supremacy / Acquisition. This list is focused on Frontline and might be used on Supremacy Other players are OSS and Ikari, we all know which factions come out for the evening, so they are also ready to play against Tunguska. This is why I stress a few points: - dealing with Stealth HI - dealing with potent Hackers I've actually come to several results, all revolving around the use of Mary Problems, Interventors 6S and a clockmaker. It leads me to this comp: 200 - Sally Frontline ────────────────────────────────────────────────── 8 2 SZALAMANDRA Hyper-Rapid Magnetic Cannon, Heavy Flamethrower / CC Weapon. (2 | 72) SZALAMANDRA PILOT Contender(+1B) / Pistol, CC Weapon. (0 | 0) TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7) CLOCKMAKER Combi Rifle, D-Charges ( | GizmoKit [+1B]) / Pistol, CC Weapon. (0 | 18) ZONDBOT PARA CC Weapon(-3). (0 | 3) ZONDBOT PARA CC Weapon(-3). (0 | 3) MARY PROBLEMS (Hacker) Submachine Gun, Zapper, Pitcher / Pistol, CC Weapon. (0.5 | 28) INTERVENTOR (Hacker, Hacking Device Plus) Boarding Shotgun ( ) / Pistol, CC Weapon. (0.5 | 24) SECURITATE (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 15) SECURITATE (Lieutenant) Combi Rifle / Pistol, CC Weapon. (0 | 13) SECURITATE Combi Rifle / Pistol, CC Weapon. (0 | 13) WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3) 3 SWC | 199 Points Open in Infinity Army I'm aware that putting a TAG in 200pts isn't optimal, I just want to push the limits of it's usage and bring some surprise in the game (and laughs). This is a challenging list building, and I'd like to have your ideas and suggestions about what you will do with same constraints !
This would be my contribution: full 5 man link with two good guns and a specialist, aros provided by flash pulse. Biker can do a mad dash down a flank if the tag punches a hole. gfgIdHVuZ3Vza2EAgMgBAQoBgaQBAQACgZwBAQADgbIBCgAEgbIBAQAFgbIBCQAGgbIBAwAHgbIBAgAIgZcBBwAJhh0BAgAKgZwBAQA= This one swaps raw firepower out for versatility. Gains msv2 and close combat ability by going for cheerkillers for the team. gfgIdHVuZ3Vza2EAgMgBAQoBgaQBAQACgZwBAQADgZwBAQAEhgUBBQAFhgUBAQAGhgUBAQAHhgUBBAAIhgUBAgAJgZcBBQAKhh0BAQA=
@csjarrat I like the "all in" spirit of the two lists, especially the one with cheerkillers. I'm definitely wondering if adding a Clockmaker is mandatory when a proper hacknet is set up. After all, Sally has nice WIP and great BTS, she shouldn't be afraid of much in a 200pts game. Also, +1 for the use of the Biker, I always tend to forget him and only consider the god-zondnautica unit when thinking about TJC ^^
Yeah the clockmaker is useful but I just couldn't make it work. Tried fiddler on the cheerkiller list but it's too pricey and the lieutenant choice becomes difficult! It's a tough beast, the interventor, rems and the pilot will have to do the hacking protection game and if it goes down, it goes down. At least the cheerkillers can push into the midfield and the msv2 is helpful for screening off monks and the like