I have two upcoming games. Supplies against CA and Safe Area against Ariadna. I have a large selection of stuff so like to try very different list concepts every time. Usually I'll try to sneak in a bit of theme as well (lots of hacking, lots of straight face-face shooters etc.). Versus CA on Supplies Nomads ────────────────────────────────────────────────── GROUP 1 8 2 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25) BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25) ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24) ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) TSYKLON Spitfire, Pitcher / Electric Pulse. (1 | 31) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) ZONDBOT Electric Pulse. (0 | 3) GROUP 2 6 HELLCAT Spitfire / Pistol, Knife. (1.5 | 28) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) 5.5 SWC | 300 Points Open in Infinity Army The game-plan here is lots of orders as getting those coffins requires lots of WIP rolls. I'm avoiding straight shooting as I've never had much luck going toe-toe against Morat link teams or the nastier CA heavy infantry leaders. Instead I have lots of camo, a few warbands and hacking to gum up the mid-field. Jaguars are chosen over Morlocks for the regular orders. There's some risk in having my lieutenant the Interventor but I think I can protect him by using impersonation (going first) or holding back the Moran (going second). I've never used two bandits before and I think the concept is really cool, even if it doesn't work out in reality. If I go first, there's some ability to risk one or both on them in infiltrating on his half. Versus Ariadna on Safe Area Nomads ────────────────────────────────────────────────── GROUP 1 10 INTRUDER Lieutenant Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (0 | 35) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54) GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27) ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19) ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) SIN-EATER HMG / Pistol, CCW. (2 | 33) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) TOMCAT Doctor (MediKit) Combi Rifle + Light Flamethrower / Pistol, Knife. (0 | 22) ZONDBOT Electric Pulse. (0 | 3) ZONDBOT Electric Pulse. (0 | 3) GROUP 2 1 2 1 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) 6 SWC | 300 Points Open in Infinity Army Durability is the attempt here with a few mid-field annoyances and lots of visors. A few specialists for consoles but it's more important to have troopers that can contest a zone for the entire game. It provides some variety to the above list that had lots of remotes as this one has none! That's simply for the freedom of not bothering with hackers which is nice to do every once and a while. The Grenzer and Sineater roles can probably be achieved for cheaper by a remote but their additional durability and ability to dodge comes in handy against freakin' werewolves! The Grenzer probably would pair well with a Transducer remote but it's often hard to find the additional orders to drop the sniffer. I might try him alone to see how that works.
Using low WIP Hackers against CA might not be your best choice first because of a lower chance of opening the boxes, second because of being hackable. I'd try to migitate the being hackable part by using FOs instead. Unfortunately Nomads lack infiltrating Doctors / Paramedics so you have to gamble (Hellcat) or walk (rest) thus there is no potential in saving orders by using them to open the boxes.The Spektr FO is the best choice here. And that's basically the same idea with your list for safe area: a Spektr is slightly better than a tomcat in regards of getting points somewhere, also Knauf is quite good against a heavy camoed army. Below you can see my list idea, it's definitely far from perfect. But I think the combination of Grenzer, Transductor Zond, Zero AHD and the Intruder's Grenades gives you plenty of chances to get rid of nasty camo markers hiding somewhere. Nomads ────────────────────────────────────────────────── GROUP 1 10 DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27) INTRUDER Lieutenant Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (0 | 35) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) KNAUF MULTI Sniper / Heavy Pistol, Knife. (1.5 | 32) KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54) SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24) ZONDBOT Electric Pulse. (0 | 3) GROUP 2 1 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19) 6 SWC | 300 Points Open in Infinity Army
Double Bandits is... workable. The last time I tried it, it worked out for me... and as you said it lets you be aggressive and try to throw one over the centerline which can be a real pain for the enemy if you stick the landing. My Bandits are pretty order hungry, so I generally don't use two. In your first list I'd probably swap one of them for an EVO. Lets you bring in the Hellcat on a better roll (which you'll need versus CA and their hackers), and lets you use Overclock on your other bots. Plus a backup specialist and has baggage which is... marginally useful for supplies.... As for your second list... I'm pretty meh on Sin Eaters these days. I don't really see a significant benefit over a TR bot, especially given the ability to buff it and use it in the active turn. It's often nice to have the option to reposition your TR thing, and it's way easier to gunfight a TR bot to a new position than a Sin Eater. That does mean you'll need to make room for a hacker though. TL;DR: Your lists look fine. Minor nitpicky stuff that comes down to playstyle. Big thumbs up on the Jaguar Panzerfausts =)