I still can´t put into words how deeply saddened I am that the Al Fasid didn´t make into Druze NA2... that would have been so awesome. I mean, S5, besides all the game implications, are just so damn cool looking and everybody should have cool looking toys to play with. also, if Pan-o has the tech to fit S5 level Stuff into an S2 frame, why wouldn´t they take a S5 frame and put even more tech into it? Just doesn´t make sense; R&D Guy: Hey, we could totally make this super HI suit to kick some ass and show everybody how great we are: Commande: yeah sure buuuut... no! R&D: Why? It´s easy, we can do it, so much more space to work in all the fancy tech we have without drawnbacks! Commander: But but but... it´s so big, the other kids would laugh at us for using S5 frames! R&D: You do know that all the other factions use S5 just to keep up with us? And to a great success? We could totally stomp them! Commander: Sure, but we don´t wanna be unfair here, right? Let them have a chance. R&D: Sure, whatever, you´re the boss ... *quits job to work for any other fation*
Sheesh. First of all the whole thread isn't - and shouldn't be - about PanO's limitations. We have scores of threads about that already. My only thought was that SHI are awesome and cool and I'd really like to see one in my main faction, artificial limitations be damned. Speaking of which, there's a single opinion I'd like to adress, and this will be my only post in this thread specifically about PanO. PanO's tech, as we all know, is the best in the Sphere, right? Squeezing ARM 5 into S2 armour is a pinnacle in power armour engineering. Our units have all these varied weapons and equipment to choose from. Remote tech is integrated on multiple levels into how PanO military operates, just look at the various Auxbot options. The list goes on. Seriously, we could do without this "fluff goes before mechanics" justification. For one, it can be interpreted or corrected in multitude of ways. What's more, we've had it recently confirmed that in the design workflow coming up with faction needs, mechanics, and balance comes before fluff. And finally I'm really tired of "this doesn't suit PanO" being used as a justification for not giving us fun stuff. From a balance viewpoint SHI is simply another way to balance faction lineup, filling the place between HI and light TAGs, allowing designers to create units with larger footpring than S2, but also without TAG drawbacks. From a fluff viewpoint this... ...hits the issue head-on. How about incorporating things that wouldn't fit in S2 frame? Or how about trying to bring the TAG-specific tech to the lower tier units? Speaking of TAGs, how about PanO coming up with an S5 TAG? We're supposed to be the TAG faction after all. Or is it another justification to shut us whiny PanO players up? "You shouldn't ask for more toys, you already have the best TAGs". Yeah, like Seraph. And this is the bottom line. This is about fun. We want more fun stuff, less "does exactly the same thing that 10 of your other troops, but in a slightly different way" units. /rant There, no more PanO tears from me. Back on the general SHI topic, I'm assuming there's none in the upcoming OSS and TAK lineup? Are there any other factions/sectorial that could use another one? For example DBS looks like a natural place for one.
Because if they want bigger, they just pack it up into a S6 TAG? Anyway. I'd actually have liked if they gave Aleph an S5 STR2 REM (kinda like Rudras), and then loaned it into PanO overall. Would make sense, satisfy both sides. Instead Rudras get the worst silhouette ever...
I myself REALLY REALLY like S5 HI. I really like nearly all of them ( Not a big fan of Ajax, not a big fan of his appearance either, and the new Charontid makes me look at the Anathematics in the ways of ''Maybe if you get a resculpt, I'd like you more.'' Cool as a unit though, nonetheless. ). And I'm already a big fan of HI in general, so... I'm all up for heavily armored infantry. Also, on the topic of the Ratniks currently existing profile... I like it. It's like a more aggressive take on the HRL Al Fasid to me ( In fact, they cost NEARLY the same. The Fasid one costs a point more. ). It isn't quite same defensive toolbox of ''HRL for long range defensive fire templates, mines for minelaying, Veteran in case the enemy kills of our Lieutenant, Sixth Sense Lv1 to shotguns can't as easily shoot me in the back and an SMG for being an S5 Suprressive Fire blockade.'', but it does have better ARM on the non-battle ravaged profile, gets a Heavy Shotgun to go along with the HRL and Minesweeper is... actually quite interesting. Can sweep up some Imetrons/Netrods or make enemy Sniffers or Repeaters not quite as threatening, by way of making the opponents Sensor coverage a bit worse and making them have to get in range of their own repeaters to hack through them, Firewalls included. Is a neat HI. As for all the others... I could probably go on decent rants talking about how I think the rest ( Ajax notwithstanding. ) are pretty damn awesome.
The Taskmaster is a fantastic S5 HI. They can fight in so many situations, they are tough and mobile, the control the area defensively and offensively they have fantastic variety of range, from CC against annoying stuff like TO Camo skirmishers, to heavy weapons against tougher targets further away. The Taskmaster Red Fury is a great trooper and really dominant on the field. Which you'd expect for 53pts, but Nomads definitely can put lots of orders into something of that cost due to other cheap and efficient troops. Totally a MVP every time I play, tbh.
Now we know, why PanO doesn't get any new troops Last Taskmaster I was opposing burned completely down from a singel HFT
Yeah, the Taskmaster seems like it's pretty good at just being an imposing presence upon whatever part of the table you put it, mostly due to the CrazyKoalas profiles. HRL can sit in a nice, cozy sightline, maybe spend an order to move the Koalas up a bit and put them into standby, and cause a decent headache in having the enemy either have to deal with him/her, or avoid that chunk of the board altogether. Similar words go out for the Red Fury variant, except this time it's a large S5 HI flanked by Koalas and in Supressive Fire Mode parked somewhere in the midfield. Not sure about it's CC capabilities though... I mean, they are JUST barely above the capabilities of a Hsien ( Better CCW, really. ), so... not really anything to write home about, but... I do suppose that -3 MOD you can enforce on some enemy infiltrator/impersonator can be a -3 MOD enough to narrow the crit window a smidge. Not really sure about the HMG profile though. A really simple S5 HMG HI at that point I suppose... but the model is pretty damn amazing ( Speaking of which... I can squint a bit and call said HMG a Red Fury without much issue. Although, I can't seem to locate the older Taskamasters in the store anymore, at least by casually browsing through the Nomads section. ).
That is unfortunate! I often dodge with my Taskmasters, they've got a great PH, can tank hits if they don't escape incoming fire, and have Kinematica so you can get some serious movement from them when you want to reposition. Kinematica is one of the most underrated skills on decent PH minis tbh, I wish all my HI had it!
The thing about CC is that a lot more of it is about your opponent that it is you. CC 19 and MA1 isn't that great, but against the vast majority of troops? It'll absolutely do the job. And PH 14 with a DACCW actually is pretty damn hard hitting, it's PH 15 effective with MA1, and not much can survive taking a hit from that, even heavier troops stand a decent chance of dropping in one order. Most of the time shooting them is a good idea, but against stuff with ODD or TO Camo, that CC ability is ace. If you're dealing with a TO Camo Order Sergeant, or a Foxtrot with a Boarding Shotgun, or whatever, you could engage in a firefight, but walking into CC and whacking them with your whackin' stick will often be more efficient and more likely to work out!
Yeah, a Taskmaster is significantly more likely to wound your average TO skirmisher (Clipsos, Croc Man, Spektr, etc) in CC than with their Red Fury.
I'd say a similar case can be made for Crane Agents. And yes, how useful said CC capability does probably depend more on how much your opponent sucks in CC versus how greatly you can smack someone up the head in CC. But then again, how often is smacking some poor sod unconscious a better option than rounding the corner and shooting them with your LSG or heavy Pistol ( Or in the Cranes case, two Nanopulsers or some Multi-Rifle shots. ). Though don't get me wrong, I do think the Taskmaster just BARELY crosses the line between ''Decent CC, just not decent enough to be better than your gun'' into ''Hey, it's decent enough to be an option to remember you have on hand.'', but it crosses that line nonetheless. It's kind of like having a good pistol on your unit: is that something that you'll use at all times very actively? No, not likely. But is it something you'll be very damn happy to remember you have when you need to round a corner to kill that skirmisher, but you have an HMG as your primary? Absolutely. Just a mere Breaker pistol ( Or better yet, two. ) is one of those nice little quality of life things, as is having a CC19 MA1 DA CCW.
Taskmaster vs Croc Man, chance to do one or more wounds. Red Fury at 8-16": 37% Heavy Pistol at 0-8":23% DA CCW: 56% (67% with MA1) Against a Foxtrot Boarding Shotgun the Red Fury is a little better over 8" (61%), but within 8 you're looking at 36% for the Fury or 51% for the CCW (63% with MA1) . The CC numbers are higher than I expected if I'm honest. Edit: The above doesn't even include MA1 as I forgot to plug it into the dice calculator, against the Foxtrot BSG it should be 63%, against the Croc it should be 67%
I must agree, honestly. Those numbers are more than I would've given guess to. Also, for the pure interest of satisfying my own curiosity, I am now making lists where I simply try to insert as many S5 units as possible for no other reason than ''why not?''. Just to clear up any future confusions as to why some lists end up popping up here.
Here's the first batch of lists with a few cents of opinion tossed in alongside them. My favorite card game, TBH ────────────────────────────────────────────────── GROUP 1 10 2 BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36) BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36) ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, Knife. (0 | 22) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT Lieutenant Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 14) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) MAVERICK Boarding Shotgun / Pistol, Knife. (0 | 21) MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19) AIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 21) GROUP 2 6 1 HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12) FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) 112 Light Shotgun / Pistol, CCW. (0 | 12) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) 6 SWC | 298 Points Open in Infinity Army I don't normally make lists with multiple combat groups. The order balancing gives me troubles, in all honesty. That being said, I feel like this list could have a really good chunk of defensive potential. Sniper Blackjack is, well... a sniper. Harcases seem like a pretty great disposable midfield speedbump, and the obviously defensive grunt link can join in on the defending with two HFT/shotgun combos, a sniper and Rosies LRL ( The spec fire potential of the LGL is a nice bonus, too. ). As for caving things in... we have an HMG Blackjack, a few Mavericks and a lotta FOs combined with a Katyusha MRL and a LGL. So... it works I suppose? And blackjack is indeed my favorite card game. Ariadna: Now With Proper(-ish) HI ────────────────────────────────────────────────── GROUP 1 10 COLONEL VORONIN Lieutenant Rifle / Assault Pistol, AP CC Weapon. (0 | 21) BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36) RATNIK Heavy Rocket Launcher, Heavy Shotgun / Heavy Pistol, Trench-hammer, Knife. (2 | 44) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) S.A.S. Chain Rifle, Grenades / Assault Pistol, AP CCW, Knife. (0 | 22) FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 2 7 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) 112 Light Shotgun / Pistol, CCW. (0 | 12) TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL (Total Reaction) Uragan MRL / Electric Pulse. (1 | 18) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) 5 SWC | 300 Points Open in Infinity Army What was said about the first list here can be said about this one, just replace some of the defensive bits with lotsa large teardrop templates and an Uragan. Though I do suspect this lists offensive potential will be a lot more centered around the Traktor/FO combos and having some skirmishers cause trouble in front. Ratnik can assist in the attacking as well, but he'll probs be relegated to the more enclosed parts of a table. S5 is in style: YJ edition ( Pre-Mowangs ) ────────────────────────────────────────────────── 10 SÙ-JIÀN Spitfire, Light Flamethrower, Panzerfaust / Heavy Pistol, Knife. (2 | 59) YĀN HUǑ 2 Missile Launchers + TinBot C (Neurocinetics) / Pistol, Knife. (2 | 56) YĀN HUǑ Lieutenant Hyper-Rapid Magnetic Cannon / Pistol, Knife. (2 | 54) PANGGULING (Minesweeper, Repeater) Electric Pulse. (0 | 8) PANGGULING (Total Reaction, Repeater) Combi Rifle / Electric Pulse. (0 | 21) NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29) CELESTIAL GUARD (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 13) CELESTIAL GUARD (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 13) PHEASANT IMPERIAL AGENT (Chain of Command) Boarding Shotgun, Stun Grenades / Pistol, DA CC Weapon. (0 | 29) Zhanshi YĪSHĒNG Combi Rifle / Pistol, Knife. (0 | 15) YÁOZĂO Electric Pulse. (0 | 3) 6 SWC | 300 Points Open in Infinity Army Two big, threatening stompy bois with guns you'd normally find on TAGs should make the opponent take more consideration with some of their actions, if those actions make them end up uncomfortably close to an active turn HRMC or having to get into an argument with a large angry brick with two MLs. And in the event this does actually make the enemy a bit more prone to hiding... not much can hide from a Su-Jian, so issue solved. Also, in the event it didn't run off too far from the Yaopus, Panzerfaust refills are nice, I suppose. It was kinda hard finding a Lieutenant for this though, I must admit. This is a list, I suppose. ────────────────────────────────────────────────── 9 1 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47) TASKMASTER Red Fury, Pulzar, CrazyKoalas + TinBot A (Deflector L1) / Heavy Pistol, DA CCW. (1 | 53) KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54) MOBILE BRIGADA Lieutenant Boarding Shotgun / Pistol, Knife. (0 | 33) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32) TOMCAT Doctor (MediKit) Combi Rifle + Light Flamethrower + 1 Zondcat / Pistol, Knife. (0 | 26) ZONDCAT Electric Pulse. (4) BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25) 5 SWC | 300 Points Open in Infinity Army The name prolly gives away some of the things I think about this list. I'm not 100% sure about this one, but... it is a single combat group list, which is something I just find myself having better luck with, so... personal preferences and all that. That being said, I doubt an enemy player could find ease moving around the table when there was a very friendly Spektr dropping very friendly camo markers around the place, two very friendly Taskmasters each with two very friendly Koalas standing around, and a very friendly hacker-friendly Bandit roaming about. Plus, I have faith in the Tomcat doctor. A doc that can appear at the edges of the midfield to help two midfield S5 HIs stay kicking sounds good in my metaphorical book. Duet le Taskmaster ────────────────────────────────────────────────── 9 1 1 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6) TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47) TASKMASTER Red Fury, Pulzar, CrazyKoalas + TinBot A (Deflector L1) / Heavy Pistol, DA CCW. (1 | 53) SIN-EATER HMG / Pistol, CCW. (2 | 33) SALYUT (Total Reaction, Repeater) Combi Rifle / Electric Pulse. (0 | 21) ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21) STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17) REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34) REVEREND CUSTODIER Hacker (Assault Device Plus UPGRADE: Icebreaker) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 32) REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32) ZONDBOT Electric Pulse. (0 | 3) 6 SWC | 299 Points Open in Infinity Army Not very sure about this list either. My failure to properly comprehend making lists bigger than a single combat group showed here, since it's probably possible to get this list beyond 1 group, but I couldn't properly find a way how. Also, I originally tried fitting a Lizard into this list as well, because... just because. I have a really bad tendency of looking into and unintentionally memorising other factions, honestly...
Got another batch of five lists out of the oven. Full Auto Squared ────────────────────────────────────────────────── 10 HOLLOW MEN (Fireteam: Haris) Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0.5 | 32) KRIZA BORAC (360º Visor) Mk12, Submachine Gun / Heavy Pistol, CC Weapon. (0 | 63) KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54) GRENZER MULTI Sniper Rifle / Pistol, Breaker Pistol, Knife. (1.5 | 32) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) HECKLER Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Assault Pistol, Knife. (0 | 24) SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32) 4 SWC | 299 Points Open in Infinity Army This should be pretty self-explanatory: The Hollow Man and the Boracs go out there and do work. The securitate and the only Grenzer model I could even locate stay back and have the Grenzer do what a sniper does best. And the two Hecklers with the Spektr do things you'd expect a two Hecklers and a Spektr to do. Also, seriously, pretty sure the starter box Grenzer is the only Grenzer model available. Daiyokai has an AVA of 1 apparently. ────────────────────────────────────────────────── 10 1 RYŪKEN (CH: Limited Camouflage) Heavy Rocket Launcher, Antipersonnel Mines / Heavy Pistol, Knife. (1.5 | 23) RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24) DAIYŌKAI MULTI Marksman Rifle, Panzerfaust / Pistol, DA CC Weapon, AP CC Weapon. (0 | 52) O-YOROI Lieutenant AP HMG + Heavy Flamethrower, CrazyKoalas / EXP CCW. (3 | 86) KUROSHI RIDER Combi Rifle + Light Flamethrower / Breaker Pistol, AP + Shock CCW. (0 | 33) KEMPEI (Chain of Command) Combi Rifle / Pistol, CCW, Electric Pulse. (0 | 22) KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10) KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10) KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17) YURIKO ODA Combi Rifle, Panzerfaust, D-Charges, Antipersonnel Mines / Pistol, CCW. (0 | 23) 5.5 SWC | 300 Points Open in Infinity Army So... Daiyokai only have an AVA of 1. Now, having a single S5 HI sort of didn't feel fitting here, so... I decided to toss on a friend for the lonely Daiyokai in the form of an O-Yoroi. The list should be pretty self explanatory: O-Yoroi charges ahead to do things, Daiyokai flanks said O-Yoroi and does stuff on the O-Yorois flank, Kuroshi is there to be a speedy specialist, Ryukens do what Ryukens do best, and a KeisotsuKempei link. Kuang Shi: The Answer to everything ────────────────────────────────────────────────── GROUP 1 10 4 SÙ-JIÀN Spitfire, Light Flamethrower, Panzerfaust / Heavy Pistol, Knife. (2 | 59) SÙ-JIÀN Spitfire, Light Flamethrower, Panzerfaust / Heavy Pistol, Knife. (2 | 59) CELESTIAL GUARD Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13) KUANG SHI Boarding Shotgun / Pistol, Knife. (0 | 11) KUANG SHI Boarding Shotgun / Pistol, Knife. (0 | 11) KUANG SHI Boarding Shotgun / Pistol, Knife. (0 | 11) KUANG SHI Boarding Shotgun / Pistol, Knife. (0 | 11) CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12) CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12) GROUP 2 8 4 PANGGULING Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25) DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15) DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15) CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) 5.5 SWC | 300 Points Open in Infinity Army This list needs no words. I couldn't think up of a name for this one. ────────────────────────────────────────────────── 10 KHAWARIJ Lieutenant Rifle + Light Shotgun, Grenades / Pistol, AP CCW. (0 | 27) TUAREG Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 33) FASID HMG + (Smoke and Normal) Light Grenade Launcher, Antipersonnel Mines / Heavy Pistol, Knife. (2 | 53) FASID Heavy Rocket Launcher, Submachine Gun, Antipersonnel Mines / Heavy Pistol, Knife. (2 | 45) AZRA'IL Feuerbach / Pistol, Knife. (1.5 | 39) DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25) HALQA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) HALQA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) HALQA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) KAPLAN Engineer Combi Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0 | 27) NASMAT Electric Pulse. (0 | 3) 6 SWC | 300 Points Open in Infinity Army Uhhhh... I honestly don't really know what I was thinking with this list, honestly. Also, replace the Engineer with a Doctor. Must've missclicked out of confusion for what I was even doing with this list. Hafzas: Always The Answer ( If your question is expensive links. ) ────────────────────────────────────────────────── 9 1 1 YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 9) AZRA'IL Feuerbach / Pistol, Knife. (1.5 | 39) AZRA'IL AP HMG / Pistol, Knife. (2 | 41) JANISSARY Lieutenant AP Rifle + Light Shotgun / Pistol, CCW. (0.5 | 36) DJANBAZAN Sniper Rifle / Pistol, Knife. (0.5 | 31) DJANBAZAN HMG / Pistol, Knife. (1.5 | 35) DJANBAZAN Shock Marksman Rifle / Pistol, Knife. (0 | 29) HAFZA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 17) HAFZA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 17) JANISSARY Akbar Doctor (MediKit) AP Rifle + Light Shotgun / Pistol, CCW. (0 | 41) NASMAT Electric Pulse. (0 | 3) 6 SWC | 298 Points Open in Infinity Army Long-story short. Two big beefy Azra'ils and an Akbar Doctor to set them back on their feet once they inevitably go ham too strongly. And a Djan link with some Yuan Yuans, the usual deal. @Golem2God Also, since you seem to find interest in the lists I end up concocting, I suppose it's only right to tag you here.
I've just realised I forgot to include MA1 on the dice calculator when I did my numbers, Taskmaster vs Foxtrot BSG is actually 63% to cause one or more wounds which is actually better odds than the Red Fury at 8-16".
And the last two lists, for the CA. A balanced list, I would assume? ────────────────────────────────────────────────── 10 R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) MAAKREP TRACKER HMG / Pistol, Knife. (1.5 | 33) SOGARAT Feuerbach / Assault Pistol, AP CCW. (1.5 | 57) CHARONTID Lieutenant Hacker (Hacking Device Plus) Plasma Rifle, Nanopulser / Heavy Pistol, Knife. (0.5 | 73) FRAACTA (EI Assault Hacking Device) Combi Rifle, Nanopulser / Pistol, Knife. (0.5 | 35) ZERAT (Forward Observer) Boarding Shotgun, Grenades, Antipersonnel Mines / Pistol, Knife. (0 | 22) MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23) SLAVE DRONE Electric Pulse. (0 | 3) SLAVE DRONE Electric Pulse. (0 | 3) ANYAT K1 Combi Rifle, Chain-colt, Smoke Grenades, E/M Grenades / Pistol, Knife. (0 | 25) 4 SWC | 300 Points Open in Infinity Army A very simple list. Got a Fraacta for being an AD specialist, got some Ikadrons, as most do, got Anyat and Maakrep for Smoke+MSV2 shenanigans, got a Fuearbach Sogarat, for the blockiest of roadblocks, a Charontid Hacker Lieutenant, because Loss of Lieutenant is of no issue, because... lotsa Cubes and lotsa Autotools for him to retreat inside. Also, interestingly enough, the Anathematics isn't an S5 HI. It's S6. The More You Know. Kornak and the Sogarat twins. ────────────────────────────────────────────────── 10 SOGARAT AP HMG / Pistol, AP CCW. (2 | 56) SOGARAT Feuerbach / Assault Pistol, AP CCW. (1.5 | 57) KORNAK Lieutenant Mk12, Light Flamethrower / Pistol, DA CCW. (0 | 41) ANYAT K1 Combi Rifle, Chain-colt, Smoke Grenades, E/M Grenades / Pistol, Knife. (0 | 25) MORAT K1 Sniper Rifle / Pistol, Knife. (1 | 21) MORAT Missile Launcher / Pistol, Knife. (1.5 | 19) MORAT (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 15) MORAT (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 15) ZERAT (Forward Observer) Boarding Shotgun, Grenades, Antipersonnel Mines / Pistol, Knife. (0 | 22) KURGAT (Operative Group) Mk12, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 23) SLAVE DRONE Electric Pulse. (0 | 3) 6 SWC | 297 Points Open in Infinity Army This list is about as blunt as can be. Kornak and the Sogarats boldly march forward to destroy all whom dare stand in their path, while the Vanguard link stays behind and does defensive link thinks. And a Zerat and Kurgat for doing specialist things. And that about covers nearly all the S5 HI you can find, excluding Ajax.
I feel like a lot of people don't really know just how much more effective even basic CC capability is over a regular non-CC capable trooper, and how much more effective even basic CC capability often is over a lot of guns in CQB, especially against targets with BS mods. It's a really useful tool. Like, when the Daiyokai came out, people were like "it's so crap in CC!" CC 20 with MA1 and a decent CC weapon with a good PH is actually very strong against most things, and cheap too!
I mean, it's no ninja, Speculo or Oniwaban, but... it can stab very well. I suppose the Daiyokai is closer to a shooting platform than a stabbing one. As I said before, crossing into that ''actually decent CC'' area is a good quality of life improvement. I'd generally say the Hsien is a good baseline for when you cross from ''It's only gonna be useful if the enemy tries stabbing you'' kind of CC into ''I can actually consider stabbing the enemy as an option'' kind of CC. If it can beat a Hsien in a CC fight ( Doesn't necessarily need to kill, just hit the Hsien. ), it crossed the line. If it'll die or be unable to get past the Hsien in CC... not a very good stabber.