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Evolution of ISS

Discussion in 'Yu Jing' started by valukr, Apr 1, 2022.

  1. Mahtamori

    Mahtamori Well-Known Member

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    I agree with Furiat. Engineer is fairly important for ISS and I personally think more important than for White Banner or Invincible Army. ISS has a high likelihood of both being able to repair their STR units and of having high quality STR units that are worth repairing by comparison.
    Sophotect is a bit precisely the thing post-Raveneye ISS doesn't want though. Expensive but can't link up and by modern standards mediocre performance.

    But. She'll have a spot by virtue of being the only option and still being functional, which is the role of a sectorial drawback meaning that at least theoretically the rest of the sectorial has slightly more justification to be bananas elsewhere.
     
  2. Furiat

    Furiat Mandarin

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    ISS is an old sectorial design with several distinct weaknesses. Lack of camo (ok Lunah has camo), medicore infiltration/FD, lack of doc/eng options, very few heavy weapons. With a rework I think some of those would be adressed because of omnipresent character dilution. So we have to think which weaknesses would be adressed and what would make up for the most defining feature being 20 or more orders lists (I know it changed a while ago but new sectorial theme would be great).

    I would love sectorial specific Long Ya. Adhesive launcher instead of flammenspear and/or crazycoala instead of mines. It can be ISS exclusive profile like Varuna Orcs. It would give ISS some camo and forward deployment options. Also a decent ARO piece that isn't Kuang Shi hoping an opponent forgot about him just to grill a haris with a chain rifle.

    Also. Do you think that Aleph support will stay in ISS after update in the same numbers as now?
     
  3. valukr

    valukr Well-Known Member

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    @Furiat Hey man, try keep this topic specific. We are trying to learn and explore ISS in their current form, not brainstorm a re-work.

    I am having a game tonight with this list.

    Unmasking - Ramah Taskforce

    We are playing unmasking later tonight and my opponent is very experienced. I am concerned by the Marksmenship HMG, which will be an interesting problem to deal with.

    This is one of the two lists I will be bringing to a 5 round event later in the year. This list is designed to achieve both Unmasking and Mindwipe. With a possibility of being played into Acquisition, in the event i suspect my opponent has a TAG.

    Effectively the links are as follows.

    4 man, Wu-Ming - pure.
    - The Tinbot -6 and the Zhangying seem to me really strong on paper. In reality, I've had the Zhangying killed by a Interventor KHD and Hexas KHD. Although this is discouraging, I am l keeping the faith.
    - The HRL provides a powerful ARO presence, much needed
    - The madtrap provides board control, something i am desperately seeking in ISS, as well as double the difficulty of hackers stage diving me.
    Overall: The aim of this team is to push into midfield and choke the enemy, as well as provide ARO roadblock.

    3 man CG harris.
    - Provides smoke
    - Dakini HMG + supportware, the best gunfighter we get (imo)
    - Gui Xhiang, provides mad-traps and further control board control whilst still being a specialist.
    Overall: Likely to be the team I action round 1 to engage the enemy and score objectives. It has everything I need, gunfighter, smokes and specialist.

    Lt. Crane - This provides me a medium range weapon, a fantastic gunfighter and a 3rd back up for Mindwipe. Furthermore, being a wild card he is able to provide relief to the link teams should they take damage.

    List Overall:
    - I am really happy with this list, though, I am tossing up between 2 other variations to the same idea.
    - I think this list answers everything aside from camo/mimetism.
    - I am very happy with my ARO presence
    - I am happy with my board control (KS, repeater, strong hacker, mad traps)
    - I am happy with gunfighting capability, between Dakini, Wu-Ming and Husong - I should be able to challenge most things, aside TAGS.
    - Kenran KHD is special. I am learning to use and love this profile. Mostly deploying in my DZ and providing smoke and mirrors for my enemy. I've used him to hide my LT and list weakness(example, I hid him as a Hsien)


    ISS 1.3.3
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG]3
    ZHÀNYING (Hacker, Hacking Device) Breaker Combi Rifle, Chain-colt, D-Charges ( ) / Pistol, PARA CC Weapon(-6). (0.5 | 25)
    ZHÀNYING (Sensor, Triangulated Fire, Minelayer) Breaker Combi Rifle, Chain-colt, Madtraps / Pistol, PARA CC Weapon(-6). (0 | 23)
    WÚ MÍNG Heavy Rocket Launcher, Light Shotgun / Pistol, CC Weapon. (1.5 | 30)
    WÚ MÍNG Boarding Shotgun ( | TinBot: Firewall [-6]) / Pistol, CC Weapon. (0 | 31)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    XI ZHUANG Combi Rifle, Light Flamethrower(+1B), Flash Pulse, Madtraps / Pistol, CC Weapon, PARA CC Weapon(-6). (0 | 21)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)

    GROUP 2[​IMG] [​IMG] [​IMG]5
    CRANE AGENT (Lieutenant, X Visor) Spitfire, Nanopulser(+1B) ( ) / Pistol, DA CC Weapon. (0 | 49)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    HÙSÒNG Yaókòng Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)
    KǍNRÈN (Hacker, Killer Hacking Device) Combi Rifle, Chain-colt ( ) / Pistol, Monofilament CC Weapon. (0 | 26)
    CHAĪYÌ Yaókòng Flash Pulse / PARA CC Weapon(-3). (0 | 7)

    5 SWC | 300 Points

    Open in Infinity Army

    ISS 1.3.5
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG]3
    ZHÀNYING (Hacker, Hacking Device) Breaker Combi Rifle, Chain-colt, D-Charges ( ) / Pistol, PARA CC Weapon(-6). (0.5 | 25)
    WÚ MÍNG Heavy Rocket Launcher, Light Shotgun / Pistol, CC Weapon. (1.5 | 30)
    WÚ MÍNG Heavy Rocket Launcher, Light Shotgun / Pistol, CC Weapon. (1.5 | 30)
    WÚ MÍNG Boarding Shotgun ( | TinBot: Firewall [-6]) / Pistol, CC Weapon. (0 | 31)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)
    DAKINI (Paramedic) Combi Rifle ( | MediKit) / PARA CC Weapon(-3). (0 | 15)

    GROUP 2[​IMG] [​IMG] [​IMG]5
    CRANE AGENT (Lieutenant, Sensor, Triangulated Fire, X Visor) MULTI Rifle, Nanopulser(+1B) ( ) / Pistol, DA CC Weapon. (+1.5 | 46)
    CHAĪYÌ Yaókòng Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    KǍNRÈN (Hacker, Hacking Device) Combi Rifle, Chain-colt ( ) / Pistol, Monofilament CC Weapon. (0.5 | 28)
    HÙSÒNG Yaókòng Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)

    7 SWC | 300 Points

    Open in Infinity Army

    Alternative A thoughts:
    - I like this list as it has more another HRL Wu-ming, which in turn allows me to justify a Dakini Paramedic for staying power. This makes the list more viable to play into Firefight and Acquisition. However, this comes of doubling down on the "hammer" in my toolkit, which is not my play-style as I much prefer control and options. The loss of mad-traps for sustainability does seem easier to use though.

    Really like this list, very torn.

    Thoughts and CC welcome.

    ISS.BCB 1.3.2
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG]3
    ZHÀNYING (Hacker, Hacking Device) Breaker Combi Rifle, Chain-colt, D-Charges ( ) / Pistol, PARA CC Weapon(-6). (0.5 | 25)
    ZHÀNYING (Sensor, Triangulated Fire, Minelayer) Breaker Combi Rifle, Chain-colt, Madtraps / Pistol, PARA CC Weapon(-6). (0 | 23)
    WÚ MÍNG Heavy Rocket Launcher, Light Shotgun / Pistol, CC Weapon. (1.5 | 30)
    WÚ MÍNG Boarding Shotgun ( | TinBot: Firewall [-6]) / Pistol, CC Weapon. (0 | 31)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)
    DAKINI (Paramedic) Combi Rifle ( | MediKit) / PARA CC Weapon(-3). (0 | 15)

    GROUP 2[​IMG] [​IMG] [​IMG]5
    HSIEN (Lieutenant [+1 Order], Specialist Operative]) MULTI Rifle, Nanopulser(+1B) / Pistol, AP CC Weapon. (+1 | 54)
    CHAĪYÌ Yaókòng Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    KǍNRÈN (Hacker, Killer Hacking Device) Combi Rifle, Chain-colt ( ) / Pistol, Monofilament CC Weapon. (0 | 26)
    HÙSÒNG Yaókòng Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)

    5 SWC | 299 Points

    Open in Infinity Army

    This list is awesome. It telegraphs my LT, but the Kenran offsets that. It gives me orders and a very good specialist with his own orders. I lose the wildcard synergy as well as the capacity for a 3rd back up option in Mindwipe as the Hsien does not have DA CC. Nonetheless, it gives me access to an extremely good gunfighter and solves the list weakness of mim/camo.

    Thoughts and CC welcome
     
  4. Triumph

    Triumph Well-Known Member

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    That's because the Zhanying's stats aren't that good. BTS6 is where you hit critical mass and the math on an ARO vs a WIP13 KHD in the active flips in favour of the AROing Oblivion.
     
  5. valukr

    valukr Well-Known Member

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    I think it's a very strong combo, think about the figures.

    Zhangying with Tinbot - 6, is effectively BTS 9, Imposing - 6 to enemy hackers and carrying sixth sense(naturally)

    Killer hackers using trinity on Zhangying are often 3 dice on 10s vs 1 dice on 13s. Whilst the Zhangying is saving on 6s.

    This is not a good fight for the opponent, and this is KHD where they get +3. Normal hackers are even worse (assuming they have)
     
  6. Triumph

    Triumph Well-Known Member

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    It only works like that if you cheat. Tinbot -6 still only applies at a -3 to damage, the -6 MOD is only for the WIP stat and Zhanying are only BTS 3.
     
  7. valukr

    valukr Well-Known Member

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    Great point, that’s my rule oversight. Hmmm.. I still think it’s worthwhile.

    I’ll post the battle report later today
     
  8. Triumph

    Triumph Well-Known Member

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    I mean it's not bad it's just doesn't hit the critical mass point where actively attacking with a KHD becomes a straight liability if you don't have a high end supported one.

    There's also the point that WB and IA both do this stunt better than ISS, because as usual ISS is kinda the worst at everything.
     
  9. Hsien

    Hsien Well-Known Member
    Warcor

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    My last game for ISS was with double Hsiens HMG and 3 madtarpas on the field.
    We were playing quadrant control vs IA, and i desided to go second and try my new tacticks.
    In my list all my units had dtw, so i'm placed conor-guards in close range plus madtraps in chess formation, so it almost imposiblle to rush in with suicede rem and to get them all.
    So during my opponents first turn he only killed my kanren hacker, but lost sensorbot plus zenche get in trap.
    On my turn i'm poped smoke with all my 5 orders on kuangshi-team and with my lgl on 14 i put smoke every where i needed.
    My second kanren finished zhencha, and my hsiens killed several bots, and get back in cover.
    That's turn got me 2 points and 0 to my opp.
    He had hard turn, because he had'to move outside his dz, but he couldn't brut force my units - no lof, no firefight.
    During his turn he only managed to kill my 3 untis - cg monitor - but his hactao was trapped in the oppend field without one wound.
    And it was my mistake, when zencha rushed in my haris, i should not ftf with it, just placed 2 dtws. Still practicing with this new list.

    In my second turn - i didn't have my smoke, but my hsiens did the job - killed - gml bot, shangji aphmg and hactao. And kuang shi rushed forward my opp.dz. It was final nail in my opp.game and i've got victory for iss.

    What did i've got from this game.
    Our strongest aro is madtraps+dtws every where. And we need to force opp to get close to us as much as possible. Doulbe Hsien haris rip-off every one from the table in active turn. And smoke group - only 4shi+monitor enough to cover table with smoke.

    Weakness of this list - we are afraid of imp.units and bears\dog-warriors with total immunity.
    And you have to play with your hsiens very carefull and smart.
     
  10. valukr

    valukr Well-Known Member

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    Battle report from my game against Ramah Taskforce.

    Unmasking - Loss

    ISS.BCB 1.3.2
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG]3
    ZHÀNYING (Hacker, Hacking Device) Breaker Combi Rifle, Chain-colt, D-Charges ( ) / Pistol, PARA CC Weapon(-6). (0.5 | 25)
    ZHÀNYING (Sensor, Triangulated Fire, Minelayer) Breaker Combi Rifle, Chain-colt, Madtraps / Pistol, PARA CC Weapon(-6). (0 | 23)
    WÚ MÍNG Heavy Rocket Launcher, Light Shotgun / Pistol, CC Weapon. (1.5 | 30)
    WÚ MÍNG Boarding Shotgun ( | TinBot: Firewall [-6]) / Pistol, CC Weapon. (0 | 31)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    XI ZHUANG Combi Rifle, Light Flamethrower(+1B), Flash Pulse, Madtraps / Pistol, CC Weapon, PARA CC Weapon(-6). (0 | 21)
    CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)

    GROUP 2[​IMG] [​IMG] [​IMG]5
    CRANE AGENT (Lieutenant, X Visor) Spitfire, Nanopulser(+1B) ( ) / Pistol, DA CC Weapon. (0 | 49)
    CHAĪYÌ Yaókòng Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    KǍNRÈN (Hacker, Killer Hacking Device) Combi Rifle, Chain-colt ( ) / Pistol, Monofilament CC Weapon. (0 | 26)
    HÙSÒNG Yaókòng Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)

    5 SWC | 300 Points

    Open in Infinity Army
    Opponents list:

    Group 1:
    Tarik + 1 LT order
    Khawaji Mk12 MSV 2
    Khawaji HRL (Harris team)
    Doctor + bot
    Monstrucker + bot
    Flashbot
    Flashbot
    ML bot

    Group 2:
    4 Ghulam, 1 being NCO
    1 Zheyaden HMG
    Carman Batad

    My opponents list is fairly strong. You can't put up too much ARO as Zheyaden will punish you, whilst if you duck your head down C&B will hurt you

    I won roll, chose to deploy second, my opponent chose to go first. He reserved his C&B, I reserved a TR bot.

    Knowing he had a Zheyaden coming, i kept my head down and utilized madtraps to prevent alpha strikes. When he put down C&B, i countered it with TR bot, to ensure he has to use some orders to combat it, or slow down using smoke.

    Turn 1. My opponent killed TR bot with his ML bot from outside 32, then he pushed console with Monstucker whilst at the same time littering the midfield with dropbears to reveal and kill my Designated target. C&B in position to strike turn 2.

    My turn 1, had to deal with threat of C&B, they were protecting his 5 man link that pushed into the middle. I needed to be efficient in taking out C&B, so i could rush through with templates and hurt his Ghulam link. C&B dodged and armour saved their way to draining enough of my orders that I could not get to the Ghulams. Wuming pushed into the middle to deal with monstucker.

    Turn 2, opponent pushed another button and killed another HVT, establishing solid lead. Recognizing the danger to his link, he pulled them back. I broke the link down to a 5 man somehow. He also managed to shoot a HRL clipping all 3 members of my harris (bad play by me) Dakini luckily surviving.

    My turn 2, I had a chance to kill Tarik. However, due to sloppy play on my part I moved my Wuming link in a way that triggered and ARO from his Khawaji Mk12, who came to see my hacker(who was my last specialist, aside from EVO). Meaning I had to engage him my Crane, instead of BSG Wuming(within 8), as i didn't have the command tokens to break the link. Sadly, Crane took 4 orders to kill Khawaji and left me with too little orders to fork ARO his Tarik with Madtraps/BSG. I killed a decoy

    Turn 3, he put up maximum ARO presence and made a desperate play for my Zhangying hacker, killing him and sealing my fate.

    My turn 3, I didn't have the orders to fight his ARO presence and kill his designated target.

    Observations, I still have faith in the list. Though I do feel there are too many tricks and not enough staying power. I also felt starved for command tokens as I need 2 command tokens to move Crane from group 2 > 1 + add to link. Not ideal. I also feel the list is far too slow for Unmasking, though it does take good board control.

    ISS 1.3.6
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]7 [​IMG]1 [​IMG]1
    CRANE AGENT (Lieutenant, X Visor) Spitfire, Nanopulser(+1B) ( ) / Pistol, DA CC Weapon. (0 | 49)
    ZHÀNYING (Hacker, Hacking Device) Breaker Combi Rifle, Chain-colt, D-Charges ( ) / Pistol, PARA CC Weapon(-6). (0.5 | 25)
    WÚ MÍNG Boarding Shotgun ( | TinBot: Firewall [-6]) / Pistol, CC Weapon. (0 | 31)
    ZHÀNYING (Sensor, Triangulated Fire, Minelayer) Breaker Combi Rifle, Chain-colt, Madtraps / Pistol, PARA CC Weapon(-6). (0 | 23)
    MAJOR LUNAH VIRAL Sniper Rifle / Pistol, CC Weapon. (1.5 | 29)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    RUI SHI Spitfire / PARA CC Weapon(-3). (1 | 23)
    MOTORIZED BOUNTY HUNTER Submachine Gun, Chain-colt(+1B) / Pistol, PARA CC Weapon(-6). (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]7 [​IMG]3
    NINJA Tactical Bow / Pistol, DA CC Weapon. (0 | 26)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)
    XI ZHUANG Combi Rifle, Light Flamethrower(+1B), Flash Pulse, Madtraps / Pistol, CC Weapon, PARA CC Weapon(-6). (0 | 21)

    5 SWC | 299 Points

    Open in Infinity Army

    The inspiration behind this alteration is simply that I felt I needed to add speed and diversity to the list. It is also one in which the LT option fits neater into the list, rather than sticking out like a sore thumb. I must say the Wu-ming HRL performed very well in every game i played it though, so i felt bad taking it out. The addition of the ninja, Rui Shi, Major Lunah has given me very diverse tools to balance out the list.

    The Rui Shi removes my inability to deal with mimetism, also adds a repeater. Major Lunah allows for an incredible marksmen, whilst also giving me an ARO option on my terms, whilst the Ninja gives me a CC monster that can utilize mad/trap ARO forks and has ability to get to consoles in Mindwipe. Crane is also a good gunfighter with 5 dice and is now getting up the board more naturally.

    ISS 1.3.3
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]8
    ZHÀNYING (Hacker, Hacking Device) Breaker Combi Rifle, Chain-colt, D-Charges ( ) / Pistol, PARA CC Weapon(-6). (0.5 | 25)
    ZHÀNYING (Sensor, Triangulated Fire, Minelayer) Breaker Combi Rifle, Chain-colt, Madtraps / Pistol, PARA CC Weapon(-6). (0 | 23)
    WÚ MÍNG Heavy Rocket Launcher, Light Shotgun / Pistol, CC Weapon. (1.5 | 30)
    WÚ MÍNG Boarding Shotgun ( | TinBot: Firewall [-6]) / Pistol, CC Weapon. (0 | 31)
    CRANE AGENT (Lieutenant, X Visor) Spitfire, Nanopulser(+1B) ( ) / Pistol, DA CC Weapon. (0 | 49)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    KǍNRÈN (Hacker, Killer Hacking Device) Combi Rifle, Chain-colt ( ) / Pistol, Monofilament CC Weapon. (0 | 26)
    HÙSÒNG Yaókòng Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)

    GROUP 2[​IMG] [​IMG] [​IMG]7 [​IMG]3
    CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    XI ZHUANG Combi Rifle, Light Flamethrower(+1B), Flash Pulse, Madtraps / Pistol, CC Weapon, PARA CC Weapon(-6). (0 | 21)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    CHAĪYÌ Yaókòng Flash Pulse / PARA CC Weapon(-3). (0 | 7)

    5 SWC | 300 Points

    Open in Infinity Army

    This list adjustment was simply to make the list a bit neater. The Crane was proving to be difficult to use in group 2 and just generally the group was awkward. I have split the specialists between the two groups meaning if i am forced into acting first, i can still push buttons should I need. Lastly Crane being group 1, he can more easily refill Wuming link once i take damage
     
    #30 valukr, Sep 8, 2022
    Last edited: Sep 8, 2022
    Space Ranger and Jumara like this.
  11. Space Ranger

    Space Ranger Well-Known Member

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    I've been using less and less madtraps/ck. It only takes a simple dodge to get rid of them or a simple sacrifice of a cheap troop. I almost never get second one out too.

    Btw, have you tried shielding the hvts with KS?
     
  12. Savnock

    Savnock Nerfherder

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    A little bit of necro but wanted to address this:

    Sophotects are near-vital to me, but that's because their value is determined by a couple things:

    - Mission (like @Space Ranger mentions): If it involves surviving points on board, absolutely necessary to have both doc and Engineer IMO (assuming you took some remotes, especially baggage bots).

    - Group placement: I use a full 1st order group and a 5-man second group for 95% of my lists. That second group is often for fire support (so a Hsien HMG is often in there, or Lunah) and assistance units (doctors, engineers) or secondary/conditional attack units (Guided Missile Launchers, or hail-mary units that I plan to switch into Group 1 on my third turn if I'm battered, like a cheap Ninja or an attack remote that's been on guard duty before that, like a Lu Duan.)

    That second group's orders are usually not used until after Group 1 is done, saving them for contingencies (unless you need to sweep the way open with your fire support units, which is usually 2-3 orders). This allows you to lose one of your most-valuable units halfway through your turn, then spend your Sophotect orders to get the pointman healed up, then go back to hammering away with Group 1.

    Assuming that you have a really good turn with Group 1, you may have a couple extra orders in Group 2. I use these to move Sophie's servant-bots forward to follow my forward units.

    I'm spelling all this out because it addresses @Hsien 's questions about whether 4-5 orders to get a medic forward to heal something are worth it. My answer is yes (even in missions that aren't about points survival), assuming you have those orders in a second group, or have spent those orders over a couple turns.

    @Mahtamori it's true that healers in links are a hard thing to keep up with now, but Servantbots (especially 2 Servantbots) really do level that playing field a lot. You can have presence in -3- 12-inch radius areas for direct heals all at once. Sophie magnifies that effect even further because you get both Engineer and Doctor in those areas, and every order you spend developing those pieces into place can handle many different needs for repair. IMO that's just as good as having the healer in the link, unless you are reeeeeeally extending your link and not pulling them back to avoid counterattacks.

    Given ISS's frequent reliance on a few nasty pointmen backed by "highly-motivated political prisoners", being able to stand your Hsien, Deva, or whatever back up really does help. I take Sophie anytime I can, probably in at least 50% of lists now and 75% in the past.

    Using healers efficiently does take practice, but I find it really rewarding and opponents often find it frustrating. IMO Sophie is a pretty killer independent healer/fixit option and well worth the points. Sure do wish we could get Parvati though!
     
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  13. Weathercock

    Weathercock Well-Known Member

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    Madtraps are fairly easy to deal with as defensive tools. The trick is to use them offensively to force opponents into tough ARO forks.
     
  14. SpectralOwl

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    Not gotten to use them all that much, but one of my regular opponents uses Sophotects frequently in OSS and their speed (fastest non-Hackable Specialist Troop in the game I think) and NWI makes them infuriatingly effective last-turn objective grabbers too. A stray Combi ARO isn't likely to stop them and they can cross most of the board on 5 Orders to press buttons on 15s or sometimes better. Not worth the value of a Sophotect on its own, but definitely something to remember if you're bringing one for its healing.
     
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  15. valukr

    valukr Well-Known Member

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    This past weekend, I took the ISS to an event in Melbourne, Australia. It was our biggest event ever and a first with a satellite status, we managed about 50 players.

    I took the ISS and managed a 5th placed result, TP 20 - OP 27 - VP 897, I was very happy with this result

    I came up against:

    Faction(Final placing)

    Tohaa(13th) - Shasvastii(15th) - Morats(35th) - OSS(14th) - Ramah(18th)

    Mission(List used)

    Unmasking(B) - Acquisition(B) - Firefight(A) - Mindwipe(A) - Frontline(B)

    I'll write up a brief recap with highlights later in the week when I have more time, but wanted to share lists and a result I am very proud of in the mean time

    BCB.ISS 1.3.10
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]8
    ZHÀNYING (Hacker, Hacking Device) Breaker Combi Rifle, Chain-colt, D-Charges ( ) / Pistol, PARA CC Weapon(-6). (0.5 | 25)
    WÚ MÍNG Heavy Rocket Launcher, Light Shotgun / Pistol, CC Weapon. (1.5 | 30)
    WÚ MÍNG Heavy Rocket Launcher, Light Shotgun / Pistol, CC Weapon. (1.5 | 30)
    WÚ MÍNG Boarding Shotgun ( | TinBot: Firewall [-6]) / Pistol, CC Weapon. (0 | 31)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    KǍNRÈN (Hacker, Killer Hacking Device) Combi Rifle, Chain-colt ( ) / Pistol, Monofilament CC Weapon. (0 | 26)
    CELESTIAL GUARD (Lieutenant) Combi Rifle / Pistol, CC Weapon. (0 | 13)
    HSIEN MULTI Marksman Rifle, Nanopulser ( | TinBot: Firewall [-6]) / Pistol, AP CC Weapon. (0 | 53)

    GROUP 2[​IMG] [​IMG] [​IMG]7 [​IMG]3
    CHAĪYÌ Yaókòng Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    XI ZHUANG Combi Rifle, Light Flamethrower(+1B), Flash Pulse, Madtraps / Pistol, CC Weapon, PARA CC Weapon(-6). (0 | 21)

    5.5 SWC | 300 Points

    Open in Infinity Army

    Core: Zhangying + 3 Wuming
    Harris: Dakini HMG + CGMonitor + Xi Zheng (in both lists)

    BCB.ISS 1.1
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]6 [​IMG]2 [​IMG]2
    SUN TZE (Lieutenant [+1 Command Token]) MULTI Rifle, Nanopulser(+1B), Flash Pulse / Breaker Pistol, CC Weapon. (0 | 62)
    KǍNRÈN (Hacker, Killer Hacking Device) Combi Rifle, Chain-colt ( ) / Pistol, Monofilament CC Weapon. (0 | 26)
    RUI SHI Spitfire / PARA CC Weapon(-3). (1 | 23)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    MAJOR LUNAH VIRAL Sniper Rifle / Pistol, CC Weapon. (1.5 | 29)
    SOPHOTECT Combi Rifle, D-Charges / Pistol, CC Weapon. (0 | 31)
    MOTORIZED BOUNTY HUNTER Red Fury / Breaker Pistol, PARA CC Weapon(-6). (0.5 | 16)
    MOTORIZED BOUNTY HUNTER Submachine Gun, Chain-colt(+1B) / Pistol, PARA CC Weapon(-6). (0 | 9)

    GROUP 2[​IMG] [​IMG] [​IMG]7 [​IMG]3
    GARUDA (Forward Observer) Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 20)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)
    XI ZHUANG Combi Rifle, Light Flamethrower(+1B), Flash Pulse, Madtraps / Pistol, CC Weapon, PARA CC Weapon(-6). (0 | 21)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)

    5 SWC | 301 Points

    Open in Infinity Army

    I'll write up my games as I get time and edit this post going forward


    Preamble:

    I had recently been playing Morats for 12/18 months, so my recent move back to the ISS has been coloured with this experience. My tendency to play aggressive LTs in Morats saw me try the same with ISS, but I found it to be too punishing. Furthermore, I knew the value of smoke and impetuous war-bands to take board control. I tried to apply these principles to ISS only to find them very soft centred. Morats access to multi-wound troops outside their elite gunfighters meant it was easier to stay in the fight and put up ARO presence, whilst the majority of their war bands having smoke, climbing+ or 6/6 movement, meant it was easier to keep them in the fight through better positioning or increased difficulty for the opponent to kill them. Additionally, ISS suffer the same conundrum as Morats in having to attack from their DZ with little to no marker states to protect them in the reactive, forcing their hand into presenting some ARO presence but with a softer centre.

    The thread details some of the lists I tinkered with as I began playing the faction again, often building lists with tricks and one wound units and little ARO presence. Eventually I came to the conclusion I need to find a way to get some wounds into my lists and determined that between Wu-ming and Kuang Shi, this will have to be my staying power. I had about 10 games with differing variations of List A.. losing 8.. hence why the list is called 1.3.10. Each game showed me a slightly different strength and weakness, with majority of those lists trying to run an aggressive LT, via Crane of Hsien, eventually I just took the cowards way out and took a CG as my LT as being in LoL is too hard.

    Whilst List B, I knew was strong as it abused the ITS season Bike Recon rules, which were further exploited by Sun Tzu’s ability to hold 2/3 models in reserve and alpha strike on missions with 16 inch DZ (Acquisition/Firefight). The list is very fragile and I was very much afraid to run into any TAGS. Hence why my other list had a hacking presence and staying power, so if I suspected my opponent of having a TAG, i’d like not be running this list.

    Plan of attack was to use List B for every game but Mindwipe, and List A to be on standby should I expect a TAG.

    Game 1: Tohaa - Unmasking - Loss 8 - 1 - List B Sun Tzu

    My opponent won the roll and chose to go first. I expected Jan Staar and Grief. He deployed holding a Kaeltar (bomb/mates) in reserve with Jan Starr. I deployed cautiously and deeply, splitting my HVTS as best I could, placing 2 near his Greif, meaning if he wanted to deploy Janstaar and Greif next to each other, it would be easier for me to deal with. Lastly Kenran was deployed as a Hsien with tinbot - 6, to discourage any Tequeal Officers. I knew straight away that my Rui Shi would be extremely important.

    His turn 1, he worked hard and pushed two buttons revealing my Designated target, which was poorly deployed as his Greif(who was not his reserve, so I had no excuse) could see him in one order. His Greif stood up, killing my designated target in one order, Major Lunah revealed and fluffed her shot. To add insult to injury, he killed Lunah as he went back prone with the Grief. His 3 man Harris of Mukual(?), Sukhel HMG and Tohaa Hacker pulled back after pushing the buttons.

    My turn 1 saw me go hard for his Harris with my RuiShi, killing everyone bar Sukhel who used a mate and survived another volley to go into inactive symbio armour. I also stripped Janstarr of her mate with a mantrap, as she responded to a love stricken Kuang Shi, climbing onto the roof to give her a kiss, with a fart bomb.

    Turn 2 my opponent used his delegate to push the third console, his remaining Sukhel HMG did some damage and killed a Decoy, ending in suppression fire on my right flank pinning down a chunk of my army.

    My turn 2 is where I lost the game. I tried to achieve too much, I got rid of Sukhel with a madtrap/KS ARO fork. I revealed my Kenran KHD cybermasking and pushing to the right side objective to reveal his Designated Target(DT). I tried to bring Sun Tzu into the game, I revived Major Lunah with ambition of killing his Sukhel(?) sniper. In my desire to bring Sun Tzu into the fight, I positioned him in a place where the delegate could get a run and isolate him. Realising this, I had to use my remaining orders and trade my Rui Shi for the delegate - terrible. This also meant I did not have enough regular orders to hide my Kenran and MBH who was 1 order away from getting shots onto his DT - terrible turn.

    Turn 3 my opponent killed the Kenran, MBH and put up ARO presence as best he could to slow me down.

    My turn 3, I had a lot to do. Forgetting that I could not use AD in the exclusion zone, I was forced to drop in my Garuda, which also cost me a order for support ware as he was now my easiest way to kill the Designated Target. He landed, stepped out to shoot the DT, which managed to crit dodge on 11. I used smoke to avoid ARO presence and get to the middle console with Sophetect, revealing the other HVT next to the DT. Leaving me with 1 order on Garuda and 1 order with Sophetect, who was in the middle of the table. Both could shoot the DT, but Sophetect would be from outside 16, but shooting in the back. Whilst Garuda could light up both. I was low on time and misplayed this, I opted to use Garuda first to split burst and go pray to Lady Luck, thinking that if he failed to kill DT, I can always use Sophie. However
    , I managed to kill Decoy but the DT beat me in a dodge and moved out of LoF of Sophie, ending the game.

    Even if I had got the kill, I would of lost, as my opponent had pushed 3 consoles to my 2. But the game would of been 6-4 rathe than 8-1.

    To say I was frustrated at myself would be an understatement, I had control in that game, but I threw it all away turn 2.


    Game 2: Shaasvasti - Acquistion - Win 7 - 3 - List B: Sun Tzu

    I lost the roll and was forced to got 1st. I reserved my RuiShi, Major Lunch and MBH. My opponent deployed his Taighas guarding his flanks. I to destroy them ASAP to hurt Shaasavasti’s ability to go forward. As he had a couple of hidden deployed models, 5 man not link and several cams markers. My understanding of how Shaasvastii play is that they like to be efficient. I started by killing 3 Taighas, two on my right flank with a KS who went dogged for his troubled and 1 on the other with my Ruishi. I used my Kenran on the right flank pushed the console and then attempted to Cybermasking. At this point I has 1 order left in each group, my opponent opted to reveal their sphinx and heavy flamer my Kenran to the shadow realm. This left his sphinx in the open next to my dogged KS, though more importantly in LOS of Lunah, who proceeded to hit both her shots from camp and drop the Sphinx in one order. This is obviously huge. My opponent then tilted and revealed a NoctifierML who fluffed his lines. I converted the BH irregular order into Lunah, who then proceeded to take out the NoctifierML.

    My opponents turn 1: He was obviously demoralised but fought hard to get some momentum back on the board, using his ikadron he managed a classified and to flame away my rush and RF MBH and generally try do some damage.

    Turn 2: I fluffed around doing damage where I could and clearing mines near the left console to try and set up an avenue to push it. Sun Tzu carefully progressed up the table, along with a remaining KS for protection, as my opponent had a camp marker right next to the middle console in total cover. Suspecting it was a hacker, I had to be careful.

    Opponent turn 2: I can’t recall too much of this, but effectively he pushed further with his ikadron and used his link to blow away Lunah and get ready to compete for consoles turn 3.

    My turn 3: I used Xi Zheng to shoot out a madtrap over middle console/camo marker - I then came around with KS to speculative attack the camp marker who had only 1 choice, dodge - passing their dodge they revealed a caliban engineer. I was very happy that my dogged KS opted to stomp the Sphinx’s neck. Sun tzu made his was onto the middle console with the knowledge that the caliban is not a hacker and blasted him with some shock rounds before going on suppression fire. My Garuda also failed 2 attempts to push the left console.

    Opponent’s turn 3: I felt confident I’d win this, as I had a Garuda on the left console, KS on the right and Sun Tzu on the middle, but then my opponent started blasting. He shot SunTzu with what remained of his link(3man I think) - 4 dice of 5s vs 3 on 9s - he crit, I passed both saves. He did it again, grit again - I failed both, going to NWI. I shat myself and dropped suntzu prone behind the console. My opponent then blasted away my Garuda and pushed the left console.

    Game ended 7 - 3 my way from memory. I was very lucky to take out the Sphinx in the way that I did. I also did not suspect the Sphinx going into the game, otherwise I’d have definitely run my other list. Nonetheless, a good result and momentum going into round 3.


    Game 3: Morats - Firefight - Win 6 - 3 - List A: WuMing

    Playing my good friend Hugh, I somewhat knew what to expect with his Morat list. I opted to change lists as I was not confident in the ARO presence of List B to deal with Rasyat. I also had a way to decoy my Lt in this list.

    I lost the roll and had to go first. I deployed in a way which allowed my KS to push up to the panoplies and extract from them in the shadows of the buildings as I had no ambitions to fight a Kaitok HRL or Yogat MSR in a 5 man link. Feeling I had the hacking superiority I wanted to deny swathes of the table to my opponent using my Chayi and Zhangying. Both being deployed on rooftops attempting to deny the left and centre of the table. The rightsize of the table I deployed my Hsien and Dakini Harris, whilst my opponent counter deployed that side with a Rindak MR +1burst

    Turn 1, I pushed onto the middle console and extracted something with my KS. On my left side I pushed hard with another one of my KS and got lucky to put a template on a Preta and Oznat. I was lucky to kill the Oznat as this broke the Harris and took away several regular orders from my opponent. On the right side I was cautious to get my Hsien on a rooftop and prone in suppression fire.

    Opponent’s turn 1, my opponent pushed a preta through the middle of the table up the table and into base with my Zhangying hacker to put him unconcious. I was very upset. The whole list is based around this bloody model and I deploy so poorly that my opponent is able to remove it with a 7 point warband because I was too stupid to predict that approach. Well played to my opponent. After that, he shuffled up his link team a little, but was short on orders.

    My turn 2, Hsien took out some flash pulse ikadrons, tidied up my backline of pretax and mobilized my Dakini Harris team to start fighting my opponents linkteam. I managed to climb a rooftop and get short onto Kaitok out of cover, dropping him to dead. I also managed a line on Kornak with my Hsien from outside of 24inches, I plinked a wound off Kornak making him dodge to cover.

    My opponents turn 2, his preta pulled a HMG out of the panoplies which was hilariously dangerous. He pushed the remainder of his link down the left flank killing my one of my Wuming HRL and getting in base with my other Wuming HRL with a Preta, however to his mistake he managed to trigger an ARO on the Wuming with a final order on his link. I was able to dodge out of CC.

    In my final turn the Wuming HRL got a shot on both his Kornak and Anyat, through a sat zone, so I opted to split the burst to allow for me to clip both with the templates. Sadly this only killed Anyat. After that I used my Wuming BSG to mow down Kornak and the hacker, at this point I just secured my rightside by putting my Hsien on sup fire and getting some ARO presence.

    My opponents turn 3, he was short on orders. He used impetuous on his Preta to blow away my CG with the HMG and then wheeled around to engage my BSG Wuming, it was a hilarious fight at short range, but I was able to win a put down that madness. On the right flank he used the bulk of his orders on the Rindak, he climbed up the side of a building to get shots on my Hsien, who managing to crit him survived, but the Rindak had no wound incap, so he proceeded to climb on the roof with his last order and split burst. Putting 2 on Hsien, one on Dakaini and 1 on my EVO remote. Luckily he chose not to shoot my CG Lt as he has LoS on him too. Nonetheless, Rindak went down in a blaze of gunfire and failing to kill anyone but the Dakini giving me the win


    Round 4: OSS - Unmasking - Win 5 - 4 - List A: WuMing

    My opponent won the roll and chose deployment. I deployed my Wuming link on the left side and had LoS across the map on an angle, making sure if his Dakini link wanted to fight me they’d have to spend orders for it. On the right side, I had my Dakini link hidden with my CG more or less central to provide smoke support. Xi Zheung layed down a mad trap to cover the right side console, with the evo within ZoC - which came to be very relevant. Hsien was my reserve drop, he was put on the far right flank as the terrain was dense and he could avoid the fire of the Dakini link team, he was escorted by some KS to fill the tight spaces and make it uncomfortable for my opponent to get to the right side console. My Kenran KHD was my uber hacker.

    My turn 1, I deployed in a way in which I could get smoke onto the left console, cybermask my Kenran and hit the console revealing the rogue AI to be central amongst my opponents servers. This was unfortunate as it was right under the nose of the Dakini who were on their tower right in the centre of the table. At this point I had a choice to make, I either push the right flank with Hsien and do some damage as his Proxy.MK1(?) - the FO sub machine gun bastard - was standing as well as a flash pulse remote. The other option was to re-cybermask my Kenran and push hard for his uberhacker who was 2 orders away. I opted the route of the Hsien. I took down the flash pulse, engaged the Proxy I landed 1 shock round, then lost 2 order fights against his flash pulse. I eventually had to retreat my Hsien as Dart was in the vicinity and the bloody Proxy was still alive. I remasked Kenran, layed another madtrap, reloaded and passed turn.

    My opponents turn 1, he cybermasked his uberhacker immediately. Pushed his Arjuna with two bots hard to reveal my Kenran KHD and isolate/imm him, then he used a bot to clear a mad trap and pushed the other console, rolling 19, he chose the far right console which was defended by my Dakini Harris/mad-traps and same flank as the Hsien. He used Dart and the Proxy to clear out both my KS on the right flank and even managing to lob an EM grenade on my Hsien, which was lucky enough to dodge. In the process I payed templates on both dart and Proxy, at least twice without producing any wounds in exchange.

    My turn 2, I had to be decisive. I used my Hsien to try get rid of the Proxy only to be stunned by flash pulse. This was a blessing in disguise as it forced my hand to act aggressively. I used smoke to cover my Wuming Core and pushed them hard up the left flank getting deep into my opponents forward zone, with LoS across the table but in the shadows of buildings from Dakini link, I didn’t do any damage this turn.

    My opponents turn 2, he pushed hard on my right flank, killing my Hsien and Dakini HMG, clearing all madtraps except 1, which was hidden next to my server/behind a building, planting dart prone on a roof within striking distance and the Proxy who had yet to take wound, whilst dodging 2 mantraps. My opponent also pushed into the middle with their uber hacker and Arjuna. My opponent re-adjusted Dakinis in anticipation for my final turn

    starting turn 3 we had 20 minutes to play, we agreed we’d both get our turns done in 10 minutes.

    My turn 3, I could only get to the left sided antenna with my d-charges on my Zhangying, so I pushed my link as on the left flank before having to engage the Dakini link. The building my link team was seeking to come around was being watched by both HMG and MSR Dakini, though if you went prone you could fight one at a time. I attempted this with a HRL to die to 1 hit from the MSR. I instead opted to cautious move my Zhangying, then I engaged one more time with the MSR only to take a wound on my other HRL Wuming. With two orders remaining I just went for it moving the Zhangying into base with the antenna and doing 2 wounds to destroy it with a d-charge, whilst dying to a hail of gunfire in exchange. The final order from that group was used to put the remining HRL to have sight across the board to make my opponents run on the antenna harder. Whilst the other link stood up, my CG lt getting to his feet, my Xi Zheng forking AROs of the Proxy with a madtrap to no avail, cos that thing dodged and shrugged off everything.

    Opponents turn 3, I had done all I could, so it was up to him. Having Dart and the Proxy in my face, he just needed to clear my Xi Zheng, CG Monitor and flash pulse remote. First order he stood up with Dart, bursting Xi Zheng with shock rounds from his SMG and triggering madtraps in the vicinity. I put a light flame thrower that saw Dart take her second wound. He fluffed his shots and I lived. He then used his Arjuna to bring down Xi Zheng, but it took a few orders thanks to some lucky saves and flash pulse shots. After this he moved Arjuna to past the middle point to try claim and classfified with a wip top, however he ate a HRL that was slicing the board for it instead and failed the WIP, due to Arjuna and his uber hacker being is different groups he didn’t mind so much. Finally the uberhacker proceeded up the boad being discovered from down town by the HRL and CG Lt. Forcing him to mov-shoot my Lt from down town and burn orders. He finally got within 8 inches of my antenna and had to face down the Chayi and trigger the mad-trap that was sitting next to the antenna from the beginning of the game. At this point his dice left him and he failed the hacking attack (15), the BTS for the flash pulse and the save for the mad-trap. Halting his uber hacker with 2 orders in the tank. He reset, but I beat him in f2f with the flash pulse.

    This was an absolute nailbiter of a game, if we had more time my opponent could of unpicked the puzzle on the last turn better to win, but as we only had 10 minutes to play, he had to make some decisive decisions. Amazing game


    Round 5: Ramah - Frontline - Win 6 - 4 List B: Sun Tzu

    Losing the roll, I was forced into first turn. I reserved my usual suspects. Rui Shi, SMG MBH and Lunah, Kenran was disguised as a Hsien HMG. I also deployed my madtrap as far up on the flank as I could to deny my opponent a drop troop walking in my left flank. I used capture(18) as my Intelcom. My classifieds were Followup, HVT(msv2) and extreme prejudice.

    My opponent had a group 2 of 4 ghulams + Zheyadin HMG, Carmen. Group 1 had several new models, 2 mukhtairs, a Namuur and a few other bits and bobs. Totalling 13 models, thus suggesting some surprises later on.

    I again used my KS to clog up the denser parts of the table. I used Lunah to outrange and destroy the ML Ghulam in the 5 man who was the main ARO threat. I then pushed hard on my left flank seeking to do maximum damage and destroy Carman and Batard to then flank his link team with template from my chaincolt. I dropped my Garuda and shot Carmen out of cover to free the way for my MBH. Carmen passed her armour save and hit cover. I then used my MBH to just try and trade and get rid of her. She dodged into CC. Bad start. I put my Garuda on suppression fire and backed it up with a KS. I also failed 4 wip checks with my RuiShi to achieve a classified using MSV2 and enemy HVT. Bad start.

    My opponent attempted to make quick work of my MBH and Garuda. He used carmen to cc my MBH and Bartard to move into CC with Garuda. Only for Carmen to lose the CC and become immobilised. Garuda went down, but batard was traded as the KS clipped it with a chainrifle on the way in. Having cleared the flank of the Garuda, my opponent pushed hard with his Namuur. He killed the KS, taking a wound and then engaged several my MBH with red fury and rui shi, splitting burst he lost and took another wound and went down. Bad start.

    My turn 2, I moved quickly to Coup de grace the Namuur to get my first classified with my SMG MBH. I got then got my second classified with my RuiShi, taking me another 4 orders to pass a wip 13 check - 7 in total. I didn’t really do much damage but I had board control and an objective point lead.

    My opponent pushed hard with his hacker to try Isolate my Hsien, he used a rooftop, which happened to be just out of 8 inches. So he dropped a a drop troop and went after my Hsien with that. I tried to trade and revealed my Kenran who chain colted to plink a wound off Nahab. His Mukhtar tried to kill my Rui Shi to no avail as I was on supp fire. He got a coupel of classifieds and repositioned his link for turn 3.

    Lunah stood up and shot the Nahab in the back of the head. Hitting once, the Nahab passed both saves and went prone. I determined that I was going to have to live with the Nahab in my near zone, had the Pang(EVO) worth 35 pts in that zone, so it should be okay. Sun Tzu pushed into the centre, went on supp fire in cover, also achieved the follow up classified. I put down the Zheyadin with my Dakini, but only to unconscious. I braced for my opponents last turn push hoping I had enough of a lead and had him sufficiently pinned in his DZ.

    He blew away my Harris in 1 burst with Zheyadin, this was fucked. Luckily I put smoke onto Sun Tzu as an ARO, meaning he was stuck in the middle. My opponent dropped a Hakim doctor, vindicating my earlier coup degrease on the flank. He was short on orders to do much more damage and ust tried to get models up the field.

    In the end I used my intelcom in the middle zone, he used it in his far zone/mynear - I won both, but only barely. Sun Tzu + MBH SMG + Intel = 89, he was around 77, if he put the intelcom in there he’d have won the middle. My middlezone was secured by Sophie, EVO and MBH redfuyr(who didn’t get a single order spent on it)

    My opponent managed 3 classifieds and secured his own zone. Very close game.
     
    #35 valukr, Sep 19, 2022
    Last edited: Sep 28, 2022
  16. valukr

    valukr Well-Known Member

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    I have finished the report. I did edit it in an attempt to make it easier to read, but for some reason i was logged out of my account and it didn't save - big yikes, waste of my time. I might re-edit it again but not now.

    I hope you guys enjoyed the recap.

    Post tournament thoughts on the lists and ISS.

    MVP: I don't think i had an MVP for the weekend, every model had a part to play in each game in different ways. Though If i had to pick someone, it would likely be Xi Zheng, the madtraps provided me a lot of control through the games. In game 1 they really paralysed Jan Staar. In game 2 they allowed for me to fork some AROs on the caliban. Game 3, they secured my link team and LT from droptroops. Game 4, they won me the game. Game 5, restricted my opponents ability to strike my left-side.

    I was happy with how both lists performed. The Wu-Ming variant allowed for a strong ARO presence and lots of wounds, giving me the much sought after sustainability that i was looking for in the faction, whilst also being able to play well into Mindwipe.

    Whilst the Sun Tzu variation really suited the missions and synergised well. Sun Tzu himself proved to be very good, except in game 1 where i misplayed him. He truly is tough to kill and can totally ruin your opponents final turn if they have to deal with him. Between the bikes and the RuiShi this list also solved the mobility problem of ISS lists, particularly in conjunction with strategos giving me optimal deployment.

    The harris team - Fantastic harris, really great gunfighting and support platform which also enables the KS, i will definitely be reaching for this again, it made both lists and performed exceptionally.

    Kuang Shi, these guys I am learning to use still, but they are definitely powerful - reading the table is all important with them and getting models up the table for free with ISS is invaluable.

    I really did enjoy playing ISS in this event and am invigorated to keep experimenting. Seeing the power of mad-traps i am going to keep them in mind whenever making ISS lists, i am particularly excited to try the Kenran Madtrap profile.
     
  17. valukr

    valukr Well-Known Member

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    With all the impetus I've built post the event, I've been building some lists.

    What do you guys think of this one?

    ISS 4.1
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]8
    HSIEN (Lieutenant) Heavy Machine Gun, Nanopulser / Pistol, AP CC Weapon. (1.5 | 55)
    PHEASANT IMPERIAL AGENT (Minelayer) Boarding Shotgun, E/Mitter, Madtraps / Breaker Pistol, PARA CC Weapon(-6). (0 | 27)
    DEVA (Multispectral Visor L2) Spitfire, Nanopulser ( ) / Pistol, CC Weapon. (1 | 33)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    NINJA (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, AP CC Weapon. (0.5 | 35)
    KǍNRÈN (Minelayer) Combi Rifle, Chain-colt, Madtraps / Pistol, Monofilament CC Weapon. (0 | 25)
    GARUDA (Forward Observer) Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 20)

    GROUP 2[​IMG] [​IMG] [​IMG]7 [​IMG]4
    CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)
    XI ZHUANG Combi Rifle, Light Flamethrower(+1B), Flash Pulse, Madtraps / Pistol, CC Weapon, PARA CC Weapon(-6). (0 | 21)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    WÈIBĪNG Yaókòng Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 15)

    5 SWC | 300 Points

    Open in Infinity Army

    This is the latest evolution of my list building. For those of you who've done the hard slog and read through my tournament report, you know that I found building a list with an active LT difficult, so I've come back to solve that. Furthermore, I wanted to solve the problem of the list not being able to deal with TAGs/Alpha strikes. I've also gone heavy on the mad-traps as they served me so well in the event, I am suspecting I've gone too far and that 3 mad traps is too much - buuuuuuttt we need test before deciding to peel back.

    I've also got a few variations of this list.

    ISS 4.0
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]8 [​IMG]1
    HSIEN (Lieutenant [+1 Order], Specialist Operative]) MULTI Rifle, Nanopulser(+1B) / Pistol, AP CC Weapon. (+1 | 54)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    PHEASANT IMPERIAL AGENT (Tactical Awareness) Red Fury / Breaker Pistol, PARA CC Weapon(-6). (1 | 31)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    KǍNRÈN (Minelayer) Combi Rifle, Chain-colt, Madtraps / Pistol, Monofilament CC Weapon. (0 | 25)
    GARUDA Spitfire / PARA CC Weapon(-3). (1.5 | 25)
    NINJA (Hacker, Killer Hacking Device) Tactical Bow ( ) / Pistol, DA CC Weapon. (0 | 29)

    GROUP 2[​IMG] [​IMG] [​IMG]7 [​IMG]4
    CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)
    XI ZHUANG Combi Rifle, Light Flamethrower(+1B), Flash Pulse, Madtraps / Pistol, CC Weapon, PARA CC Weapon(-6). (0 | 21)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    RUI SHI Spitfire / PARA CC Weapon(-3). (1 | 23)

    6.5 SWC | 298 Points

    Open in Infinity Army

    ISS 4.1
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]8 [​IMG]1
    HSIEN (Lieutenant) MULTI Marksman Rifle, Nanopulser ( | TinBot: Firewall [-6]) / Pistol, AP CC Weapon. (+1 | 53)
    PHEASANT IMPERIAL AGENT (Tactical Awareness) Red Fury / Breaker Pistol, PARA CC Weapon(-6). (1 | 31)
    DEVA (Hacker, Killer Hacking Device) Boarding Shotgun ( ) / Pistol, CC Weapon. (0 | 26)
    DAKINI Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21)
    PANGGULING (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15)
    NINJA (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, AP CC Weapon. (0.5 | 35)
    KǍNRÈN (Minelayer) Combi Rifle, Chain-colt, Madtraps / Pistol, Monofilament CC Weapon. (0 | 25)
    GARUDA Spitfire / PARA CC Weapon(-3). (1.5 | 25)

    GROUP 2[​IMG] [​IMG] [​IMG]7 [​IMG]4
    CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)
    XI ZHUANG Combi Rifle, Light Flamethrower(+1B), Flash Pulse, Madtraps / Pistol, CC Weapon, PARA CC Weapon(-6). (0 | 21)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
    WÈIBĪNG Yaókòng Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 15)

    5 SWC | 300 Points

    Open in Infinity Army
     
  18. Space Ranger

    Space Ranger Well-Known Member

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    I'm not a fan of putting less than 9 in an order pool. If you go first you are going to be knocked down to 6 orders in the group that gets things done.
     
  19. valukr

    valukr Well-Known Member

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    This is a good point. I think group one cannot sustain both Ninja and Garuda, especially if you're going first.

    Though this brings into focus I wider consideration for ISS. The group break-down and importance of command token.

    Due to the availability and restrictions around taking Kuang Shi, i believe ISS are most effective with a group split of 8/7 or 9/6.

    Why? Simply because when you take the KS controller, if you are seeking to have the utility of smoke, you are wanting at minimum 2d20, so you're seeking a harris/core, additionally you're wanting to take 2 - 4 KS. Therefore, if you're putting a harris + 2 - 4 KS, you're really packing out the group and leaving only 3 spots in the group.

    I think any harris you have with a CGMonitor + KS need their own group + 1 model that can chomp on those orders (RuiShi, Susan. etcc. etc), this group therefore often ends up being 6/7 models, which naturally leaves your other group with 8. This has been my experience with ISS so far.

    Why are command tokens important? I found SunTzu's ability to move models between groups sooo invaluable to utilize my group 2 order pool with optimal positioned model - In the event you're not running the old man, you are still wanting to utilize that same split and order battery in the second group.

    This leads into my next question,

    Do you guys feel ISS are best going first or second?

    It's a hard call, because they have answers to everything an enemy can present to you, but they also have such a soft ARO presence it makes it difficult. Furthermore, being put on the back foot on the back of having to advance out of your DZ - tough.

    Thoughts?
     
  20. Space Ranger

    Space Ranger Well-Known Member

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    I almost never take KS anymore. I've got some great 15 order lists without them. But in yours what are they doing? What is their purpose? They are usually just providing orders. But you have them in the small group only giving orders to a few things that are not key profiles. For me, small groups should have profiles that need the least amount of orders to get something done. Infiltrators, fast troops, impetuous, etc. In all your lists they are only feeding orders to Xi or one remote. While Rui Shi is great, it's still ARM0, 1W. One it's down, then what? If anything, switch the Garuda with the Weibing//Rui Shi. It will make harder for opponent to think there's a drop troop. A Garuda doesn't need a lot of points to get were it needs to be but the others do.

    Yeah for me 8 is not enough unless I have TacAware or NCO to fall back on. Or even taking Taowu.
     
    Jumara and valukr like this.
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