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First game with Tunguska - finally an army which wants me to play Nomads again!

Discussion in 'Nomads' started by Greg, Jul 25, 2018.

  1. Greg

    Greg Active Member

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    I am long time Nomad player, dated somewhere to mid N2, before ITS missions and so. That time it was fun with Smart missiles / Tomcat hacker combo :) Anyhow during N3 changes wasn't really successful playing them, get bored and felt pointles. Neither Corregidor, neither Bakunin helped, or maybe just for short time.

    So at some point up left out motherships and find much more fun (and success) with Hassasins and Steel Phalanx.

    Until today :) where I was able to taste Tunguska new toys for the first time.

    Looking at all new fancy models Nomads gets (Hollow man, Heckler, can't wait to see other upcoming minis too), but mostly to many many new tools (G: Puppets, Zondmate, Jammer, Hollow man, ...).

    So I put together this LI list for Power Pack mission


    [​IMG] Hollow mens
    ──────────────────────────────────────────────────

    [​IMG]10 [​IMG]1
    [​IMG] HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
    [​IMG] HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35)
    [​IMG] HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30)
    [​IMG] HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30)
    [​IMG] STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18)
    [​IMG] PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / PistolKnife. (0.5 | 14)
    [​IMG] PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11)
    [​IMG] PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11)
    [​IMG] PUPPETBOT (Marksmanship L1) AP Marksman Rifle / Electric Pulse. (0 | 14)
    [​IMG] CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
    [​IMG] ZONDBOT Electric Pulse. (0 | 3)
    [​IMG] ZONDNAUT Spitfire / Pistol, Knife. (1 | 32)
    [​IMG] [​IMG] ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5)
    [​IMG] INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
    [​IMG] HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)

    6 SWC | 300 Points

    Open in Infinity Army


    Played agains LI JSA, who took first turn and still got almost wiped out in second turn.

    Will not write full battle report, just some feedback:

    - Zondnautica - is so tricky! since first order I dismounted and use them as G:Sync for rest of the game, and shooting spitfire from good range and chain from short range against same target makes enemies really think about dodge for both or accepting chain if going to shoot pilot. Same in active or reactive turn, and if chain is not in range, then free smoke anywhere :)

    - Hackler with jammer - I took him to protect Hollow mens in first turn if there is some smoky rushing CC beast agains me. well it wasn't but he still isolated one specialist who was getting objective and lock HI haris team very well with sending a FastPanda to ZoC of them. (Yeah there was Interventor on the table).

    - Interventor - in vanilla he seems to be too expensive for me for Lt. which I typically trying to protect. In Tunguska without Securitae fireteam probably the best Lt option, and you need hacker anyhow for such a lot of remotes. I was little bit risky on him trying to attack KHD ninja over fast panda, but he did excellent job, and it was good use of Lt order.

    - Puppets - are amazing! they made the game! Especially in Limited Insertion you have 3x 2W models (2S I know), which you can rush (move 6-4) simply to suicide for boarding shot gun range with B3, doing objectives on the way and not loosing any order when they finally died. Surprisingly they can even benefit from cover (they are not impetuous) :) My opponent hates them so much! (just little bit messy having hyperdinamics +6/+3 but in same time -3 for dodging as REM)

    - Hollow mens - oh boy, these guys are so powerful and so cheap ;) BTS 13 (16 in fireteam / 19 in good range), Move 6-2 with Supejump, so you are in good range and mostly avoiding cover most of the time. Plus AMR 4 (7 in cover) and 2 wounds (str). and cost 30-35 pts! and Stemper zond can discount your 5man link team. There is not so many armies who can do 5 man HI, multiple wounds link team for under 150pts - yeah pain train baby! So when my Pupets where gone after first turn (and it tooks to my opponent almost whole turn to get rid of them). Then this Hollow mens from hell start super jumping everywhere and brain-in-jar-with-spitfire-in-his-artificial-shell just did a super blood bath no matter if target was Li or HI with ODD. (BTW if they are no REMs, but just HI with STR, that means they can go prone, no negative to dodge and all that things, right?)

    So except Clockmaker who doesn't have a chance to fix anything, every Nomad did a excellent job, at the end of the game I was loosing just Puppets and Hackler who decided to trigger FastPanda in ARO instead of defending himself.

    Sooooo good Nomads, soooo good!

    I am definitively looking forward when new minis come in. :)

    BTW one rules question relevant to bording shotgun: There was a container, on one side of it at one corner there was a bike with minetism in suppresion. I came with Puppet with bording shotgun from this corner and with tempalte which will target motorbike I was also hitting two more guys and one mine (in camo) between them, on other corner of that container. We did this calculation, but we were not sure if it was correct. Puppet shoot shotgun with template profile, all 4 models (including camo mine) were under template. because of Puppet siluet and bike siluet, only bike has LoS. So puppet is going to roll one dice (B1 because of saturation) and this will be used as a F2F agains bikes BS (B2), two guys change facing (PH -3 for not having LoS) and normal roll agains camo. Right? BS of Puppet is 12, agains bike its +6 for range, -3 for supress, -3 for minetism = 12. But these negative modifiers doesn't count agains other two guys, right? So to other two it was BS12 + 6 for range = 18. and we used same 18 agains camo mine, because we thought camo doesn't give negative mod if its not primary target, or does it? My roll then was 18! :) so fail agains bike but success agains all others. And it should be crit, but we found that crit counts only agains primary target, so they were still trying to save it. Well as a result only bike survived this, not bad for 11points puppet, but just not sure if we did calculation right. Thank you for any note on this.
     
    Robock, Brother Smoke and loricus like this.
  2. loricus

    loricus Satellite Druid

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    So glad you're having fun! Keep them on the defense and give them the Puppets as something unimportant for them to deal with.
     
  3. Tom McTrouble

    Tom McTrouble Well-Known Member

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    Glad you had fun, I have had a similar list on the books to test sometime.

    Regarding your question: When you fire your boarding shotgun (or any impact template weapon), you choose a primary target and place the templates originating from them. You all your modifiers using that primary target and only that primary target. So against the primary target you were looking for a 12, which means the only hit rolls that are success for you are 12's. Any other enemies caught under the template still get a face to face against your rolls, but you don't make any adjustments for them.

    Also if you ever make your way back to Vanilla, I'd try some more games with the Interventor Lt. Last Planetario the Interventor was by far Vanilla's most popular Lt. If you are having trouble protecting her, just use her Lt order to throw up Cybermask.
     
    Greg likes this.
  4. Greg

    Greg Active Member

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    ...
     
    #4 Greg, Jul 25, 2018
    Last edited: Jul 25, 2018
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