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ISS ARO pieces

Discussion in 'Yu Jing' started by Bassie, Jul 4, 2018.

  1. Bassie

    Bassie Member

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    I was hoping to start a discussion about ARO pieces available for ISS.

    In most games, I take a warcor and two total reaction bots.
    However, my most regular opponent takes some pleasure out of taking them out with a TO Camo sniper, who with surprise shot and cover is impossible to hit back. I'm sure this isn't the only trick, and it still often takes a couple of orders, and said sniper goes down to the Rui Shi i have waiting on my active turn.

    Aside from the total reaction bots, we dint have great access to ARO pieces.

    [​IMG] Imperial Service
    ──────────────────────────────────────────────────

    [​IMG]5 [​IMG]1
    [​IMG] MAJOR LUNAH Viral Sniper / Pistol, Knife. (1.5 | 29)
    [​IMG] SFORZA Viral Rifle + Adhesive Launcher, Nanopulser / Heavy Pistol, Electric Pulse. (0 | 30)
    [​IMG] BOUNTY HUNTER Sniper Rifle / 2 Breaker Pistols, Knife. (0.5 | 19)
    [​IMG] DAKINI Tacbot MULTI Sniper Rifle / Electric Pulse. (1.5 | 21)
    [​IMG] ZHÀNYING Missile Launcher, Nanopulser, Nimbus Grenades / Pistol, Electric Pulse. (1.5 | 28)
    [​IMG] HÙSÒNG Yaókòng HMG / Electric Pulse. (1 | 25)

    6 SWC | 152 Points

    Open in Infinity Army

    These are a few options that I see.
    I've not tried the zhanying, buy I think it has promise. Sixth sense stops the surprise shot, and while it is only burst 1, I think a link team might think twice before rushing a template back at them.
    Lunah is expensive, but comparable to the ninja and these are our cam options to give us the choice as to whether or not to ARO.
    Sforza is similar in that he is okay at longer ranges between his x-visor and adhesive launcher, and if forces the opponent to risk wasting an order shooting a Hilo echo.

    Thinking a little more laterally, and playing to our unique strengths, a list featuring an EVO hacker and sophotect makes many of our remotes potentially stubborn aro's.
    That TO sniper doesn't really want to be hit back by a burst 2 ruishi, or one with marksmanship.

    This compensates, in my view, for the lack of a good Haris link, or cheap core link that other lists use for ARO.

    What are your thoughts, what have I missed?
     
  2. REND

    REND Well-Known Member

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    I wouldn't say ISS is lacking for ARO pieces personally. Although many of them are dependent on using your core link team for ARO duty, which can be asking for trouble depending on what your opponent has brought.

    Although not popular Zhanying can form a haris team with a missile launcher and HMG for some nice ARO defence. You can also form a haris of them with a Hsien and a burst 2 MSV2 HMG (alongside a missile launcher perhaps?) can be a pretty scary ARO pillbox. Very expensive but pretty damned solid.

    Wu ming are a fun collection of HI who can field some big guns for reasonable cost and a BS 13 5 man heavy infantry link is pretty tough to deal with in ARO.

    You're also forgetting the Bao troops who whilst not particularly popular can form a full link with a pheasant. You can get a nice mix of weapons in there with your choice of visors.

    Depending on how remote heavy you are willing to play, an Evo hacker to run overclock can really abuse ISS' access to remotes.

    Although not ideally ARO pieces there is also the a Crane rank heavy link with celestials (who can also bring a multi-sniper and/or a spitfire) most of the cranes have x-visors making them better than average ARO pieces for the guns they bring.

    Finally Sun Tze is a remarkably good ARO piece, whichever version you choose. A WiP 17 flash pulse on a total immunity model can be a really tough nut to crack if he's overlapping sight lanes with another ARO piece. The heavy infantry option comes with mimetism so is harder to hit and even assuming worst case and a -12 mod for him to hit, his flash pulse will still connect on 5's or less.
     
    #2 REND, Jul 4, 2018
    Last edited: Jul 4, 2018
  3. Mahtamori

    Mahtamori Well-Known Member

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    Zhanying core fireteams are unpopular because they aren't allowed.

    Try to set up your TR HMG so it controls a smaller area. Avoid setting it up challenging all of your opponent's movement and just select slices that will make movement difficult. Aim at controlling an area between 16 and 32 inches with total cover abd overlapping AROs limiting this zone, instead of all the board basically.
     
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  4. REND

    REND Well-Known Member

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    You're right, my apologies. Will edit and correct my mistake.
     
  5. Sedral

    Sedral Jīnshān Task Force Officier

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    Lunah is my go-to aro piece both in vanilla and ISS, and the one model i start all my lists with. 29/1.5 isn't that expensive for a camo viral sniper, she always does a lot of work. You can also use flashpulse (warcor, chayì) and don't forget fireteams! Even the humble celestial guard sniper becomes a scary aro when he has the 5-man bonuses, celestial forward obs becomes one of the most annoying flash pulse in the game, and don't get me started on wu-ming.

    Otherwise yeah i second what mahtamori said, if you don't want your TR remotes to die then don't put them on rooftops overwatching the whole board, hide them from sniper tower and make them watch corridor. But overall keep in mind that your ARO aren't here to kill stuff, they're here to protect your units by wasting your opponent's orders. They'll die, ultimately, you just have to make it worth it.


    Ps: On a side note, forcing your opponent to use a few orders and reveal his TO sniper so you can kill it like you do with your rui-shi isn't a bad deal. I'd rather have the TO surprise shoot my TR than a specialist going for an objective, or a fireteam member on movement.
     
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  6. Triumph

    Triumph Well-Known Member

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    The HI Sun Tze isn't bad as an ARO option. I frequently deploy him in LOF of stuff, a WIP 17 flash pulse isn't messing around and he feels like a total waste of time to shoot at for your opponent. They know they have little to no chance of killing him between his high armour stats, mimetism, cover, and Total Immunity preventing most relevant ammo types from having an effect. If he takes a wound he can just fail a guts roll and get out of LOF after burning some orders fighting him.

    On the same note it's often worth shelling out the extra 5pts for the multi rifle. Shoving him up the table a bit into cover and going into Suppressive Fire and giving your opponent -9 MODs to shoot at him with his 3 wounds and heavy armour is really irritating to deal with.
     
  7. Borlois

    Borlois Yu Jing Imperial Service Agent

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    I usually use Ninja Sniper. When the enemy moves and is out of cover it's a BS 14 roll (if the target don't have mimetic or Camo). Use it only when the enemy has 3 or 2 orders, or he will try to hunt him. And deploy him in the end of your corner to force your opponent use his bad weapon distance.
     
  8. Space Ranger

    Space Ranger Well-Known Member

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    Totally agree. I keep making this mistake too. Putting out the TR bot out to be seen by everyone is just asking for it. If you have two you can put them on either end of the flank and can only be seen by those flanks. Just something were if he wants to see them, he will have to move around to do it. I no longer think of TR bots as killers. They are there to make the enemy waste orders.
     
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  9. Mahtamori

    Mahtamori Well-Known Member

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    Oh, TR REMs are murderers. Just keep the murdering for active turn if there's no Rui Shi or Dakini HMG around to do it better.
     
  10. yoink101

    yoink101 Chandra SpecOps Complaint Department

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    The celestial guard fo in a link team is potent. Wip 14, burst two flash pulse. 17s in a five man team.

    Honestly though, I usually think of ISS differently in terms of AROs. I also play Acon, neoterra, and steel phalanx. ISS lacks the negative modifiers (camo, TO, ODD) that I rely on so heavily for gunfights. Most of my AROs in ISS are taken by Kuang Shi and madtraps. And an occasional surprise ninja. Because of the way I found I run ISS, I have no problem, especially this season for ITS ceeding the table to my opponent and then coming back hard. I’ll usually bring a couple of extra Kuang Shi outside of any link so that they can run up the table and be speed bumps to slow down an attack and waste my opponent’s orders. I’ve found that this strategy works for me because other than TR bots or a full Wu Ming team, my ARO gunfighters tends to be far too expensive to leave out vulnerable for ARO.
     
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  11. Bassie

    Bassie Member

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    That is a really good insight thanks yoink.

    I have pondered the same - deploying defensively with a mind to counter-attack.
     
  12. froste

    froste Member

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    also, try and buff your TR remote with assisted fire. negating cover can be a game changer.
     
  13. Space Ranger

    Space Ranger Well-Known Member

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    Speaking of points, I like the 19pt. 0.5swc Bounty Hunter Sniper. Just one of those can cause a lot of trouble. Especially if you roll up something good on your Booty chart like ODD! Don't depend on that though.
     
  14. siri

    siri Well-Known Member

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    Even when you roll the multisniper rifle lol!

    For real, he is one of the firsts piece I choose for my list. Sometimes I put him together with the bao sniper just to have some parts of the table locked.
     
  15. entropolous

    entropolous Active Member

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    is it worthwhile also bringing Hunting Party Miranda to make it regular?
     
  16. ambisinister

    ambisinister Broken Zoetrope

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    For the sniper? I doubt it. It's a waste to keep Miranda in the DZ. She's much better off accompanied by one of the bounty hunter profiles that wants to move up the table.
     
  17. Mahtamori

    Mahtamori Well-Known Member

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    You aren't forced to use the Duo
     
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  18. ambisinister

    ambisinister Broken Zoetrope

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    That never occurred to me. It's totally obvious now that you point it out, and boy do I feel dumb.
     
  19. colbrook

    colbrook Grenade Delivery Specialist

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    I tend to see the ABH sniper as pretty disposable so I'm not sure the Regular version is worth the points, she's often in my second order group so I rarely need her order even if she survives past turn 1.
     
  20. Leviathan

    Leviathan Hungry Caliban

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    I think ISS will get more mileage out of a defensive fireteam than in individual pieces - there's some great heavy firepower available in the Bao, Zhanying and Hsien, but its worth having an ABH sniper or two as well, they can put down a surprising amount of pressure on the enemy.
     
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