Yeah but you can only spit on them after lol. Also, with a PH of 16, it won't last or never get it. Circular is the size of a small City. Also they don't exclusively fight on the. See Lawkeepers. But I'm not complaining. They are also in vO12.
Agreed, overall I feel fluff wise is too crude of an equipment for Starmada, they are the high tech, sophisticated group of O-12.
I'm pretty stoked about how many good pure are regular duos you can do in vO12! 5 Duos with 4 pure ────────────────────────────────────────────────── GROUP 1 8 JACKBOOT (Engineer) AP Submachine Gun, E/Mitter, D-Charges, Armed Turret(Thunderbolt (AP)) ( | GizmoKit) / Pistol, CC Weapon. (0 | 28) JACKBOOT Heavy Rocket Launcher, Light Shotgun / Pistol, CC Weapon. (1.5 | 23) PSI-COp (Multispectral Visor L1) MULTI Marksman Rifle, Nanopulser(+1B), Armed Turret(Thunderbolt) ( ) / Heavy Pistol, CC Weapon. (0 | 30) PSI-COp (Hacker, Hacking Device) Combi Rifle, Nanopulser(+1B) ( ) / Heavy Pistol, CC Weapon. (0.5 | 24) OMEGA Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 42) OMEGA MULTI Rifle, Heavy Riotstopper ( | TinBot: Firewall [-3]) / Pistol, CC Weapon. (0 | 37) VIDOCQ FTO (Multispectral Visor L1) MULTI Sniper Rifle ( ) / Breaker Pistol, CC Weapon. (1.5 | 26) VIDOCQ FTO (Doctor) Boarding Shotgun ( | MediKit) / Boarding Pistol, CC Weapon. (0 | 19) GROUP 2 4 1 ALPHA (Lieutenant [+1 Command Token], Strategos L1]) Light Shotgun, Nanopulser / Pistol, DA CC Weapon. (0 | 24) ROADBOT (Paramedic) Submachine Gun, Panzerfaust, Heavy Riotstopper ( | MediKit) / Pistol, PARA CC Weapon(-3). (0 | 20) OKO (Tactical Awareness) Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 18) FUZZBOT (Deactivator, Repeater) ( ) / PARA CC Weapon(-3). (0 | 8) 5 SWC | 299 Points Open in Infinity Army
I had to try this! A Gamma Haris! At first I had three Gamma but then realized I can "downgrade" the tinbot one to a Silverstar. Saves points, gains specialist and tacaware. Omega haris! ────────────────────────────────────────────────── GROUP 1 10 2 ALPHA (Lieutenant [+1 Command Token], Strategos L1]) Light Shotgun, Nanopulser / Pistol, DA CC Weapon. (0 | 24) OMEGA Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 42) OMEGA (Forward Observer) MULTI Rifle, Heavy Riotstopper, Flash Pulse / Pistol, CC Weapon. (0 | 37) SILVERSTAR (Tactical Awareness) Combi Rifle, Light Riotstopper ( | TinBot: Firewall [-3]) / Heavy Pistol(+1B), CC Weapon. (0 | 30) ROADBOT (Paramedic) Submachine Gun, Panzerfaust, Heavy Riotstopper ( | MediKit) / Pistol, PARA CC Weapon(-3). (0 | 20) LYNX (Specialist Operative) Plasma Carbine, D-Charges / Assault Pistol, CC Weapon. (0 | 27) OKO (Tactical Awareness) Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 18) RAZOR (Hacker, Hacking Device [UPGRADE: Trinity]) Combi Rifle, D-Charges, Shock Mine ( ) / Silenced Pistol, CC Weapon. (0.5 | 34) CUERVO GOLDSTEIN Submachine Gun, Akrylat-Kanone, D-Charges / Pistol, Monofilament CC Weapon, DA CC Weapon(PS=4). (0 | 33) MOONRAKER (Minelayer) Heavy Shotgun, Adhesive Launcher Rifle, Shock Mine / PARA CC Weapon(-3). (0.5 | 15) GROUP 2 1 MENT FTO Light Shotgun / Pistol, PARA CC Weapon(-3). (0 | 15) 2.5 SWC | 295 Points Open in Infinity Army
Here's a post for indexing preliminary reaction articles and video, to the N5 version of the generalist and its sectorial armies. Articles : Generalist & Secorials - Videos : Generalist - O12 N5 Initial Reaction - Gone Wrong, Cops Called - Infinity the Game N5 Sectorials - Tier list global with a chapter on this faction - Épisode 130 - Le MEGASODE de la sortie du N5 https://lossoflieutenant.podbean.com/e/episode-130-n5-release-megasode/ - Infinity N5 All Factions Tier List - Deranged, Two Days Since Release, Hot Take Edition - Episode 132 - N5 Faction Tierlist
Cerberus Nachrichten Netzwerk did a reac in german on the O-12 generalist, I did a quick summary with the ia. CNN Counterintelligence - Folge 01 - N5 Deep Dive für O-12 Spoiler: summary **General impressions of N5:** - Positive changes :** - The changes to the guided rules and the removal of templates for shotguns are seen as beneficial to the game. - Units with templates have been reduced, which changes the dynamics of the game. - Mitigated changes:** - Super jump interactions are seen as dangerous, especially against certain factions such as the Combined Army. - Speedballs are useful, but need to be used properly. - Vita Packs are very useful for managing states such as Stun and Immobilized. **Impact on O-12:** - Positive points:** - Omegas and Goldsteins have become more affordable and stronger. - Nightshades have received significant improvements, notably with the bangbomb and super jump abilities. - Negative points:** - The loss of the Diers (can't see what it is, dier means animal in German) and Varangians guard has weakened some trading strategies. - Units like Hippolyta have lost power, especially in terms of melee damage. - Fidlers also suffered from the changes, becoming more expensive and less effective. **Strategies and Synergies:** - Turret use:** - Turrets like those on Lambda and Monstrucker can be useful, but require good order management. - Turrets can be used to control areas or for support actions. - Vehicles:** - Vehicles are generally perceived as too expensive and inefficient, especially the Firebat. - Vehicles like Hakislam's are interesting at home, but require good order and position management. - Strategy:** - Use Moonrakers to lay mines and control areas. - Use the Nightshade and Hippolyta for fast, effective offensive actions. - Use RavenEye and Cyberghost for support and hacking. **Conclusion:** The O-12 faction has undergone significant changes with the release of N5, some positive and some negative. Players need to adapt to the new rules and units to maximize their effectiveness. Trading and zone control strategies remain crucial, but require good order and position management.
Dante did a reacted on the Starmada. Starmada Initial N5 Reaction - He's Resisting Arrest! Glue 'im! - Infinity the Game N5
I have not been able to play O12 of any sort so far. But I have made a bunch of lists. Vanilla is practically its own sectoral now! It has a few good, unique troops. Now being able to duo and haris is also great. Some duos that I think we will see a lot are: Roadbot + Okko (I already used this a lot in Starmada and love them) Varangian x2 Jackboot x2 Just about anything + Varangian In particular Nimrod FTO + Varangian PSI Cop + Varangian The reason I say “just about anything “+ Varangian is that they can act as smoke escort for anyone else. Of course, the combo of MSV and them is great, but they can also escort any specialist to their destination. PSI Copy hacker, Vidocq Doc, Sonya, Okko. Then they are a good anti-CC deterrent for the enemy. Haris: There’s 3 power haris that can be used. Omega or Gamma or Silverstar Tac Aware HMG + Jackboot ENG + Jackboot Medic. First off, due to two JB, the Omega, Gamma or SS gets the +1 SD. Always good. But then you have a medic if they go unconscious and then an Engineer should they be immobilized or isolated. Then think the other way around is that you got a fantastic escort for both of your specialists. The same thing can also be done with 2 Vidocq but I think the JB are better. Personally I think 3 Omega is a trap. But it can scare the hell out of some opponents. I think it's too expensive. Besides, there's only one figure and unlikely to see more any time soon. Other good combos: Vidocq MSV Sniper + Vidocq Doc + Ment A bit more passive haris staying near the back. VQ sniper gets +1 SD, Doc can heal and Ment is there for keeping safe. Silverstar Tac Aware with Tinbot -3 + Silverstar Tac Aware HMG + Ment hacker or VQ Doctor 0r JB Engineer/Medic. A team with a bunch of orders, firepower and a specialist. Maybe Ment hacker fortified with a Tinbot, or Doctor/Medic to revive them, or Engineer to fix them.
For that last one consider this: Silverstar Tinbot + Silverstar HMG + Sonya NCO. Albedo has gone up in value, and it gives you some really good template defense, as well as the overall combo feeling juuuust cheap enough to give value.
This is a generic all comers list I made with the Gamma+JBx2. Varangian+Nimrod, and my usual Okko+RB. I'm now thinking of changing the Nimrod to Psicop multi-marksman. He only has MSV1 but is a specialist and a auto turret. Generic ────────────────────────────────────────────────── GROUP 1 9 1 1 GAMMA (Lieutenant) Feuerbach / Heavy Pistol, CC Weapon. (1.5 | 51) JACKBOOT (Engineer) AP Submachine Gun, E/Mitter, D-Charges, Armed Turret(Thunderbolt (AP)) ( | GizmoKit) / Pistol, CC Weapon. (0 | 28) JACKBOOT (Paramedic) AP Submachine Gun, Light Riotstopper, Panzerfaust ( | MediKit) / Pistol, CC Weapon. (0 | 21) VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon(PS=6). (0 | 12) NIMROD FTO AP Marksman Rifle, E/M Carbine / Pistol, CC Weapon. (0.5 | 29) OKO (Tactical Awareness) Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 18) ROADBOT (Paramedic) Submachine Gun, Panzerfaust, Drop Bears ( | MediKit) / Pistol, PARA CC Weapon(-3). (0 | 22) MENT FTO Heavy Riotstopper(+1B) / Assault Pistol, PARA CC Weapon(-3). (0 | 14) CUERVO GOLDSTEIN Boarding Shotgun, D-Charges, Chain-colt / Pistol, Monofilament CC Weapon, DA CC Weapon(PS=4). (0 | 33) GROUP 2 4 RAZOR (Hacker, Hacking Device [UPGRADE: Trinity]) Combi Rifle, D-Charges, Shock Mine ( ) / Silenced Pistol, CC Weapon. (0.5 | 34) MOONRAKER (Minelayer) Heavy Shotgun, Adhesive Launcher Rifle, Shock Mine / PARA CC Weapon(-3). (0.5 | 15) MOONRAKER (Minelayer) Heavy Shotgun, Adhesive Launcher Rifle, Shock Mine / PARA CC Weapon(-3). (0.5 | 15) FUZZBOT (Deactivator, Repeater) ( ) / PARA CC Weapon(-3). (0 | 8) 3.5 SWC | 300 Points Open in Infinity Army
Coming soon. I'm already making lists! There's almost nothing in her price range too at 11pts. I can choose her instead of Varangian or Raveneye at 12pts. That seems to happen a lot.
Any proto-engi at 11 is good, specially when she double down as a specialist and she kinda acts as a better warcor.
I started making Starmada lists again and finding difficult. I lost my big guns with the Chaksa. My go-to Haris was 2 Chaksa + Psi Cop. The big guns right now are the the Zeta, Bronze HMG, Kappa HMG/Missile, Milly, and Peeler. The Milly and Peeler are also only AVA1. After making a few lists, it’s still difficult to get in the Tinker. Hopefully she can be in a fire team. By herself she seems iffy.
I went through the discords and pulled out what had been said (for the moment there's been no novel about it) to make a single text coherent with the ai, I re-read the summary and there's everything in clearer sentences. However, I didn't understand what a “CT reroll” was. "Players have shared their impressions and analysis of this new profile. First of all, it seems that Tinkers is not a true engineer, meaning she can't re-roll or remove states. However, it is considered as a Tech Bee unit, capable of firing gizmos, serving as a repeater and repairer, as well as being a unit that glues with its ADHL. While not a complete engineer, she compensates somewhat with her points and unique melee stats. Some players have noted that the Tinkers has a CC of 15, which is slightly better than other similar units, and that it has a repeater, which is not insignificant. Unlike a real engineer, it can't get a CT reroll when repairing in remote presence. However, it remains an excellent unit for its cost, serving as a filler or cheerleader. The K1 CC attack is an interesting addition, enabling it to rip things apart with its “plasma cutter”. In addition, the Tinkers has a Deactivator, useful for pitchers enemy and the like. Overall, it's a good unit, and some players already have the perfect model for it, even without buying the box. The Tinkers is also appreciated for its role as a low-cost specialist and repeater. Some players have mentioned the value of having several repeaters in their list, such as Kytta, 2 Fuzzbots, and 2 Tinkers, even if it costs 47 points, it's still good value. The hope of a TAGCOM profile is also present, as having a non-hackable repeater is very interesting. A repeater that the enemy can't easily isolate or disable, especially if it can link up, would be extremely advantageous, much better than a simple bot repeater. In summary, the Tinkers is seen as an 11-point proto-engineer, which is very good, especially when it doubles as a specialist and acts as a better warcor. Players are already preparing their lists with this new unit, noting that there's almost nothing in its price range, making it very competitive with units like the Varangian or Raveneye at 12-13 points."
She is to an Engineer, like a Paramedic is to a Doctor. They could make a new troop type for this. I have a buddy who played and was an EOD (bomb disposal) in the US Army. He wanted something like this at the time. Not full on Engineers like a medic to a doctor. She's almost this with having the Deactivator, Gizmokit and specialist.
I just realized the Gamma HMG is one of the few now that can get up to Burst 5 +1 SD. I think the others are the Kirza and Ratnik. But I don't think either has as good of troops to go with them. I think Jackboots are best, but Vidocq are not bad. Omega and Silverstars are possible but too expensive for my taste. GAMMA Heavy Machine Gun / Heavy Pistol, CC Weapon. (1.5 | 50) JACKBOOT (Engineer) AP Submachine Gun, E/Mitter, D-Charges, Armed Turret(Thunderbolt (AP)) ( | GizmoKit) / Pistol, CC Weapon. (0 | 28) JACKBOOT (Paramedic) AP Submachine Gun, Light Riotstopper, Panzerfaust ( | MediKit) / Pistol, CC Weapon. (0 | 21) 1.5 SWC | 99 Points Open in Infinity Army