I've not seen that in the Nomad area, but then you also don't really see comment threads about how awful the game is and how CB management are just carrying out grudge agendas against certain factions and whatnot around here either. At least I haven't seen either here recently, which is one of the reasons I come here. TJC gives Nomads a small boost, mainly by shoring up weak points. Everybody but Tohaa, who don't need it, and CA are going to get a bunch of new toys at some point. I'm not at all sure playing Nomads gives someone an overall advantage, but even if it does, the next 6 months are going to shake everything up anyway.
In regular ITS tournaments it kinda is well balanced. The game breaks if you strain it with Limited Insertion or in single matchup in your local group. JSA vs any sort of 20+ Orders Vanilla Ariadna in Annihilation is rather specific but very bad for JSA.
The thing is, Hollowmen are extra-vulnerable in CC. Guys with CC16 like the Daofei can mess up a hollowman, and a bloody PanO roller-toaster is death to them. I mean, I'd be willing to spend 3-5 points for an Auxbot, helperbot, or Zondcat to take one down! Don't even lose the order. At least. Securitate SWC Grenzer SWC Hollowmen (probably 3+tinbot) ZondNautica (biker, foot and REM in a box, kinda like Yojimbo) PuppetTactica (Puppeteer and 3 Tacpuppets) And whatever I've forgotten. That's definitely my guess. To be fair, 20+ orders of Vanilla Ariadna is very tough on almost everyone.
Question: When are the new heckler miniatures supposed to hit the shelves ( or at least, CB store shelves)?
I'd say that Infinity tends toward "perfect unbalance" : different factions with different options and different abilities but with the possibility to create viable lists in every factions. Perfect balance IMHO is kinda like chess : same pieces for both players, same rules.
Thoughts after first game: 1) Jammer Heckler - I`m impressed. Only one Jammer attack was made during the game, it missed but Heckler managed to create no-go bubble near building he embarked. But the best was FastPanda. On reliable forward deployed camo model it`s pure gold. I`ve managed to put Panda under opponent TR bot denying it active shooting and allowing me do Imm-shoot combo. 2) Marionettes (Minelayer + AP Marksman rifle + FO BSG + FS BGS). Really good and reliable ARO. B2 Flashpulses with Wip 14 and 2 STR are mess to be dealt with. Haven`t managed to push in active. 3) Hollow man. Was not used. I took one with Spitfire to be drag after HMG Kriza but encountered smoke+MSV2 sniper and hasn`t done anything. 4) Kriza, same as 3). 5) Mary Problems. OP as hell. Ultimate self-sufficient hacker. I`ve managed to hit with both Pitchers, that`s some luck but otherwise all job done by her: killing opponent buff-hacker in active, stunning and shooting TR bot with SMG, possessing opponent TAG. 6) ML Grenzer + 2 Securitates + Perseus. LI limited my link to max 4 persons, so no whole experience here. But Grenzer is really great and fearsome ARO and in case of his fall link is not useless and can push forward. Grenzer fell after soaking few orders without possibility of healing and link didn`t move after that because there was no need. I like this link setup because I like utility units.
A different list 03 ────────────────────────────────────────────────── 10 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27) SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN (Fireteam: Haris) Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0.5 | 32) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) PUPPET MASTERS Hacker (Hacking Device) Submachine Gun / PistolKnife. (0.5 | 20) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) PUPPETBOT Red Fury / Electric Pulse. (1.5 | 16) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE (Repeater) Combi Rifle / Pistol, Knife. (0 | 16) 5.5 SWC | 296 Points Open in Infinity Army What do you think of this list?
Why invest in Haris profile when Hollow Man have built-in Fireteam:Core? You could save 0.5 SWC and just use 3-man Core team with same equipment. PuppetMaster hacker is useless as hacker until all his puppets are down, I see this profile extremely useful without puppets. Also I`m not sold with Puppetbot Red Fury so far, 1.5 SWC for +1 B over Marksman rifle is a bit pricey. I`ll try something like: ────────────────────────────────────────────────── 10 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) SPEKTR MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 39) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) HECKLER Red Fury / Pistol, Knife. (1 | 24) HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0 | 31) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / PistolKnife. (0.5 | 14) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) PUPPETBOT (Marksmanship L1) AP Marksman Rifle / Electric Pulse. (0 | 14) 6 SWC | 300 Points Open in Infinity Army