It's a pretty good box. The kamau sniper is very good so you will use her a lot. The crocman is Varuna's option of infiltration hacker. I use the orc a lot and the miniature is very cool, he's a more durable ARO troop so many times I use him instead of the kamau sniper. I use 3 Zulu Cobras many times, so I use the spitfire mostly to proxy the jammer loadout. The orc is not a bad proxy for orc hmg if you want to make a haris with him too. The only miniature I never used is the kamau rocket launcher. Because I mostly play with the HMG and the sniper, maybe a paramedic or hacker, and I already have models for those.
Still loving my Varuna to be honest, I’d certainly say they are viable and fun to play. They’ve also got some of the nicest minis in pano, the orcs alone are worth it and work in other pano sectorials. Plus, the possibility I’ll field a cutter puts the fear of god into my player group…
It was just a mini tournamente and the dice were very good to me, but I won using these 2 lists and I had fun playing them so I'm sharing: Spoiler: Biotechvore Biotécvoro ────────────────────────────────────────────────── GROUP 1 8 2 KNIGHT OF MONTESA Red Fury, Chain-colt / Pistol, DA CC Weapon. (1.5 | 32) KNIGHT OF MONTESA (Paramedic) Boarding Shotgun ( | MediKit) / Pistol, DA CC Weapon. (0 | 29) BULLETEER Spitfire / PARA CC Weapon(-3). (1 | 26) ZULU-COBRA (Hacker, Killer Hacking Device) Breaker Combi Rifle ( ) / Pistol, CC Weapon. (0 | 28) ZULU-COBRA (Lieutenant, Triangulated Fire, Sensor) Combi Rifle, Jammer / Assault Pistol, CC Weapon. (0 | 29) MULEBOT (Hacker, EVO Hacking Device) ( ) / PARA CC Weapon(-3). (0.5 | 15) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 20) AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4) GROUP 2 5 2 PATSY GARNETT Submachine Gun, Grenades, D-Charges, Flash Pulse / Pistol, Shock CC Weapon. (0 | 34) KAMAU Heavy Machine Gun / Pistol, CC Weapon. (1 | 28) FUSILIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 12) PATHFINDER DRONBOT Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 15) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) HELOT MILITIAMAN (Camouflage [1 Use]) Submachine Gun, Light Rocket Launcher / Pistol, CC Weapon. (0.5 | 9) HELOT MILITIAMAN (Camouflage [1 Use]) Submachine Gun, Light Rocket Launcher / Pistol, CC Weapon. (0.5 | 9) 5 SWC | 300 Points Open in Infinity Army Spoiler: Kamaus Kamau power ────────────────────────────────────────────────── GROUP 1 8 KAMAU (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 32) FUSILIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 12) FUSILIER Combi Rifle / Pistol, CC Weapon. (0 | 10) FUSILIER Combi Rifle / Pistol, CC Weapon. (0 | 10) FUSILIER Combi Rifle / Pistol, CC Weapon. (0 | 10) KAMAU Heavy Machine Gun / Pistol, CC Weapon. (1 | 28) KAMAU (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 22) KAMAU (Hacker, Hacking Device) Combi Rifle ( ) / Pistol, CC Weapon. (0.5 | 25) GROUP 2 6 2 1 KNIGHT OF MONTESA Red Fury, Chain-colt / Pistol, DA CC Weapon. (1.5 | 32) ZULU-COBRA (Lieutenant, Triangulated Fire, Sensor) Combi Rifle, Jammer / Assault Pistol, CC Weapon. (0 | 29) ZULU-COBRA (Triangulated Fire, Sensor) Combi Rifle, Jammer / Assault Pistol, CC Weapon. (0 | 29) ZULU-COBRA (Hacker, Killer Hacking Device) Breaker Combi Rifle ( ) / Pistol, CC Weapon. (0 | 28) PATHFINDER DRONBOT Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 15) FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7) HELOT MILITIAMAN (Camouflage [1 Use]) Submachine Gun, Light Rocket Launcher / Pistol, CC Weapon. (0.5 | 9) CORSAIR BASHI BAZOUK Boarding Shotgun / Pistol, CC Weapon. (0 | 15) 5 SWC | 298 Points Open in Infinity Army
I know I'm late, but would you care to tell us a bit about how you played those lists and how your games went? I'd be very curious :)
Sorry it took me forever to answer this. I don't remember that much now, but this is roughly how I played it. Biotechvore against corregidor: I had first turn, the Montesas went to the mid of the table in duo pretty fast and I used them to kill an ARO piece or two. I was able to use their high MOV to avoid go around the buildings and shoot in good range. I left the red fury in suppresive fire and the paramedic was hiding nearby. Pattsy, Kamau HMG and fusi paramedic were a haris. Used the Kamau to kill an alguacil with missile launcher I think and then move them forward. Then Pattsy in suppresive fire with the SMG and cover. The rest of the orders were used to move everyone with coordinated orders out of the biotechvore area. Peacemaker failed the roll in deployment and I didn't have enough orders for the helots so I left them behind and only one helot survived. The bulleteer was also in suppresive fire at the end. My opponent had a very hard time with so many suppresive fire units right in the mid table and with cover. The helot was brutal against an intruder and a vostok. I think he was only able to kill Pattsy and that left him with no orders left so we basically finished the game there. Rescue against Tohaa: Tohaa had first turn. I used the Kamau list. With this one I usually try to control as much of the table I can with the sniper in the core, protect the sniper with a helot, and use the Zulu Cobras with jammers to cover the flanks. The tohaa had to use few orders with eclipse smoke to approach and take down the sniper and the helot, but the paramedic was able to bring her up again. He flanked my kamau haris with some troop that I don't remember in close range with a combi, but the kamaus were able to survive and eventually kill that guy just shooting back. I was kinda lucky there, but also the Kamau was shooting on 13s with burst 2 so... The tohaa had a Sukeul in a haris with missile launcher... always hard to kill for me. But the Montesa was able to run around a building, step down of the bike and go prone to see only her and shoot her down with the red fury. In the end he wasn't able to kill the sniper and got stuck on my side of the table, so I was able to kill a few tohaas with the Kamau HMG and then later with the Zulu Cobra KHD flanking his troops in suppresive fire. I had just enought orders in the end to get some objective and win. Decapitation against Onyx: This player was using a Sphynx, Nourkias and a unidron core with sniper. I used the Kamau list again. My lieutenant was a Zulu Cobra on top of a very high building with the ZC KHD next to him. Nourkias tried approaching the sniper jumping and going behind buildings unseen. Then he kinda struggled because there was a Zulu Cobra on that side protecting the sniper. So he was kinda trying another route, got unlucky and was flashed by a fugazi. Then he tried flanking me with the Sphynx, but he walked next to the Pathfinder and was possesed. My first turn was basically using the Sphynx to kill the unidrons and walk all the way back to his deployment, then at the end he used a repeater to make Nourkias re posses it with an ARO. He then tried climbing with the Sphynx to kill my LT, but the sniper and the helot were still covering him and he couldn't make it. The Sphynx ended its turn up there in that building and the Kamau HMG killed it. His LT was on top of a building in his deployment, but my ZC could shoot him from the higher were they were deployed.
It's been a long time since I Varuna'd.... early days of N4. I'm playing in a lil casual tournament this weekend and decided I should return to my roots. I love me some TAG's. Concept for my lists that I usually run for Varuna is: Patsy + Squalo w/GL Duo Quinn+Machinist+Kamau HRL Kamau Sniper + 2 Fusi Medics Jammer Zulu LT Cutter Jammer Zulu LT Zulu Hacker Zulu Marksman Fill in the rest with order generators and stuffs I'm considering a Cutter/Squalo list. I'm constantly getting "total controlled" so I'm going to add an EVO Hacker. Also guided missiles are also a problem in my meta. I'm open to new ideas on how to play Pano. My meta is pretty diverse, I got a few guided missile players who just throw pitchers and cheese you. I got some nasty monofiliament guys. hackers everywhere.
If you have issues facing hackers, you might want to try a croc man FI with a deployable repeaters. Being able to fry their hackers thru your repeaters will help protect your tag. An echo bravo, while basic, can do some nasty stuff with the wild parrot.
This sounded silly to me at first, but a good solution to TAGs being total controlled is just keep it under a repeater and have your own hacker ready to use Total Control back. A cheap remote will do de trick (pathfinder, fugazi...) The enemy will spend few orders setting up the repeaters, or moving, trying Total Control until it succeeds, etc... and then the first order they spend on your TAG you just ARO with total control. It really makes them think before spending so many orders on that for maybe nothing.
fantastic idea! Love this. Small 3 round tournament this past weekend and I was trialing 2 different lists leading up to the big 2 day even in February. My first list performed very well, and even against hackers. But I performed the ultimate power move and dodged the spotlight/guided missile bot matchups (no idea how to deal with that stuff than roll better) My primary list which I think needs only very minor tweaks pulled through, and a very different approach as far as Pano goes for me. Was very fun handing over my courtesy list... Maximus Zulu Jammer LT Zulu Killer Hacker Zulu Shock Marksman Uma camo +8 forward deploy 2 Flash bots Kamau Sniper Paramedic Knight of Montessa Machinist 3 Helot Light rocket bois Kamau dealt with smoke, and I was worried that without at least a harris strength in ARO he wasn't going to do his job, but he never died due to math and in early game he had at least 2 Helot's supporting him in ARO which really messed up my opponents burst giving me much better dice odds. the Helots traded up in every game, which was perfect. Uma did really really cruel things. the +8 forward deploy got her on midfield objectives fast. her extra burst for her SMG was quite brutal. Camo allowing her to really sneak around the field and destroy things. She was MVP for scoring objectives and murder both games. Killing a HMG TR, plasma sniper tag, HVT in unmasking, multiple cheer leaders, Norkious.... just fun times. Killer hacker was deployed center mid both games I used the list. He fried two brains and gave Max some room to work. Shock Zulu did nothing, actually didn't even move or reveal, just protected a flank. Knight shotgunned things and made damage happen when he didn't have to bring Uma back from unconscious (once). Max tho... Max was pretty scary. He doesn't look it at first glance. But he moves fast, is tanky, and the extra burst on his gun is a huge. Getting him into the midfield was fairly easy. The ability for him to pop out and grab and objective at wip13 is also really nice (never happened, but a good option). Only thing I'm considering is ditching the Shock Marskman Zulu for a regular hacker. Thinking a Crocman, but would require me to remove a helot and do some other juggling. No fireteams, but the Zulus and Helot AVA3 were pretty critical to making things happen