Jurisdictional Command of Tunguska ────────────────────────────────────────────────── 9 1 1 KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54) HOLLOW MEN MULTI Rifle + Pitcher, Chain-colt / Breaker Pistol, Knife. (0 | 35) ZONDNAUT Spitfire / Pistol, Knife. (1 | 32) ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5) PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / Pistol, Knife. (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) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20) GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27) GRENZER Spitfire / Pistol, Breaker Pistol, Knife. (1.5 | 30) WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3) 5.5 SWC | 299 Points Open in Infinity Army Buddy of mine is starting out with Tunguska, so i been brainstorming some ideas. Aim of this list is to make sure it can avoid being pinned down by AROs and to have multiple attack vectors. Lastly, as always, to go against the grain. Kriza + Hollowman duo - pitcher for white noise, in the event of MSV ARO presence Zond - Smoke launcher for and support unit for turn 1 and 2 to help attack units advance. Turn 2/3 attack rambo piece Puppets - ARO presence/speedbump/distraction, early attack vector. Button pushers Heckler - alpha strike protection (jammer). Fast Panda to provide white noise for puppets or other attack units. Grenzer core + KHD Interventor - Turn 2/3 attack group, anti camo, infiltrators, button pushers. Interventor Lt - white noise and hacking support Warcor - best ARO in the game.
Why the 3 trooper core? Personally, I'd wait until N4 before I explore Grenzers. You're really trying to squeeze in 1 more toy than you have points for. Edit: oh damn, that's annoying you can't go Max AVA Interventors and then flesh out with Grenzers. I was thinking Interventor Lt + 2 x Interventor KHDs as the basis for a core.
They provide me with a B5, BS13, MSV1 fire platform. Additionally, they are all i have to avoid mimetism/odd mods and to easily discover camo markers via sensor. What would you replace them with?
A Stempler zond.... in the middle of the table...with 2 Transductors droping a Sniffer.... just 33 points..3 regular orders...and have 3 repeaters to make HZ. And this 2 transductor make flash pulse ARO. Well its all advantages
For me, there are 3 must in TJC... Mary problems, Raoul and Puppetmaster. All my lists almost includes 2 of them.