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Kremmet

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Everything posted by Kremmet

  1. Cool to see you start a blog and I loved the paint in both your table and your models! A couple of things about your list that I'd consider as I spent most of the past year playing Onyx: -Consider running an E-drone. One of CA's advantages is how good our EVO is compared to everyone else. Given its access to a gun, extra program, and superior silhouette, it's pretty much always the first hacker I reach for. -Swap around the combat groups a little. Overall I like the list, but I would also like to see the groups swapped around just a rad to increase efficacy. Try moving at least one of your specialists to group two and an Ikadron to group one. I'd personally put both Dr. Worm and Lt. Nexus in there along with an Ikadron in group one as this'll give you more tactical flexibility for Repeaters/Flamethrowers along with the ability to utilize your Engineer/Supportware without wasting orders you'd rather use on murder.
  2. With OFCC over, I thought I'd do a short write-up about what happened and my initial thoughts on Bahram. I'd also like to apologize in advance for the lack of pictures. The only game I remembered to take any was the one that was over so quickly that it didn't matter . LIST Hassassin Bahram ────────────────────────────────────────────────── 9 1 1 GHULAM Missile Launcher / Pistol, Knife. (1.5 | 17) GHULAM Sniper Rifle / Pistol, Knife. (0.5 | 16) GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12) HUSAM Spec-Ops (4 XP) (Engineer, Hacking Device) Rifle, Light Shotgun / Pistol, Knife. (0 | 12) LEILA SHARIF Hacker (Killer Hacking Device) Shock Marksman Rifle, D-Charges / Breaker Pistol, Knife. (0 | 20) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) NASMAT Electric Pulse. (0 | 3) LASIQ Viral Sniper Rifle / Pistol, Knife. (1.5 | 25) ÁYYĀR (Surprise Shot L2) Shock Marksman Rifle / 2 Viral Pistols, CCW, Knife. (0 | 39) AL-DJABEL Rifle + Light Shotgun, Smoke Grenades / Pistol, Viral CCW, Knife. (0 | 35) MUTTAWI'AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5) 3.5 SWC | 200 Points Open in Infinity Army First off, I wanna say that I really enjoyed running this list. The Ghulam link worked fantastically and the Doctor+Nasmat was 100% worth her weight in gold. The only change I'd be tempted by would be to swap the Lasiq and Al-Djabel out for 2xFiday (one with mines and one with a Boarding Shotgun). Even then, that's not a change I'd make in retrospect as both the tables and Viral ended up being huge. GAMES I want to preface this by saying that I didn't get much of a chance to hang out with anybody outside of the actual event and that I slept in one of the worst hotels I've ever been in and I still had a fantastic time. This was due in no small part to how wonderful my opponents were so I wanted to give a special thank you to Jay, Jenni, Bob, Aaron, and Evan. You were all fantastic and I'd play any of you again in a heartbeat. Now, as for the games themselves: Round 1: VS: Jay with his JSA Mission: Modified Cold Sleep Jay's List: Japanese Sectorial Army ────────────────────────────────────────────────── 8 4 HARAMAKI Missile Launcher / Pistol, DA CCW. (1.5 | 33) HARAMAKI Missile Launcher / Pistol, DA CCW. (1.5 | 33) HARAMAKI Blitzen, Contender / Pistol, AP CCW. (0 | 22) HARAMAKI Blitzen, Contender / Pistol, AP CCW. (0 | 22) OYAMA Lieutenant Chain Rifle, E/M Grenades / Breaker Pistol, AP CCW, EXP CCW. (0 | 28) KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9) GUĬ FĒNG Spec-Ops (4 XP) (Engineer, Hacking Device) Combi Rifle / Pistol, Knife. (0 | 9) YÁOZĂO Electric Pulse. (0 | 3) ONIWABAN Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW. (0 | 41) 3 SWC | 200 Points Open in Infinity Army Jay's list was a classic Pain Train and one that I knew all too well. Unfortunately, as we weren't using the ITS Specialists rules, they also had the added benefit of being able to accomplish the mission. This lead to a game where I tried to disable a few of the missiles/Oniwaban looking at my objectives so I could score, failing to do so in a timely fashion, and getting smooshed in the score even with only one JSA model being left standing. Overall I had a great time playing the match and would love a rematch sometime. RESULTS: Loss with 1 OP. MEMORABLE MOMENT: On the last order of the game I could've nabbed another Objective Point for my team, but decided to instead go for a coup de grace on a downed Haramaki with my Nazmat for the style points. MISPLAYS: This was the first game of the weekend where I felt I used the mutt poorly. While I did end up landing an E/Marat hit on one of his ML Haramaki which removed him as a problem, I didn't try to do so until after my Ayyar had already eaten a crit missile to the face. Coupling this with failing to throw smoke to go for an entire team's worth of E/Marat lead me to rethink my usage of mutts in future games. Round 2: VS: Jenni's Bakunin Mission: Modified Rescue Jenni's List: Jurisdictional Command of Bakunin ────────────────────────────────────────────────── 6 2 2 TASKMASTER Red Fury, Pulzar, CrazyKoalas + TinBot A (Deflector L1) / Heavy Pistol, DA CCW. (1 | 53) VORTEX Spec-Ops (4 XP) (Engineer, Doctor) Combi Rifle / Pistol, Knife. (0 | 10) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9) SIN-EATER Mk12 / Pistol, CCW. (0 | 30) MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6) MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6) ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21) ZONDBOT Electric Pulse. (0 | 3) ZONDBOT Electric Pulse. (0 | 3) 1 SWC | 155 Points Open in Infinity Army Jenni's list was an interesting one to be sure, but I don't have much experience with Nomads in N3 so who am I to judge (I also I can't remember the last 45 points of it)? This game boiled down to Al-Djabel having an easy time dragging vict-err, "civilians" back to my deployment along with his good friend the Ayyar. This was mostly due to the Taskmaster going down my turn one to a missile to the face along with the Nomad Spec-op and the robots. RESULTS: Win with 5 OP. MEMORABLE MOMENT: Since Jenni's turn two (she was the bottom of the round) started when the 25 minute warning was called, we were concerned about getting three turns in. While I'm betting we could've managed it, by mutually deciding to end it at the bottom of two we had a much more entertaining game. This involved Jenni having a Morlock and KHD Zero work together to down and then Spotlight Leila in order to net Jenni some extra deployment zone in her next game. MISPLAYS: This time around I think I played pretty well. One of the things I wish I'd done a little differently though is my use of Al-Djabel. I was so stuck on using him as an extractor, as normal Rescue lends itself super well to Fidays being used that way, that I wasted a bunch of orders doing weird [big bad swear word] in order to drop the threats such as the Sin Eater that Al-Djabel could've easily dealt with. Round 3: VS: Bob's Nomads Mission: Modified Biotechvore Bob's List: Nomads ────────────────────────────────────────────────── 6 INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43) JAGUAR Light Shotgun, Smoke Grenades / Pistol, E/M CCW. (0 | 13) VORTEX Spec-Ops (0 XP) Combi Rifle / Pistol, Knife. (0 | 10) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17) REAKTION ZOND HMG / Electric Pulse. (1 | 26) 3 SWC | 131 Points Open in Infinity Army Unfortunately, I didn't nab a copy of Bob's courtesy list so this is all I can remember about it. This game was marked by a series of early rolls that decided the game with my Lasiq and Ghulam link dropping everything Bob engaged them with and then my Ayyar+Al-Djabel getting rid of the other threats. In the end, the only thing left to do was mop up a messy game. RESULTS: Win with 9 OP. MEMORABLE MOMENT: I tried to drop Bob's last model (a lone Alguacil I believe) with my Ayyar with my last regular order only to fail. My Lt. Ghulam decided he could do better only to also get plugged in the face. Just goes to show you not to get too greedy or it'll come back to bite you. MISPLAYS: I think I mostly played this game pretty clean although I do think there had to have been a better way to deal with Bob's Suppressive Fire models than just wandering in and tanking with the Ayyar. I couldn't think of it at the time, but I'm sure it existed. Round 4: VS: Aaron's PanO Aaron's List: PanOceania ────────────────────────────────────────────────── 9 INDIGO Spec-Ops (4 XP) (Engineer, Doctor) Combi Rifle / Pistol, Knife. (0 | 10) NISSE MULTI Sniper Rifle / Pistol, Knife. (1.5 | 34) SIERRA DRONBOT HMG / Electric Pulse. (1 | 25) BULLETEER Spitfire / Electric Pulse. (1 | 23) KAMAU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 24) KNIGHT HOSPITALLER Lieutenant MULTI Rifle / Pistol, DA CCW. (0 | 38) FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12) FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12) AKAL COMMANDO Combi Rifle / Pistol, E/M CCW. (0 | 22) 4 SWC | 200 Points Open in Infinity Army This was about the most unfortunate game I played of the weekend. Aaron just couldn't catch a break as every model he moved was in LoF of either my Ghulam sniper, ML Ghulam, or Lasiq which left him with zero models at the end of his turn. RESULTS: Win with 9 OP. MEMORABLE MOMENT: That time I deployed all my snipers on three-story buildings...yeah, sure, that one. MISPLAYS: Really, this wasn't a game where either of us played much at all. I pretty much just rolled crits and then walked around an empty board. Round 5: VS: Evan's Ariadna Mission: Modified Armory Evan's List: Ariadna ────────────────────────────────────────────────── 9 1 COLONEL VORONIN Lieutenant Rifle / Assault Pistol, AP CC Weapon. (0 | 21) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11) INTEL Spec-Ops (4 XP) (Doctor, Hacking Device) Rifle / Pistol, Knife. (0 | 8) ASSAULT PACK . (0 | 25) HANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10) x3 ANTIPODE AP CC Weapon. (- | 15) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30) TANKHUNTER Missile Launcher / Pistol, Knife. (1.5 | 29) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) 4 SWC | 196 Points Open in Infinity Army This list might be a little off as I was constructing it from the memory of what happened rather than any hard data. This was another game decided by early crits and three-story buildings as my Lasiq managed to drop the Spetsnaz on I believe the first order of the game with a crit while the Ghulam sniper did the same to both the Tankhunter and the Spec-op (who was rocking +6 ARM, ODD, and a HMG). Still, Evan managed to give as good as he gave dropping my Spec-op (+5 ARM, Motorcycle, and HMG), ML Ghulam, Lasiq, and Ghulam sniper in the first two rounds to even things up. That round two was pretty amazing as I was down to three regular orders and spent them killing off all the mines and camo people hiding in and around the Armory with just a (wounded) Ayyar. All in all a great and close game that the points did not reflect. RESULTS: Win with 9 OP. MEMORABLE MOMENT: I had a point where I spent a Command Token to make my mutt's order Regular so I could re-holo with the Ayyar and both slice down with the real Ayyar to avoid a mine, cause said mine to go off with a holo, and kill the Chasseur outside of her Sixth Sense L1 zone to get the -6 from the Ayyar all at the same time. I was definitely proud of that. MISPLAYS: The biggest misplay of the game was also the one that allowed Evan to gather any momentum at all. First, I activated Al-Djabel (still in Impersonation state) and entered the LoF of the Chasseur to let it dodge into the objective room. Then I decided that my ARM 6 Spec-op with a shotgun couldn't possibly lose in a firefight with said Chasseur's pistol before proceeding to die to just that. Couple that with not putting any other models in the objective room and I feel frankly super embarrassed with my play. If that's not bad enough, I could've just shot the zombies that were between the Chasseur and my Spec-op with my shotgun to force her to make dodge -3 rolls without endangering my Spec-op at all. Just sloppy play.... Anyway, I would say I ended up with a pretty successful run going 4-1 with 33/45 possible objective points. Next up I'll write up my thoughts on the list itself and my first few games playing Haqqislam. But for now, sleep!
  3. Technically the objective rooms were only infinitely tall in round five per the TO's ruling, but even with it I had some 40ish% visibility from the top of a few (I don't want to name names in an attempt to avoid any harsh feelings as that's not my intent). To enumerate my thoughts, I'd go with the following: Build your tables from the center out in terms of height. While running the objective rooms being infinity high did this on some tables, there was still an issue with the other 2/3rds of the table and the amount of LoF you gained from 8" tall-or-taller terrain in deployment zones. Touch each table edge with at least one decently-sized terrain piece. This was less of an issue than the first, but I still saw plenty of tables that allowed flankers (drop troops, Su Jians, etc) too much leeway. Having a terrain piece, even scatter terrain, touching each edge makes it so people can better protect/anticipate their flanks along with giving a wider variety of troopers a chance to contribute on the ropes. Look at your table not just from North to South, but also East to West. Similar to my last critique, I saw waaaaaay too much of this going on. More than a few tables gave a parachutist basically unlimited opportunity down a street for targets. Getting shot from outside of LoF and 8" is a recipe for a bad time. As you alluded to through your experience, this might not have been a thing everybody personally witnessed. However, I do know that most of my games (an exception being the one I played against Jenni) were played on tables where there was a clearly superior deployment zone. While I'm all for DZ choice being important, it was a little much in a few cases which was exacerbated given my army's focus on long range (2xsnipers+ML).
  4. 1) Prizes were a little thin, but I know nobody up here was under the illusion of a large prize pool so I'm not too worried. Maybe next year you can try drawing on some of the artistic talent in the area to get more personalized prizes to make up for the lack of monetary gain. Always worked for my family when I was a starving artist! 2) The missions were mostly OK, but I strongly recommend against having anybody able to do all of them in the future. Specialists are priced that way for a reason and things like Mutts/doggos and high WIP murderers (Fidays, Oniwabans, etc) invalidate the challenge of a lot of them. I know I personally had a monstrously difficult time dealing with a pain train that was able to load up on the first mission as I had to spend the whole game firing into them as they were both covering my objectives and collecting their own. It's just too big of an advantage. As for something to change for next year, might I recommend a small disclaimer for how to set up a table. I'm all for seeing cool setups such as the one made by team Porkchop, but I wouldn't want to play on such a table due to the rather massive gameplay issues it causes. This goes for the majority of the tables as I saw a lot of three story buildings in deployment zones with LoF to the majority of the table. While I personally benefitted hugely from such terrain placement, I would prefer a bit of primer to help balance things out in the future. As for the Spec-ops, I really like Rudra's suggestion as it should leave things a little more open to interesting combos rather than broken ones. Lastly, the team prizes are great. I love the idea of not just being able to "ace" your way to the top and needing to come together to really reach the top. Great execution of a good idea!
  5. The Eastside pretty much plays at Games and Gizmos these days. Infinity night is Thursday with an escalation league running at the moment. Feel free to come down and learn the game. As an aside, the Mugu group is merging with the GnG group so we'll be meeting up at GnG with a 23ish people (13 are in my league and 10 were in Khail's at Mugu).
  6. I don't think we need brew to come down the Clafin Man Cave
  7. Fully done and ready for fun.
  8. Without seeing the model/knowing the technique you're going for, I'd guess you're experiencing a problem with coverage. Averland Yellow or whatever the base yellow by GW is has pretty excellent coverage, but so does the Reaper high pigment range. Either of these should alleviate the coverage issue. As for priming preferences, I'm guessing you're talking about zenithal priming (spraying from an elevated angle to simulate the sun's light coming down onto the model). I personally lightly spray white as my final hit which impacts the overall chroma (i.e. brightness), but that won't help too much with your coverage issue. Hope that helps! If not, I can write more sometime I'm not on my phone.
  9. I'd say my current favorite guns are plasma snipers and regular ol' grenades. The PSR is pretty much the only reason I stuck with my Onyx while coordinating Indirect Fire grenades is one of the simple pleasures in life.
  10. Thanks! Here's the whole team together at last:
  11. And here are two more Ghulam for the inevitable link shenanigans:
  12. Something a little later in the day (as in noonish) would be a easier as Vancouver alone is about 2h30m away from Seattle. As it stands, it's just too early to comfortably make it down without leaving Thursday night. Honestly though, Friday events are just very difficult to swing when you have 2+ hours of travel involved (I can't imagine the poor Bellingham people's plight).
  13. Maybe if it weren't so prohibitive to people who are traveling I would.
  14. No, a psyker can still only attempt to manifest a power once a turn. the Smite exception just allows multiple psykers to attempt the manifestation. Pg. 178 BRB
  15. Just picked up the final three models for my army and have started painting them. Shouldn't be too much of a problem considering the GF is away hiking and I doubt they'll take more than a couple hours cumulatively.
  16. Almost as if you have a desaturated scheme that really pops with the addition of the bright colors on the base .
  17. Is that where weeaboos live?
  18. Excellent, count yourself in our van :) .
  19. It would be great if I could get in contact with him. Please slip me his info via PM and I will do as such.
  20. No, but thanks for the update. I will check with him.
  21. Team Weeaboo Wizard Van is looking for a third after a drop. Current members: Riley Nadeau Tom Rolling
  22. Thanks, man. They're a little less dark in person, but I'll probably take another pass once I get the whole lot situated to bring the highlights up a bit.
  23. Group pic! Here's everything so far for the Haqq (besides all the other painted Haqq models I have that is ):
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