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  1. Objectives that don't need a specialist to push you say? There was some posts on the bookface about the Szally. I'm now wanting to run a TAG. Is that too mean? Jurisdictional Command of Tunguska ────────────────────────────────────────────────── 9 1 SZALAMANDRA Hyper-rapid Magnetic Cannon, Heavy Flamethrower / . (2 | 90) SZALAMANDRA PILOT Contender / Pistol, Knife. () SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Feuerbach / Pistol, Knife. (1 | 22) SECURITATE Feuerbach / Pistol, Knife. (1 | 22) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) SALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8) 4 SWC | 200 Points Not saying I'm going to, but it WOULD be hilarious.
  2. So write up for week 5. Mission was Checklist. Objective points for: Do a coordinated Order Discover a marker Kill with a surprise shot Doctor/Paramedic a model Pass a guts check Use your lieutenant order Kill with Extreme Prejudice aka coup de grace Run a hacking program Lay a mine, repeater, drop bear, sniffer Kill the Lieutenant List was, in hindsight, extremely mean. I just saw 'use Lieutenant Order' and 'Kill the Lieutenant' and I thought of the Kriza. Who better in the list to use the Lieutenant Order? Jurisdictional Command of Tunguska ────────────────────────────────────────────────── 9 1 SECURITATE HMG / Pistol, Knife. (1 | 21) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15) KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54) MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) SPEKTR Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 30) 3.5 SWC | 200 Points Open in Infinity Army I played against PaladinX's JSA. Of note in this list were the Daiyoukai, Saito Togan (I thought it was an Oniwaban, which led to some confusion discussing this game when talking to Exile and Raindog), ODD SMG Ryuken-9 and Yuriko Oda with some 6 Keisotsu. 1 of the Keisotsu had an HMG but were otherwise combi rifles if I recall correctly. I won the WIP off, picking first turn. Deployed first, with the HMG Securitate providing ARO shots on my left side on a building, Warcor was lying down in an ARO spot on a box, everyone else relatively safe. Kriza was hold back and was able to placed more aggressively given the JSA deployment. Round 1 active turn had the Kriza pushing up. First, for the objective points, Kriza coordinates with the Transductor. Move, drop sniffer. Then, Kriza confronted the Keisotsu with HMG. The Keisotsu did not last even with 5-person link bonus. Then, Mr. Boracs turned the corner a bit more for the Ryuken-9. He dakka'd at the Ryuken-9 and discovered the mine from the minelayer. Took a few orders to beat the Ryuken-9 because ODD + cover, but the weight of 5 dice is pretty good. From there, I revealed the Spektre who did a long range shot to get my surprise shot kill on a model. Kriza then kept stomp stomping forward to face the Daiyoukai. Yeeeaaah, I felt bad here. One order, 5 HMG shots to a whiffed panzerfaust from the Daiyoukai = 1 dead dead dead Daiyoukai (I'm sorry). With my last couple of orders, I squeezed the Kriza into a corner behind cover and put my Spectre back into camo. Bottom of round 1, it's surprise Saito! Rather, surprise TO camo token. PaladinX decided to climb onto the box that the Kriza was hiding behind, to then be able to walk down some steps and stab the Kriza in the back. After the first order, climb, my Securitate from across the board and then my Warcor can see due to the elevated position. Both fail the discover. Second order, Saito walks into melee with the Kriza. PaladinX picked Martial Arts level 3 to try and put the Kriza at the worst chance back. I'm not very familiar with JSA, otherwise at the time I would have recommended for him to use level 4 because more dice is always good. My ARO back was free shots from the Warcor and the Securitate HMG, which were allowed due to Saito being revealed. Kriza, despite being stabbed in the back, gains line of sight once in to base to base. So the Kriza is at -12 from TO, martial arts, and Surprise attack if he shoots his pistol meaning he hits on 1, but does put Saito at -3 due to full auto. He's at -9 to close combat from surprise and martial arts, leaving him hitting on a 9. Or, he can dodge on -9, looking for a 5; probably my worst option. While he's most likely to succeed on a close combat with 9's, I elected for shooting his heavy pistol to impose the -3 on Saito. Kriza whiffs (because 1's). Saito crits, unsurprisingly, with his EXP CCW. Kriza is now down to 1 wound with 2 armor saves to go. With armor 5, he's able to pass. With my Kriza miraculously surviving, the Warcor flash pulses. Miss. Securitate hits both shots from his ARO aaaaand Saito is dead. Without many options left, Yuriko led a 5-member Keisotsu link up. Yuriko drops a couple of mines to try and corral the Kriza, breaks out one of the Keisotsu to put it into suppressive, but otherwise there was no further fighting. Top of turn 2, the Spektre goes to work. He slices the pie to start picking off Keisotsu. The low BTS of JSA vs the TO and cover, the Spektre comfortably shotguns two of them down, including putting down a mine for the suppressive Keisotsu before fighting. Yuriko survives and backs away but the template from the shotgun KOs another Keisotsu. Yuriko moving prevented the Spektre from further fighting as Yuriko moving allowed one of the mines to see him. The Kriza stepped out to threaten Yuriko and triggering the two mines. Yuriko dodges, so the Kriza dodges and passes. Spektre goes to work again to shotgun down Yuriko, the template hits another Keisotsu. That Keisotsu survives. I don't have enough orders left ot kill the Keisotsu and then coup de grace, so I look for orders elsewhere and have Mary go into cybermask. At this point, there were only 2 Keisotsu left, so we called the game to an end. Tallying things up, I had coordinated order, discover, surprise shot, lieutenant order, hacking program, killed lieutenant, and dropped equipment. I could not guts check, doctor/paramedic anything, or coup de grace. PaladinX I believe had coordinated, guts, lieutenant order, and mined. Final score 7-4. I'd like to apologize again. That game was really brutal. Lessons: I learned about leveraging the advantage of TO. Previous game I played was my first Spektre match, this now being my second. Having really only used mimetism and, rarely, camo in previous games, the options and survivability it gives are really good. Spend more orders for the extra surprise shot or just go and fight? Drop a mine down before fighting for the double threat? I've rarely used the Clipsos even when I was playing Tohaa (and I should use them more). It was a refresher on use of the Kriza. It's been a while. He is a monster. He's nearly as good as a Szalamandra at killing, with the same shots with HMG vs HRMC and just losing the multi parts like AP, and is nearly as survivable given the -3 in basically all face-to-face rolls which I'd say is comparable to the 3 armor the Szally has. At the same time, Kriza is smaller so is easier to hide and get cover and is also nearly 40 points cheaper on the HMG. Otherwise, it was to really think about where the opponent's infiltrators are going to be. I should have thought better where Saito or an Oniwaban, or a Ninja could have been. A Ninja assault hacker would have ruined the Kriza's day pretty quick. An Oniwaban with monofilament would also have put an end to the Kriza train fast.
  3. So I've been having the itch to play Tohaa again. Haven't played since December and before they buffed Aelis to something playable. I've also just been wanting to play a Gorgos and I'm not sure why. So, brewing limited insertion list. Tohaa, the way I build lists always ends up 12 or so orders. Probably should use Kamaels more and try a high order list (what better army?) but having those tough models is just so nice. Anyway, the brewed list: Tohaa ────────────────────────────────────────────────── 10 2 GORGOS Squad Chaksa Peripheral B . (2 | 82) GORGOS AP Spitfire, Flammenspeer, Pulzar +1 Chaksa Peripheral B / Shock CCW. (2 | 82) CHAKSA PERIPHERAL B Pulzar / Pistol, Knife. (4) SUKEUL HMG, D-Charges / Pistol, Breaker Pistol, Knife. (1.5 | 35) HATAIL AELIS KEESAN K1 Combi Rifle, Nanopulser, Flash Pulse, D-Charges / Pistol, Knife. (0 | 29) MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13) NIKOUL Viral Sniper Rifle / Pistol, Knife. (1.5 | 28) KAELTAR (Chain of Command) Light Shotgun, Flash Pulse + 2 SymbioMates / Pistol, Electric Pulse. (0.5 | 21) KAELTAR Light Shotgun, Flash Pulse + 2 SymbioBombs / Pistol, Electric Pulse. (0 | 15) MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13) CLIPSOS (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 25) RASAIL Lieutenant Viral Combi Rifle + 1 Chaksa Peripheral / Pistol, Knife. (0 | 39) CHAKSA PERIPHERAL Heavy Flamethrower / Pistol, Knife. (- | 4) 5.5 SWC | 300 Points Open in Infinity Army
  4. Currently planning on being there.
  5. Oh. Whoops. That's disappointing. The red fury is already expensive. It's shock already too. Don't think it'd be that bad to allow it. Oh well.
  6. A securitate hacker used assisted fire.
  7. So I'm just going to do a write up during some down time. It's on a phone so please forgive any autocorrect derps. So last Saturday, I played against Rudra again. More Tunguska v TAK. He was an awful person bringing 6 camo markers. Might have been more. My list: FO mission──────────────────────────────────────────────────8 1 PUPPET MASTERS Submachine Gun / PistolKnife. (0 | 12) 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) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) SECURITATE Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32) 2 SWC | 175 PointsOpen in Infinity Army Mission was to FO and flash pulse things. Threr loot boxes on both sides. Points for FO'ing them to reveal contents. Point for opening a box. So, what better chance to try the puppets? I went first. Pushed the troupe up the board. Turns out, trying to get objective points is hard. Took my whole turn just FO'ing and flashing a single line Kazak, before finishing it off with a marksmanship boosted red fury. Bottom of turn 1, Strekok (surprise, no surprise) came and the corner and dueled with the troupe. Turns out a haris equivalent of 2 wound models survive very well. Though I made a disgusting amount of armor saves. I realize I should have dodged so I can get multiple attacks back but I wanted to just put the strelok down with the red fury puppet. Dodging works very well given the hyper dynamics and kinematica. Turn 2 my spektr pops out of hidden camo. I completely forgot he was staring 2 line kazaks in the face. He gets flash pulsed, while he observes the box in his face. In the box is a chain rifle. He gets stunned for his efforts though, so goes prone. Grenzer + Securitate team moves up. Rest of my turn was pulsing and targeting the Strelok, before finishing her off. Reactive, Rudra moves up the opposite flank to FO a box. He then sends another Strelok to fight the Spektr. A couple of washes then the Spektr crits the Strelok in the face. Vet Kazak peeks from his hiding spot to kill my Grenzer, breaking my for core link. Last active turn, Spektr is able to FO a line kazak who then hides. This lets the Spektr take the chain rifle, then go in suppressive. I then reform the link for the defense. Bottom of 3, Kazak link baits out the shot from the spectr to also the vet to move across the table unopposed. Vet Kazak then gets to free flash, and FO my unconscious puppets, getting Rudra the win. Awkward have overall. Optimizing points earned took a lot of orders. First time using the Spektr and the puppets. Puppets feel very Tohaa. They're a tough trio with meh BS (11) that is very order efficient. It was nice not losing any orders after they went down. Spektr was an adequately difficult road block that could do objectives. Need to do more experimentation with them. The lack of FO line infantry was definitely felt. Having to upgrade to a Grenzer was not cheap.
  8. Pain train is cheaper. They are lot more flexible able to take the Santiagos as a wild card. They have more mobility with the Montesa that they never had before and have more access to specialists. They also have more link options, which is never bad. Santiago link was never worth running; even more expensive than the Hospitalers without much benefit and 0 specialists, so losing them as core isn't a big deal. Montesa were also expensive and, again, previously no specialists. The change also steamlines the faction a bit. I have a feeling a lot of players, or at least new players, don't know that you had to pick an Order when making your list, which limited your access to other knights. Realistically, only the Hospitalers were worth picking, so removing that awkward rule makes things simpler. I don't think the video said what the special Order Sergeant link is, so will next to see that too. On a side note, that's NA2 video basically said nothing we didn't already know. Rather, didn't even being up anything that hasn't already been released. Soooo kind of a waste of a video day.
  9. If the HMG Kriza player has somehow horrible misplayed and is taking shots from 3 light rocket launchers at once while not in cover, assuming the Kriza splits burst for 2-2-1 against the 3 helots, and assuming everyone is in good range. ~41% chance of the Kriza wounding or killing the Helot with 2 shots. ~23% chance of the helot causing 1+ W. ~36% chance of no one taking a wound. With the last shot against the remaining Helot, ~24% chance of the Kriza wounding, ~31% chance of the Helot doing 1+ wounds to the Kriza, ~44% chance of no one taking a wound. That leaves a 40% chance of the Kriza taking no wounds against all 3 Helots. All things considered, that's pretty good for running out and taking 6 shots out of cover. This is also just about the optimal situation for the Helots as I calculated using Hit mode rather than Blast since I had the Kriza out of cover and the Helots being in cover. I guess if I put the Kriza at 8-16 the Helots would get a better chance, but the Helot player probably deployed very poorly to have 3 Helots in good range in 8-16 to a single spot where the Kriza is then also at 0 range. I guess it's not poor if they're in that specific situation and basically real life strategos to foresee all of that.
  10. I think with the Jammers and the Helots, they're trying to give tools to more elite armies that will eat up orders from higher order count lists. Less elite lists will have more issues dealing with extra high burst AROs than elite lists. A ghulam will struggle beating a Helot, whereas a Kriza will blow through it without much problem. Jammers allow the smaller lists to put roadblocks into place without needing to have a model die or risk it dying easily. Higher model count lists tended to have more pieces to slow you down without being much detriment. The same kind of thing with Puppet Tactica. 6 wounds that are definitely a roadblock but even if you waste tons of orders to remove them, the Tunguska list at least hasn't lost an order.
  11. Varuna and other PanO stuff. Imgur album too pictures because WAY too much stuff. https://imgur.com/a/UbD0jMI Helots are weeeiiiirrrrd. As a troop profile they have neurocinetics. These seem really good. Zulu Cobras are basically more elite Hecklers. That's depressing coming from Tunguska. Knight changes are NUTS. Santiago profile barely even looks like Santiago anymore. Ah, Santiago knights are wild cards. Hospitalers have a 2 points drop across the board. Also Tikibalang? In MO? ..AND DART? Why is Dart in MO?? I'm so confused.
  12. Yeah. At least bioimmunity makes it closer to two wounds. And it makes sense as it saves them a few points. And every point matters when basically your entire list is heavy infantry. If you're facing Invincible Army, definitely need a couple of hackers for Hack Transport to avoid a rain of death on your lieutenant (if you have an obvious lieutenant) or on your fire team. You can only spread them out so much while keeping in any kind of viable cover. Defensive Fireteams will be a lot more easily broken with SURPRISE EXPLOSION IN YOUR FACE. You dodge and give the Liu Xing an extra turn to knock down a fireteam member? Or do you try and KO the Liu Xing and eat the explosion?
  13. Sweet jesus AVA 4 on the Zhencha. 4 Liu Xing for when you really want to assassinate the Lieutenant. Oh, hilarious. I know this is the heavy infantry sectorial but you have the Zhanshi and Warcor aaaaand that's it for LI. Morats is today too. Shock Army update is also live on Army.
  14. Don't know yet how much MO is actually changing, given that updating the Montessa knights means you'll be effecting MO a lot as well. That said, I hope they're getting the French-style makeover too.
  15. Second video for Acontecimento.
  16. Oh, the Caskuda is (kind of) back with the Invincible Army. Their drop troop has Explode Lx. Tunguska apparently isn't going to be in any book? Shasvastii is getting a lore update but no list in the book?
  17. Bostria did say that it was a Tohaa and Shasvastii event, so I wouldn't be surprised at all. Shas vs most likely the Triumverate, given that's the sectorial that's most been in rumors and would be easiest for them to make (given lore of them basically sepsitorising / zombifying humans before).
  18. So either this book doesn't ship until next year or Invincible Army is dropping sooner than Bostria had said. Also man, Freedom Fighters? And non-sectorial Combined Army?
  19. You're fine. To account for the difficulty in taking high orders, I'd probably be trying to rely on mobility. Hollowmen still only have 8 inches of movement like a standard infantry, but super jump is insane. Obstacles are no longer really obstacles. Stemplers really help bring down the cost of the link as well. But I should be practicing getting higher order counts. Securitates, while on the expensive side of line infantry, are also amongst the most elite. They have the BS 12 of Fusiliers while also having WIP 14 of Ghulams. Veteran level 1 is also useful to have. And it's not as if Tunguska can't take higher orders. I like the durability of the more elite units, since I come from Tohaa where almost every model in a typical list I took would have 2 wounds. So for Tunguska, if I do a Securitate link, I kept taking Perseus. I don't have to, and he does provide good utility with smoke, but the link will still be fine without him. Jurisdictional Command of Tunguska ────────────────────────────────────────────────── GROUP 110 SECURITATE Feuerbach / Pistol, Knife. (1 | 22) SECURITATE Feuerbach / Pistol, Knife. (1 | 22) GRENZER Missile Launcher / Pistol, Breaker Pistol, Knife. (1.5 | 29) SECURITATE HMG / Pistol, Knife. (1 | 21) SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15) GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) ZONDBOT Electric Pulse. (0 | 3) GROUP 25 LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24) SPEKTR Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Pistol, Knife. (0 | 34) STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) PUPPET MASTERS Submachine Gun / PistolKnife. (0 | 12) 5 SWC | 299 Points Open in Infinity Army Higher order list with extra models to have a good defensive team if I go second (leave feurbachs and the missile launcher up), so if one goes down, I can just add another securitate or extra grenzer into the link and push up like normal. If I go first, Puppet Master limits the command token 2 combat group negative. This list can reasonably do highly classified as I think it has all the bases covered.
  20. dataentity

    Infinity RPG

    http://infinity.modiphiusapps.hostinguk.org/ Oh, and unless you come up with really REALLY good background, you proooobably can't make a rogue hollowman. Because your brain is in a jar, in a Tunguskan bank. The second you go rogue, you're disconnected and killed. And maaaan, I want to be able to make a Tohaa.
  21. @DustGod You have to remember, orders wins games. While yes, there are kill-based missions, most of the ITS missions require you to. do something else other than kill. This is why Haqq and Ariadna are really good. Generally speaking those two factions don't have fighting potential (Yes, they can do it. Veteran Kazaks are amazing. Fidays and definitely kill things. Asawiras can. But it's not the faction's specialty). But, they have good specialists and are cheap. Even not talking about button pushing missions, you can kill more with a 15 order list than a 10 order list, and you can certainly do more objectives than the smaller list. Infinity is a game where it's definitely possible for any model to hurt or kill any other model. A lowly Keisotsu or Metro can beat an Avatar. It's also possible to win a game without having to ever fire a shot. ITS Season IX gave a huge buff to small lists due to the changes to Limited Insertion (can't take away 2 orders with a command token). While Season X did keep that buff, it has changed things to push for high order lists again. It has included some missions that just require a lot of orders to get done. Unmasking is order intensive. The Grid takes a lot of orders as well. Rescue will take a lot of orders. The entirety of the new classified deck wants you to eat orders. Any mission with the Xenotech wants you to waste a minimum of 1.5-2 orders to do (which if you only have a maximum of 30 in a game with a 10 order list is a lot.).
  22. dataentity

    Infinity RPG

    I'd be down for it though my schedule being super inconsistent is not conducive to having a stable game going. I'd also actually need to get the rules.
  23. I've only used Mary Problems twice and there wasn't much to hack so I can't really say. She was holding her own in shooting because ODD, so at least from that side she's alright. I 100 percent will run the Hollow pain train. The league is just too low points to do it right now. For load outs you just need a variety. Make sure to include at least one specialist (I like the idea of the hacker to get deflector), and you'll want the spitfire. Otherwise it's up to you. Missile launcher can be scary but it's expensive for low burst. Boarding shotgun is not bad as it's a specialist. Multirifle with pitcher compliments the great hackers in the sectorial. Kriza HMG and mk12 are both excellent profiles. HMG murders things. Mk12 makes for a good mid field bully. Put him in suppressive and there's no easy way to dig him out other than to just out shoot him. Have not actually ran the puppets. The puppet master is excellent because it's cheap with counterintelligence, so is relevant in higher point games. Counterintelligence is a very very powerful skill. On paper the puppets look great with basically the cheapest wounds in the game. 1.5 swc, 57 points for bare bones puppetmaster, then one of each puppet, and that's 7 wounds/structure of models. Tunguska's weaknesses are costs and specialists. They are an elite army. You can have lots of orders, but it's not easy and many other armies do it better. The stuff you want to take are also expensive. Secondly, while the specialists are good with high WIP, they are almost all hackers, leaving them vulnerable to other hackers. Cheapest FO is the stempler, such isn't awful. Next FO up is the Grenzer which is pricey. Securitates do not get FOs which I think is a big weakness. Only doctor is a Daktari which can't go in any links, and is only WIP 13. Engineer is only the clockmaker, which is fine at WIP 15, but without any survivability or extra movement will have problems getting to do classifieds / objectives. They have the WIP to do objectives (their line infantry is WIP 14) but it's harder to get the specialist variety to do the classifieds easily. I guess with the season X ITS classified deck, I'll probably have to start including the Grenzers since they fill out so many.
  24. Oh, one more clarification. Are the FO'ing and Flash Pulsing on a per model basis? As in if the enemy has 10 models, if I FO all of them, Flash Pulse all of them, that's 20 points? Or is that just 2?
  25. Need to be a specialist to open the boxes?
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