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dataentity

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  1. Week 2 of Escalation. Still playing Tunguska. 150 points. Quick mission summary was player with the most models inside a building outside of deployment zone wins. If tied, person with a model in the building furthest outside of their deployment zone won. List: Jurisdictional Command of Tunguska ────────────────────────────────────────────────── 8 1 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE HMG / Pistol, Knife. (1 | 21) SECURITATE MULTI Sniper Rifle / Pistol, Knife. (1.5 | 21) 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) 3 SWC | 150 Points Open in Infinity Army Plan was to get Hecklers covering major avenues of movement out of the deployment zone to isolate troops moving through. They can threaten models while safely tucked away inside a building. Spoiler alert. exactly 0 things were jammed between 2 games. 2 games. Game 1 was against Qapu Khalqi (sorry I don't know your forum name). I lost WIP but got to go first. One heckler moved up to the building directly in front of the Ghulam link without ever provoking an ARO. Heckler got inside, closed the door behind himself and waited. Rest of my orders were spent moving Mary Problems up the left side, getting a pitcher out against the Nazmat remotes (though I never hacked them) and then cybermasking. Bottom of turn 1, Haqq did Haqq things. Completely avoided any conflict, played the objective, and got tons of models into buildings. The Ghulams basically ignored the Hecklers because the Heckler could not jam to save his life, failing both completely uncontested (no reset) jamming attempts it had. Turn 2 had Mary Problems and Heckler #2 fighting against 2 Bashis. Given that the Bashis were left in the open and on reactive, it took almost my entire turn to knock out the Bashis due to just bad rolls. Eventually, Heckler knocked down the second one, fought the Najjarun to take control of that building. Turn 2 reactive had basically all the remaining Haqq models huddled inside one building. So yes, objective was completed. However, after discussing it with my opponent, he had to do something. As it was, he had 6 models in the one building. However, I had 6+ models that could easily walk up and get into building uncontested, which would leave me with the win due to my Heckler being just ouside his deployment zone / further outside of mine. This resulted in Leila moving out to try and fight, but she went down to the Securitate Multi Sniper. Turn 3 I moved my securitates up who hid inside the closest building that was outside of my deployment zone. This left me with 6 models in buildings to 5 Haqq models. I also had the one furthest outside of my deployment. Discussing it with my opponent, the Al Hawwa moved out to try and knock out my Securitates as that would be the most efficient way to bring him ahead in models-in-buildings. Al Hawwa ignored my Warcor, taking and saving against 3 or so different flash pulses. Al Hawwa shotgunned my Securitate lieutenant, but ignored the warcor 1 time too many, resulting in the Al Hawwa getting stunned. On my advice, the Al Hawwa attempted to just move into the building with the Sniper and HMG securitates to try and dodge through the rest of his turn. Dodge -3 from stun versus two different pistol shots = one dead Al Hawwa. Had he survived, he had a very good chance of winning due to good range shotgun against pistols. Game 2 against Rudra's TAK. So same story with Hecklers. Heckler up both flanks, hiding in buildings down major avenues of movement. 0 things effectively jammed. Vet Kazak ignored Jammer on one (due to Veteran L2), Irmandinho walked up to the heckler, ignoring the Jammer (which failed twice), to then chain rifle down the Heckler. Irmandinho scavenged to then become the SUPER MUTT with the Jammer. Vet Kazak out dakka'd Mary Problems to then trogdor Heckler #2. RIP. Turn 2 Securitate link tried to be useful. Knocked out a Kazak. Hid in a box / building. Dynamo came up the side to smoke my HMG and mine-dispensed in front of the box so the sniper and lieutenant couldn't do anything. Turn 3 I had the transductor eat the mine (since it wouldn't fit in a building anyway), and then moved up my warcor to get inside another building. With my remaining order, I moved second flash pulse bot into a better ARO position. This left me up 3-to-1, but I was down to basically nothing while TAK had basically everything. Rudra then had free reign of the table to move as much as he wanted into buildings and it was over. I'm just angry at Hecklers. I felt it was a great plan but they decided to just not jam anyone. Mary Problems was more useful taking a wound off a Vet Kazak in reactive and not in suppressive. Against two low-hackable armies. Hecklers just did nothing but eat orders.
  2. It seems too early to be including Shasvastii in the book. I'm pretty sure they stated that Shasvastii and Tohaa were going to be middle of next year. At best this will have the latest sectorials (Tunguska, TAK, OSS) and probably Varuna in there if it has army lists at all. It could just be updated Paradiso-equivalent. After all, they stated Varuna was next (which still isn't out) and then Invincible Army (barely have had any information). Imagine the [big bad swear word]storm if they skipped Invincible Army to go to Shasvastii.
  3. Thanks. At this point, you're used to a lot of orders with Haqq. I'm on the opposite side of the spectrum where I like the tough units (which come at a premium price point). And on the Brain Blast vs Sucker Punch. According to the Infinity Dice Calculator: An interventor against a Deva. I had to finagle things to get it right, but I think I did. Interventor was on -6 regardless due to -6 from Lightning. Deva was on either -3 from Surprise or -6 from Surprise+Sucker Punch. Both have about equal chance of dealing 1 wound to the Deva (30.8 for brain blast, 30.2 for suckerpunch%). Sucker Punch has a 15% chance to deal the second wound, Brain Blast had a ~4% chance of dealing the second wound. Against Sucker Punch, Deva had a 13.4% chance of dealing damage to the interventor, and against Brain Blast had a 15% chance of wounding the interventor. So yes. Interventor was probably better off using Lightning and not Brain Blast. Much higher chance of killing the Deva and has a reasonable increase in survivability for a negligible decrease (.6%) in ability to wound back. Feels wrong because more dice seems better, but the -3 matters a lot I guess.
  4. Ooookay, write up times after being lazy for a while. First week of Fall Escalation. 150 points. Mission was to KILL KILL KILL. List for the two games I played: Tunguska ──────────────────────────────────────────────────7 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27) 2.5 SWC | 148 Points Open in Infinity Army Game One against rudra34. Lost WIP. Rudra elected for turn one, so I deployed second. This ended up mattering because a Ratnik really wanted to tear up the right (from my perspective) of the board. I was able to counter deploy the Interventor to at least threaten some hacking. The Ratnik kept moving up and threatened my clockmaker who survived some pointblank shots. The clockmaker then thought better of her option to fight the Ratnik and failed guts to hide better. Rudra's turn 1 ended up with the Ratnik killing a grand total of 11 points: A Tranductor/Flash Pulse bot and a Warcor. On my turn spent basically the whole thing wasting bullets at his Warcor while getting into position to immobilize the Ratnik through the Stempler's repeater, then shooting it down with the spitfire. I goofed super hard here and left my Spitfire Hollowman facing the wrong way (I should have just guessed I'd be able to knock out the Ratnik with 5 uncontested shots). My hollowman accidentally mooning the enemy let the Line Kazak + Frontovik link move up the board to T2 rifle him in the rear. One order to unconscious. Second order of shooting to take another 6 wounds. There's an unconscious level 7 right? My clockmaker can definitely fix that, right? This left me without my big gun and my shotgun Hollowman awkwardly pinned in the corner without an easy way to get into good ranges to fight. Stempler died after trying to take on the Frontovik after being buffed with Assisted Fire. Hollowman was able to take an alternate way around and splash damage from the Irmindinos to take out the Frontovik, letting him break the containment. Extra shot splashing through a Line Kazak to KO a mine, and my last movement leaving my Hollowman next to my Clockmaker's zond. Top turn 3 had a Strelok running up to fight the Hollowman. Point blank shotgun vs point blank shotgun. Strelok ended up winning, but left my Zondbot alive. The Strelok had a mine baby and the turn was over. Bottom turn 3 had me using the Clockmaker through the zondbot to bring the hollowman back up. Mine goes off on the zond, hitting the hollowman. Zond lives, Hollowman goes unconscious again. Re-repair the Hollowman who was then able to fight the Strelok with a Discover+Shoot, winning the exchange and the game. Clockmaker MVP. Game Two against Exile. The face punchiest game. Same list, this time I went first. Hollowman link ran up the side. I completed forgot he had an assault hacker resulting in my Stempler getting Comms Equipment turned off and then it getting isolated. RIP +1B. While the Stempler was getting punked by the assault hacker, the Spitfire Hollowman won some fire fights with some Dakinis. I made sure to take the Dakini HMG off the board so that the Proxy Engineer could not bring it back up. I then tried to knock out the the FO Proxy, but to do that would take some shots from the Assault hacker's shotgun. I split burst which resulted in the FO Proxy only losing 1 wound allowing it to survive to NWI. Looking back, I should have just poured all those shots into the Proxy and eat the potential single shotgun shot. The E/M grenades were a big threat and I was more likely to lose structure to point blank dual SMGs than I was to a single boarding shotgun when it got around to my reactive turn. Reactive turn, FO Proxy did exactly what I thought it was going to do and KO'd both Hollowmen before going down to an uncontested Stempler shot. Engineer Proxy KO'd teh Stempler. Top of turn 2, I was out of kill-y pieces in a kill mission. Welp. I sent my Interventor up in Cybermask. Surprise hacked the Assault Hacker Deva with Sucker Punch. Still not sure on the math if the one die of Sucker Punch is actually better than Brain Blast. It has higher damage and a negative mod on the opponent, sure, but two dice is a heck of a lot more reliable than one. Anyway, Assault hacker was gone but so were my orders. Bottom of turn 2, Proxy Engineer worked it's way around and knocked out my Interventor as to be expected. We called it there. I'd be in LoL turn 3 and I had 37 or so points left on the board compared to lots for Exile. Looking back, I probably should have tried to use the Zondbot to bring up one of the Hollows again. Would have been safer and got back a much deadlier piece to fight with than an Interventor. The Zondbot was also closer to where the action was, not to mention faster. Oh well. Learning lessons every game.
  5. I'm so very tempted. I think I'm addicted to Hollow Men Tunguska ──────────────────────────────────────────────────7 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27) 2.5 SWC | 148 PointsOpen in Infinity Army
  6. dataentity

    CB News

    I would be guessing they're only phasing out the out-of-date sculpts.
  7. dataentity

    CB News

    In case people haven't heard, Shock Army of Aconticemento is going the way of the French. They're removing the SKUs, but will still be valid to play. The level of anger and over reaction is worse than with the French. People somehow still thinking the army is going away completely, or that it should go NA2.
  8. http://infinitythewiki.com/en/Poor_Visibility_Zone How do the MODs for Low/Poor Visibility Zones apply to Dodge Rolls? And to Engage? A: The MODs apply whenever a Skill, Special Skill or piece of Equipment requires LoF and is declared from, into or through a Low or Poor Visibility Zone. Note that if the trooper is within the Visibility Zone this also applies to Dodge Rolls against template weapons from outside LoF. So: Any Dodge declared inside a Low/Poor Visibility Zone suffers the negative MOD, even in Close Combat or if the Dodge didn’t involve LoF. Any Dodge which LoF to the enemy trooper passes into/out/through a Low/Poor Visibility Zone suffers the penalty. The negative MOD will also apply to the Engage Common Skill. The negative mod being -6 for poor vis, -3 for low vis.
  9. Just a note to self, and to maybe anyone else who may actually read this. I learned a way that nimbus grenades on Sakiels can be useful, for whenever I go back to Tohaa. The Poor visibility zone causes a -6 modifier to anything that draws LOF through the zone including dodge. So, Sakiel drops the Nimbus grenade, then a Makaul flamers resulting in a -6 to the dodge from the opponent. Weird that dodging does not have a -6 when it interacts with a zero visibility like smoke.
  10. Jumper Z is definitely more order efficient. It probably also works better in a defensive fireteam. Given that your opponent will probably only want to engage one of the remotes at a time, it effectively improves your whole fire team rather than just the one with marksmanship as you can freely move the Jumper buff at the time of the ARO. If you're running your team as an aggressive piece, where you don't care as much about multiple models wanting to be improved, then Assisted Fire would probably be your best bet. Probably don't care if the combi rifles in the group are slightly improved, just the HMG. But if you have an HMG, a multi sniper, and a missile launcher, you'd probably want all 3 of them buffed.
  11. dataentity

    CB News

    I think the Aspara is only activated and idling when the fire team is active. Otherwise, I think she can activate like normal. But yes, probably not worth it. Does give extra CC and WIP too, and saves an order. Edit: So if I'm looking at this right, you can only have a Yadu core when you have Shakti?
  12. dataentity

    CB News

    Late night posting here. OSS and TAK are officially up on Army. Enjoy. Wiki hasn't been updated as of right now (3 in the morning. Why am I up?) As of right now, fireteam stuff is still in Spanish. But, if my google translate skills are working correctly, Vet Kazaks can be a part of any fire team? On that note of the wiki not being updated, the heck is Lieutenant L2 (on Asura). By the time normal people are up, this might be answered. Edit: Okay, English is up for everything. Vet Kazaks definitely can join any fireteam. Skills are up as part of the PDF. Jumper Level Z is basically like an automatic supportware but you can only put it on a fireteam with remotes in the same group. Other remotes in that fireteam gain Number 2. You can't stack supportware on top of it, so no effective BS 16 Dakinis. Jumper Level Z does the same thing as Proxy's do and can jump into netrods. Lieutenant L2, I guess was somewhat obvious, gains you a second Lieutenant order.
  13. dataentity

    CB News

    Finally securitate box. Disappointed that they did a mixed box so there's no actual Feurbach model. Why not just make the separate grenzer box since they need it anyway? And why tactical rock? Deva is nice. A bit too much hair in my opinion, but if they wanted Jesse from Pokemon, they got it. And I do not like that hex-poncho thing. That just looks silly in my opinion.
  14. Small correction on that, Caledonians can take Uxia who can have MSV 1. Will have to see if this makes the Grenzer fireteam core worth taking.
  15. Capture as an objective is... dumb. Especially with ALEPH, if pretty much everything they bring can have NWI, you can have this objective be effectively impossible at no fault of your own. I hate the idea of having an objective be RNG. Requires me to 1) fight a model that doesn't have dogged, NWI, etc. 2) Roll enough dice to put said model unconscious 3) Don't roll enough dice to kill it 4) Have that model be in the enemy half which, and 5) have an appropriate model with the appropriate skill or classification be able to get there and complete the objective. Of those 5 parts, 4 I have basically no direct control over. Closest thing is if you decide to not fire your entire burst at the enemy to try and not put the model straight to dead, which, in my opinion, is extremely dumb. For the #5 that is in your control, they need to first properly fix the app or printed sheets to actually make sorting by troop class easier and have it visible. One other thing, they could have at least made the new classification-based objectives consistent with hunting party. Why don't headquarters troops count for this? --- Bravery for medium infantry. I think the weakness of being 4-2 is slightly overblown. Yes, 4-2 is slower than 4-4. Objectively, that is true. But, I'd say the majority of your orders you don't end up doing move-move, making the weakness of that 2 inch move reduced greatly. But I don't know, we'll see. Good experiment, but I think it might push some MI way too far. Druze links with their LGL? Marauder link? Intruders? ---- Landing assistance is kind of nuts. Even harder to hide lieutenants now. --- At least sensor is cheap and everyone has access to it. This is probably a requirement for lists now since, as much as some people say to always include MSV in your list, there were definitely still ways to fight camo/mimetism/ODD without having MSV. The plus side it's potentially a minor buff to MSV 1 since those models tend to be on the cheaper side. --- I like the idea of more, and more varied, classified objective cards. That's fine. I hate that it's forcing so many different things to be included in your list if you want to cover all your bases. Have to have: Doctor/paramedic Engineer (at least assuming this will be your D-Charges) FO MI or HI MSV or BMV or Sensor Something with structure Veteran, Chain of Command, or Elite troop That's basically half of your list already decided or you're just praying to not get certain objective cards. Previously, you just needed to cover 4 bases? 3 specialist types, and then something with structure. Now, it feels like way too much of your list is decided before you can even do anything. I guess you can just secure the HVT then? Half the time you were forced to do that anyway so that's just going to be happening even more often. Rechecking, I guess you don't have to have an FO, you can just spotlight instead. Even without that, that's still a lot of things you have to include.
  16. dataentity

    CB News

    ITS Season 10: Xenotech is up. Of note for special rules: Medium Infantry get forward deployment level 1 for free. If it has level 1 already, it gets level 2. (Because Intruders needed more 🙂 ) Combat Jump abilities can land anywhere you can fit their base. You don't need to fit their template. Characters count as Veteran Troops (so useful for Hunting Party) Fatality L1 for TAGs, Limited Insertion stuff, and closed battle lists are still around. For missions, they're a bit different. Nothing new-new that hasn't been seen before as far as I can recognize, but there is at least Frostbyte from Kuragi Crisis. Objective rooms are back. Classified deck is new. For example, new HVT objective, 'HVT: Identity Check', that requires MSV, Biometric Visor, or Sensor. 'Capture' which requires Veteran troops, Elite Troops, or Chain of Command. Plenty of others are changed / new.
  17. dataentity

    Check List

    Even then, not everyone. Vanilla, Shas, and NCA. If you're playing a sectorial, chances are you don't have it. And it'd be odd to semi-force players to want to include that one specific merc in their list. Like engineering or doctoring, if you're playing a reasonably well rounded list, you'll probably have one. Many models have mines. Chances are you'll face some aliens between Tohaa, Combined Army, Antipodes, and Helots. But to try and get the one scavenge point is awfully specific in my opinion.
  18. Now that OFCC is done so I don't have to worry about 200 point lists anymore, and with the Hollow Men box dropping, I've been brewing some 300 point lists. Currently, been thinking about this. Jurisdictional Command of Tunguska ────────────────────────────────────────────────── GROUP 1 10 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 😎 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 😎 HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) HOLLOW MEN Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0 | 31) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) PUPPET MASTERS Submachine Gun / PistolKnife. (0 | 12) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) GROUP 24 INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20) GRENZER (Fireteam: Haris) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0.5 | 26) GRENZER Missile Launcher / Pistol, Breaker Pistol, Knife. (1.5 | 29) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) 6 SWC | 300 Points Open in Infinity Army Delicious Hollow men paintrain with some scary AROs available. Missing out on the doctor/paramedic as a specialist, but wasn't sure where to cut points to do that. Funny that this is one of the highest order count lists I've brewed and seriously thought about taking considering it has a HI core link. Even with tons of light infantry, I don't think I made and brought a list with this many orders in Tohaa. Any thoughts on the list?
  19. Just letting you guys know I won't be able to make it Sunday. I'll be up in Seattle.
  20. dataentity

    Check List

    As funny as Scavenge is, it's kind of weird to put it on the checklist considering only 2 factions have access to it. I might add / clarify a pitcher for #36. Also, placing a single repeater gets you #36 and #26.
  21. So on WGC, there was discussion about Line of Fire and fire arcs. Specifically, the rules were about the first FAQ question in the line of fire wiki page http://infinitythewiki.com/en/Line_of_Fire_(LoF) To summarize it, if someone can see the back half of your model's base / silhouette, but cannot see the front half, your model cannot fire back as they do not have line of fire. You cannot draw your line of fire from anywhere on the model, only the front 180 degrees sees. In essence, every time we've tried to cover two corners by staring at the wall doesn't work. You can definitely slice the pie to shoot the model's butt that's sticking out and not be shot back.
  22. So quick write up of game last night. Third Tunguska game which was a rematch with Sgt. Rock. We played the OFCC Move Move scenario. Basically, it's Frontline. TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 😎 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 😎 HOLLOW MEN Hacker (Assault Hacking Device) Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0.5 | 37) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33) SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) VORTEX Spec-Ops (12 XP) (CH: Mimetism) Combi Rifle, HMG / Pistol, Knife. (0 | 13) 2.5 SWC | 199 Points Sgt. Rock won the roll off, picked to go first. I deployed second. We were on a very dense table with not many fire lanes. This resulted in a very safe deployment zone which, short of spending basically all of your orders to get there, you weren't really going to threaten much on my side. Not a single shot was fired on Sgt. Rock's first turn, so it was more about establishing board control. Downside to that was it got his models closer to me, allowing me to be aggressive on my active turn, but also didn't remove any orders from my order pool. Highlights from that match were Hollow Men still being very good. Fast and mobile with the 6-2 Superjump, they ran around on top of the building and knocked out a couple of Chassuers and a Maverick. Definitely helped to limit orders. Still not super familiar with Ariadna, resulting in me somewhat being caught out by the Ambush Camo, which let an HMG spetz get behind both the Hollow Men on Sgt Rocks turn 2 to knock them both out. Woops. Other nice highlight was the Heckler. A Jammer being in a safe position can definitely result in some very powerful board control. Uxia ended up in the ZoC of the Heckler. Don't know how much it actually ended up limiting Uxia's use (since she was in a good scoring position anyway), but having the threat of isolation was not nothing. Even if she ended up making every single BTS save ever against it. On another note, recently saw a question on good ol' facebook about pinning and alternatives to it. One of the recommendations was instead of gluing metal to metal to add a tiny piece of toilet paper between. So in the socket of the model, with the glue, have the tiniest piece of TP in there. I tried that today while assembling a Zond, what with the old remotes being awful for assemby. Smooth round sockets and then tiny surface area contact to the base make for a painful gluing experience. Instead of toilet paper, I added small pieces of tissue paper. In the ball sockets, drop of glue, paper on top of the drop, and place the piece. Stuck within a few seconds. Did the same thing with the feet. I dropped it onto the base and it was instantly set enough to be able to pick up the model and the base comes with it. Just yesterday I was trying to assemble up a Hollow Man. It took 5+ minutes of holding that mini on the base before it was set enough for me to leave it alone. 10/10 would recommend.
  23. dataentity

    CB News

    I assumed that. Still kind of sucks to go a year with 0 drops.
  24. dataentity

    CB News

    I must just really like aliens. The Helots look awesome. Also 0 Tohaa releases in 2018. 2019 event better be good. Varuna dossiers look nice. I felt like they should have switched Invincible Army and Varuna release dates, but whatever. Neat looking Vedic stuff. Also nice to see that they're getting around to updating remotes.
  25. Uuuhhh, oh crud. Right, you're ordering Monday. So I'm sort of out of town until Wednesday sooooo, uuuhhhhh So @PaladinX, that sounds fine.
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