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ARMY LISTS- post your ideas here!!

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Post  Paz Tue Dec 23, 2014 9:54 pm

that list scares me
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Post  Spamus Eatus Tue Jan 20, 2015 1:39 pm

Imperial Service list I whipped up real quick:

Crane Agent LT
Multirifle, 2 Nanopulsers, Pistol, DA CCW
Sensor, X Visor
Kinematica L2, Martial Arts L3

Pheasant Agent (Chain of Command)
Combirifle + E/Mitter, Pistol, Monofilament CCW
X Visor
Martial Arts L1

Bao Troop
Multi Sniper Rifle, Pistol, Knife
MSV L2
V: Courage

Bao Troop
Multi Sniper Rifle, Pistol, Knife
MSV L2
V: Courage

Wu Ming
Light Shotgun, Panzerfaust, Pistol, Knife
Kinematica L1

Wu Ming
Light Shotgun, Panzerfaust, Pistol, Knife
Kinematica L1

Wu Ming (Forward Observer)
Boarding Shotgun, Pistol, Knife
Kinematica L1

Wu Ming (Forward Observer)
Boarding Shotgun, Pistol, Knife
Kinematica L1

Ninja
Tactical Bow, Pistol, DA CCW, Knife
TO Camo, Infiltrate, Kinematica L1, Martial Arts L3, Multiterrain


General idea is to keep the badguys pinned down with sniper fire, while the Wu Ming push forward hard to ruin your day, alongside the Agents and the Ninja for sneaky stuff.







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Post  Paz Tue Jan 20, 2015 3:10 pm

when did crane agents get so good???

2 nanopulsers, and kinematica 2???

ugh my ariadna's scrotums just shrunk
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Post  Spamus Eatus Tue Jan 20, 2015 3:20 pm

Check out dem MSVs and X visors, brah!
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Post  Spamus Eatus Wed Jan 21, 2015 10:23 am

The "Hey bro, I heard you like power armor" list:

Zuyong LT
HMG, 2 Breaker Pistols, Knife
Automedkit
Kinematica L1

Zuyong
HMG, 2 Breaker Pistols, Knife
Kinematica L1

Zuyong
HMG, 2 Breaker Pistols, Knife
Kinematica L1

Zuyong
Multirifle, 2 Breaker Pistols, Knife
Kinematica L1

Zuyong
Multirifle, 2 Breaker Pistols, Knife
Kinematica L1

Wu Ming
Light Shotgun, Panzerfaust, Pistol, Knife
Kinematica L1

Wu Ming
Light Shotgun, Panzerfaust, Pistol, Knife
Kinematica L1

Wu Ming (Forward Observer)
Boarding Shotgun, Pistol, Knife, Flash Pulse
Kinematica L1

Zhanying (Sensor)
Breaker Combirifle, Nimbus Grenades, Pistol, Electric Pulse
Sensor
Bioimmunity, Sixth Sense L2

Zhanshi (Forward Observer)
Combirifle, Pistol, Knife, Flash Pulse




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Post  GingerBalls Wed Jan 21, 2015 12:58 pm

This would be menacing in an annihilation game. A link with 5 Zuyong, and 3 with HMG's? Get outta here.
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Post  dusktiger Mon Jan 26, 2015 11:09 am

this is one i was tinkering with today to follow a more traditional PanO mentality; lists with 2 HI and lots of REM
i took both bulleteers because, well, they both come in the same box so what the hell.

PANOCEANIA

──────────────────────────────────────────────────

 GROUP 1 (Regular: 10/Irregular: 0):

BOLT Lieutenant
Combi Rifle + Light Shotgun / Pistol, Knife. (22)
Bioimmunity, Veteran L1

BOLT Paramedic (MediKit)

Combi Rifle + Light Shotgun / Pistol, Knife. (24)
Bioimmunity, Veteran L1

BOLT

Missile Launcher, Light Shotgun / Pistol, Knife. (1.5 | 27)
Bioimmunity, Veteran L1

NISSE

MULTI Sniper Rifle / Pistol, Knife. (1.5 | 34)
MCV L2, CH:Mimetism, Multiterrain

Father-Knight
 
Combi Rifle / Breaker Pistol, DA CCW. (44)
Assault, Kinematika L1, Religious Troop

SWISS GUARD

Missile Launcher / Pistol, AP CCW. (2 | 69)
TO Camo

BULLETEER
Heavy Shotgun / Electric Pulse. (19)
ODD, Repeater, G: Remote

BULLETEER

Spitfire / Electric Pulse. (1 | 25)
ODD, Repeater, G: Remote

AUXILIA (Forward Observer)

Combi Rifle + AUXBOT_2 / Pistol, Knife. (16)
   AUXBOT_2 (Forward Observer)
   Heavy Flamethrower / Electric Pulse.
   G: Syncronized

AUXILIA (Forward Observer)

Combi Rifle + AUXBOT_2 / Pistol, Knife. (16)
   AUXBOT_2 (Forward Observer)
   Heavy Flamethrower / Electric Pulse.
   G: Syncronized

 6 SWC | 296 Points
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Post  GingerBalls Mon Jan 26, 2015 11:43 am

Any way you can get a hacker in there? Having those awesome repeaters seems like a bit of a waste without one.

Other than that it looks pretty solid. Maybe a little short on specialists.
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Post  dusktiger Mon Jan 26, 2015 9:39 pm

are FOs not specialists? nvm, found the section in the pdf.

to be honest, i dont really get the hacker stuff yet and would just as soon play without them in my lists for now to focus on learning everything else.  later on when i get it, i might take them.  the problem is their cost in a PanO list; im having to gouge the list to find a SWC and the high enough points to put one in.
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Post  Aegwymourn Mon Jan 26, 2015 10:11 pm

I haven't read all the hacker rules but they have some very potent abilities . I only have to learn the defensive hacking devices rules for tohaa
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Post  Aegwymourn Tue Jan 27, 2015 2:55 pm

Been working on a new list for Tohaa. Want to take a couple of units I haven't purchased yet.

Unit mov cc bs ph wip arm bts w s ava swc points
Kamael (FO) 4-4 13 11 11 13 1 0 1 2 T 0 14
Equipment: Combi-Rifle, Pistol, Knife - Special Skills: Fireteam: Tohaa

Sakiel 4-4 14 12 11 13 2 0 1 2 6 0 26
Equipment: Viral Combi-Rifle, Pistol, Knife, Symbiont Armor - Special Skills: V: Courage, Fireteam: Tohaa

Gao-Tarsos 4-2 15 12 12 13 3 0 1 2 3 1.5 39
Equipment: HMG, Pistol, Knife, Symbiont Armon - Special Skills: AD: Combat Jump

Ectros 4-4 17 13 14 13 3 6 2 2 4 2 51
Equipment: HMG, Nanopulser, Pistol, CCW - Special Skills: Fireteam: Tohaa, Poison

Clipsos 4-4 13 11 12 13 0 3 1 2 3 1 24
Equipment: Boarding Shotgun, Nullifier, Pistol, Knife - Special Skills: CH: TO Camo, Infiltration, Multiterrain

Makaul 4-4 22 11 13 13 1 3 1 2 6 0 16
Equipment: Hvy Flamethrower, Zero-V Smoke G., Swarm G., Pistol, Viral CCW - Special Skills: Fireteam: Tohaa, I-khol L1, Kinematika L1, Martial Arts L2

Neema Saatar ( LT) 4-4 21 13 14 15 3 9 2 2 1 0 42
Equipment: Combi Rifle, Light Rocket Launcher, Nanopulser, Pistol, CCW - Special Skills: Fireteam: Tohaa, Martial Arts L2, Poison

Hatail Aelis 4-4 14 12 12 14 2 3 1 2 1 0.5 32
Equipment: Defensive Hacking D., K1 Combi Rifle, Nanopulser, Flash Pulse, D-charges, Pistol, Knife-Special Skills: Fireteam: Tohaa, Regeneration, Sensor

Kumotail 4-4 13 11 11 14 1 0 1 2 2 0 22
Equipment: Combi Rifle, D-charges, Pistol, Knife - Special Skills: Fireteam: Tohaa, Doctor, Engineer

Kotail (FO) 6-4 15 12 12 13 2 3 1 2 4 0 33
Equipment: Combi Rifle, E/M Grenades, Pistol, Knife, Symbiont Armor, Holoprojector L2 - Special Skills: Super-jump, V: Courage

5 299

Gives me 4 specialists (2 FO, 1 Hacker, 1 Doctor/Engineer), and quite a few different tools for dealing with things. I tried to include one of just about every different type of weapon that Tohaa can bring other than the Nikoul. I simply don't want a model that static even though I'm sure it is boss. Would love to try the new Rasail, but can't figure out how to fit them in since they are not specialists.
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Post  Paz Tue Jan 27, 2015 7:45 pm

Think of hacking like psychic powers, that really only work against other wizards (hackers) heavy infantry and robots.

I got to use "sucker punch" hacking protocols on a Bakunin hacker in edmonton. Made his head esplode, through a repeater!
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Post  Aegwymourn Tue Jan 27, 2015 8:01 pm

Why I'm planning on running at least one nullified from now on. Razz
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Post  System Commander Tue Feb 03, 2015 12:32 am

Hey dudes.. how this list looking under the new rules? The only thing left i have to pick up is yojimbo.. but i dont know enough about the game to decide if its good. Im considering picking up a shinobu as well and maybe a couple of the new cheap ninjas.

I know the points have changed a bit.. saito and myamoto got a boost.
 
Paz wrote:man oh man, did I ever have fun making this list, here you go robyn!

JAPANESE SECTORIAL ARMY
──────────────────────────────────────────────────

GROUP 1 (Regular: 8/Irregular: 2):

DOMARU Lieutenant Chain Rifle, E/M Grenades / Pistol, E/M CCW. (27)
HARAMAKI Blitzen, Contender / Pistol, AP CCW. (28)
HARAMAKI Blitzen, Contender / Pistol, AP CCW. (28)
HARAMAKI Blitzen, Contender / Pistol, AP CCW. (28)
HARAMAKI Blitzen, Combi Rifle / Pistol, DA CCW. (33)
HARAMAKI Missile Launcher / Pistol, DA CCW. (1.5 | 47)
TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (14)
YOJIMBO Contender, Nanopulser, Smoke Grenades, Light Smoke Grenade Launcher, CrazyKoalas (2) / Pistol, DA CCW. (28)
SAITO TŌGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW. (41)
MIYAMOTO MUSHASHI Chain Rifle / AP CCW, EXP CCW. (26)

1.5 SWC | 300 Points

gross. the haramaki link will be... insane. ugh, this is the choppiest thing i have ever seen, some of these boys can take achilles in cc...


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Post  GingerBalls Tue Feb 03, 2015 10:42 am

A powerful list for sure but that will really only help you in Annihilation games. Having a Domaru as your LT is probably not a good idea any more without chain of command as I believe they are extremely impetuous now and that will get you into trouble.

This list also suffers from a serious lack of specialists which will, again, hurt you in ITS missions which will require specialists.
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Post  System Commander Tue Feb 03, 2015 10:50 am

So for a jsa list.. what would be a good LT then?

Oniwaban and ninjas.. they are all considered specialists right? I have been browsing the rulebook but its hard to make a lot of sense of things until I actually play a game.

For an ITS game.. what would a good balance be for specialists? The other thing.. i see lots of variation for order counts.. what a good # to shoot for?
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Post  GingerBalls Tue Feb 03, 2015 11:02 am

System Commander wrote:So for a jsa list.. what would be a good LT then?

Oniwaban and ninjas.. they are all considered specialists right? I have been browsing the rulebook but its hard to make a lot of sense of things until I actually play a game.

For an ITS game.. what would a good balance be for specialists? The other thing.. i see lots of variation for order counts.. what a good # to shoot for?

You always want at least 10 orders or you risk really hamstringing yourself. This game is all about orders after all.

You also want at least 3-4 specialists. In a game where it's easy to die you always want a back up. Plus having more variation in specialists means you will have one for every mission (sometimes you want an engineer, sometimes you want a hacker, sometimes you want both). Just look for profiles with the following entries: Paramedic, hacker, engineer, doctor, or forward observer.
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Post  Spamus Eatus Tue Feb 03, 2015 11:13 am

The Domaru isn't extremely impetuous, but has frenzy.  So when they get a kill, they become impetuous.  The nice thing there is that you can get a free move and not be forced to use it.  The downside of a Domaru LT is that they can be pretty vulnerable, what with the wanting to be in CC and all.  And having a Domaru just sitting in the back is EXTREMERY DISHONORABRU!  You could offset this by taking a Kempaitai with chain of command.  The O-Yori LT might also work nicely.  Looking at the JSA list a little closer, they are pretty hurting for LT and specalist options.  Which makes sense, background wise they are a forward spearhead made for facestomping enemy troops at close range, and damn the casualties  Very Happy

EDIT: Karakuri are great for being specalists, they're tough, have a kickass weapon loadout, and forward observer. A tad pricey, but the rest of the JSA list is on the cheaper side so it evens out.
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Post  Paz Tue Feb 03, 2015 11:16 am

GingerBalls wrote:A powerful list for sure but that will really only help you in Annihilation games. Having a Domaru as your LT is probably not a good idea any more without chain of command as I believe they are extremely impetuous now and that will get you into trouble.

This list also suffers from a serious lack of specialists which will, again, hurt you in ITS missions which will require specialists.

Domaru are frenzy still, so they won't become impetuous until they kill something.

Quick and easy japsec specialists is the doctor/engineer kit that came out recently.

It has both tokusetsu's (eisei and butai) plus slave drones.

Gives you two cheap specialists and slave drones wich allow you to fix your bros without risking your specialists.
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Post  GingerBalls Tue Feb 03, 2015 11:27 am

You can also link Karakuri, making them great on defence. Expensive, like Ben said, but one of the better links in the game. Just don't place them too close to each other as I believe they explode, IIRC.
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Post  System Commander Tue Feb 03, 2015 12:28 pm

Explode.. why would they explode!

Ok.. starting to understand a few things. I do have one of the specialists.. i believe i picked up the engineer. I like the idea of the two with slavebots though.

Could i have more than link team.. or is that dumb? I know the karakuri have the forward observer.. but thinking i could take a keisotsu fireteam since they are cheap.. and a haramaki fireteam? Are there rules blocking that? I just havent seen any other examples using two different fireteams.

Also.. a cheap ninja with a tactical bow. What would his.primary role be.. taking out dudes wandering around on their own?

I like the idea of the choppy choppy list.. but like you said i dont want to be lacking on either orders or specialists.



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Post  System Commander Tue Feb 03, 2015 12:34 pm

Ben - if i have a karakuri unit of 4 guys.. all arr considered specialists?

For missions.. do you require specifically a hacker or a engineer or a dr... or are they usually swappable.. just need a specialist to complete?
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Post  Aegwymourn Tue Feb 03, 2015 1:24 pm

A large number of objectives just need a specialist. However sometimes a speicific one is required (for example one of the classifieds can be to doctor something). Each objective should be very clear about what specifically will qualify.

For # of link teams IIRC:
Regular/Vanilla armies - none
Sectorial - one
Tohaa/Aleph - depends on characters/choices.
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Post  System Commander Tue Feb 03, 2015 1:29 pm

Aha.. makes sense. Well that squashes that because i need the Haramaki.



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Post  Spamus Eatus Tue Feb 03, 2015 1:51 pm

It should be noted that if you are rolling what the objective is, it's on a per-player basis. If you roll an obj that needs an engineer, and you don't have one, you can reroll. You're not forced to have some of every specialist to cover your bases or anything. Really, you only need 2 or 3 especially in a list like JSA. Some armies by their nature have extra specialists like Nomads and their piles of hackers. With a JSA list, you're likely better off eliminating their specialists with your close range murdertroops. I personally feel the big strength of the JSA army is in the cheap and effective Domarus and Haramakis.

Also, would it be more beneficial to keep the Haramaki separated? They are extremely impetuous, so are forced to move unless you cancel that move by burning an order on it. I figure you could get better battlefield coverage if you kept them loosely grouped rather than in a team. Go the target overload route rather than a single unit. Use Raiden Seibutai and Karakuri as your big gun carriers. (Raiden are CHEAP and have a one time surprise camo trick)

Tacbow ninjas can be used to generally cause havoc in the midfield

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