22 Kasım 2017 Çarşamba

Special equipments/skills/weapons

For the tohaa!

Yes for only tohaa. There are some equipments special and only for us. There are also others, which are important, but you can see in other factions too.

This thread's subject is this. Special skills, equiments and weapons that we have.

WEAPONS

Vulkan shotgun : I love this. i really love this weapon. Very dangerous weapon that we have only on Ectros units. in close ranges and in a triad especially, having 3 burst attack with bs19 and fire ammo! Destroyer. In morat sectorial in combined army, for instance raktorak and suryat are the ones that i remember who wield this powerful weapon.



k1 combi and k1 sniper : Dont forget that we don't have hackers in tohaa. We need that k1 ammo in our army. k1 is a real alien tech that forfeits arm value of our opponents. k1 we can spot in morats too. no where else. However we can find it everywhere in our army. Sukeuls, kosuils, aeleis keesan,ectros are the units that you can find k1 weapon options. I advice strongly to take one wielder in your army.

viral combi/viral sniper/viral pistol : I love it and i love it more from anything else in this game. This powerful weapon can kill anything. Enemy has to suffer 2 bts rolls with each success and if he is not succesful he dies. Several troopers have this ammo type in their weapons. Sakiel, ectros, nikoul. I believe tohaa is the only army with viral combi. Neema has also viral pistol which is handy too.

nimbus plus grenades : Once upon a time, i was loving alot its' old ancestor "swarm grenades" Now i am enjoying nimbus plus more these days. sakiel is the only wielder for this weapon. well maybe not a proper weapon, but mentioning in this category. It gives saturation and poor visibility to where it lands. -6 extra modifier is very handy. Makaul becomes the star of the show, if you can send send this one, before his heavyflame attack. Clipso in poor visibility condition gives her opponents -12 modifier in poor visibility conditions.

Eclipse smoke grenades : Nomads have it. Aleph also. But we have too. Eclipse smoke provide you total cover and it protects you from msv equipments. No one can see you any more. Our precious makauls have it. Try to take one makaul on each triad.

e/m grenades : This effective grenade is can be seen in some variants in kotail. since we dont have a hacker, em grenade is a serious option to think about. some armies have it. like yujing.

smoke grenades : Almost all factions have it someway except Pano. We have it on kerail and we can make that bitch smoke + gaoreel attacks.

heavy flamethrower : We have it on makauls and we love it.

Pulzar / nanopulser : Pulzar is a large teardrop attack with bts damage. Gorgos have it for instance. Nanopulser we have every where, even on cheap delegates.

Panzerfaust / Flammenspear : We have these two disposable weapons. Flammenspear on Gorgos is one of the very few options we have on template weapons and has fire ammo. Panzerfaust, you can spot on Neema and kosuil shotgun variants and many other armies have it.

Breaker combi rifle/breaker pistols : Only Neema has it. It is strong against low bts troops. It lowers the bts value by half. In a triad, it is effective with 4 bursts. Armand Muet has also 2x breaker pistols which oftenly you wont be using alot.

Light/heavy rocket luncher : Comeon corvus belli. On only sakiel variant we have the light rocket luncher. Templates are powerful on triads. We have smart rocket luncher on chaksas and it is unique for tohaa.

Missile luncher : We have this strong weapon on sukeul. mimetism + 2 burst in cover aro will be something that your opponents really worry about.

Adhesive luncher : We have it but it is very hard to use. If you field a gaoreel, most of the time it will be sniper or spitfire. Maybe boarding shotgun. you will hardly remember the combi option, that have the adhesive luncher also.

Contenders : double contenders on rasails and mutans which are together with kerails. Very hardly used troopers. You can even forget that you have this weapon option, since you wont be using at all.

Emitter : New guys on the block, cube jaggers have it. Very nice weapon indeed, most probably on the wrong trooper for you.

Antipersonnel mines : We have on plenty units.

Sniper : We have sniper rifle on kamaels, kaauris and gaoreel

Multisniper : Only Armand le muet has it.

Combi / light and boarding shotgun / smg / pistols : Like most of the other armies we have also these type of weapons on several units.

Chest mine / grenades / chain rifle : I wrote all of them together, since only krakot is having them. Chest mine is interesting ,but you will prefer most of the time 2xchain rifle with grenades option.


EQUIPMENTS

Symbiont Armor : I could find a place in equipments but it is not. It is a state which ends and never comes back after we loose it. It is unique for tohaa and i have along thread about it. please read it.

Symbio bugs : Powerful deployable defensive equipment that protects and attack others who dare to come closer. bts hitting monsters also puts opponents in targeted state. We need more corvus belli. We need more. Now only taquel has it.

Symbiomates / bombs : Unique for tohaa, these come with keltar troops. They allows us hacking in alien way and help us to get rid of the attacks. I have a seperate thread on them.

Nullifier : Best way to get rid of hacking danger and comtech attacks. I wrote even a thread about it. Other than tohaa, only onyx sectorial has this powerful item.

Biometric Visor level 2 : Kaauris have it. In ISS, baotroops have it too. This equipment makes you more stronger against assasination attempts. There is no way in the game to suprise a kaauri.

MSV Level 1/2 : We have msv level 1 on nikouls/armand and kaauris. Gaoreel has msv level 2. We can find outside armies like Nomads that have msv 1 and msv 2 troops at the same time.



Holoprojector level 2 / superjump : Kotails have it and it is very enjoayble to use him with also superjump ability together. Jump behind a construction and say hello with 3 markers at once. Kerail's surdas have superjump as well.

Sensor : Aeleis keesan and reliable chaksa baggages have it. Having a sensor in my army is a must have for me. I feel myself naked without it. All armies have sensor but not many have sensor + powerful weapon combination together for triangulated fire. k1 combi on Aeleis Keesan works really well with k1 combi. Did i say sakiels have nimbus plus grenades. Think about it.

Nanoscreen : We have the precious nanoscreen on rasails. Rasails always act like they are already in cover everywhere on the table. Except combined army, no army has this equipment.

White hacker / Defensive hackers ? : Poor tohaa has it. Kamael white hacker and Aeleis keesan have this thing if you need one day. Kamael white hacker is a solid and cheap option for that. I sometimes put in my army for some defence against ad troops.

Mimetism / sapper : Only tohaa has it. Ofcourse not. Everbody have it and we are one of the most poor factions on this subject. Sukeuls have mimetism and mimetism makes her an impresive killer. Sapper skill provides cover + mimetism for nikoul. You can call igao has mimetism either. When ever igao becomes impetious after killing one opponent. He has no more camo and uses mimetism still instead.

To camo/ odd : Best trooper in the world and in the known galaxy, clipsos have it. Ofcourse many others have it too in other armies. But the cheapest infiltrator tocamo is ours and we are proud of her. We have also notorious sniper option Armand Muet. If you field Armand, use also a mate and enjoy the tears of your opponents.

Ikohl level 1 : After n3 , it becomes more powerful indeed. Igao and our humble delegate have it. On igao, it is very effective and with other many other abilities igao has, it creates an awesome combination to rename the real assasin of the game.

Dcharges : Important to notify. In tohaa there are several options for dcharge equipment. Kosuil, Sukeul, Kumotail and gaotarsos have it.

Medikits : Tohaa has the best paramedics. Because of the symbiont armor especially. We get +3 bonus on these attempts on troops that havesymbiont armor. There is plenty of options there. Kamael, sakiel, gao tarsos, new guy coming with ITS 9 called Cube jagger are the ones we have in the team. We have a doctor called kumotail,lets remind.

Baggage : Chaksas have it. I always field at least 2 chaksa baggages.

SKILLS

Advanced Command : We have an extra command token and thats all. For this we are paying 5 points more on its' owner Neema/taquel. I think that it is very expensive and i dont like it. If you have it, try to use all your command tokens.

Chain of command : One of the most useful skills in the game. We have it on several units and we can have several chain of commands in the field at the same time. Keltars and taquels have it. You can have 2 keltars at the same time and you can rambo your rasail with even your Lt order.

Specialist operative : We have on delegate. Cheapest specialist of the game.

Bio-immunity : I would be happy to see it on more units. At the moment, it is only on kosuils. Kosuils have arm 2 and bts of 3. They can use bts instead of arm when facing a mine for instance. useful skill.

V:Dogged : One of my favorite skills of the game and we have it on kerails' surdas. They make the job done before they die at the end.

Hyper dynamics level 1 / kinematica level 1-2 : Right skill on the right unit. Kerails' surdas have it. Surdas have already ph of 15 and it is very easy for them to dodge. Kinematica is useful time to time. Makaul like units with martial arts and surdas have it.

Multiterrain : Can be useful time to time. We have this skill on our infiltrators and on the sukeuls.

Six sense level 2 : Tohaa was the only army without six sense level 2 before kaauris. Now there is kaauri and they are very good deployment zone keepers.

Valor,courage : We have it on chaksas,sakiels and sukeuls. I dont enjoy this skill.

Veteran level 1 : we have it on sukeuls. Sukeuls keep on fighting till the end of the game. They nevel field the war field. Loosing a LT is not an issue for them.

Ghost : Sync. : Rasails,kerails and gorgos have this skill. It allows the main troop to have a friend nearby and they attack at the same time. Important skill on offence and defence. Only problem is that you cant coordinate troops having this skill. Anyways with new faq, we can use them in coordinated orders, after loosing the sychronised trooper.

Meta chemistry level 2 / morats : we have krakots and we enjoy them. Metachemistry brings nice options for krakot and as being morat, krakot knows no turn back.

Stealth : Apart from troops having martial arts like Neema and makaul, we have stealth option on sukeul too. So you can build a link for silent operations.

Minelayer : We have several options like kosuil, armand,nikoul and clipso.

Forward deployment level 1 : I like this skill. But only armand and krakots have it. I would love a specialist with symbiont bugs with that. On armand, it is nice to have it to find the right spot with a cover.

Regeneration : An other expensive skill which you can find on taquel and Aeleis Keesan. I still wait from corvus belli to make this skill auto, in the beginning of our turn. Otherwise it is really expensive for the moment.

Corahtar Discipline level 1 ( oh God please 2 ) : We have only level 1 for the moment that allows us to bring symbiomates and bombs. There is also kaauri wielding a pheroware tactics. When the level 2 comes ( which i hope with the new sectorial ) i will love my army more.



Minelayers


I do love mines. They are tricky. Hard to dodge, hits strong with shock ammo. Against nwound inc. opponents especially, they have fruitful usage.

Having a camo is always handy. Your opponent doesnt have an idea, if that camo is a mine, a trooper or fake camo, what ever. If even your opponent tries to discover them, there are some negative mods there he has to face and at the end, procedure is very order consuming too.

Mines in cover also gives fantastic defence in mid table and in deployment zone too. If you leave a camo in your own deployment, most probably your opponent will not risk coming from that side. Or he can and meet with a template of your mine.

Today i will try to discuss about mines,minelayers in tohaa, which there are plenty of in tohaa arsenal.

I will start with kosuil. There is a very nice variant waiting for you there. A killer with a k1 combi in hand. he has dcharges and the mines together with a minelayer skill.


This picture above notifying the weapons and equipments has changed slightly afterwards, anyways mines are here for us in our stats still.


Kosuil is a minelayer. So he starts the game, leaving one camo marker in your deployment zone. You can use this mine to protect your deployment or as a fake camo sniper threat to make your opponent to feel "hmm there must be a clipso sniper there!"

This two things are valid for our all other options. so, i will focus other extra things you can do with other units.

Kosuil is in a fireteam. He has dcharges, so he can still make a mission although he is not a specialist. ( i am speaking about minelayer variant. ) Secondly and more important, if you have a makaul in that triad, he can leave the mines in his hand, without facing any aro from their opponents. there has to be an eclipse smoke thrown already before, ofcourse.

This is a really strong attack. with together a symbio bomb attack, it gets much more stronger.

I advice you to bring a makaul and a specialist to this triad and use kosuil as a main killer for this trio.


Rasail combi variant has mines either. He is no minelayer though. This powerful attacking piece comes with a chaksa together. How can we use them together ?

Sadly, according to the current rules, we cant attack with chaksa while leaving the mine to ground at the same time. Rule is as below.

  • The Controller and the G: Synchronized trooper must declare the same Order, declaring the same Short Skills of the Order. However, it is not compulsory that they have the same target.

So. we have to use the mines, on our way. Not bad. because we still have makauls, that will smoke the table for us.

Nikoul has mines too. Even the model notifies it clearly with 2 extra mines, down on the rock. look at this beauty.


Nikoul is a minelayer and starts the game a mine near. Hard to use other two mines in his hand, but the one already deployed will protect him from assasins and other ad troops. You have to decide only on if it is really necessary since we have also msv1 on other variant.

so finally clipso minelayer.


This elegant lady starts the game in the mid table with a camo somewhere close. There are some tricks here you can use. Showing to camo as a normal camo and now your opponent cant guess at all, whether you used a minelayer or not.

it can be an igao and clipso. 2 clipso. one clipso and one mine. if you can even add more camos, it is a strong mindgames trick!

taking a clipso forward observer , clipso minelayer and an igao can be a real good defence, for instance. I use this barrier oftenly.


For the moment, before the new sectorial comes thats all. We have many mines options in tohaa and maybe we are number 1 on this field. so, why not ? lets use them.


21 Kasım 2017 Salı

Neema Saatar "Commandante"

In almost every faction, there is somebody there, waiting to rally your troops. To command them for the glory. In tohaa, this is Neemas' job.

Neema is an important figure in tohaa. Normally a frenzied ectros with lower cost weapons but with some extra abilities. What makes Neema really interesting is the valuable wip of 15, extra ordinary bts of 9, advanced command ( well for me a bit expensive skill ) and martial skills.

Look at this new model. She has a menace pose.




When you have a powerful wip, you are asking for some synergy too. Suntzu mimetism+flash pulse, interventor wip15,bts9 , forward observer+wip15 etc.

Wip 15 + bts 9 is a real strong defence against hacking attempts. Apart from an intuitive attack with your nanopulser, discovering opponents in camo, LT rolls, sadly there are only few things you can use this such big value in the game.

we are talking about the bombs. Symbiont bombs use the wip value of the owner always and really strong in the delicate hands of our master Neema. Just think about how much stronger can be the hellzone with Neema ? Wip 18- 2 burst. Try to take a bomb, if you will field a Neema.


Neema is a rock in tohaa army. 2 wounds plus symbiont inactive state provides you 3 wounds plus + mate. She is a good shooter with bs value of 13. She has martial arts level 2, which is enough most of the time with cc21.

Since she will be in a link. She will gain more strength on burst for both close combat and shooting. She strikes with burst of 5 with a spitfire in a link or 4 burst with a breaker combi. She has to be in her good range to attack properly. she has viral pistol,which is a fantastic aro weapon in close range.

Dont underestimate nanopulser. in a link, you have 2 template to use. Panzerfaust is a cool weapon to attack strong targets and you can leave all the two bullets at once to attack a long range target in a link.

She could be my favorite piece, if only she had bioimmunity.

I will evaluate the possible triad options with Neema. Since Neema has close range weapons on, i strongly advice to take a makaul into the triad if the Neema is your main hitter.

Option 1 : Stealth stalkers
Lets have a look at how we can benefit from martial arts more. Martial arts provide stealth. Makaul has stealth too, since he has martial arts level 2 as well. Sukeul has stealth. Now you can make a triad, that can do many things at one time.

Neema spitfire + Sukeul Forward observer + Makaul flame thrower
Give Neema a bomb and a mate and enjoy. Stay out of lof and you can move around in zone of control of the repeater coverage threat. There is no hacking threat at all. When the time is right, you can push the buttons.

Option 2 : Murder team
Kick ass with your other unit and keep neema for close range. Having a makaul is not a must have. Instead you can take something else.

Sukeul hmg + Neema breaker combi + sakiel paramedic
Sukeul hmg is a real killer. Move forward with her and kill aro pieces. Come closer and push buttons with sakiels. According to the situation in mid table, take Neema and start killing things in shorter range. When needed, send the bomb on Neema. In this variant, better take one mate on both sukeul and Neema.

Option 3 : Neema leading against rats
With a help from makaul, you can take a third piece to mid table. This variant needs a bomb on Neema and Aeleis keesan sensor. Easy to guess, you will use makaul smokes, and sensor afterwards. sending the bombs to the right adress and kill things.

Neema spitfire + Aeleis Keesan k1combi + makaul
Neema is dangerous on mid/longer ranges, while Aeleis kills in closer ranges. Idea is using the sensor. Very effective on high arm units as well. Powerful trio option.

New model looks gorgeous and i need to buy her asap. Question is, will i use the spitfire more or the breaker combi. I have some convert ideas in my hand and i cant really say that i like that huge ammo belts. I will probably take them out while building her.

I give Neema 80 points out of 100 available points.




20 Kasım 2017 Pazartesi

Right colors for my tohaa


When i was about to change my tohaa colors, i realised that i wont be using the Giraldes colors of other players using oftenly. I was in need of some different colors, was searching for new ideas.

My google-fu was enough to find some nice schemes.

Here are some of them. I thought that it is a nice idea to share the alternatives at one time.







I will add other nice ideas, as soon as i notice one. Please send me any links or provide me pictures, so i can put all of them at one page. Would be fruitful for any players that plan to start tohaa as a new army.

I was thinking about buying and starting onyx but i couldn't convince myself. Still i believe that onyx is a half army needing many things like dcharges, fireteam haris options, etc.

But the colors were always looking intimidating and atractive. So i decided for black/red colors. I planned to use red ( or very dark orange )  on symbionts.

Vallejo gore red - Vallejo bloody red - Model color Orange to highlight was my final decision for that.

I realised that especially on symbiont wielders, i was in need of a third color to give me some contrast. I selected for this "a mixture". Vallejo beast brown + vallejo sand brown. This nice brownish beige gave a nice contrast. 

in close time, will share with you these.





16 Kasım 2017 Perşembe

Symbiont Armor "Jewel of the Tohaa Biotechnology"

Jewel of the Tohaa biotechnology. Symbiont armor deserved a special thread. And here you are.

Symbiont armor is not an armor but a special state, that always confusing people. Because it is unique and only Tohaa has it.

This special equuipment creates 2 seperate states for your units. Active symbiont armor state and inactive symbiont armor state.

You start the game with your active symbiont armor.When you take a wound we deduct it firstly from existing wounds in the active symbiont state. When we finish all ( because gorgos,rasail,ectros and neema has more wounds) we come to a new state instead of getting unconscious. If we loose one more wound, that will mean now that we get uncs.

If you loose the symbiont armor, it never comes back. There is no chance of healing it except "revitalis" which is a phereware support tactic. But even that, doesnt work after you get to inactive state. Anyways, better you keep your symbiont armor safe, otherwise you pass to inactive state, which eliminates most of the normal defences, stats and skills.


Here is an example for that. Sukeul looses valuable mimetism,loosing 1 ph, arm and bts values when passing to inactive armor state.


Symbiont armor acts as an extra wound. Extra wound is important and it makes tohaa more resilient against attacks... Well except one.

Fire. Stay away from it. When a hit comes with "fire" ammo and you cant make an armor roll, your precious wounds in active symbiont armor state all vanish at one time. You directly pass to inactive armor state and keep on rolling your arm rolls still. It is not dangerous on 1w units like sakiel, kosuil,sukeul etc but on Gorgos, situation is very dangerous. Rasail,ectros, neema also can suffer it seriously by loosing 2 wounds at once.
Well, that doest hurt you much on 1w troops anymore. Fire is still a powerful ammo, because it makes you to throw armor rolls till you succeed. But you dont mind it all, since you have many mates and 1w troops with symbionts in your army.

Symbiont mate coming with the keltars makes us to eliminate all the hits in that single order!!! Hit can mean a crazy koala, a hacking attempt, total reaction rem with 4 bursts and maybe a heavy flame. So you can get rid of this trouble by using your mate and eliminating all attacks but the crits. If you receive a crit, you cant use your mate to not suffer it.

You can use medikits and regeneration rolls with ph +3. Taquel is the unit, that can benefit from this nice buff. Furthermore, it makes our paramedics the best ones in infinity game. Tohaa is very resilient army.

You can leave your symbiont armor and get rid of any negative state like isolation,targeted and immobilized (level 1 or 2 both) This can help you to suprise your opponents and will be very useful , especially at later stages of the game.

Symbiont as seen the picture below is notified generally by orange colors and very noticeable on troops mainly on the abdomen part of the body.



Current rules are like this, so lets see now, how the rules are effecting the units and our game strategy.

Mates and bombs are gives a real edge for the troops using symbiont. Bombs provide a chance to use pheroware tactics and mates simply eliminates all the hits.

We have 2 keltar availability. I strongly advice you to take all. At least take one with mates. Mates are increasing our durability and give tactical options too.

There are 2 troopers in tohaa that we can not use mates and bombs on. Gaotarsos and kotails. Kotails can have it on rulebase, but he will loose his chance to holo properly. Since the main model can not copy the markers, it will be crystal clear that, your main troop have these babies.



Lets continue with gao tarsos. This AD Troop has symbiont and can land to in danger zone without scaring the first impact. For instance, imagine that a fusilier is guarding a place where an ad troop can come but there is no other defence than that. land gaotarsos and get the first impact. bs12 +3 combi rifle 1 burst attack. you can forfeit this attack even succesful or not and start a rampage from there. Because you have still inactive armor state even if you loose a wound.

Gaotarsos has one sneak strategy. he has good cc value of 17 and have dharges on. You can risk your first wound and try to put this dharge on a building, on a tag or on an  opponent that will aro you with a chain rifle.


Using a mate increases the survivalability of our troops. Rasail, ectros, sakiel,kosuil and others will enjoy this extra wound alot. After the new rules coming with ITS 9, we notify one data tracker in your army. Multiwound killers like Ectros, Neema and rasail are fantastic for this duty. 



For using the bomb, best candiates are Neema and kosuils but anyways i do love using my sakiels which is alot cheaper and giving them a bomb makes them gorgeous tool box on one unit. Nimbus plus grenades, bombs, two wounds and a specialist, yes please. sakiel paramedic, sukeul hmg and a makaul with a bomb on sakiel and a mate on sukeul seems to me a fantastic example of a killer,mission maker trio for me.

Frankly, symbiont armor is cheap on 1 wound troops like sakiel, when you think about what he brings on the table. Instead of a net point on each troop, i believe better idea is increasing the costs of 1 w troops, bringing back fire killing 1w troops directly rule form n2 for balance issue.

However on multiwound troops like Gorgos,Neema etc maybe it has to be cheaper because consequences of fire are dangerous.

I paint my symbiont armor red. but the color scheme of tohaa is an other days' topic.



15 Kasım 2017 Çarşamba

Suprise masters of the sneaky tohaa

Tohaa is not bad on sneaky things. I hope that the situation will get better with the new sectorial. "Triumvirate" Freshly announced triumvirate sectorial can be home for new sneaky options that we liked to hear about. With the early 2018, i do expect it to be announced officialy and we can have more things to say in first quarter of 2018. For the moment, we will concentrate on the things in our hand.

We have 3 units who can attack or shot with suprises in tohaa. Clipso, Igao and the kotail. I wanted to investigate all of them together at one time.


 Suprising an opponent gives negative modifier to your opponent. if the attack is done by a weapon, this modifier is a - 3. If made by a close combatant, then your opponent has to face a -6 modifier.


Lets start with igao. Igao is a frenzy close combat master. One of the best close combatants in the game. if an igao attacks her opponent, your opponent has to face with several negative modifiers.

-6 modifier ,since it is a suprise attack
-3 modifier, since it is made by a martial arts level 3 master
-3 modifer, since she has also ikohl level 1 on it.

that means, your opponent will have a really hard chance now. He has to be lucky to survive from this. Igao has also DA ccw, which will mean a success makes your oppoent to make 2 arm rolls instead of 1.

Igao is fantastic killer. except this frenzy story , everything seems nice.

Dont forget that she has stun grenades and combi variant has nanopulsar option too. Template weapons in mid table are very heart breaking for your opponents.


Boarding shotgun is also fine. But i prefer more my igao with a combi. That right arm is looking very sexy for a convert.


Clipso is the cheapest to camo infiltrator of the game. to camo means -6 modifier already. suprise from cover means an other -6. it means an other -12 modifier for your opponent.

Clipso forward observer is one of the best units in the game. can push buttons, do flash pulse attacks, forward observing for smart rockets, best candidate for supresion fire.

by suprising the opponent, clipso can use her b11 +3 attacks as a threat by combi but the suprise master is an other unit. bs11 +6 attacks, made by a boarding shotgun is very hard to resist.

imagine an alone fusilier with bs12 is facing with this threat in his right range. bs15-12 means bs3 only and it is against a bs17 2 bursts attack. Better for fusilier to start praying.


Kotail is another unit to suprise opponents with a non traditional way. Holoechose after n3 now makes us to suprise our opponents. this gives our opponents a -3 modifier which helps us alot especially on spitfire and 2 combi attacks.

Kotail has bs12 which is infinity standart for basic killers. bs15 - 4 burst attack in his range means trouble for your opponent with this extra -3 modifier.

Holoecho level 1 option provides an other idea to kotails. to hide themselves like an unharmful piece. this doesnt give a negative modifier, but still a suprising factor.


Kotail have different weapon options. Forward observing, flash pulse, spitfire, e/m grenades, combi and boarding shotgun are all lovely options. My favorite one is forward observer with e/m grenades. Many things to do in one single package. i love it.

We have also one other unit that is a suprise master but in a defensive way. Only way to defend your army from suprise attacks. Kaauris.


 Kaauri defend the zone with his six sense level 2 ability. It can react to anything without any negative modifier. It doest care a camo unit completely. Because it has also msv level 1 too. Eliminates suprise mod and camo mimetism mod in order.

Moreover they have biometric visor level 2. Apart from camo suprises, it can finds the assasins and react freely against them. It will be a nasty suprise for a fiday.

For the moment, these are lovely options. We demand more, because we are thirsty. Our ears turned to Vigo and we are ready to hear more news from Spain in the coming 2018.


14 Kasım 2017 Salı

Oversight cool units "krakots"

Everybody lovels sukeuls, they are rock stars. Clipsos are no joke. Makauls are best. Anyways, we have also less used good units, i want to write about them this time.

i will start with a unit that i take alot these days. Oversight cool unit called krakots.


KRAKOTS

krakot comes with an interesting stats line. Many skills, very good on close combat. really high ph is really interesting. This kind or mercenaries oftenly bring new things to some armies. and tohaa really enjoys especially one of these variants below. You have ava 2 and there will be times that you will take 2 units in one list.


To understand krakot more, we have to check metachemistry level 2. So,lets go one by one. If you roll between 1-4, you get a total of arm 2 and bioimmunity. so against viral weapons you only roll arm 2 instead of double bts of 0. Against shock weapons, you get unconscious only and dont die suddenly.

METACHEMISTRY L2 TABLE
RollResult
1-4Natural Armor (+1 toARM) + Bioimmunity
5-8V: Dogged + Total Immunity
9-12Superior Mobility (MOV: 6-4) + Super-Jump
13-16Superior Mobility (MOV: 6-4) + Climbing Plus
17-20Super-Physique (+3PH) + Regeneration

If you roll between 5-8, you get vdogged and total immunity. Getting interesting here. You can continue to march even, if you take a wound and continue killing stuff. total immunity also makes much more harder for krakot to die. Even against a missile luncher, you take the wound with even one lucky roll and continue to move forward.

If you roll between 9-16. You get superior mobility. 6-4 movement with 40% chance. You get either super jump or climbing plus, which both of them are really fun.

If you roll between 17-20, you bring a skill line to synergy well with tohaa strategy. Ph +3 and regeneration. Already strong ph of 13 becomes a tag level ph 16. ph is the main stat for dodging,damaging opponents and very important here "throwing grenades". Regeneration can be good sometimes and normally it is a very expensive skill.

Lets turn back to stats line. forward deployment level 1 and impetious movement makes you move quickly to mid table very quickly. This movement can be done after a free makaul move + smoke impetious movement to make krakot to move freely with move + move idea.

Morat skill makes them to not turn back. They know no retreat and continue to fight ,if even you loose your Lt.

Kinematica level 1 is not a bad idea, especially on a high ph unit. You can move 3 inch, when you need to dodge or charge in to a fight. with metachemistry, there is a chance you can get +3 ph.

Berserk is a very good skill on a close counters oriented unit. with an attack mode of +6 you get a total of cc27. With DA weapon in hand and with good PH , this attack is really threatening. check metachemistry table. you can be vdogged or get extra ph. think about it.

Now lets come to variant which is really essential and fills some of the holes in tohaa.

2 x chain rifle + grenades option for 14 points, DA ccw

Before this profile, we havent got any unit with grenades. Well, in N2 we had swarm grenades. But in N3, we have other grenade types in other units, except a real damaging one. ( e/m on kotail, eclipse on makauls, smoke on kerail. ) Now you have a chance to attack with speculative fire against opponents' units with ph 13 + 3 (range) -6( sup.) = ph10 with a %50 chance.



Grenades in close quarters brings a new tactical edge to our army. You can use a clipso fo before and you can get a very high chance of hitting your opponent in a best case scenario.

Ph 13 ( base stat ) + 3 ( metachemistry 17-20 ) + 3 ( close range bonus ) + 3 ( marked ) = ph22

Fantastic. Against links especially.

Furthermore, he is damn cheap for 14 points. I advice to bring more units with sensor ability, so you can make an early rampage with clipsos,igaos and krakots to clear the mid table from the rats.

There are some interesting weapon choices on other variants. among them, chest mines are interesting. It gives extra +3 on cc, self detonation etc. can be useful.

red furry is a serious weapon. bs11 not strong but think about that you are getting closer to mid table with forward deployment and impetious movement. it can be an option.

Submachine guns are cool weapons in close range. Even a strong HI infantry can not feel safe against it. there is an option with 2 smgs. imagine that you get vdogged too. totally 8 AP burst in two orders is very deadly.

However, if you are playing tohaa, you will get the grenades option most of the time. Cheap, grenades, brings orders and bring synergy.

There are some units that you can take to coordinate your tactics. Free makaul ( not in a triad ), clipso fo and chaksa baggages are needed for better efficiency.

Use him in coordinated orders with these units. Makauls,krakots,kaauris,chaksas can be used in a coordinated move.

Dont forget that krakots have normal impetious. You dont need to use them, if there are sniper threats nearby. March on mines and against template weapons, if you get a ph16.

And if you dont have the model, you can enjoy converting daturazi model.

Funny to play too. Jump, scare people, use grenades and enjoy playing a morat unit in your army.