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Haq goes from goofiest to rockinest space bikes. I wonder if they'll redo the boss hero guy, or leave him on his "Highly Unique" space unicycle.
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# ? Apr 11, 2014 04:25 |
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# ? May 13, 2024 10:45 |
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Sure is precariously gluing tiny fins and antennae and praying arms won't fall off so I don't have to pin them at my hobby desk right now.
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# ? Apr 11, 2014 05:10 |
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Does anyone know of a way to download the Army Builder for use off line? I had it downloaded on an old laptop that has died, and I'm not able to find where I downloaded it from. Also, I will have the Haq Bikers!* *plays Yu Jing exclusively
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# ? Apr 11, 2014 12:55 |
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Save page as, run the SWF file.
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# ? Apr 11, 2014 13:03 |
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Awesome, thank you!
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# ? Apr 11, 2014 13:09 |
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"Huh, I should get some more ALEPH models." *still doesn't fully know rules*
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# ? Apr 11, 2014 14:08 |
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Deviant posted:"Huh, I should get some more ALEPH models." But look at that Asura with Spitfire. She calls to you. She wants a paintjob, and to shoot some camo markers dead.
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# ? Apr 11, 2014 14:12 |
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WAR FOOT posted:But look at that Asura with Spitfire. She calls to you. She wants a paintjob, and to shoot some camo markers dead. Look, if I haven't painted the starter box...or the support box..or the Myrmidons, what chance does she have?
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# ? Apr 11, 2014 14:15 |
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Deviant posted:Look, if I haven't painted the starter box...or the support box..or the Myrmidons, what chance does she have? Shhh, that's not important now. Look at that power stance. Don't tell Asura with Spitfire not to fire from the hip, Asura with Spitfire ain't give a gently caress.
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# ? Apr 11, 2014 14:18 |
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Deviant posted:Look, if I haven't painted the starter box...or the support box..or the Myrmidons, what chance does she have?
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# ? Apr 11, 2014 14:20 |
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Why the gently caress would you not fire from the hip when you have a reinforced skeleton and you're linked to your gun anyway?
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# ? Apr 11, 2014 14:21 |
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Asura with Spitfire would fire it doing a double backflip while spinning a plate and dealing a hand of blackjack if modelling permitted.
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# ? Apr 11, 2014 14:25 |
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I do worry that the bikes foreshadow, bigger more expensive kits as time goes on. Nothing like the 40K knights, but APCs and the like. I don't want vehicles in my small skirmish game. Though I can't deny that the models look dope.
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# ? Apr 11, 2014 15:27 |
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Indolent Bastard posted:I do worry that the bikes foreshadow, bigger more expensive kits as time goes on. Nothing like the 40K knights, but APCs and the like. I don't want vehicles in my small skirmish game. Though I can't deny that the models look dope. I don't think I'd mind some sort of light vehicle for Ariadna, as a TAG equivalent.
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# ? Apr 11, 2014 15:28 |
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Indolent Bastard posted:I do worry that the bikes foreshadow, bigger more expensive kits as time goes on. Nothing like the 40K knights, but APCs and the like. I don't want vehicles in my small skirmish game. Though I can't deny that the models look dope.
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# ? Apr 11, 2014 15:31 |
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Indolent Bastard posted:I do worry that the bikes foreshadow, bigger more expensive kits as time goes on. Nothing like the 40K knights, but APCs and the like. I don't want vehicles in my small skirmish game. Though I can't deny that the models look dope. I don't like the trend of growing models though. Just look at a typical old TAG (Squalo/Guijia) and a newer design (O-Yoroi/Raicho).
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# ? Apr 11, 2014 15:33 |
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Those bikers are so much better than the stupid unicyclists. Now all they need to do is resculpt the Maghariba Guard.
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# ? Apr 11, 2014 17:03 |
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Thanks for the tips. Most of my models were hastily put together for a tournament and need to be taken apart and pinned.Pierzak posted:IIRC CB said that there won't be any full-sized vehicles, maybe some quads for the new Ariadna sectorial or something. But nothing like 40k tanks. I don't think the larger TAGs are indicative of anything, just CB bringing them into scale with the rest of the line (seriously, where does the pilot go in the Szalamandra?). As for large based infantry, I think that those are going to remain a novelty and stay withing the factions that we already know are using them. Maybe a Praxis lab experiment. I doubt they would ever become common.
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# ? Apr 11, 2014 20:55 |
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Gravitas Shortfall posted:Those bikers are so much better than the stupid unicyclists. Aww, I like the OB_Juan fucked around with this message at 02:07 on Apr 12, 2014 |
# ? Apr 11, 2014 21:55 |
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Seconded. I really like the Guard as well. It's nice to have some TAG variation beyond "slimmer or bulkier gundam". That's not even mentioning that the Guard is possibly the best cost-benefit TAG out there. A 1 swc multi-hmg TAG with braces to bring its own support along? Sign me up for that.
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# ? Apr 11, 2014 21:57 |
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The correct name for it is the Fatchikoma.
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# ? Apr 12, 2014 00:52 |
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WAR FOOT posted:The correct name for it is the Fatchikoma. Name Accepted.
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# ? Apr 12, 2014 02:06 |
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Now I'll never be able to look at it without imagining it speaking in an adorable, squeaky kid voice.
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# ? Apr 12, 2014 02:33 |
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Sephyr posted:Now I'll never be able to look at it without imagining it speaking in an adorable, squeaky kid voice. Don't worry, I already do it with my drones. Alternating with R2D2 beeps.
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# ? Apr 12, 2014 03:29 |
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So, I bought Warsenal combi markers*. Time to take them for a spin in a simple firefight: SHASVASTII EXPEDITIONARY FORCE ────────────────────────────────────────────────── GROUP 1 10 0 0 SHROUDED (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 25) SHROUDED (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 25) SHROUDED Combi Rifle, Antipersonnel Mines / Pistol, Knife. (24) SPECULO KILLER Combi Rifle, Smoke Grenades / Pistol, Monofilament CCW. (1 | 39) SPECULO KILLER Combi Rifle, Smoke Grenades / Pistol, Monofilament CCW. (1 | 39) ASWANG Lieutenant Combi Rifle, Adhesive Launcher / Pistol, Knife. (25) MALIGNOS MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 47) MALIGNOS MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 47) SEED-SOLDIER Combi Rifle + Light Shotgun / Pistol, Knife. (14) SEED-SOLDIER Combi Rifle + Light Shotgun / Pistol, Knife. (14) 6 SWC | 299 Points Open with Army 4 A.k.a. the Shasvastii approach to an "in-your-face list". No, I don't have MSV2 nor TAGs, but neither do you And have fun cleaning up the Speculos, that's how they distract you from sniper fire ...,no, I'm not a nice person. * Too big for Infinity, a head taller than the average soldier
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# ? Apr 15, 2014 21:02 |
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So, a friend has finally convinced me to get into Infinity (he had me at 'Pan-Oceanic Templars are the good guys') so I picked up a box of Military Orders. What should I know to start out? My previous wargaming experience includes WK40k/Fantasy, Dust Warfare and Warmachine if that helps for comparison. What should the first new models I look at getting be? What are the Military Orders' strengths/weaknesses? Are they fun to play? I'm sure that I'll enjoy playing as Australian sci-fi Knights Hospitaller so that last one probably won't be so much of an issue.
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# ? Apr 16, 2014 03:14 |
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HiveCommander posted:What should I know to start out? My previous wargaming experience includes WK40k/Fantasy, Dust Warfare and Warmachine if that helps for comparison. - Orders are a must. Have 6+ regular orders at 150 points, 8+ at 200, 9-10 or two groups at 300. - That said, start with 1-2 simple battles like 3 LI, 1 heavy weapon LI, 1 basic HI per side. There's time to learn the fancy tricks later. - Unopposed rolls are deadly, never allow the opponent a Normal roll. Always try to oppose it with your dice (e.g. if you're moving through open space, fire at the guys who ARO you, or dodge them. If you're doing something that will get you hit with a Normal roll, make sure it's worth it like placing a mine right next to a bunch of guys or something.) - Cover is not an option. If you stay in the open during the enemy turn, you have just painted a big "kill me" sign on your model. - You're probably gonna need more terrain. No, add more. Even more. Also, 40k ruins with more holes than substance are useless, houserule them to have windows boarded up or something. - Everything dies, you can kill a dreadnought-sized TAG with a basic rifle, this might take lots of shots and some luck but it's possible. The same goes for your knights and TAG. - Link teams only serve to give a bonus to the pointman, but they're still worth it. You can move your men faster and have better ARO. Also, you can change the pointman with every order spent on the team. - Remember that army lists are hidden! You know the stats and equipment (but not cost) of every model that appears on the table. Watch out for: camo markers, TO Camo (often totally invisible at the beginning), Impersonation (assassins that have markers treated like your guys, like camo+; also, if someone uses those on you in your first games, tell him he's an rear end in a top hat), airborne deployment (landing generates free AROs, so put your "useless" men facing large flat spaces a round template fits into, and side table edges), Holoprojector L1 (unit visually disguised as another unit, complete with another model, reveals with first roll it has to make) - Usually skills of higher levels auto-include the lower ones, look for two-part names like Martial Arts L3 (includes L2 and L1), or V: Dogged (includes previous level, V: Courage). - Official wiki is your friend, so is the unofficial re-edited rulebook (2 first books copy-pasted in a much more logical order, with bookmarks, index etc.), and so is the "Infinity Army" builder (click on the skills / "BS weapons" tab, and magical things will happen also, download it because it's a fat cow). If you prefer leaner but weird builder, some people swear by Aleph Toolbox. - How fluffy you want to be? Are you painting them in roughly official schemes, or your own? Order Knights (Santiago/Montesa/Teutons/Hospitaliers/Sepulchre) have official historically-inspired schemes, the Order Sergeants, Magisters and the rest take the scheme of the dominant order (there's a good concept art with examples floating around). If you want to switch dominant orders (see below), better think up a somewhat neutral scheme for basic troops. Or just play a bit in case you find your dream order that suits your playstyle so much you won't want to change it. - Explanation of "dominant order". One of the few things the army builder won't tell you (until you check why the gently caress doesn't it verify your list as correct) is the knights' AVA. You pick one order of the 5 above, that's your dominant order for that list. Those have AVA 5. The rest, combined, have AVA 2. So if you go with Teutonic order, you can have up to 5 Teutons, a Montesa and a Santiago. Or 5 Teutons and 2 Sepulchres. Basically 2 non-Teuton slots. (Also, I simplified some things a bit, it's a rough advice and not a complete explanation.) quote:What should the first new models I look at getting be? What are the Military Orders' strengths/weaknesses? Are they fun to play? I'm sure that I'll enjoy playing as Australian sci-fi Knights Hospitaller so that last one probably won't be so much of an issue. Also, Templars the good guys? Hell no, the Templars followed their historical predecessors, got too influential and were purged by Neo-Vatican on charges of illegal AI research. Gabriel de Fersen is the only Templar in the game. (BTW, there are no good and evil sides in Infinity, everyone has their own shade of grey and layers of propaganda.)
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# ? Apr 16, 2014 04:09 |
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Pierzak posted:*lots of words* Yeah, this is the starter sent that I got. The friend that convinced me to start Infinity is new to it themselves, so we'll both be learning at the same pace. Once I stop beign lazy and get the models assembled we'll probably have a few games to make all the usual rookie mistakes. I'm really slack when it comes to painting so I'm sure I'll have some lovely undercoated minis for quite some time. I rarely get the motivation to paint but I'm sure I'll eventually find some jaw-dropping inspiration that'll give me a colour scheme idea but it will more than likely be a historically-accurate scheme for whatever order I end up making the majority of the force. I'll have to look into how the orders are, but the Hospitaller appeal to me the most along with the Teutons. Time to study!
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# ? Apr 16, 2014 04:30 |
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I forgot to mention that the starters are NOT points-balanced against each other, so make a list instead of just pitting box against box.
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# ? Apr 16, 2014 04:43 |
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HiveCommander posted:So, a friend has finally convinced me to get into Infinity (he had me at 'Pan-Oceanic Templars are the good guys') so I picked up a box of Military Orders. What should I know to start out? My previous wargaming experience includes WK40k/Fantasy, Dust Warfare and Warmachine if that helps for comparison. Military Orders have some amazing models. However, many of them can be quite pricey, making forming link-teams (the main benefit of sectorials) a bit tricky. Strengths: -Religious troops up the wazoo. This is a huge factor, as it lets your army functon WAY better once the retreat treshold is reached. -Shooting. PanO in general has better Bs skill than average, and this holds true for the Orders. -Decent WIP: PanO troops usually have crap WIP. The Military rders are a bit better, having mostly average values. Weakness: -CC cost: Many of the big hitters in the army get a price boost paying for melee options that may not always get used in a game like Infinity. Many people don1t mind this, but others would prefer a bit more focus. -Bad hacking, doctors, engineers: PanO in general lacks the kickass specialists Nomads, Aleph and Haqq can toss about willy-nilly. The options are usually either substandard, or overpriced. -No camo. Hiding is for weaklings and pagans! Hints: -Love your Order Sergeants. These guys are the lego blocks of your army. They can fit a lot of roles, generate cheap religious orders for your pool, ad more. The Spitfire/MSV 2 model is a great camo hunter. The TO sniper is a decent infiltrator. -Fusliers are you other choice of light infanty and cheelearders. They are not bad, and can get some mean weapons (HMG, missile launcher). They can even be linked, but since you are playing MO, it's often better to save your one link team for something meatier. They are an option if ou need an extra guy and an extra gun to round out points, though. -You only have one Medium Infantry, the Crusader Brethren. He's a solid drop trooper, with AMAZING BS, nasty weponry an average prices. He's fragile after the drop, though, so either support mhim or use him to hit something nasty before he's gunned down in vengeance. -Magisters are your crazy, bouncy knights. They are fast for HI, but also not as armored. Their single gun is the short-ranged, uber-powerful Panzerfaust, which packs a wallop but has only two shots. They carve stuff up really nice in CC though, and with Hyper-Dynamics they dodge things like there's a glitch in the Matrix. They are also very cheap points-wise, making for an easy link-team. -Teutonics are Magisters on crack. No dodging boost, though their PH is really high. they shoot better but don't pack that many more guns than magisters (The spitfire is nice with BS 14, though). They are -nightmares- in CC, though, as Berserk and CC18 makes them crit machines. It's not hard to make a link of these, but here is where prices start to climb. -Montesa are somewhat odd ducks. They are slow and better armored, with light-medium weaponry. But they have mechanized deployment, meaning they can start way up across the board. Great in some scenarios, but dangerous in others as reaching them for support can be tricky. Also more expensive than Teutonics. -Hospitalers and beefy HI. Nice armor and BS, decent weapons, but slow. Also, one of their perks, Sixth Sense, comes standard on links, so it's redundant unless you field just one. The HMG option is terrifying in a link, and they also can field a decent doctor to patch up your knights as they move up the board. -Santiago Knights are mid-range defensive troops. Durable, slow, they pack E/M grenades that can seriously mess up the more hi-tech enemies that come close. 360° vision also makes them impossible to flank unless camo is involved, and even then it's riskier. -Holy Sepulchre knights are jerks. Each ones pack EXP swords that are murder in CC, and either a short-range cannong (the DEP) or a Spitfire. But most importantly, they have Holoprojectors lv2. Meaning they can either disguise themselves as some other model ("just an innocent order sargeant here, nothing to worry about...") or spread holoechos around to force the enemy to play a shell game and try to guess which model is the real one and which one is an illusion. They cannot link, though. Phew. That's a lot of knights. Now for specials: -Father de Fersen is the best hacker you will ever get. Wip 14 and BTS -6 is amazing, and he's nos lough in combat, having a Spitfire and knowing how to use it. He can be added to most links to boost them, too. On the down side, he costs a wallop in both points and SWC. - Jeane d'Arc comes in two flavors. The heavy option is tough, has a great statline, gives you bonus SWC as a Lt and has 3 effective wounds. However, it's a very obvious Lt, it's slow, and is limited to the MultiRifle, a somewhat lackluster weapon. Still, her BS of 15 can make anything decent. She also packs a nanopulser to punish clisters or enemies with high armor, but is pricey. The speedy version has lighter armor, better movement, and is rocking a spitfire that costs only 1SWC, a steal for such a great shooter. You can also get her with an EXP CC weapon if you want to get personal. Like De Fersen, she can be added to existing link teams to boost them further. Her main issue is that the speedy version can only link with slow knights, making the point a bit moot. -Brother Konstantinos: This guy is quite alright. He's a competent source of MSV2 and can be picked as an infiltrator. Mimetism gives him an edge in firefights, and he's a specialist, meaning he's good for mission objectives. The assault pistol is great for short-range firefights, and the D-charges are also cool. But the combi-rifle limits the use of his MSV a bit. He may be good at spotting enemy camo, but he likely won't be the one killing it unless it's close by. How about the TAG? -The Seraph is a light TAG, and it shows. It has decent armor and stats, and you can take a pair of them. Its fast, it shoots well, it's religious so this robot just prays harder once the chips are down, and it packs a freidnly auxbot to set things on fire. The downside? It's packing only a Spitfire and EXP cc weaponry. The Spitfire is a cool gun but they are not TAG-worthy, especially if you have just one. Then again, for just 85 points, maybe it's enough. Also, it has a piddly WIP of 12, so it can be brought low by hackers. Remotes, if you feel like getting a hacker or a TAg to enable them: -The Sierra Dronbot is a safe bet. It packs the great HMG, moves fast, can see in every direction, and it unleashes the full burst of its gun on anything is spots in ARO. A good choice to keep the enemy in check until your knights arrive to tear rear end. You can also get it with monofilament mines, which can kill ANYTHING, but ill rewuie you to spend orders to move your bot around placing them. -The Buleteer is a sleek little death machine. It has the dreaded ODD, giving enemies shooting at it a -6 pentalty unless they have MSV 2 or better. BS 12 is better than most remotes get, and it comes pretty cheap. The Heavy Shotgun packs a wallop, but the Spitfire is a bette r option 90% of the time. -Fugazin Dronbot: this is a pure repeater. It's REALLY fast, mad e of paper and has no weapons. But it has mimetism to help keep it safe, and it's the cheapest regular order you can get. A good option if you pick Father De Fersen. So, after all that infodump. some purchasing advice. Magisters are a good option to have, as they are an easy, cheap link that is fun to use. You already have one from the boc, as well as a Teutonic. Getting either Father De Fersen or Jeane is also a good option for when you want to play bigger games. A HMG hospitaler makes for a good heavyv weapons guy, though you can also rely on a HMG Crusader popping up behind enemy lines t murder with impunity. A single Holy Sepulchre guy is also cool, since it lets you play with the enemy's perceptions or just make him waste shots on holoechoes. Unless you really love TAGs, I don't recommend the Seraph. It's not BAD, just...unimpressive. If you use it or a hacker, though, the total reaction Dronbot and the Buletteer are sure bets. Just one of them is enough, tough. Too many remotes are not good thing.
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# ? Apr 16, 2014 05:36 |
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Thanks for the advice, the Sepulchre knights sound like a lot of fun to use, so I might end up getting one of them. I'll play a few small games with what I've got until I get an idea of how the game works and what playstyle I enjoy.
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# ? Apr 16, 2014 06:12 |
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Where are you based? There seem to be a heap of Infinity players in Sydney.
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# ? Apr 16, 2014 09:22 |
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dishwasherlove posted:Where are you based? There seem to be a heap of Infinity players in Sydney. I'm in WA, and even then I'm a good 6 hours out of Perth. One of the guys that comes along to the local gaming club has been trying to round up support for non-GW wargames for the past couple months and has had a bit of success. A few people (myself included) got started on Warmachine/Hordes and Infinity's the next on the list.
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# ? Apr 16, 2014 09:54 |
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OB_Juan posted:Aww, I like the Don't get me wrong, I like the idea, but the sculpt is old and a bit crappy. Also it's probably heavy enough to kill a man.
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# ? Apr 16, 2014 11:49 |
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Oh wow, this model looks amazing. I think I've decided on my next model already. HiveCommander fucked around with this message at 13:07 on Apr 16, 2014 |
# ? Apr 16, 2014 12:55 |
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Sephyr posted:Remotes, if you feel like getting a hacker or a TAg to enable them:
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# ? Apr 16, 2014 16:27 |
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I'm in a similar position to HiveCommander so a lot of that was helpful, thanks. What I wanted to ask was, how viable is it to base an Ariadna force around Kazaks? A while back I picked up a second-hand demo box that had two Line Kazaks with rifles, a Line Kazak with HMG, and a Veteran Kazak with HMG in it (all seem to now be discontinued). Now that a friend is starting to play I thought I'd get the Ariadna starter box and focus on a team that looks like it came out of the STALKER computer game. Is that doable or do I have to include the kilt men and weird dog guys? Also, is there any indication at all that the company are going to move away from the atrocious style that every female model seems to be in? Looking through the various ranges on the website there's a rather striking juxtaposition between awesome models of men, and frankly embarrassing models of women that I have no real interest in painting or using.
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# ? Apr 16, 2014 22:39 |
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Actually most of the female models just blend right in to the combat groups. Except for the cheesecake ones you are mentioning. It's based on anime. The models are cheesecake. This has been discussed to death. No indication they are going to stop.
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# ? Apr 16, 2014 22:47 |
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Rapey Joe Stalin posted:Also, is there any indication at all that the company are going to move away from the atrocious style that every female model seems to be in? Looking through the various ranges on the website there's a rather striking juxtaposition between awesome models of men, and frankly embarrassing models of women that I have no real interest in painting or using.
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# ? Apr 16, 2014 22:49 |
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# ? May 13, 2024 10:45 |
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There is a Kazak / Russian sectorial that should be coming out soon, pick up some Tankhunters and you'll be working towards something
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# ? Apr 17, 2014 00:49 |