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Flipswitch
Mar 30, 2010


Yeah sorry, it's the new AAP. I forgot to mention.

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ijyt
Apr 10, 2012

:aaa: If that's the new set, then I know which army I'm starting next.

Also, how many dice do I need for Infinity (just d20's, right?). Three? Five?

Flipswitch
Mar 30, 2010


Go for 5 mate, it's the max you will ever use IIRC.

Fix
Jul 26, 2005

NEWT THE MOON

ijyt posted:

:aaa: If that's the new set, then I know which army I'm starting next.

Also, how many dice do I need for Infinity (just d20's, right?). Three? Five?

Five max.

ijyt
Apr 10, 2012

Cheers!

TheCosmicMuffet
Jun 21, 2009

by Shine

Fix posted:

Five max.

So 10, then. For when the first 5 are clearly out of favor with the gods of luck.

ijyt
Apr 10, 2012

Actually a follow up question from my friend, should some be different colours or can they all be the same? Sorry for the no-content posts.

Flipswitch posted:

They can all the be the same, the only real reason to run separate colours is if you want to split bursts between targets and roll them together, all of one colour shouldn't be an issue to be honest.

e: Thanks again!

ijyt fucked around with this message at 21:12 on Jul 16, 2014

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!
New Antipode Assault Pack https://www.youtube.com/watch?v=YOR0v2mHXTs

Flipswitch
Mar 30, 2010


They can all the be the same, the only real reason to run separate colours is if you want to split bursts between targets and roll them together, all of one colour shouldn't be an issue to be honest.

Bob Smith
Jan 5, 2006
Well Then, What Shall We Start With?
While it's new release stuff...



Painted picture of the Gencon-Exclusive Bolt - didn't see it posted.

Flipswitch
Mar 30, 2010


Her head is thin, but it looks better than i'd feared.

Genghis Cohen
Jun 29, 2013
Note that'd be 5 and your opponent also bringing his dice. I think technically you could use more if doing coordinated orders? But 5 is really plenty.

Flipswitch posted:

Good luck in the tournament, I've played Correg a bit here to introduce our newer players in tournaments and I find I don't really take REMs (but they're in my Bakunin scheme and I can't cross the paintjobs or bases, that'd be sinning) but I often take a 3-4 link of Wildcats, usually Tomcats for mobile specialists, an Intruder, Lupe and fill my weaknesses from there. If you're playing 300pts, definitely consider a Gecko or two as they're nice bruisers for pushing up the table for other models to get poo poo done, and of course, take a customizable Spec Ops. :)

Sometimes I consider running a link of Alguas if I need to skimp the points, but I am a big fan of how versatile Wildcats can be, plus I love the sculpts.

Cheers for that. Unfortunately it is a no-spec ops tournament. Shame as I've never played with the spec ops and would like to sometime. My Geckos are actually the Antenociti 'Komodo' models, so again, they're out. I am painting up my wildcats this minute and am almost certain I'll use a 5-wildcat link.

What I'm thinking of:

JURISDICTIONAL COMMAND OF CORREGIDOR
──────────────────────────────────────────────────

GROUP 1 10 0 0

WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
WILDCAT Spitfire / Pistol, Knife. (1.5 | 25)
WILDCAT Hacker (Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 31)
WILDCAT (Number 2) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (20)
WILDCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (23)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 44)
INTRUDER (X Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 52)
TSYKLON Spitfire, Marker / Electric Pulse. (1 | 37)
HELLCAT Boarding Shotgun / Pistol, Knife. (20)
TOMCAT Doctor Combi Rifle + Light Flamethrower / Pistol, Knife. (22)
ZONDBOT Electric Pulse. (3)
ZONDBOT Electric Pulse. (3)

6 SWC | 299 Points

Intruders backing up wildcats, some AD to grab the board, remote for mobility and to enable hacking. Do people rate Morans in serious games? Having been playing with 2 per list quite a lot, often I am glad of the koalas hindering my opponent's moves, although they seldom kill anything. My gut says that in some ITS scenarios I would take 2 Moran FOs, but given none of this tourney's missions need specialists, I think I'm better off with killy stuff.

S.W.O.R.D. Agent
Apr 30, 2012


Oh man! Definitely starting Ariadna. And just show me the picture of the Zu Yong already? I need to see it.

stabbington
Sep 1, 2007

It doesn't feel right to kill an unarmed man... but I'll get over it.
So glad I held off on buying those, the new models are ridiculously baller.

Hortism
Oct 25, 2010

I didn't.. and now I have to double dip, because those look soooo much better.

Though not really feeling my Ariadna at the moment. Might wait to see what the new sectorial brings and just refocus on that.

Collecting a whole faction with out any restrictions is a weird feeling after mostly focusing on my Military Orders. There's just so many models to buy and options to play around with.

long-ass nips Diane
Dec 13, 2010

Breathe.

The bad thing about the resculpts is that I never, ever want to buy any older units because they'll end up getting replaced with things that look a ton better.

S.W.O.R.D. Agent
Apr 30, 2012

Swagger Dagger posted:

The bad thing about the resculpts is that I never, ever want to buy any older units because they'll end up getting replaced with things that look a ton better.

I'm still waiting for my Tiger Soldier resculpts. :pray:

Sephyr
Aug 28, 2012
Finally gave my new Corregidor list a shot against vanilla Combined army. My Iguana was sliced by a Speculo turn 1, which I pretty much knew would happen but was still a pain. Thankfully, he was a bit too forward with his Charontid, letting my Evo repeater close in and hack it. Intruder blew it up nicely, but was then pulped by a missile from a hidden-deployed shasvati.

The 5-Wildcat link was a beast. A bit slow as links go, but a 5-shot BS 19 spitfire on the lead can winalmost every firefight if there's no camo or smoke involved. The link demolished the enemy total reaction bot, daturazis and anything else within range.

ijyt
Apr 10, 2012

So I'm wondering about the whole pinning thing, I'm currently building the Aleph Starter Set and wondering what most definitely needs pinning, and what I can get away with just gluing.

Also, should I glue with epoxy (araldite) or thin super glue?

jadarx
May 25, 2012

ijyt posted:

So I'm wondering about the whole pinning thing, I'm currently building the Aleph Starter Set and wondering what most definitely needs pinning, and what I can get away with just gluing.

Also, should I glue with epoxy (araldite) or thin super glue?

The models I remember pinning from that set were the Asura with her teeny feet and the one dakini with the running pose.

Pierzak
Oct 30, 2010
I find thick (gel) superglue stronger than the think kind. But if you can stomach the longer drying time of epoxy glue, go for it.

I prefer not to pin anything except TAGs. If I drop a model, I vastly prefer to just glue the arm back on instead of loving around with a damaged paintjob around the bent part.

Also, don't pin feet! File the tabs under them to thin pins instead.

Sephyr
Aug 28, 2012
The dakinis can sometime use a bit of pinning, especially the arms of the running one. The small plates and flaps are just difficult in general, pinning or no pinning. A bit of epoxi and patience are your best bets.

ijyt
Apr 10, 2012

jadarx posted:

The models I remember pinning from that set were the Asura with her teeny feet and the one dakini with the running pose.

I'm using resin bases, so all the feet will have to be pinned (I'm dreading that tacbot).

Pierzak posted:

I find thick (gel) superglue stronger than the think kind. But if you can stomach the longer drying time of epoxy glue, go for it.

I prefer not to pin anything except TAGs. If I drop a model, I vastly prefer to just glue the arm back on instead of loving around with a damaged paintjob around the bent part.

I didn't even think that the pin might end up causing more damage.

Pierzak posted:

Also, don't pin feet! File the tabs under them to thin pins instead.

Aha! I guess that'd pose less risk than trying to clip the tabs off.

e: oh god the gaps

ijyt fucked around with this message at 19:26 on Jul 17, 2014

Pierzak
Oct 30, 2010

ijyt posted:

I'm using resin bases, so all the feet will have to be pinned (I'm dreading that tacbot).
Nope. I've used my method with a few resin bases, all you'll need is to file the pins to a rounder profile or drill bigger holes.

Also, saw the tabs, don't clip them. Some legs (I'm looking at you Yannick Hennebo) are surprisingly sensitive to bending and I've had 2 ankles break off bbefore I learned that. I got a dremel circular saw, works wonders.

Pierzak
Oct 30, 2010

Flipswitch
Mar 30, 2010


These new Morat sculpts are killer, loving them.

dexefiend
Apr 25, 2003

THE GOGGLES DO NOTHING!
Welp, I just dropped more money on this game due to the insane sculpts with Giraldez' paint jobs.

I am really excited about the rules revision and getting my friends excited about it as well.

Do you guys have any advice about running demos or starter scenarios?


I have PanO Neoterran and Military Order, Flipswitch's Corregidor lists, and all the Tohaa.

I can't wait for Gencon!

They need to stop making amazing Ariadna sculpts or I am going to buy them too.

Sephyr
Aug 28, 2012
More important than starting at low points (150) is running lists that are balanced against each other. Under 300, many factions just can't bring every counter to the table, meaning a game can get really one-sided ("Couldn't fit a visor in your list? Good luck again my Ariadna camo spam").

At the same time, try to make lists with a little extra that shows off what each army is about. I met people at my club that felt Infinity was just line infantry with combi-rifles firing at each other from cover because there was no camo, hacking, drop troops or remotes on the list.

I've had a lot of success at our Open Days with new people running lists with:

ALEPH:

Deva+ Devabot (a nice way to introduce simple remotes)
Visor Deva (camo hunting)
Myrmidon (to teach smoke and avoiding Aros)
Minelayer Naga (for camo and mines)
Thorakitais.

NOMADS:

Intruder (camo and visor training)
Tsyklon remote (because people love crazykoalas)
Reveren Custodier (good hacker that is also combat-worthy)
Hellcat (to teach drop timing and such)
Alguaciles

A nice dense board with doors that can be hacked open or blown by engineers also goes a long way. The worst thing you can do is have a sparse table that makes long-distance Aros too strong and gives the impression that campers always win.

Acceptableloss
May 2, 2011

Numerous, effective and tenacious: We must remember to hire them next time....oh, nevermind.
OK I need a rules clarification.

Let's say my Myrmidon (who has ODD and is standing in the open) is shot at by an enemy model that does not have any MSV. I use his ARO to throw a smoke grenade at his own feet. What happens? Is there a face to face roll? Does my opponent get to shoot me and then the grenade smoke happens? Does he shoot at me at -12 BS (-6 for ODD, -6 for smoke)?

S.W.O.R.D. Agent
Apr 30, 2012

Acceptableloss posted:

OK I need a rules clarification.

Let's say my Myrmidon (who has ODD and is standing in the open) is shot at by an enemy model that does not have any MSV. I use his ARO to throw a smoke grenade at his own feet. What happens? Is there a face to face roll? Does my opponent get to shoot me and then the grenade smoke happens? Does he shoot at me at -12 BS (-6 for ODD, -6 for smoke)?

Yes, it is a face to face roll. You'll adjust both attributes (PH vs BS) by the appropriate modifiers, and then roll. The smoke grenade only goes off if you win the roll.

Example:
    Dao Fei shoots an out of cover Myrmidon from 15 inches away with a Boarding shotgun. Myrmidon decides to throw smoke at his feet.
    Myrmidon PH 13 plus +3 for range on the grenade (+3 from 0"-4") = 16 or less
    Dao Fei BS 13 plus 0 (0 from 8"-16") for range on the boarding shotgun = 13
    Dao Fei Modified BS of 13 - 6 from Myrmidon ODD = 7
    The Dao Fei now has 2 dice at a BS 7 or less against the Myrmidon's one dice of 16 or less.

Acceptableloss
May 2, 2011

Numerous, effective and tenacious: We must remember to hire them next time....oh, nevermind.

S.W.O.R.D. Agent posted:

Yes, it is a face to face roll. You'll adjust both attributes (PH vs BS) by the appropriate modifiers, and then roll. The smoke grenade only goes off if you win the roll.

Example:
    Dao Fei shoots an out of cover Myrmidon from 15 inches away with a Boarding shotgun. Myrmidon decides to throw smoke at his feet.
    Myrmidon PH 13 plus +3 for range on the grenade (+3 from 0"-4") = 16 or less
    Dao Fei BS 13 plus 0 (0 from 8"-16") for range on the boarding shotgun = 13
    Dao Fei Modified BS of 13 - 6 from Myrmidon ODD = 7
    The Dao Fei now has 2 dice at a BS 7 or less against the Myrmidon's one dice of 16 or less.

Sweet thanks.

So it's actually better than just a straight dodge because of the +3 for close range on the grenade then right? And if the Myrmidon wins the face to face, any additional shots that round will be hindered by the smoke cloud. That seems good to me.

Follow up question: In the active turn, I can throw smoke to cover my own advance, but in that case I would not want to throw it at my own feet right? In that instance, the dispersion on a miss actually matters because the template goes down even if I fail the roll. Is there any max distance for the dispersion? Does the distance between the throwing model and the target point matter when it comes to dispersion?

EDIT: Unrelated question: What is the new base size for the Aleph Marut? It looks like the old one is a 40mm with those nubs on the sides, so does that mean it should be on a 50mm going forward?

Acceptableloss fucked around with this message at 21:06 on Jul 20, 2014

bhsman
Feb 10, 2008

by exmarx
Late but :flashfap: fuuuuuck those Antipodes! I need to get back to painting at some point, but now that they have decent models I should pick up a squad.

S.W.O.R.D. Agent
Apr 30, 2012

Acceptableloss posted:

Sweet thanks.

So it's actually better than just a straight dodge because of the +3 for close range on the grenade then right? And if the Myrmidon wins the face to face, any additional shots that round will be hindered by the smoke cloud. That seems good to me.

Follow up question: In the active turn, I can throw smoke to cover my own advance, but in that case I would not want to throw it at my own feet right? In that instance, the dispersion on a miss actually matters because the template goes down even if I fail the roll. Is there any max distance for the dispersion? Does the distance between the throwing model and the target point matter when it comes to dispersion?

During the active turn you choose a spot for the smoke. Figure out the modifier. Roll dice. If successful the smoke goes off a that spot. If you fail the template disperses 2.5" x the failure category.

Example:
    Myrmidon wants to throw a Grenade 7" away.
    You have PH 13. The modifier is 4"-8" = 0. So you're looking for a 13.
    You roll and get a 17. 17 - 13 = 4 (this is your failure category).
    4 x 2.5 = 10
    The smoke with disperses 10" in direction 7 (the 2nd digit of your dice roll. The 1 always points to the center of the table).

Also, no really one minds answering questions, so don't be afraid to keeping asking them. However, you may find the link below incredibly useful.

http://infinitythegame.wikispot.org/Home?action=show&redirect=Front+Page

S.J.
May 19, 2008

Just who the hell do you think we are?

I always thought it was weird how loving far a mis thrown grenade would travel.

Acceptableloss
May 2, 2011

Numerous, effective and tenacious: We must remember to hire them next time....oh, nevermind.

S.W.O.R.D. Agent posted:

During the active turn you choose a spot for the smoke. Figure out the modifier. Roll dice. If successful the smoke goes off a that spot. If you fail the template disperses 2.5" x the failure category.

Example:
    Myrmidon wants to throw a Grenade 7" away.
    You have PH 13. The modifier is 4"-8" = 0. So you're looking for a 13.
    You roll and get a 17. 17 - 13 = 4 (this is your failure category).
    4 x 2.5 = 10
    The smoke with disperses 10" in direction 7 (the 2nd digit of your dice roll. The 1 always points to the center of the table).

Also, no really one minds answering questions, so don't be afraid to keeping asking them. However, you may find the link below incredibly useful.

http://infinitythegame.wikispot.org/Home?action=show&redirect=Front+Page

Thanks. I've been reading the wiki today which is what is provoking these questions.

S.J. posted:

I always thought it was weird how loving far a mis thrown grenade would travel.

Exactly. So in the active turn, if the same Myrmidon tries to throw a smoke grenade at his own feet, he's looking for a 16 (PH 13 + 3 for range) and if I roll the 19, the grenade scatters 3 x 2.5" = 7.5" ? That seems silly to me.

S.W.O.R.D. Agent
Apr 30, 2012

Failure category is definable one of the goofier things in the game. I'd like to see it changed to 1.5" of dispersion, and can only deviate in a 180 degree arc based on the mini that's throwing the grenade.

I have idea if there are any changes in the works regarding grenades and FC, but 3rd edition is right around the corner and this is one of the things I'm hoping gets addressed.

Signal
Dec 10, 2005

We've always assumed that it was a mistranslation, and was supposed so scatter 1" per failure (or 2.5 cm) and that makes it a lot more reasonable.

S.J.
May 19, 2008

Just who the hell do you think we are?

Signal posted:

We've always assumed that it was a mistranslation, and was supposed so scatter 1" per failure (or 2.5 cm) and that makes it a lot more reasonable.

I remember thinking that too the first time I played.

Pierzak
Oct 30, 2010

Signal posted:

We've always assumed that it was a mistranslation, and was supposed so scatter 1" per failure (or 2.5 cm) and that makes it a lot more reasonable.
It's 6 cm.

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Signal
Dec 10, 2005

but... that's obscene.... :psyduck:

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