Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
BattleMaster
Aug 14, 2000

I saw a guy wreck someone with a 5 Fusilier link in its own group. Part of it was positioning and luck but it was pretty hilarious. I want to try the same thing except with Riot Girls because obviously they're even crazier. The question is if 156 points on a five-model link is actually worth it, and if 5 orders is really enough even with the link going on. (Also it remains to be seen if being cute with 3 Forward Observers and the Vertigo Zond is worth it)

Jurisdictional Command of Bakunin
──────────────────────────────────────────────────

Group 1 5 0 0
RIOT GRRL Spitfire / Pistol, Knife. (2 | 35)
RIOT GRRL MULTI Rifle, Flash Grenades / Pistol, Knife. (33)
RIOT GRRL Boarding Shotgun, Flash Grenades / Pistol, Knife. (28)
RIOT GRRL Combi Rifle, Blitzen, Flash Grenades / Pistol, Knife. (30)
RIOT GRRL Combi Rifle, Blitzen, Flash Grenades / Pistol, Knife. (30)

Group 2 9 0 0
MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0.5 | 9)
MODERATOR Combi Rifle + Marker / Pistol, Electric Pulse. (0.5 | 11)
MODERATOR Combi Rifle / Pistol, Electric Pulse. (9)
MODERATOR Combi Rifle / Pistol, Electric Pulse. (9)
VERTIGO ZOND Smart Missile Launcher / Electric Pulse. (1.5 | 18)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (19)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (19)
ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (28)
PI-WELL Combi Rifle / Electric Pulse. (19)
ZONDBOT Electric Pulse. (3)

4.5 SWC | 300 Points

Open with Army 5

Adbot
ADBOT LOVES YOU

Hortism
Oct 25, 2010

Why not shuffle things around so the link team has access (if needed) to a full order pool?

Unless you plan to just sit them up the field defensively they'll probably be your main offensive tool.

You can chuck cheerleaders and defensive units in the smaller pool.

Edit: Yeah SML are max five shots per turn anyways, so dropping it in a group with the moderators would allow for a few order to mark something (1 or 2 maybe), 5 orders to blow the poo poo out of whatever was marked and still 7 orders for the linked team/other specialists.

Hortism fucked around with this message at 06:57 on Nov 26, 2015

BattleMaster
Aug 14, 2000

Yeah my first instinct was to just pack a bunch of Moderators into the Riot Grrl group but I'm still trying to get a feel for how setting up lists works. I'll probably end up doing that.

tokenbrownguy
Apr 1, 2010

Nah, I think the reason a 5-link fusilier group works is its so drat cheap (50 points for combis at BS 15 with SS and B2/4!?) Half your points into a admittedly nasty link with only five orders? That's just a waste of points begging to be smoked each round, whereas the fusilier link list still has 250pts to club you and the objectives over the head.

It could work if you have a straightforward objective like Armory or Cold Sleep, but good luck with a Beacon Race or Nimbus Zone.

Hortism
Oct 25, 2010

Heavy link teams can work really well though. I'm not familiar enough with Riot Girls to comment if they'll do the trick or not, but the list isn't really lacking in specialists or orders.

Worse comes to worst something nasty gets into the backline and blows the poo poo out of the cheerleaders, but clever positioning against templates + SS lvl 2 and Hyper dynamics and 2 wounds means the link team should be able to truck through a fair bit of fire power.

tokenbrownguy
Apr 1, 2010

Not dissing the 5-heavy link, just the 5-heavy link in its own order pool.

Hortism
Oct 25, 2010

Oh yeah. Nor real reason for that.

BattleMaster
Aug 14, 2000

So if I moved things around like this, how would it work? Is the small number of orders for the specialist group a liability?

I've enjoyed Riot Grrls so far but I've only used them as singletons in games without the link rules. 16 to dodge and MSV1 makes them pretty capable on top of their low cost. Bakunin has some pretty great MI for ~30 points though.

Jurisdictional Command of Bakunin
──────────────────────────────────────────────────

Group 1 10 0 0
RIOT GRRL Spitfire / Pistol, Knife. (2 | 35)
RIOT GRRL MULTI Rifle, Flash Grenades / Pistol, Knife. (33)
RIOT GRRL Combi Rifle, Blitzen, Flash Grenades / Pistol, Knife. (30)
RIOT GRRL Combi Rifle, Blitzen, Flash Grenades / Pistol, Knife. (30)
RIOT GRRL Combi Rifle, Blitzen, Flash Grenades / Pistol, Knife. (30)
MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0.5 | 9)
MODERATOR Combi Rifle / Pistol, Electric Pulse. (9)
MODERATOR Combi Rifle / Pistol, Electric Pulse. (9)
MODERATOR Combi Rifle / Pistol, Electric Pulse. (9)
VERTIGO ZOND Smart Missile Launcher / Electric Pulse. (1.5 | 18)

Group 2 4 0 0
ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (28)
PI-WELL Combi Rifle / Electric Pulse. (19)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (19)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (19)
ZONDBOT Electric Pulse. (3)

4 SWC | 300 Points

Open with Army 5

Hortism
Oct 25, 2010

I'd probably put the mods and zond in the one group and the specialists and riots in another.

I doubt you'll need to sink all your orders into the link every turn, so you'll have a few orders for them. Or more if you need them since you have the option to pump into whatever you need to. You can mix the groups a bit too, so if you're unlikely to actually use the zond in a turn it gives you the option of using all the orders on a specialist instead.

tokenbrownguy
Apr 1, 2010

Yeah you'll want at least 3 specialists that can grab objectives in your big order pool. Bonus points if they're infil/camo specialists.

BattleMaster
Aug 14, 2000

Oh yeah good idea; arranging the groups like that will give my Riot Grrls and specialists 9 orders while if one of the Zeros or Pi-Well can tag a target the Zond can go nuts with its missiles without draining orders for the main group. Thanks for the advice, guys.

Hortism
Oct 25, 2010

Speaking of list building, were Hassassin in line for a change up in Human Sphere? I'm halfway through getting mine ready and have tinkered around with list building but there's not a lot of variety. For the most part it's either Muyib link or not, or deciding on the Ragik/Lasiq/Fiday ratio.

I'm still really keen to try them out, but after playing vanilla almost exclusively for the last year or so, Goddamn does it feel restrictive.

I also grabbed a Saladin since it seemed like most lists I wanted to run in Hassassin can be pretty easily converted to a vanilla list minus link teams, but I'm not quite willing to expand on that just yet since I don't like playing with unpainted stuff and the 20+ models I'm putting together now is giving me enough anxiety as is.

tokenbrownguy
Apr 1, 2010

BattleMaster posted:

Oh yeah good idea; arranging the groups like that will give my Riot Grrls and specialists 9 orders while if one of the Zeros or Pi-Well can tag a target the Zond can go nuts with its missiles without draining orders for the main group. Thanks for the advice, guys.

Don't forget, you can put a specialist in the second group to leverage the other order pool, and bounce that specialist to the primary group if the others die! Just be sure to keep at least one command token till the third round. I've never regretted that.


Hortism posted:

I'm still really keen to try them out, but after playing vanilla almost exclusively for the last year or so, Goddamn does it feel restrictive.

I feel the same way about the Frenchies. But I know they're down for some HS2 love. Haven't heard about the HB.

Corbeau
Sep 13, 2010

Jack of All Trades
Going to an AD: Food Drop tournament (Infinity's equivalent of Foodmachine) this weekend. It's a two-list format, with the missions being Cold Sleep, Nimbus Zone, and Food Drop (which is about picking up food tokens that appear in the middle of each of four quadrants). I'm not sure about how to take advantage of the two-list format, but the scenarios (especially Nimbus Zone) make me want to run a Govad link. Throwing some troopers together generates this:

Hassassin Bahram
──────────────────────────────────────────────────

Group 1 10 0 0
ASAWIRA Doctor Plus (MediKit) AP Rifle + Light Shotgun, Nanopulser / Pistol, Shock CCW. (52)
NASMAT Electric Pulse. (3)
GOVAD Missile Launcher, Light Shotgun / Breaker Pistol, Knife. (1.5 | 30)
GOVAD HMG / Breaker Pistol, Knife. (1.5 | 29)
GOVAD Rifle + Light Shotgun / Breaker Pistol, Knife. (21)
GOVAD Rifle + Light Shotgun / Breaker Pistol, Knife. (21)
GOVAD Rifle + Light Shotgun / Breaker Pistol, Knife. (21)
SHIHAB REMOTE HMG / Electric Pulse. (1 | 25)
NAJJARUN Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (17)
GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (12)
GHULAM Rifle + Light Shotgun / Pistol, Knife. (12)

Group 2 2 2 2
LASIQ Viral Sniper Rifle / Pistol, Knife. (1.5 | 26)
GHULAM Hacker (Hacking Device) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 20)
MUTTAWI'AH Chain Rifle, E/Marat, Jammer / Pistol, Knife. (5)
MUTTAWI'AH Chain Rifle, E/Marat, Jammer / Pistol, Knife. (5)

6 SWC | 299 Points

Open with Army 5

tokenbrownguy
Apr 1, 2010

What makes the Govads good for Nimbus?

Pierzak
Oct 30, 2010
Burst 5 HMG I guess :shrug: Corbeau, you didn't forget that MSV does not work on Nimbus, right?

Corbeau
Sep 13, 2010

Jack of All Trades

Pierzak posted:

Burst 5 HMG I guess :shrug: Corbeau, you didn't forget that MSV does not work on Nimbus, right?

gently caress.

tokenbrownguy
Apr 1, 2010

My buddy brought 3 intruders to a Nimbus game once forgetting that.

Red Hood
Feb 22, 2007

It's too late. You had your chance. And I'm just getting started.
Hey everyone.

I just got into this game on a whim, grabbing the following for $100:

USAriadna Starter
USAriadna Grunt box
112 Emergency
Tank Hunter with HMG
GenCon Van Zant
(And a GenCon hat and patch I guess)

I know nothing about the game/faction other than that I like how the miniatures look.

Can someone direct me to a guide on how USAriadna plays and maybe give me some insight on what I bought? I'm pretty clueless and the guides I've found online haven't been too helpful with a lot of jargon I don't understand yet.

tokenbrownguy
Apr 1, 2010

Look up the quick start rules/tutorial on the Infinity webpage/rulebook and play few games with a bud with just three basic grunts apiece. Infinity is a pretty complex game, but figuring out orders, AROs, and general rules like suppressive fire and facing is 75% of the game.

USAdriana has all the pros of Adriana (cheap camo/infils, cheap-low-tech line fodder, efficient specialists, big guns) with better armor, and better than average-Adriana toys. All of the models you bought except the Tank Hunter can be used in the USA sectorial, but I'd worry about link teams and sectorials after you have a few more games under your belt.

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Hey guys, I usually stream warmachine/hordes, but my buddy Gabe and I are playing some Infinity tonight at 8pm EST (gmt-5). He is the more experienced player, but I will try to put up a good fight. Combined Army vs Yu Jing or perhaps Tohaa.

http://www.twitch.tv/warmans_podcast

Corbeau
Sep 13, 2010

Jack of All Trades
Well, I threw together a couple of random lists for the tournament tomorrow using vanilla Haqq. I'm trying the ol' Azra'il + Janni Akbar Doc combo, not to mention the ol' Saladin + Al-Djabel combo. Wish me luck! :v:

Corbeau fucked around with this message at 05:10 on Nov 28, 2015

Genghis Cohen
Jun 29, 2013
Christ I'm jealous of doc plus/akbar doctor, not to mention impersonation and Saladin. Some cool toys. I think Haqq lend themselves well to the sort of competitive list I was recently impressed by - lots of disposable impetuous (ghazis) backed by cheap specialists and direct templates (ghulams, naffatun) and with a few key players.

I played a simple annihilation game last night, beating JSA fairly handily. It was a bit of a relief to just play with a single combat group full of fun stuff, not worrying about specialists or complex missions. Slightly funny mirror match in that he took an O-yoroi TAG, which I gutted with McMurrough. I took an Iguana, which he promptly eliminated with a ninja special character - after she'd cut McMurrough down in a single blow! Nice to see some cool hand to hand combat in a game. I was very impressed by how well, with TO Camo and MA5, she was able to close with and destroy a suppression fire unit. You still need the luck though, as she tried the same against an Intruder and got pistolled. INTRUDER! Can't wait to paint this new version, the old HMG intruder, probably my most-frequently used model, does not befit the unit's legendary status.

One rules question came up: monofilament hits an Iguana, kills it stone dead - does this kill the operator? I really need them to release HSN3 so I can have a rulebook to hand for these questions.

Pierzak
Oct 30, 2010

Genghis Cohen posted:

One rules question came up: monofilament hits an Iguana, kills it stone dead - does this kill the operator?
Yes, the consensus is that the operator ejects in pieces.

Pierzak
Oct 30, 2010

Red Hood posted:

Hey everyone.

I just got into this game on a whim, grabbing the following for $100:

USAriadna Starter
USAriadna Grunt box
112 Emergency
Tank Hunter with HMG
GenCon Van Zant
(And a GenCon hat and patch I guess)

I know nothing about the game/faction other than that I like how the miniatures look.

Can someone direct me to a guide on how USAriadna plays and maybe give me some insight on what I bought? I'm pretty clueless and the guides I've found online haven't been too helpful with a lot of jargon I don't understand yet.

Assuming you're a complete noob:
- get someone to play an intro game against you - 3 identical basic troops per side, to grasp the order/ARO/FTF roll mechanics
- play a few firefight (straight killy) games at 150-200 points
- play simpler scenarios, you've got a sample in the USARF army pack booklet
- you'll need the official rulebook and army builder, links in the OP

Now on to the faction: Ariadna is low-tech, so you won't get fancy toys like thermoptic camo, TAGs, advanced visors or hacking. What you do get is lots of manpower, plain camo and dudes who do their jobs through the sheer will to survive. Also werewolves.

USAriadna/USARF (USAriadna Ranger Force) is Ariadna's sectorial*. Your advantage in Ariadna is high armor, flamers, and motorcycles. Your disadvantage is relative lack of close combat, D-Charges and hacking (the last two are important for ITS(official tournament) type missions), and always too little SWC.

*(Sectorials are specialized lists that limit you to certain units from the main faction in exchange for increased AVA (i.e. you can take more of each unit) and the option to take link teams aka fireteams (important to Ariadna so you better read up on those after you get comfortable with the basic rules; they're in the old Human Sphere book, the difference in N3 is that you reform a link using a command token and not an LT order). Basically, sectorials are tier lists of Warmachine or chapter-specific lists as opposed to vanilla marines of 40k.)

Units. You've got:
Grunts - your basic infantry. ARM 3 makes them more survivable than the average mook, they have awesome options like the MMX sniper or shotgun/HFT, but they cost a bit above the cheaper line infantry options. Best used as link team or combat group stuffing (post them to guard empty spaces/flanks against surprise AD). The HFT option is awesome as a suicide-infiltrator option if you have the SWC to spare.
Marauder - either a MSV1 heavy weapon, or as a Haris triad. Niche but very good.
Maverick - your "better" motorcycle unit (the other will be Desperados rumored to come out next month, with profile similar to Haqqislam's Kums). They have a specialist option for scenarios, alternatively use their MSV for camo-hunting.
Minuteman: your basic heavy infantry. Normally HI have 2 wounds (except Tyranids Ariadna), so the difference over plain grunts is better stats and equipment. Good as suppressive fire unit (AP rifle + X-Visor), as single rambos, or as an expensive link team.
Tankhunter: As above, but has full camouflage instead. Best deployed against hard targets. Vanilla Ariadna only, so you might want to use him as an extra Minuteman.
Devil Dog: weird werewolf unit. You've got a close-range HI-equivalent (2 wounds, total immunity) that can dodge most things by throwing smoke grenades as a screen at PH+3 range, and a hunting dog. The dog is a good option for sniffing out hidden TO camo (actually your only option if they don't decide to reveal themselves) or as backup CC attacker (i.e. whichever one of the pair attacks first, you'll want to commit both to the same fight). The problem is that the dog has extreme impetuous, high speed, and does not benefit from FTF rolls caused by its handler throwing smoke, so it's kinda hard to keep Dogmeat alive sometimes.
Foxtrot: bare-bones camouflage infiltrator. Awesome because cheap and FO option. I tend to use 3-4 with Hardcase decoys to piss off my opponents. Best used as rifle (if you're not under fire you might want to poo poo out some mines around) or LGL version (because you've got a ton of FOs anyway).
112: Basic doctor. Keep him protected, he's not gonna win FTF firefights with that shotgun. Good for keeping near a full link-team, though.
Van Zant: Elite Airborne. Kinda expensive but good as a strong harasser. Martial Arts gives him stealth so you can move silently (no ARO) when out of LOF, and he can enter through the back edge which can surprise many opponents.

ed: And if you have the preorder bonus LE dismounted Maverick, paint her as a Warcor.

Pierzak fucked around with this message at 14:06 on Nov 28, 2015

Genghis Cohen
Jun 29, 2013
A good, complete breakdown. I echo the advice that you should just play with a handful of basic pieces a side first. Then play with the same pieces, but include one with an HMG, one with a sniper rifle, one with a shotgun. Then change some of them to use different stats - like models with 2 wounds or more elite statlines. Avoid the actual special rules - Camouflage, Airborne Deployment are the biggest ones - until you understand the game mechanics, and the common actions all models can take, like jump, climb, cautious move, suppression fire, etc.

Pierzak posted:

Yes, the consensus is that the operator ejects in pieces.

Thanks. Guess we played that one wrong, but I think I still would have won handily.

Corbeau
Sep 13, 2010

Jack of All Trades
Dude. The Azra'il is a house. Specifically, he's a powerhouse built like a brick shithouse. :stare:

Played in a 6-man AD: Food Drop tournament today. It's the equivalent of Foodmachine; donate cans of food to break rules and re-roll dice. Nobody went super crazy, but there were a few dice being re-rolled each game and the store needed five dudes to carry off all the donations at the end. The tournament went three rounds, the scenarios being Cold Sleep, Nimbus Zone, and Food Drop (which has parcels spawning in the middle of each of four quadrants: any dudes can pick them up and carry them around, and you want to be holding more parcels than your opponent at the end of each round). The format was two lists, so I bought the following based on scenario:

For Cold Sleep and (to a much lesser extent) Food Drop, I built an infiltrating doctor swarm with fire support:

Haqqislam
──────────────────────────────────────────────────

Group 1 8 2 1
AZRA'IL AP HMG / Pistol, Knife. (2 | 41)
JANISSARY Akbar Doctor (MediKit) AP Rifle + Light Shotgun / Pistol, CCW. (41)
NASMAT Electric Pulse. (3)
DJANBAZAN HMG / Pistol, Knife. (1.5 | 35)
TUAREG Doctor Plus (MediKit) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (33)
HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (18)
NAFFATÛN Rifle + Heavy Flamethrower / Pistol, Knife. (13)
NAFFATÛN Rifle + Heavy Flamethrower / Pistol, Knife. (13)
GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (12)
GHULAM Rifle + Light Shotgun / Pistol, Knife. (12)
KUM Chain Rifle, Smoke Grenades / Pistol, AP CCW. (10)

Group 2 2 2 1
LASIQ Viral Sniper Rifle / Pistol, Knife. (1.5 | 26)
HALQA Doctor Plus (Medikit) Rifle + Light Shotgun / Pistol, Knife. (19)
HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (18)
MUTTAWI'AH Chain Rifle, E/Marat, Jammer / Pistol, Knife. (5)

5 SWC | 299 Points

Open with Army 5

It did really, really good. My main regret is not including a hacker; I could have really taken advantage of deployable repeaters in my third game, which was against a double-TAG Neoterra list. It would also have helped in game one against vanilla Aleph, since he had a ton of remotes and Devabots. I won both games though - Cold Sleep vs Aleph and Food Drop vs Neoterra - in large part due to the Azra'il + Jannisary combination (being a gigantic Suppressive Fire area denial tool in round one, and - after brutal firefights requiring Akbar Doctor assistance - gunning down both an Uhlan and Squalo in game three). The Azra'il is a brick wall with ARM 8 in cover and with an Akbar doc just waiting to pick him back up at full health - and then he absolutely murders enemy armor during the active turn!

The second round was Nimbus Zone, however, and Nimbus Zone means an exclusion zone. I needed a second list since my first was extremely infiltration heavy. An exclusion zone does basically nothing to Impersonators, so I decided it was time to bring out the classic Saladin + Al Djabel combo:

Haqqislam
──────────────────────────────────────────────────

Group 1 10 0 0
AZRA'IL AP HMG / Pistol, Knife. (2 | 41)
JANISSARY Akbar Doctor (MediKit) AP Rifle + Light Shotgun / Pistol, CCW. (41)
NASMAT Electric Pulse. (3)
SALADIN Lieutenant Combi Rifle, Nanopulser / Pistol, CCW. (36)
DJANBAZAN HMG / Pistol, Knife. (1.5 | 35)
AL-DJABEL Rifle + Light Shotgun, Smoke Grenades / Pistol, Viral CCW, Knife. (35)
NAJJARUN Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (17)
GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (13)
GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (13)
NAFFATÛN Rifle + Heavy Flamethrower / Pistol, Knife. (13)
NAFFATÛN Rifle + Heavy Flamethrower / Pistol, Knife. (13)

Group 2 1 3 3
GHULAM Hacker (Hacking Device) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 20)
KUM Chain Rifle, Smoke Grenades / Pistol, AP CCW. (10)
MUTTAWI'AH Chain Rifle, E/Marat, Jammer / Pistol, Knife. (5)
MUTTAWI'AH Chain Rifle, E/Marat, Jammer / Pistol, Knife. (5)

4 SWC | 300 Points

Open with Army 5

I think my problems were more tactical than strategic; the table was more open than I'm used to, and my opponent (playing Tohaa) managed to deploy in such a way that I couldn't find good places to pie-slice from. I went first, Al-Djabel traded for his obvious Lt. in two orders... and then AROs happened. My opponent straight-up out-canned me on re-rolls; my Djanbazan ate a Panzerfaust after much forced re-rolling, regenerated, and then got critted by Armond le Muet in a place I couldn't regen or pick him up safely. Then my Azrail got pistol critted for his second wound out in the open, and that was pretty much all she wrote. I killed a ton more models than I lost, but I got zoned off of every objective by Le Muet and my opponent took most of the consoles and antennae under cover of Zero-V Smoke. I got crushed on objective points - and it turned out to be decisive. My opponent went on to take first place while I could only scramble back up to second place even after winning my third game. Not really the list's fault; I did not appropriately deploy in order to get the most redundancy out of my doctor capability, so I was more vulnerable to luck than I could have been.

Corbeau fucked around with this message at 05:45 on Nov 29, 2015

Genghis Cohen
Jun 29, 2013
Does anyone have any experience with the Ariadna Traktor Mul units? I have never faced them, and my mate who I'm teaching Infinity (he's coming along nicely) wants to use his.

Ilor
Feb 2, 2008

That's a crit.
Still, it sounds like a fun tournament, and for a good cause, too!

Ilor
Feb 2, 2008

That's a crit.

Genghis Cohen posted:

Does anyone have any experience with the Ariadna Traktor Mul units? I have never faced them, and my mate who I'm teaching Infinity (he's coming along nicely) wants to use his.

I just played a game against them a few days ago, and they are pretty nasty. In addition to being baggage bots, they are armed to the teeth. Their biggest problem is the relatively short range bands. The Katyusha is a murder-mobile against Link Teams or troops packed close together, but its big drawback is the fact that it has no non-template profile - so if you're standing next to an unconscious Ariadna trooper (which my Hawwa with Boarding Shotgun was doing by design), the Katyusha has no response but to dodge (which it does at -3 for being a Remote). The Uragan has no such limitation, however, and its Total Reaction makes it particularly brutal.

Genghis Cohen
Jun 29, 2013
Interesting point about the templates being blocked by your own or unconscious models. My perception is that purely as a Guided weapon (long range, needs a FO to take a risk though) the Katushya is slightly better (DA vs AP+Shock). But you can also use them directly or as Speculative Fire. In that case they are pretty limited in range, but I know I'd rather have the 3 shots in active or reactive which the Uragan gives. It's worth the cost to my mind.

Follow up question: am I right that FO as a skill, would be Normal rolls if your target shot back at you? It's quite a dangerous thing for most FOs to try on someone. And it sort of asks the question 'why don't I just shoot him rather than FO?'.

tokenbrownguy
Apr 1, 2010

Yup, guided is pretty situational. I could see it being useful if you're out of big guns and need to drop some fire on a TAG, but it's pretty order inefficient Hail Mary.

IIRC FO is burst 2, which makes it suck slightly less. Still better to shoot in most cases.

Pierzak
Oct 30, 2010

Genghis Cohen posted:

Follow up question: am I right that FO as a skill, would be Normal rolls if your target shot back at you? It's quite a dangerous thing for most FOs to try on someone. And it sort of asks the question 'why don't I just shoot him rather than FO?'.

FO is FTF, strangely enough.

Corbeau
Sep 13, 2010

Jack of All Trades
Table pictures from the event taken by the organizer - I played on the (literal) food table in round 1, and the rocky woodlands board in round 2 and 3:





Source.

Pierzak
Oct 30, 2010
No blinds? The first mod to those buildings I always see is blinds.

Corbeau
Sep 13, 2010

Jack of All Trades
It was agreed before the tournament started that you could draw LoF into or out of buildings, but not through them.

Genghis Cohen
Jun 29, 2013
A pretty common and sensible solution to the problem, which a lot of people have IMO.

I have, as I mentioned, been teaching a mate who I 40k with some Infinity, he has taken to Ariadna quite strongly. He has also leaped headlong into building terrrain - he bought a bit of MDF walkways and crates, but beyond that it's all scrap DIY supplies and boxes, he's done some amazing things:










Meant to be a sort of industrial/oil refinery. Makes a very dense, fun to play table. I'm going to give him a hand painting it hopefully. Really changed my future plans about just splashing out a few hundred on MDF buildings - some of his stuff looks a lot more characterful, complex, and of course unique. He's also gone for a good coherent theme for the whole thing. Unlike a lot of tables that are some random tiny flats, some shipping crates, some random vehicles, and external walkways.

Pierzak
Oct 30, 2010
Looks awesome. Paint it as an old, barely-running Soviet power plant.

Clawtopsy
Dec 17, 2009

What a fascinatingly unusual cock. Now, allow me to show you my collection...
Domaru will always struggle by virtue of competing with Haramaki, which, imo, are simply better for less points. I adore having a 22pt Ex Imp HI to zerg across the board at their own discretion. Contender/Blitzen is simply better than Chain Rifle/EM Grenades in a link by an order of magnitude.

e: Doubly so because Assault is a Long Skill, so wasted in a Link.

e2: Also, a link of 4 Blitzens and a 1 Missile Launcher is strictly better than E/M grenades and spitfires for taking down a TAG.

Clawtopsy fucked around with this message at 09:04 on Nov 30, 2015

Adbot
ADBOT LOVES YOU

Under 15
Jan 6, 2005

Mr. Helsbecter will you please stop shooting I am on the phone




Finished the first member of my Nomads! Based in goblin green because who says the future is all snow and diamondplate. After this guy I picked up I have the nomad half of the icestorm box. What should my next buy be?

  • Locked thread