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grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

WAR FOOT posted:

Honestly, not very? Unless you already own an excellent airbrush setup and have at least an intermediate knowledge of how to airbrush, and how to use airbrush technical liquids, it's not really worthwhile.

Thanks. That's more money I can put to other tiny lead men I don't need!

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MrSquarepants
Jul 4, 2012

Renfield posted:

Hello thread, I've just started playing - done Icestorm and a couple of intro games, is there a good read that'll tell me the obvious pitfalls to avoid (For example, my first into game I didn't have any specialists at all) ?

(I've read the Op and a few pages in, but 200 pages is much to wade through)

I've started HaqqIslam, and so far I like them, I've got the rules, but can't find the Sectorial lists ? As I got both the sectorial starters and so on, I'd like to give 'em a look - I know the army builder had the right limits etc for each, but is there somewhere I can actually read what they are ?

You can find a nice breakdown of the sectorial limits in the Human Sphere book. Luckily its available in its entirety online on the CB website!

The most important thing for infinity in my opinion is making sure you are building to the scenario(assuming terrain set up is well done). Make sure you fully understand how scoring works for the mission so that you don't end up using orders inefficiently. For example, in seize the antenna, hackers get a +3 bonus to take control of antennas. So generally speaking, you're going to want to take some hackers. It's the worst feeling in the world when you have to spend 3 orders on a specialist just rolling for an objective.

Haqq is awesome. They get a lot of effective combat specialists who are fairly cheap points wise, and cost no SWC(Janissaries, Tuaregs). Not sure if you've noticed yet, but Hafzas can be used in any link team in Qapu Kalqi. So you can make 5 man Janissary/Azrail link teams for about 1/2 the points.


The Mayacast podcast has fairly decent discussion about the different scenarios. I find their advice pretty useful and informs a lot of my list building decisions for tournaments.

tokenbrownguy
Apr 1, 2010

MrSquarepants posted:

I'm going to a tournament Thursday night, looking for some feedback on my Coffin Raiders/Beacon Land list.

My plan for coffin raiders is to mostly use the Orc Hacker and Konstantinos to run med packs for Coffin raiders. The Akals are there are drop down in the backline and hopefully pick off their specialists, while still being capable of running med packs.

The mulebot is there purely for Beacon land where he gets my specialists a +3 to everything, as well as making it a lot easier for my Akals to drop beacons in their deployment zones.

Edit: I forgot to mention that my meta has a ton of ALEPH and Nomad players, so I tried maximizing the amount of MSV2 I could get to more easily deal with Smoke/ODD.

Disclaimer: don't play PanO

I know mobility isn't really PanO's thing, but both of those scenarios are pretty order intensive, you have few infiltrators or high MOV models, and a low model count. What's your plan if your opponents get board control Turn 1 and starts racking up objective points and dropping marker every which way? You've got plenty of MSV2, but what's the plan if a Haqq/Adriana/Nomad/Shav camo spam list just tries to drain you of orders?

Seems like you'll be very dependent on those Commandos to strike the backend, and your IndigoBro is one template away from losing mid-board control. I'd swap in a Croc Man for the Orc to try and ward off a turn 1/2 blitz.

MrSquarepants
Jul 4, 2012

Verr posted:

Disclaimer: don't play PanO

I know mobility isn't really PanO's thing, but both of those scenarios are pretty order intensive, you have few infiltrators or high MOV models, and a low model count. What's your plan if your opponents get board control Turn 1 and starts racking up objective points and dropping marker every which way? You've got plenty of MSV2, but what's the plan if a Haqq/Adriana/Nomad/Shav camo spam list just tries to drain you of orders?

Seems like you'll be very dependent on those Commandos to strike the backend, and your IndigoBro is one template away from losing mid-board control. I'd swap in a Croc Man for the Orc to try and ward off a turn 1/2 blitz.
I've got a tohaa list done up that i'm still debating about using instead of PanO. Last sunday was the end of our escalation league, and my PanO took me to first place, netting me a sweet Battle Foam carrying case. So I feel pretty happy about my PanO and wanna give them more action.

For both scenarios the exclusion zone makes Croc Men a little less attractive for me for running objectives. I opted for 6 more points(to get a hacker orc) for the 4 ARM and 2W. With that said, this list is more designed for big scoring on Beaconland. I hate spending a ton of orders on running a croc man up the board to drop a beacon, or hoping he makes his infiltration roll. I'd rather drop akals to threaten the flank, and more reliably get the beacon down in their deployment/dead zone.

Although writing this out, I'm starting to reconsider. Thoughts on my Tohaa list?

Tohaa
──────────────────────────────────────────────────

Group 1 10 0 3
KAELTAR (Chain of Command) Light Shotgun, Flash Pulse + 2 SymbioMates / Pistol, Electric Pulse. (0.5 | 21)
KOTAIL Spitfire / Pistol, Knife. (1.5 | 35)
KUMOTAIL Combi Rifle, D-Charges / Pistol, Knife. (22)
SAKIEL Combi Rifle, Light Rocket Launcher / Pistol, Knife. (1 | 23)
KAMAEL Paramedic (Medikit) Combi Rifle / Pistol, Knife. (14)
KUMOTAIL Combi Rifle, D-Charges / Pistol, Knife. (22)
SAKIEL Lieutenant Viral Combi Rifle, Swarm Grenades / Pistol, Knife. (26)
MAKAUL Heavy Flamethrower, Zero-V Smoke Grenades / Pistol, Viral CCW. (13)
RASAIL Spitfire + 1 Chaksa Peripheral / Pistol, Knife. (2 | 42)
CHAKSA PERIPHERAL Heavy Flamethrower / Pistol, Knife. (4)
CHAKSA AUXILIAR (Baggage, Sensor) Heavy Flamethrower / Pistol, CCW. (10)

Group 2 4 0 0
GAO-RAEL Sniper Rifle / Pistol, CCW. (1 | 33)
CHAKSA AUXILIAR (Baggage, Sensor) Heavy Flamethrower / Pistol, CCW. (10)
KAMAEL Paramedic (Medikit) Combi Rifle / Pistol, Knife. (14)
KAMAEL Paramedic (Medikit) Combi Rifle / Pistol, Knife. (14)

6 SWC | 299 Points

Open with Army 5

Fireteam 1: Kumo+Sakiel(Viral Combi,Lt)+Makaul
Fireteam 2: Kumo+Sakiel(light rocket)+Kameal(Paramedic)
Fireteam 3: Gao Rael+Kamael+Kamael

The rasail is there for killing power, and to help hide my Lt a bit. The Kotail is there for straight killing prowess, and trying to snipe down their specialists. The plan is to run the Makaul up to Smoke the room and snatch the loot, using the Gao and Light Rocket to try and clear space for team 1 to run objectives.

tokenbrownguy
Apr 1, 2010

Uh, sorry. I'm slipping on the proofreading. The disclaimer is that I don't play Pano.

The Crocs and IndiBro infiltrating was just to get that extra 4 inches closer to the armory, or for gambling infil into the enemies half for some funtimes. I think the strength of PanO in Beaconland is holding their half of the map. So it seems you're basically gambling that you have more beacons/better chance of repulsing an attack than the opponent. Not a bad gamble for that list. Still not a fan of the Orc, I'm not sure what he brings other than turn 1 counter-AD?

I am super unfamiliar with Tohaa. Never even played against them, grain of salt, etc. Only having a single MSV is going to make your Camo/ODD meta a pretty rough fight, and you've only got 3 big guns (2 spits and a sniper?) and a LRL which could make fighting a TAG/HI list, however unlikely given the scenarios, pretty rough.

Corbeau
Sep 13, 2010

Jack of All Trades

MrSquarepants posted:

I'm going to a tournament Thursday night, looking for some feedback on my Coffin Raiders/Beacon Land list.

[list]

My plan for coffin raiders is to mostly use the Orc Hacker and Konstantinos to run med packs for Coffin raiders. The Akals are there are drop down in the backline and hopefully pick off their specialists, while still being capable of running med packs.

The mulebot is there purely for Beacon land where he gets my specialists a +3 to everything, as well as making it a lot easier for my Akals to drop beacons in their deployment zones.

Edit: I forgot to mention that my meta has a ton of ALEPH and Nomad players, so I tried maximizing the amount of MSV2 I could get to more easily deal with Smoke/ODD.

I don't have a ton of ITS practice, but it looks fairly solid. The one thing I'd be concerned about is the lack of engineer; I usually don't field a TR bot without engineer backup. Engie backup makes a TR bot an order of magnitude more obnoxious, gives you another classified option, and is a specialist in his own right. I'd considering swapping one of your more expensive troops in the main list for a cheaper option and adding a machinist to your second combat group.

As for Tohaa, eh, whatever, you'd have Makauls and specialists so that's pretty much all you'd need. :v: I think your PanO list was more interesting.

Corbeau
Sep 13, 2010

Jack of All Trades

Renfield posted:

Hello thread, I've just started playing - done Icestorm and a couple of intro games, is there a good read that'll tell me the obvious pitfalls to avoid (For example, my first into game I didn't have any specialists at all) ?

(I've read the Op and a few pages in, but 200 pages is much to wade through)

I've started HaqqIslam, and so far I like them, I've got the rules, but can't find the Sectorial lists ? As I got both the sectorial starters and so on, I'd like to give 'em a look - I know the army builder had the right limits etc for each, but is there somewhere I can actually read what they are ?

There are quite a few threads on the main forums that you may find helpful, but for general list building I'll go ahead and recommend my Unit Roles Tactica that I originally wrote peacemeal here and ported to the official forums. It's generalized rather than faction-specific, and it's old enough to get archived so the example lists don't work anymore, but I've posted a ton of Haqq lists in this thread so my post history should turn up a bunch of examples.

As for reading the official sectorial AVA limits, I'm not sure there's a place aside from the army builder at the moment. HSN3 will, when released, have updated versions of sectorial lists, but it's not out yet. I think everyone just refers to the army builder now.

Corbeau
Sep 13, 2010

Jack of All Trades
I took some time to write a list of vanilla Haqq units that I prefer using for the different roles in my tactica.

Cheerleaders:

- Ghulam Infantry
-- Cheap Lt. shell game with good WIP.
-- FO option lets them double as backup specialists and ARO threats.

- Naffatun
-- Heavy Flamethrowers make for excellent cheap corner guards (who, since they're non-impetuous, will guard all game long).

Strikers:

- Hassassin Fiday
-- Up in the opponent's grill the moment the game starts, and as a token to boot.
-- Amazing for kneecapping people playing an obvious Lt.

- Hassassin Ragik
-- Dogged makes it noticably more difficult to stop a Ragik rampage compared to most AD troops.

- Odalisque
-- An incredible package of basic combat stats for the price.

- Tuareg
-- Hidden deployment + infiltration + shotgun = opportunities.
-- Hacker option with WIP 15 can seriously mess up mechanized opponents (and is a specialist).
-- Hidden doctor can revive other offensive pieces that your opponent thought was safely stopped.

- Hunzakut
-- Perfectly good as an inexpensive camo striker.
-- Gigantic bag of tricks means you're not dedicating points to just being a striker.

- Jannisary
-- Quite solid HI striker who, thanks to a great specialist profile, you're never sad to move up into action.

- Kum Bikers
-- Cheap, fast, and extremely likely to trade up due to Dogged.

- Muyib/Sekban
-- Heavy Rocket Launchers are exceptional at killing clumped units and we have no other access to the weapon.

Ranged Controllers:

- Hassassin Lasiq
-- One of the nastiest snipers in the game, with an almost perfect collection of equipment and skills to be dangerous in ARO.

- Shihab REM
-- Total Reaction bots are always a solid ARO option, and Haqq engineers have good willpower to back them up.

- Ghulam Infantry
-- Ghulam Panzerfausts can be situationally worthwhile just due to the risk they present with AP+EXP ammunition at range.
-- Very cheap.

- Djanbazan
-- Sometimes you need to be able to ARO through smoke, usually against warbands. The Djan is your man.

- Azra'il
-- Extremely heavy armor (in cover) combined with an AP HMG presents a very durable ranged ARO threat.

Forward Controllers:

- Hunzakut
-- Mines and deployable repeaters mean you can set up a very nasty zone in the right terrain.

- Ghazi Muttawi'ah
-- Cheap and ridiculously dangerous in tight terrain, plus they move themselves forward with minimal order investment due to Impetuous.

- Hassassin Muyib
-- Viral Minelayers present a serious deterrant, though they don't infiltrate.

- Hassassin Lasiq
-- A Viral Rifle in suppression fire is extremely nasty when backed by an X-Visor and Mimetism.

- Azra'il
-- If placed in suppression fire and cover, the Azzie is almost impossible to dislodge conventionally at short-medium range.

Specialists:

- Ghulam Infantry
-- Multiple excellent and cheap high-WIP specialist options.

- Najjarun Engineer
-- It's basically a Ghulam Engineer; everything good about Ghulams also applies to the Najjarun.

- Halqa
-- Cheap pseudo-infiltrating specialists.

- Hunzakut
-- Infiltrating camo specialist.
-- Very versatile at performing other roles as well.

- Tuareg
-- Infiltrating hidden specialist.

- Jannisary
-- Amazing combat doctor.

- Hassassin Ragik
-- High-WIP combat jump hacker with Dogged opens angles that would otherwise be impossible.

- Djanbazan
-- A very solid alternative hacker or combat doctor if you're expecting to deal with lots of ODD/TO Camo.

Ranged Sweepers:

- Djanbazan
-- MSV2 HMG is the architypal ranged sweeper, and Haqq's version is solid. Regeneration is expensive, but can be useful (especially as shock immunity).

- Azra'il
-- TAG locking down an inconvenient fire lane? Apply AP HMG to the affected area!

- Hassassin Govad
-- Cheaper and more mobile than a Djanbazan, allowing better coverage, but doesn't answer smoke/TO/ODD as well.

Forward Sweepers:

- Ghazi Muttawi'ah
-- Cheap, Impetuous, and they already want to be in the kind of terrain that needs sweeping.

- Naffatun
-- Grenades and flamethrowers are legitimate ways to deal with TO/ODD troopers in suppression fire.

- Kum Bikers
-- Expect them to die horribly, but they can clear a lot of mines and template a lot of enemies due to their speed.

Visors:

- Djanbazan
-- Multiple good options for sweepers or specialists. Our only MSV2 option.

- Hassassin Govad
-- Djan-lite. A perfectly good option that is in many ways more versatile than a Djanbazan, but I tend to prefer full MSV2.

Clawtopsy
Dec 17, 2009

What a fascinatingly unusual cock. Now, allow me to show you my collection...
Good news for the Australian Infinity Nationals! Nonspecialists now need to spend a Command Token in addition to a long order.

Honestly, that is a really creative way to solve it, and sounds like a stellar way to use Command Tokens. I'm so smitten with the idea, I hope it becomes an official Command Token use.

e: And makes sense from a fluff perspective, too. I can just imagine an extremely pissed off CO shouting down the line at some poor Grunt who is trying to choose between the red and blue wires.

Clawtopsy fucked around with this message at 03:55 on Dec 2, 2015

tokenbrownguy
Apr 1, 2010

Yeah that's pretty good. I can see a few turn 3's where the choice would be between setting up a coordinated order suppressive fire OR going for that sweet sweet objective point.

Hortism
Oct 25, 2010

Yeah, that's a cool change. While I don't think I've ever been too fussed about the ITS specialist dependencies, I do recall a few games where both my opponent and myself have lost all our specialist early, leading to fairly uneventful stalemates.

Cat Face Joe
Feb 20, 2005

goth vegan crossfit mom who vapes



hello infinity thread. my friends and i recently invested and we've played a few games and enjoyed it so far. im looking forward to painting my squad but i have a few assembly concerns with my Akalis Sikh Commando and Nisses from Svalarheima. they both have the single antenna in the image below:


however, they both came with the same ear antenna as the ORC trooper:


i asked the company and they said this is correct. my issue is that both guys have huge holes in the back of their noggins like so:


is this right? should there be another antenna for these two or am i supposed to make up the difference with talc powder?

Pierzak
Oct 30, 2010
^^^: Are you sure it's a weird-shaped hole? Looks like a larger hole with a part of a mold line/feed in the middle to me.

WAR FOOT posted:

I can just imagine an extremely pissed off CO shouting down the line at some poor Grunt who is trying to choose between the red and blue wires.
Try that with a Dog-Warrior :v:

Comrade Merf
Jun 2, 2011
How does Impetuous work with the Devil Dog? Does him having super jump change how that usually works?

Clawtopsy
Dec 17, 2009

What a fascinatingly unusual cock. Now, allow me to show you my collection...

Verr posted:

Disclaimer: don't play PanO

Most correct thing posted iTT

Pierzak posted:

Try that with a Dog-Warrior :v:

"Imagine the red wire is a tennis ball..."

Clawtopsy fucked around with this message at 07:18 on Dec 2, 2015

Squiggly Beast
Apr 29, 2009

orksorksOrksORKS!
:orks: :orks101:
Gravy Boat 2k

Pierzak posted:

^^^: Are you sure it's a weird-shaped hole? Looks like a larger hole with a part of a mold line/feed in the middle to me.

Pierzak is correct.

The little disc bit on the end of the antenna is supposed to fit snugly into the indentation on the helmet. You'll probably need to break out the pin vise to clear out the Nisses' head-hole a bit.

Renfield
Feb 29, 2008

Corbeau posted:

Useful stuff

Thanks ! (And MrSquarepants)

Seams like a reasonable place to start, I'm playing again tomorrow and still learning the rules.
All I have to do now is get my stuff painted, after un-supergluing my fingers

Not a viking
Aug 2, 2008

Feels like I just got laid
Going to the Infinity event at the Miniature wargames Norwegian Masters in January. Its not an ITS, but a narrative event.

I'd be interested to see what your thoughts are on the rules pack (its not mine).


http://infinityoslo.weebly.com/infinity-at-nm.html

Cat Face Joe
Feb 20, 2005

goth vegan crossfit mom who vapes



Pierzak posted:

^^^: Are you sure it's a weird-shaped hole? Looks like a larger hole with a part of a mold line/feed in the middle to me.

ah, you're right. that would make this divot just like the one on akalis

OneTrueBru posted:

The little disc bit on the end of the antenna is supposed to fit snugly into the indentation on the helmet. You'll probably need to break out the pin vise to clear out the Nisses' head-hole a bit.

are you sure? if the disc sits flat then it won't stick out like in the official image, also its alignment will be horizontal instead of vertical

Squiggly Beast
Apr 29, 2009

orksorksOrksORKS!
:orks: :orks101:
Gravy Boat 2k

Cat Face Joe posted:

are you sure? if the disc sits flat then it won't stick out like in the official image, also its alignment will be horizontal instead of vertical

I mean vertically. Like a coin stuck halfway into a slot.

If you look at the picture of the nisse, the orange painted bit of antenna closest to his skull is one of the little nubs on the edge of the 'disc'

Cat Face Joe
Feb 20, 2005

goth vegan crossfit mom who vapes



OneTrueBru posted:

I mean vertically. Like a coin stuck halfway into a slot.

If you look at the picture of the nisse, the orange painted bit of antenna closest to his skull is one of the little nubs on the edge of the 'disc'

ok, that's what i figured you meant. it just seemed like a lot of modification for something that otherwise fits together pretty well. is this normal for infinity models?

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
For the little fiddly parts, yeah, unfortunately. Green stuff is a necessary purchase if you're anal retentive about your tin army men.

Cat Face Joe
Feb 20, 2005

goth vegan crossfit mom who vapes



looks like I'm breaking out the dremel tonight. thanks everyone

MrSquarepants
Jul 4, 2012
Thanks for all the advice! I've swapped out the Orc Hacker for a Croc Hacker and Dropped the Fugazi Dronbot for a machinist. I'm really excited to see how this list performs.


This might be a question better put to the Painting thread: I've finished painting all my PanO models, but don't know how to base them. I've only ever done "outdoor", fantasy-esque bases of rocks and grass. Can anyone recommend a good DIY guide for more urban/industrial bases? The Warsenal bases looks fantastic, but with shipping and a Weak CAD that's way too many loonies for me right now :( .

Edit:
The last scenario for tomorrows Tourney is quadrant control, and I don't know where to fill in that last 1 SWC. My plan is to use the Mule bots to secure my closest 2 quadrants. Then force my croc men, akal and Indigo bro to dislodge their most weakly defended qaudrant. Joan is there to defend from the front. Granted a lot of my plan verges on me getting second turn to better counter quadrant domination.

PanOceania
──────────────────────────────────────────────────

Group 1 10 0 0
JOAN OF ARC Spitfire, Nanopulser / Pistol, AP CCW. (2 | 51)
CROC MAN Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (29)
CROC MAN Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (29)
BROTHER KONSTANTINOS Specialist (Infiltration) Combi Rifle, D-Charges / Assault Pistol, CCW. (34)
NISSE MULTI Sniper Rifle / Pistol, Knife. (1.5 | 34)
FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (10)
AKAL COMMANDO Boarding Shotgun / Pistol, E/M CCW. (21)
TRAUMA-DOC Combi Rifle / Pistol, Knife. (14)
SIERRA DRONBOT HMG / Electric Pulse. (1 | 25)
MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (15)
PALBOT Electric Pulse. (3)

Group 2 3 0 0
FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
MULEBOT (Minesweeper) Electric Pulse. (8)
MULEBOT (Minesweeper) Electric Pulse. (8)

5 SWC | 299 Points

Open with Army 5


MrSquarepants fucked around with this message at 19:31 on Dec 2, 2015

BattleMaster
Aug 14, 2000

I wouldn't mind some advice in that regard too. I'm going to try some metal bulkhead with rust and blood stains for my Nomads since I think they need a spacey theme for them. However, I don't know the best way to approach it.

I'm going to try something outdoorsy but a bit different than the usual for my PanO guys. I have some dry mud texture stuff and autumn leaf flocking so I'm going to try to give them a forest theme. I'm probably going to do them first because I know how to do that at least.

Sir Teabag
Oct 26, 2007
I just played my first two games last night, which I'll detail a bit later since I'm about to run out the door.
But I picked up a Hexa while I was at the FLGS to add to my PanO Operation Ice storm dudes. Probably going to continue playing games at 200 points for a bit until I've got the rules down more, so how does this look for a generic kind of army that's just going to be playing basic "shoot em up" sorts of missions?

PanOceania
──────────────────────────────────────────────────

Group 1 8 0 0
FUSILIER Combi Rifle / Pistol, Knife. (10)
FUSILIER Combi Rifle / Pistol, Knife. (10)
ORC MULTI Rifle / Pistol, Knife. (40)
FATHER-KNIGHT Boarding Shotgun / Breaker Pistol, DA CCW. (43)
NISSE MULTI Sniper Rifle / Pistol, Knife. (1.5 | 34)
HEXA MULTI Sniper Rifle / Pistol, Electric Pulse. (1.5 | 32)
FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (10)
AKAL COMMANDO Boarding Shotgun / Pistol, E/M CCW. (21)

3 SWC | 200 Points

Open with Army 5

MrSquarepants
Jul 4, 2012

Sir Teabag posted:

I just played my first two games last night, which I'll detail a bit later since I'm about to run out the door.
But I picked up a Hexa while I was at the FLGS to add to my PanO Operation Ice storm dudes. Probably going to continue playing games at 200 points for a bit until I've got the rules down more, so how does this look for a generic kind of army that's just going to be playing basic "shoot em up" sorts of missions?

PanOceania
──────────────────────────────────────────────────

Group 1 8 0 0
FUSILIER Combi Rifle / Pistol, Knife. (10)
FUSILIER Combi Rifle / Pistol, Knife. (10)
ORC MULTI Rifle / Pistol, Knife. (40)
FATHER-KNIGHT Boarding Shotgun / Breaker Pistol, DA CCW. (43)
NISSE MULTI Sniper Rifle / Pistol, Knife. (1.5 | 34)
HEXA MULTI Sniper Rifle / Pistol, Electric Pulse. (1.5 | 32)
FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (10)
AKAL COMMANDO Boarding Shotgun / Pistol, E/M CCW. (21)

3 SWC | 200 Points

Open with Army 5

The only thing you're really missing are some mid-field weapon control. Your orc trooper and Father knight aren't going to be nearly as deadly with rifles and a shotgun. If you leave them in suppression during your reactive turn they'll give you some strong board control, and will hopefully funnel your opponent into "rock and a hard place" situations where they either go up against ARM 4 Orc trooper or into the sights of a Nisse/Hexas Sniper. Giving the father knight a spitfire can turn him into a ramboin monster during your active turn, as you can afford some riskier movements because of his base ARM 5 and 2 Wounds.

Another thing lacking from your list are specialists. Even if you're only playing Annihilation, you'll want some specialists for scoring Classified Objectives. With that said though, ITS is weird when you're doing 1 off matches with a buddy because at the end of the day the margin of points that you won by is irrelevant. In a tournament setting, you want to maximize your points as much as possible(win or lose).

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
Is a pair of Geckos a worthwhile investment of points? I had a terrible idea for painting a set, but I can't think of any other regular instance I'd use two TAGs.

Deviant
Sep 26, 2003

i've forgotten all of your names.


grassy gnoll posted:

Is a pair of Geckos a worthwhile investment of points? I had a terrible idea for painting a set, but I can't think of any other regular instance I'd use two TAGs.

I'm at work but don't they have burst 5 HMC? In which case, much like D Charges, taking and using them is its own reward.

Genghis Cohen
Jun 29, 2013
Ha! If only, that's the Szalamandra. Geckos come with either a mk12/blitzen or 2 combis/panzerfaust. (Both have chain colts) I would say 1 is a fine choice, not often seen in ITS, like most TAGs, but it's a very cheap way to get 3 hard wounds, makes a good obstacle for your opponents. I would never really use 2 together if playing seriously. It's just a chunk of points for 2 models that offer pretty much the same role - basic, hard firepower - without anything like Camo, MSV2 or special deployment to give you the edge. IMO Infinity rewards having a few tricks rather than concentrating on brute force, which is all a Gecko is. YMMV though.

Sir Teabag
Oct 26, 2007

MrSquarepants posted:

The only thing you're really missing are some mid-field weapon control. Your orc trooper and Father knight aren't going to be nearly as deadly with rifles and a shotgun. If you leave them in suppression during your reactive turn they'll give you some strong board control, and will hopefully funnel your opponent into "rock and a hard place" situations where they either go up against ARM 4 Orc trooper or into the sights of a Nisse/Hexas Sniper. Giving the father knight a spitfire can turn him into a ramboin monster during your active turn, as you can afford some riskier movements because of his base ARM 5 and 2 Wounds.

Another thing lacking from your list are specialists. Even if you're only playing Annihilation, you'll want some specialists for scoring Classified Objectives. With that said though, ITS is weird when you're doing 1 off matches with a buddy because at the end of the day the margin of points that you won by is irrelevant. In a tournament setting, you want to maximize your points as much as possible(win or lose).

I noticed last night that the Father-Knight can be really insane if you get him close, I ate a chain rifle shot from a Domaru as I charged in and then just massacred the guy. I was using coordinated orders to put my Fusiliers into suppressive fire just as you were saying, and then had my Nisse up on a roof top with a nice view of the field. What would you change to include more specialists in a 200 point list? I've got the Operation IceStorm models, a Hexas and an extra Akalis commando because of a mispack.




So the first game, I just used 150 points from the PanO stuff that comes from the Operation Ice storm box. Basically everything, minus the Akalis commando. My opponent/coach brought some JSA, which he picked to kind of mirror what I had, but also to show me how some other rules worked. He brought an Oniwaban, so I could see how TO worked, Kemeptai with chain of command, etc. We didn't have any hackers or specialists, but used command tokens. We decided it would just be three turns and try to take out as much as possible.

So we set off, he had first turn and I deployed as much in total cover as possible hoping to bait him in to advancing. I used a command token to reduce his order pool by two (so he only had like... three orders or something hahaha). He used two command tokens to multiply his order efficiency and to cover some distance on the board. My first turn was basically using two command tokens to move my Fusiliers up and then set them down into suppressive fire. I moved my Nisse to optimize my kill zones, and then I charged my Father-Knight up along the side of the board. If we wanted to stop the Knight, he would have to walk into two suppressive fires and an over watching multi sniper rifle!

Unfortunately I had forgotten to do anything with my ORC Trooper as I was setting up my kill zones. On his turn, he charged a Haka....the one that is like a Domaru but better in every way... at my Orc trooper and engaged me in CC! After several orders were spent I somehow found myself in Loss of Lieutenant and with an exposed flank! Luckily, he was out of orders. I used my irregular orders to move my Father-Knight up and to assault the closest model - the Domaru! One round of combat was all it took, and the Father-Knight dispatched the Domaru easily with his double action CCW.

Side note: I had been told how much of this game was determined by shooting, lanes of fire, etc. and then the first two kills in the first "real" game I play are CC kills! Go figure!

The rest of the game was a bit of a hunter/hunted match as I tried to get the Oniwaban to expose himself to the Nisse. I was trying to use the Father-Knight to flush him out, while I went to avenge my Orc Lt. with my Fusiliers. After three turns we had killed an equal number of models and my understand of the game had solidified massively. So I consider that a huge win!

My second game was against Combined Army, the Shasvastii sectorial specifically. I was feeling pretty confident with my Nisse and his amazing MSV2 visor. More on that later.

MrSquarepants
Jul 4, 2012

Sir Teabag posted:

I noticed last night that the Father-Knight can be really insane if you get him close, I ate a chain rifle shot from a Domaru as I charged in and then just massacred the guy. I was using coordinated orders to put my Fusiliers into suppressive fire just as you were saying, and then had my Nisse up on a roof top with a nice view of the field. What would you change to include more specialists in a 200 point list? I've got the Operation IceStorm models, a Hexas and an extra Akalis commando because of a mispack.

So funnily enough, I just finished up an escalation league last month using my Ice Storm PanO as my starting point. At 200 points its really difficult to use both the Orc and Father knight in the same list while still having specialists and the weapons you want.

I would recommend dropping the orc trooper to pick up another Akal and add in some specialists/fire power. This list is based off the models you've mentioned that you have.

PanOceania
──────────────────────────────────────────────────

Group 1 8 0 0
NISSE MULTI Sniper Rifle / Pistol, Knife. (1.5 | 34)
FATHER-KNIGHT Lieutenant Spitfire / Breaker Pistol, DA CCW. (2 | 50)
FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (12)
FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (12)
FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (12)
AKAL COMMANDO Combi Rifle + E/Mitter / Pistol, E/M CCW. (24)
AKAL COMMANDO Combi Rifle + E/Mitter / Pistol, E/M CCW. (24)
HEXA Hacker (Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0.5 | 32)

4 SWC | 200 Points

Open with Army 5

The father knight is very obviously your Lt. , but hes going to be tough to deal with at 200 Points. 5 ARM,9 BTS and 2 Wounds means your opponent is going to be spending a lot of orders if he wants to snipe him off first turn(this extends to hacking shenanigans against H.I.). The benefit to this though, is you can use your Lt. Order to increase his killing power without having to worry about hiding who your Lt is.

The Paramedics open up some Classifieds for you, as well as some potential revivals.

The hexas hacker is going to be incredibly difficult to kill with TO, and is mostly here to use "controlled jump" for your akals, giving them a +3 to their PH roll for Combat jumping in. He also adds to the number of classified objectives you can complete. Assault hacking is also pretty effective at dealing with HI and Remotes. Carbonite is a pretty strong program for taking out some heavy hitters, with B2 and +3 to your WIP, and DT Ammo(forces 2 BTS damage 13 rolls for every successful hit). The only problem with a hexas hacker is hes going to have a very limited range. He can only deploy on your side of the board, and is relatively slow with 4-4. You're pretty order starved at 200 points, and with a real lack of repeaters(a single deployable repeater on a fusilier), hes likely not going to get a lot done on the back line. He will probably stay still for the majority of the game, holding down deployment with suppression(TO+suppression is a tough nut to crack in mid range).

The FO Fusilier, once again opens up some classifieds. Flash pulse is also a better ARO at medium range bands than a combi rifle(better medium range profile). I wouldn't really bother trying to use the FO skill to tag someone with guided, it's generally pretty order inefficient.

The Akals are pretty self explanatory. After getting controlled jump out with your Hexas, have them drop in where needed to dislodge your opponents board control. I prefer combi rifles to shotguns because it gives you access to strong flanking suppression fire, as well letting you shoot efficiently outside of their ZoC/LoS. The akals are likely going to be your key figure pieces are this points level.

The Nisse is an absolute monster. Terrain & deployment is really going to determine the effectiveness of the Nisse. Ideally you will never spend a single actual order on your Nisse. He will be deployed with a good vantage point, in cover, able to threaten key firing lanes. Mimitism, 3 ARM, MSV2, Multi Sniper and BS13 are going to force your opponent to work hard if they want to take down your sniper nest. For this reason, I'd deploy a paramedic within close proximity so that if things go wrong, your paramedic can get the nisse back up and running. It's important to note that Mimetism BS modifiers apply to friendly BS attacks with Medkits, so you're going to want to aim for entering B2B for applying medicine. You don't wanna waste precious orders constantly trying to shoot drugs into your nisse.

The biggest weakness with this list is the low order count. You are going to start the game with 3 of your orders in Hidden deployment(akals & hexas hacker). If you end up going second, deploy very defensively, you don't want to lose orders in your first reactive turn. It's ok if you give up some board control with your opponent running up relatively freely and setting up suppression, because he is effectively opening up more spaces for your akals to drop into without fear of ARO/landing in someones ZoC. Something to remember is suppression fire caps out at 24', so HMGs and Sniper rifles can out range them rather easily.

jodai
Mar 2, 2010

Banging with all due hardness.
So, if something has TO Camo as a skill, do they always grant an opponent -6 to bs or is it only when they're in marker state? Also, I'm confused about how MSV2 works. Do you have to declare a discover or does the unit automatically see anything hidden on their activation?

Genghis Cohen
Jun 29, 2013
1. Yes it does always apply the -6, unless your opponent has an MSV (which modifies or ignores that depending on level) or unless you TO model has previously been hit by Flame ammunition, which burns off TO Camo.

2. No, MSV2 simply ignores the -6 penalty to WIP which TO Camo would force an ordinary model to Discover at. All the other modifiers like range/cover still apply to the Discover roll, and the rules for shooting at Camo (ie not until it is discovered) are unchanged.
EDIT: that is to say, you still need to discover first, can't shoot in circumstances which non-MSV would not be able to. You just get easier rolls to discover and shoot camo models.

Genghis Cohen fucked around with this message at 22:17 on Dec 3, 2015

Sir Teabag
Oct 26, 2007

MrSquarepants posted:

So funnily enough, I just finished up an escalation league last month using my Ice Storm PanO as my starting point. At 200 points its really difficult to use both the Orc and Father knight in the same list while still having specialists and the weapons you want.

I would recommend dropping the orc trooper to pick up another Akal and add in some specialists/fire power. This list is based off the models you've mentioned that you have.

PanOceania
──────────────────────────────────────────────────

Group 1 8 0 0
NISSE MULTI Sniper Rifle / Pistol, Knife. (1.5 | 34)
FATHER-KNIGHT Lieutenant Spitfire / Breaker Pistol, DA CCW. (2 | 50)
FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (12)
FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (12)
FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (12)
AKAL COMMANDO Combi Rifle + E/Mitter / Pistol, E/M CCW. (24)
AKAL COMMANDO Combi Rifle + E/Mitter / Pistol, E/M CCW. (24)
HEXA Hacker (Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0.5 | 32)

4 SWC | 200 Points

Open with Army 5

The father knight is very obviously your Lt. , but hes going to be tough to deal with at 200 Points. 5 ARM,9 BTS and 2 Wounds means your opponent is going to be spending a lot of orders if he wants to snipe him off first turn(this extends to hacking shenanigans against H.I.). The benefit to this though, is you can use your Lt. Order to increase his killing power without having to worry about hiding who your Lt is.

The Paramedics open up some Classifieds for you, as well as some potential revivals.

The hexas hacker is going to be incredibly difficult to kill with TO, and is mostly here to use "controlled jump" for your akals, giving them a +3 to their PH roll for Combat jumping in. He also adds to the number of classified objectives you can complete. Assault hacking is also pretty effective at dealing with HI and Remotes. Carbonite is a pretty strong program for taking out some heavy hitters, with B2 and +3 to your WIP, and DT Ammo(forces 2 BTS damage 13 rolls for every successful hit). The only problem with a hexas hacker is hes going to have a very limited range. He can only deploy on your side of the board, and is relatively slow with 4-4. You're pretty order starved at 200 points, and with a real lack of repeaters(a single deployable repeater on a fusilier), hes likely not going to get a lot done on the back line. He will probably stay still for the majority of the game, holding down deployment with suppression(TO+suppression is a tough nut to crack in mid range).

The FO Fusilier, once again opens up some classifieds. Flash pulse is also a better ARO at medium range bands than a combi rifle(better medium range profile). I wouldn't really bother trying to use the FO skill to tag someone with guided, it's generally pretty order inefficient.

The Akals are pretty self explanatory. After getting controlled jump out with your Hexas, have them drop in where needed to dislodge your opponents board control. I prefer combi rifles to shotguns because it gives you access to strong flanking suppression fire, as well letting you shoot efficiently outside of their ZoC/LoS. The akals are likely going to be your key figure pieces are this points level.

The Nisse is an absolute monster. Terrain & deployment is really going to determine the effectiveness of the Nisse. Ideally you will never spend a single actual order on your Nisse. He will be deployed with a good vantage point, in cover, able to threaten key firing lanes. Mimitism, 3 ARM, MSV2, Multi Sniper and BS13 are going to force your opponent to work hard if they want to take down your sniper nest. For this reason, I'd deploy a paramedic within close proximity so that if things go wrong, your paramedic can get the nisse back up and running. It's important to note that Mimetism BS modifiers apply to friendly BS attacks with Medkits, so you're going to want to aim for entering B2B for applying medicine. You don't wanna waste precious orders constantly trying to shoot drugs into your nisse.

The biggest weakness with this list is the low order count. You are going to start the game with 3 of your orders in Hidden deployment(akals & hexas hacker). If you end up going second, deploy very defensively, you don't want to lose orders in your first reactive turn. It's ok if you give up some board control with your opponent running up relatively freely and setting up suppression, because he is effectively opening up more spaces for your akals to drop into without fear of ARO/landing in someones ZoC. Something to remember is suppression fire caps out at 24', so HMGs and Sniper rifles can out range them rather easily.

Thanks for the hot tips! Only thing I would have to proxy is Hexas as combi rifle instead of sniper and I honestly don't think anyone who plays Infinity cares about proxying. I played against Combined Army last night and had no idea what anything was. So proxying a sniper rifle for a combi should be kosher. Being undermanned a bit is fine for me. I used to play Imperial Guard in 40K so playing with a fairly competent army really appeals to me. Especially with the potential to sneak in two AD combi rifles to lock down a back field or break suppressive fire.

Speaking of being undermanned, and playing against the Combined Army....

For my second game last night I took on another relative newbie. My first opponent stuck around to help coach us (and translate) through the game. Now, I'm a unilingual anglophone. I can understand a bit of French, but often I have to ask people to repeat themselves because the speak pretty quickly in Quebec. So I misheard my opponent and thought he said 100 points, but he though I agreed to 200 points. And of course, this is when the third member of our table, that could have caught this mistake, wasn't there. So I drop the Father-Knight from my list and figure I'm off to the races. A few points throughout this game I think to myself "drat these combined army infiltrators are cheap as hell!"

I win first turn/deploy first and set up my Nisse, three fusiliers, and Orc Trooper defensively because the guy said he had some infiltrators/hidden deployment. He uses his command token to drop my order pool by two for first turn, and I set about taking up a good position and supressive fire with my command tokens. I manage to put up a good fight, and drop about half his list. But on my last turn he kills my final model with an ARO. It was actually a surprisingly close game considering I had half the points he did. We only discovered this afterwards and I had a big laugh with the guy.

I felt pretty confident that I'm grasping the basics of the game by the end of the night. And lasting three turns while outnumbered by 100 points felt like snatching victory from the jaws of defeat. Infinity night at the FLGS is the first Wednesday of every month, so I've got plenty of time to go hog wild on this Hexa.

One more nice thing that occurred at my first Infinity outing last night was being mistaken for a veteran player because of my "nice paint jobs". All in all, Infinity rules and PanO is really fun to mess around with.

MrSquarepants
Jul 4, 2012
edit- Woops double post!

MrSquarepants fucked around with this message at 23:31 on Dec 3, 2015

MrSquarepants
Jul 4, 2012

jodai posted:

So, if something has TO Camo as a skill, do they always grant an opponent -6 to bs or is it only when they're in marker state? Also, I'm confused about how MSV2 works. Do you have to declare a discover or does the unit automatically see anything hidden on their activation?

MSV3 Lets you auto-discover a camo/TO camo model, as well granting you the previous benefits of MSV2.

Sir Teabag posted:

Thanks for the hot tips! Only thing I would have to proxy is Hexas as combi rifle instead of sniper and I honestly don't think anyone who plays Infinity cares about proxying. I played against Combined Army last night and had no idea what anything was. So proxying a sniper rifle for a combi should be kosher. Being undermanned a bit is fine for me. I used to play Imperial Guard in 40K so playing with a fairly competent army really appeals to me. Especially with the potential to sneak in two AD combi rifles to lock down a back field or break suppressive fire.

Speaking of being undermanned, and playing against the Combined Army....

A lot of model profiles don't have a specific model, or the sculpt is incredibly old so using proxies is not a problem for most people. At least locally, no one cares about proxies or WYSIWYG. I often times use my machinist as a trauma doc because the only way to get a trauma doc is in the Support box, but I hate the Palbot sculpt, and prefer using the Haqq Nasmat model as proxies.

It's not hard to ask your opponent what his proxies are, since on average a person is using around 10 models for the game, and maybe 1-3 of those are proxies. Pretty easy to keep track of in a lot of cases.

Sounds like you've figured it out on your own, but in a lot of cases taking first turn as an 8 model PanO list really sucks. Losing 2/5 of your orders on "nothing" really sucks. If your opponent and you are ok with proxies, proxy the father knight as Joan of Arc. She's the exact same point and SWC cost but gets you a ton more bang for your buck. If you make her your Lt., inspiring leadership lets you use her Lt. order to perform coordinated order without the expenditure of a command token.

It's pretty impressive that you did so well being 100 points down from the get go! Goes to show that a lot of this game is pretty skill based :circlefap: That and PanO is awesome!

Pierzak
Oct 30, 2010

Sir Teabag posted:

Speaking of being undermanned
[...]
"drat these combined army infiltrators are cheap as hell!"

:cthulhu: have cheap infiltrators, you say. :crossarms:

I'll just leave this here for perspective. :flame:

USAriadna Ranger Force
──────────────────────────────────────────────────

Group 1 10 0 1
GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10)
GRUNT Rifle / Pistol, Knife. (10)
GRUNT Rifle / Pistol, Knife. (10)
GRUNT Rifle / Pistol, Knife. (10)
GRUNT Rifle / Pistol, Knife. (10)
GRUNT HMG / Pistol, Knife. (1 | 21)
MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19)
112 Light Shotgun / Pistol, CCW. (12)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (18)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (18)

Group 2 10 0 1
GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
MAVERICK Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 22)
DOZER Rifle, D-Charges / Pistol, Knife. (13)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (18)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (18)

Group 3 0 2 0
HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (12)
HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (12)

6 SWC | 299 Points

Open with Army 5

:zerg:

Pierzak fucked around with this message at 00:18 on Dec 4, 2015

Renfield
Feb 29, 2008
2nd ever game went well 200pts- I lost 2-1 on a cap-the-antenna game.
I could have got a draw if I'd ARO'ed with the nanopulsar on the Odalisques I had, rather than the spitfire (an AD troop dropped Close enough that the template would have been an auto-hit) as well as remembering she had No Wound Incapacitaion.

Could have deployed better, but top marks to the Al-Hawwa killing 2 guys at 20" with a boarding shot gun !

I'm really enjoying this, and the players I'm meeting are so friendly - speaking as a GW refugee

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Ilor
Feb 2, 2008

That's a crit.
We've been playing a lot of 20x20 missions lately and loving it. It's made for some really interesting (and very close) games. I even managed to win one after getting tabled (let's hear it for playing to the objectives!)

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