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Even TAGs stay together perfectly well without pinning if you do it right. I wash the parts with warm water and some dish soap, then rinse well, and then let the parts air dry. Then I use gel-type cyanoacrylate to fix everything together. Also, cyanoacrylate has a shelf-life so you want stuff that hasn't expired. If the glue is out of date you will have to hold the parts together far longer for them to stick and the bond will be a lot worse. edit: the gel-type glue is key because it makes it much easier to put in place, it will stay in place long enough for you to press the parts together, and you'll never have issues with gluing your fingers together. The liquid stuff runs and flows everywhere and is a nightmare and I don't know why people put up with it. BattleMaster fucked around with this message at 03:27 on Oct 24, 2016 |
# ? Oct 24, 2016 03:20 |
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# ? May 16, 2024 11:39 |
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If you want to extend the shelflife of your glue, put it in the fridge.
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# ? Oct 24, 2016 05:12 |
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I just buy new stuff every six months.
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# ? Oct 24, 2016 14:59 |
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I've gotten really good results from the dollar store stuff provided it's fresh, and if I don't use a whole tube it isn't a big waste because it's so cheap to buy more later.
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# ? Oct 24, 2016 17:19 |
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I assembled the PanO half of Icestorm with some glue that I found in my toolbox that was almost 10 years old. Needless to say, they've all since fallen apart except for the Orc who is strangely resilient, attena and all.
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# ? Oct 24, 2016 18:37 |
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I'm looking for some cheap options for good Kuang Shi proxies for the ISS force I'm starting. I'm betting there's going to be an upcoming resculpt box of 4 Kuang Shi + Controller, so I'm trying to stall on buying Kuang Shi models until then. Does anyone here have any suggestions for models that are the right scale?
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# ? Oct 25, 2016 15:04 |
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Buy them anyway. You play ISS, you're going to want 8 eventually.
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# ? Oct 25, 2016 17:11 |
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If we're talking proxies, can anybody help me find a decent proxy for the Nomads Chimera? Wanted to avoid buying and painting up some furries, so I grabbed some cheap definitely-not-Predators for the Pupniks, but now I'm stuck trying to find something good for the Chimera.
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# ? Oct 25, 2016 17:21 |
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Not a viking posted:Buy them anyway. You play ISS, you're going to want 8 eventually. Right. I want 8 now and 8 new ones when they come out, but I'd prefer to pick up 8 cheaper ones now rather than 2x of the existing Kuang Shi box.
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# ? Oct 25, 2016 17:41 |
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glitchkrieg posted:If we're talking proxies, can anybody help me find a decent proxy for the Nomads Chimera? Wanted to avoid buying and painting up some furries, so I grabbed some cheap definitely-not-Predators for the Pupniks, but now I'm stuck trying to find something good for the Chimera. Buy a contemporary police/detective mini and paint it as Danny Glover.
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# ? Oct 25, 2016 18:00 |
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Genghis Cohen posted:Buy a contemporary police/detective mini and paint it as Danny Glover. This is the right and correct response.
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# ? Oct 27, 2016 06:28 |
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So my wife and I have just about finished playing through the Operation Ice Storm missions and it's been a blast, but looking through the N3 rulebook there's a lot of things that weren't even mentioned in the quickstart. Is there any writeup somewhere of which rules the full game adds and how they work?
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# ? Oct 27, 2016 08:16 |
The Infinity Wiki has many (but not all) of the N3 rules, weapons, skills, etc. My group has been playing for about a year and we reference it once or twice a game on edge cases. http://wiki.infinitythegame.com/en/Main_Page The wiki doesn't have all the N3 Human Sphere content in it yet so some things won't be in there but it's still a great resource.
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# ? Oct 27, 2016 09:12 |
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Try http://infinitythewiki.com/en/Main_Page For some reason there are 2 nearly identical resources; only one with the newest ruleset. The above has all the HSN3 content as far as I know. Example: http://infinitythewiki.com/en/Fireteam:_Duo ThreeLefts fucked around with this message at 11:40 on Oct 27, 2016 |
# ? Oct 27, 2016 11:16 |
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Genghis Cohen posted:Buy a contemporary police/detective mini and paint it as Danny Glover. Does halfling Danny count?
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# ? Oct 27, 2016 12:00 |
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Flavivirus posted:So my wife and I have just about finished playing through the Operation Ice Storm missions and it's been a blast, but looking through the N3 rulebook there's a lot of things that weren't even mentioned in the quickstart. Is there any writeup somewhere of which rules the full game adds and how they work? Just read the basic rules and the skills and equipment that the troops you actually use have.
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# ? Oct 27, 2016 12:54 |
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LordAba posted:Does halfling Danny count? Squats are the other game-- (...they did what to squats..!?) Anyway that model owns
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# ? Oct 27, 2016 17:01 |
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Cat Face Joe posted:I assembled the PanO half of Icestorm with some glue that I found in my toolbox that was almost 10 years old. Needless to say, they've all since fallen apart except for the Orc who is strangely resilient, attena and all. Sadly I'm unemployed at the moment, so buying new glue isn't exactly a priority, otherwise I totally would (I traded in my warhams for this box). So far I've gotten everything glued but the Tuareg and I haven't even bothered with the ninja because I threw the Tuareg across the room this afternoon after the thousandth attempt to glue it together. gently caress that model.
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# ? Oct 28, 2016 23:46 |
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Edit: wrong thread. so how about that...aleph?
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# ? Oct 29, 2016 02:45 |
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Fuckin' asura+achilles+proxies. Should be BANNED. I say this as someone who owns PanO, too, so they must be filth.
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# ? Oct 29, 2016 02:50 |
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Seriously though. If you can get a TO Camo infiltrator hacker with NWI plus an engineer body with mimetism and NWI and you get to retain their order until both bodies and all netrods are killed, all for less than a plain camo infiltrator hacker equivalent for the same faction, with just dogged and worse stats than either of the proxy bodies, something's seriously fucky with the points cost.
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# ? Oct 29, 2016 03:17 |
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Pierzak posted:Seriously though. If you can get a TO Camo infiltrator hacker with NWI plus an engineer body with mimetism and NWI and you get to retain their order until both bodies and all netrods are killed, all for less than a plain camo infiltrator hacker equivalent for the same faction, with just dogged and worse stats than either of the proxy bodies, something's seriously fucky with the points cost. Yeah, but you isolate the active proxy and all three are shut down...
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# ? Oct 29, 2016 03:47 |
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Under 15 posted:Yeah, but you isolate the active proxy and all three are shut down...
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# ? Oct 29, 2016 04:00 |
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Pretty much all of the proxies bad rules were removed in HSN3. Also their cost went way down.
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# ? Oct 29, 2016 05:27 |
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Is the Avayar still worth using?
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# ? Oct 29, 2016 19:16 |
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Dual tikbalang lists: good idea, or great idea?
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# ? Oct 29, 2016 23:25 |
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The best idea if you get the special one from the tagline tournament kit
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# ? Oct 29, 2016 23:45 |
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Pidgin Englishman posted:Dual tikbalang lists: good idea, or great idea? also aleph is the cheese faction for noobs hope this helps glitchkrieg posted:If we're talking proxies, can anybody help me find a decent proxy for the Nomads Chimera? Wanted to avoid buying and painting up some furries, so I grabbed some cheap definitely-not-Predators for the Pupniks, but now I'm stuck trying to find something good for the Chimera. Actual content though for once, how are people finding the new season of ITS? I haven't run any events in a little while so I'm out of the loop on the current Infinity meta and forumthink. Flipswitch fucked around with this message at 16:46 on Oct 30, 2016 |
# ? Oct 30, 2016 16:42 |
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Does anyone know of good proxy Yaozao? I don't want to buy two more zhanshi when I have enough
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# ? Oct 30, 2016 18:43 |
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Today was a total shambles of an ITS. The three scenarios were a capture the flag one (Secure and Protect?), Cold Sleep and Rescue. I ran Imperial Service, and the games went as follows: Game 1, versus Steel Phalanx: It was going well until Achilles critted my Su-Jian, then Thrasymedes hit my Su-Jian, then my Su-Jian failed its saves versus fire and its corpse was stuck on top of a building it had climbed with Climbing Plus that a Yudbot couldn't climb. Then Achilles dodged a load of Kuang Shi chain rifle shots, stole the flag and ran back to base for a 10-2 loss. I really regretted taking the Su-Jian over a Hsien. Game 2, versus Nomads of some description: My opponent had a combat group of 10 Morlocks, a combat group of 5 4 Camo Markers, an EVO Repeater and 5 Moderators and some Reverend Custodiers. It took him so long to do all his impetuous moves the game got called for time when he was 4-3 up after two turns. Had we played the third turn I would have probably won because all he had left was the moderators and a few Morlocks bunched up for flame templating / Kuang Shi shenangians. I now see why people say 20 Auxilia / 30 Volunteer lists are a dick move because we ended up with him taking almost half an hour to deploy and roll all his Metachemistry. Game 3, versus Neoterra: My opponent spent his whole first turn trying to Speculative Fire a Squalo's HGL at things while my Su-Jian dodged its way up the board. I proceeded to use an infiltrating Ninja to get a civilian, the Ninja died, so the Su-Jian took over while my Celestial Guard ran up the board under smoke to get more civilians... I then failed 5 consecutive WIP14 rolls to synchronise a civilian and remembered the Su-Jian can't actually synchronise civilians because it's got Remote Presence... 2-0 to me, because my opponent wasted over a dozen orders in a game that needs really tight order efficiency trying to get sick noob tube trickshots. So all in all I came 9th out of 10 and the only redeeming factors were the fact in the first game my Su-Jian cautious moved up the side of a building then opened fire to kill a couple of Thorkaites, and in the second game one Celestial Guard killed two Morlocks and Bran do Castro in a single shotgun blast after the Nomad player rolled terrible dodge rolls.
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# ? Oct 30, 2016 21:07 |
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So I last minute agreed to demo some Infinity next weekend for an upcoming convention. I'm not really prepared for it, but thought I'd probably just run a simple 'Activate console' mission on a 3x3 board with no Lt or Specialist requirements. I have to provide models so I'm limited by what I have, so kinda kicking myself that I never got my Op:Icestorm stuff up and running. Be that as it may, I have three possible 'lists' I want to bring with various levels of difficulty. PanOceania ────────────────────────────────────────────────── 5 ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) ORDER SERGEANT Spitfire / Pistol, Knife. (1 | 19) TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14) KNIGHT HOSPITALLER Combi Rifle / Pistol, AP CCW. (0 | 33) 1 SWC | 92 Points Open in Infinity Army Haqqislam ────────────────────────────────────────────────── 5 RAGIK Boarding Shotgun / Pistol, CCW. (0 | 25) GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12) GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12) GHULAM Missile Launcher / Pistol, Knife. (1.5 | 17) FARZAN (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 23) 1.5 SWC | 89 Points Open in Infinity Army Do these look like they should do the trick? I've only realized now that I'm not the biggest fan of Line Troopers, so my Haqq Ghulams are proxied Muyibs and I can't use CA since Seed Soldiers are probably needlessly complex. My other option is my YuJing, who I actually probably have the biggest range for but are a bit shoddy on the paint jobs... Not that any of my stuff is particularly good but at least those two armies are table top standard(I think!)
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# ? Oct 31, 2016 01:43 |
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That's more than enough I'd say. The demo game I went to just had three line troops on each side on the ice storm terrain. Maybe 2x3 map. Guided me and a friend through the first round (straight up told us what to do and where the stats were) and they left us to try to finish the game. He was standing there to answer questions or give tips, but let us plan the moves after we got the gist.
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# ? Oct 31, 2016 05:04 |
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Thanks! Thought it might be a bit too boring going just line troops, but hopefully what I have isn't too confusing.
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# ? Oct 31, 2016 06:04 |
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3-4x line infantry with rifles seems to have the best effect for demos. You are really showing them the core of the order and ARO system. It is totally different than other games, and their like or dislike of the core game mechanic is what is going to sell or un-sell them on the game. Models with super specific rules honestly seem to just confuse the presentation of the core system. Nobody is going to understand camo, much less mine, rules in a demo game.
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# ? Oct 31, 2016 23:58 |
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TOURNAMENT REPORT So, I headed down south over the wekeend to take part in a 6-round, 2-day tourney, hosted by a pretty competitive group of players called the Totally Crit club - they do a podcast. The event was a bit smaller in numbers than I expected, only 12 participants, meaning I ended up playing 4 different opponents over 6 rounds as the players found their own level, but it was certainly fun nonetheless. I seemed to see far more Sectorial armies than I usually do, and they were mostly using very point-heavy, heavily-armed 5-man links (5 of 6 of my games the opponent used such a link; the 6th was against Tohaa) which made for a different experience. This heavy use of links, especially the inclusion of HRL and ML models, seemed to make a big impression on a couple of the players, who I gather aren't very experienced at ITS, and sent them away with the idea that this is how to win in Infinity and rather unbalanced - they have since expressed this view on FB. I'll be honest, I've seen such models as a common pick in a link (it makes them maybe the best long-range ARO pieces in the game) but I don't think it skews the game once you realise what its strengths are and avoid playing to them. Interesting to note that Sectorials and link bonuses seem more common in this Totally Crit group, unlike many I've seen where flexible Vanilla armies are at least as usual. GAME 1: Supplies against Onyx. I found myself facing a rather tuned-up Onyx list, featuring a full Rodok link with multiple heavy weapons, a TR bot and a terrifying new release model, a double-plasma-sniper Overdron TAG. I think he went first, and surprised me a bit by taking out models with straight-vertical super-jumps to gain LoF at their prone, behind-cover positions - a pretty good idea I suppose! But his TAG was unlucky facing down my missile launcher and TR bot (he positioned it well, having them both in negative range, but the dice failed him) and had to be repaired. He didn't quite get to the objectives. I struck back, taking his main long-range pieces outside the Rodok link and moving my warbands into position, I seem to recall we slogged it out and I eventually broke the link and ended up with the supply boxes, resulting in 10-1 Victory to Corregidor GAME 2: Highly Classified against Tohaa. The draw of objectives was worse for my opponent than for me, thankfully, all I can remember is one was Test Run, which he couldn't get. Tohaa are definitely my most feared army to face except for maybe camo-spam Ariadna, but fortunately my opponent, while savvy enough to field versatile Triads and 4 symbio-mates, wasn't a super-experienced tournament player. I went first and, correctly in my opinion, put a lot of effort into getting the most particular objective, the HVT/Engineer one, with a G:Servant, as well as my secret objective. (Forward observe HVT). He struggled to break my position, I went after more objectives, although he did get a couple in the end. To get the last classified (Test Run) I was reduced to running my TR bot, the only Str model in my list, up a wall and jumping off. Failed 3 consecutive ARM rolls, losing it beyond repair. Serves me right for trying to game the system. I was forced to settle for a 9-2 Victory to Corregidor GAME 3: Seize the Antennas against Qapu Khalki. Here I faced my opponent from the last round at the UK masters in Bham, where he had won at the very end after a super-bloody game. On this ocassion, he went first again, but I was a bit better prepared for the Yuan Yuans, and tucked almost everything out of sight of the Janissary link, only losing a couple line infantry. He spent a lot of his orders taking objectives, which as they are only counted at the end of the game, and can be flipped to another player, I think is not the best use of turn 1. This enabled me to fight up the centre of the table with Intruder and warbands, wearing down his combat power bit by bit in a scrap just in front of his DZ. By the third turn, attrition left him bereft of orders and I was in good shape to secure the objectives using the advantage of going second. 10-1 Victory to Corregidor GAME 4: Engineering Deck against Imperial Service. My opponent, who I have faced before, was using a celestial guard/kuang shi link, a Hsien/zhanying Haris, and a Su-Jian! A very interesting army, as I'm planning on starting ISS myself at some point, and backed up by some handy specialists such as a Sophotect and a Kanren. I believe I went first with the advantage of setting up second - my opponent made the right choice to take second turn as the mission favours that, but I did make him pay for it. I went as hard as possible, and managed to take out his Su-Jian straight off, knowing how dangerous it can be. I tried as hard as possible to push my warbands up into his lines, trying to pin him in his prone-behind-low-cover starting positions with chain rifles, but didn't quite have the orders. He played very well to extricate himself, cutting all my Jaguars to pieces efficiently without exposing himself to any real danger. Fortunately, going second I then had the orders and position to roll him up around both flanks, using my Moran Masai skirmishers and my Alguacil link respectively, while still tagging objectives and having defensive AROs in place. He was almost completely pinned by mass AROs pushed up the board into the midfield, and while he tagged a couple of my models, couldn't get consoles or get at the central room - I fairly handily walked in and held it through turn 3 while holding off the remnants of his force with suppression. 9-1 Victory to Corregidor GAME 5: Cold Sleep against Onyx - the same player as before. Now this time I faced a Rodok link with 2(!) ML and an HMG, a formidable defensive brick backed by a TR bot, with an Umbra Samaritan to help on the offensive. He was going second, so I went at him hard. I immediately had my Intruder HMG critted by his TR bot (should have used smoke better to make it impossible, I paid for that mistake) and had to use a wodge of orders reviving him with a Tomcat Doc. But the Intruder, revitalised, then went on to smash the TR bot and both Rodok MLs in 3 consecutive orders. What a hero! This let me develop my other forces and I was back in the game. My opponent fought back, getting his Samaritan past my Bandit Killer Hacker with some very cunning play (he flamed me with an Ikadron; when I predictably Engaged safely into combat with it, he moved the Samaritan into the combat to butcher me with his +1Burst cc skills; his Samaritan went to 3W+NWI. loving Onyx. It was anyone's game on objectives, but I had the orders and despite some losses (got the link too close to another Ikadron; lost 3 models) I held onto some objectives and exhausted his combat power by the end of the game - I think the Samaritan ended the game locked in combat with a Jaguar, and I got most of his support models. That was the closest wobble, during the first turn, I'd had all weekend, but in the end a 7-1 Victory to Corregidor. GAME 6: Capture and Control against Imperial Service - again the same guy from before. All to play for as he was the closest player behind me in points. This time he had a full Wu Ming link, Sophotect as usual and some cheap celestial guard specialists etc backing them. I went at him hard, just as in our last match, and managed to kill one Wu Ming, knock out another, and wound a third. Overall an OK aggressive first turn, but I did force him to reveal his HD Ninja, a killer-hacker. My opponent really did show great play again in blunting my offensive, picking off a fair few models. Fortunately he failed a paramedic roll to revive one of his Wu Ming, and I had not yet revealed the Intruder - I went in to pick apart his (now 3-man) link. Got crit immediately, again spent a packet of orders getting him up again. And again the Intruder did not fail me twice, bagging a couple more Wu Ming. I connected an antenna and advanced. My opponent was running out of options and crucially ran out of orders to connect his antenna, after spending them all clearing the way, his Ninja failed her first (and only available) roll to claim it. In the third turn, I dashed in and took the beacon with my slightly depleted link, but wasn't able to kill all his models - some survived, and he killed my beacon-holder with his final Wu Ming, before making a final dash for Secure the HVT. I did have the satisfaction of beating up a Ninja with a Senor Massacre+2 jaguar Haris, though! It was clear I was on course for a minor victory, and in any case his Wu Ming failed his ARM rolls while running through fire for the HVT, resulting in a 5-3 Victory for Corregidor So, as the above summaries spell out, I did pretty well. I would say I was upheld by luck throughout though. Definitely, as we have all had in hard-fought games of Infinity, I'm sure several guys I beat went off saying 'if only that one roll had gone the other way'. I can think of a fair few tactical errors I made and models lost to carelessness/wrong decisions, but in all the games I feel my overall strategy was sound and my plans were robust enough to survive contact with the enemy. Really proud of the result overall, with the caveat that I faced mostly strong players, who I'd say are about my level, but I didn't have to play anyone I look at as an unstoppable force - I have 3 or 4 individuals I know of who I genuinely think 'well this won't be good' if I draw against them, and none of them were playing, probably lucky for me.
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# ? Nov 1, 2016 00:24 |
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Considering getting into Infinity, but I have a question. Given that other players who are also looking into starting the game are playing Aleph and Yu Jing, who were 2 of the 3 factions I was considering, I am considering starting Tohaa. I realize they have a smaller stable of models than other factions(which actually bit me in the rear end when I started Warmachine years ago), but the one concern I have is the whole Triad thing. I don't entirely understand how the whole fireteam thing works right now(still working my way through the rulebook), but that seems intimidating as a new player. Is it really something to be concerned about?
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# ? Nov 1, 2016 01:19 |
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Khisanth Magus posted:Considering getting into Infinity, but I have a question. Given that other players who are also looking into starting the game are playing Aleph and Yu Jing, who were 2 of the 3 factions I was considering, I am considering starting Tohaa. I realize they have a smaller stable of models than other factions(which actually bit me in the rear end when I started Warmachine years ago), but the one concern I have is the whole Triad thing. I don't entirely understand how the whole fireteam thing works right now(still working my way through the rulebook), but that seems intimidating as a new player. Is it really something to be concerned about? I wouldn't be too concerned... essentially most factions are limited (barring other special rules like triad) from only running one main link team, because they offer pretty lucrative bonuses for some very slight drawbacks. Basically as Tohaa you can field as many three man links as you want, as long as each unit has the triad rule, and that will grant them the three man link team bonus - which is burst + 1 on all their shots. Fireteams themselves are fairly simple to operate, one order will activate the team and you will nominate the leader of the team each activation. In the active turn, the leader is the only one that can perform a short skill. There are a bunch of other rules around reformation, what skills you can perform, breaking the team etc. but there's nothing horrendously complex. And Tohaa have a pretty solid selection of units now, I don't think you'll need to worry so much about what they lack. They're definitely fully fleshed out enough to go toe to toe with any other faction at the moment. Cyclomatic posted:3-4x line infantry with rifles seems to have the best effect for demos. You are really showing them the core of the order and ARO system. It is totally different than other games, and their like or dislike of the core game mechanic is what is going to sell or un-sell them on the game. Good point, I'll probably bring the other stuff in case there are more seasoned wargamers around interested in the more complex mechanics the system brings. I'm just worried it might be a little boring if it's just line troopers, though I've got to factor in there's probably not too much time for a demo game as well. Hortism fucked around with this message at 02:41 on Nov 1, 2016 |
# ? Nov 1, 2016 02:37 |
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Khisanth Magus posted:Considering getting into Infinity, but I have a question. Given that other players who are also looking into starting the game are playing Aleph and Yu Jing, who were 2 of the 3 factions I was considering, I am considering starting Tohaa. I realize they have a smaller stable of models than other factions(which actually bit me in the rear end when I started Warmachine years ago), but the one concern I have is the whole Triad thing. I don't entirely understand how the whole fireteam thing works right now(still working my way through the rulebook), but that seems intimidating as a new player. Is it really something to be concerned about? Infinity doesn't present its rules well, in that they look WAY more complicated than they actually are when reading them (except loving smoke. You need a PhD to play smoke 100% correctly. However, it isn't really worse than any of the more obnoxious rules in WM/H). The mechanics are also in general quite consistent. Once the light bulb lights up, it becomes simple and intuitive. Honestly, the biggest challenge isn't the rules, so much that it is NOT a game of threat ranges, piece trades, and combos like most other miniatures games. It is a game of possible paths and taxing layered defenses. Kinda like Netrunner vs Magic. Tohaa fire teams are just fire teams and EVERY faction knows fire team rules. The only difference is that Tohaa get to have an unlimited number of fire teams instead of just one fire team, can't have more than 3 models in a given fire team, and can form fire teams from any combination of models that all have the Fire Team: Tohaa rule instead of just from a single unit profile. You are now an expert on Tohaa fire teams, and can make anyone you play against an expert in one sentence (because everyone knows the core fire team rules). However, Tohaa and Combined as alien factions DO have weird rules that players of human factions don't know. It has been indicated that this was done somewhat on purpose for a rules reflect fluff reasoning. Aliens are alien, and that means they shoot weird and horrifying ray-gun bullshit at you, or when you shoot them they jump out of their skin and go scuttling around like some cockroach that just won't die (except if you kill them with fire). The smaller model count for Tohaa is deceptive, for the aforementioned fact of their ability to build unlimited fire teams of any model with fire team: Tohaa. Each fire team operates as a mini-unit of 3 models, where you are able to slot in models that bring different capabilities to the unit as a whole (want a heavy weapon and two close combat dudes with smoke and flame throwers to form a triad? Sure, go right ahead). There are an enormous number of permutations and ability to support different play styles as a result. In some regards, Tohaa are drunk on options despite their low model count. It also helps that the internal balance for Infinity is really good in general. It isn't the case where you need to be afraid of a small set of models because you worry that half or more of them are junk and will only have one S-Tier list option. Not one Infinity model I regret spending time painting. Hortism posted:Good point, I'll probably bring the other stuff in case there are more seasoned wargamers around interested in the more complex mechanics the system brings. I'm just worried it might be a little boring if it's just line troopers, though I've got to factor in there's probably not too much time for a demo game as well. I've had similar thoughts, but my experience has been that it never goes as well as I'd think when I try and do a showcase of the different abilities, yet it always seems to go better than I'd think when I just stick to a 4 vs 4 line infantry. The cases where people turned around and just bought stuff right after the demo were mostly after the line infantry vs line infantry demos. What seems to work best for the more advanced rules is simply mentioning them as an aside while you are doing the line infantry demo. My guess is they are wrapping their brain around the order system, and actually thinking about the rules for what a marker state is and what triggers a mine is too much, but merely telling them that there are rules for marker states and mines in the game is sufficient for them to imagine without needing to think through the mechanics. Basically show them simple mechanics that are cool and new, then tell them that mines exist and they imagine mines must be as cool and new as the simple mechanics currently being showed to them. Oh, and a pretty good hook when explaining the rules is to simply tell them: you don't need to know the rules, just tell me what would be cool and tactical/cinematic for your model to do and I'll walk you through the rules for doing that. Jump, climb, go prone and crawl, whatever. There really isn't a whole lot that Infinity doesn't let you do when you stop and think about it. What to jump your motorcycle from one rooftop to another: there is a rule that let you do that. Cyclomatic fucked around with this message at 03:11 on Nov 1, 2016 |
# ? Nov 1, 2016 02:51 |
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Genghis Cohen posted:TOURNAMENT REPORT What kind of a list did you run to get around the 5-man missile launcher deal? Right now I'm the guy with the 5-man missile launcher team and I am wondering what beats it so bad, so consistent. I mean, you had the intruder shooting through smoke, but they had SSL2, so that wasn't it, right?
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# ? Nov 1, 2016 03:07 |
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# ? May 16, 2024 11:39 |
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Under 15 posted:What kind of a list did you run to get around the 5-man missile launcher deal? If he did take on the ML with an intruder through smoke it could still potentially be anywhere from -9 (camo, range, cover) to -3 in a five man (5-man link bonus, range) link; but now only the one guy being shot at can respond instead of the ML and all his support. That's where the burst four can really kick in.
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# ? Nov 1, 2016 03:20 |