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admanb
Jun 18, 2014

Acceptableloss posted:

The guy from the Guerilla Miniature Games YouTube channel made a set of scenarios he calls Recon which is basically ITS missions meant to be played at 150 points. You could try that. It's meant to be a stepping stone between a basic demo game and full on ITS. I'm phone posting so don't have a link for you.

And Recon works specifically because it shrinks the table.

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Pierzak
Oct 30, 2010
BTW, when you run the "no advanced rules" early missions, I assume that it means remotes can be fielded without a hacker? Otherwise players starting with Aleph/CA get kinda hosed.

Khisanth Magus
Mar 31, 2011

Vae Victus

Pierzak posted:

BTW, when you run the "no advanced rules" early missions, I assume that it means remotes can be fielded without a hacker? Otherwise players starting with Aleph/CA get kinda hosed.

Our escalation league allows certain REMs to be fielded without hackers for those factions, but not all REMs, for those weeks.

TheFinalTuba
May 3, 2016
I don't have the book in front of me, but I wonder how well escalation would work using 20x20? I can't remember how dependent it is on points level but it could be cool. Also gets around the NEED for specialists at low points.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
We've been doing 200points 20x20 instead of ITS for the little league at my club, and it's been working really well.

Khisanth Magus
Mar 31, 2011

Vae Victus
In week 2 of our league the forces of vanilla nomads dominated the horde of Frenchmen they played against. Mainly thanks to him underestimating what my intruder could accomplish, possibly because I think he expected a sniper rifle. He deployed 3 guys in lof of my intruder with me going first, which would have sucked with a sniper rifle. As it was thanks to poo poo rolls on my first 2 orders I almost ended up with him immobilized from an adhesive launcher.

Next week: remotes, hacking, command tokens, and objectives!

by.a.teammate
Jun 27, 2007
theres nothing wrong with the word panties
(loads of mission advice)

Thanks guys! I think we'll keep it simple for 150 but move up to 200 pretty quickly and use your mission advice

Sir Teabag
Oct 26, 2007

Khisanth Magus posted:

In week 2 of our league the forces of vanilla nomads dominated the horde of Frenchmen they played against. Mainly thanks to him underestimating what my intruder could accomplish, possibly because I think he expected a sniper rifle. He deployed 3 guys in lof of my intruder with me going first, which would have sucked with a sniper rifle. As it was thanks to poo poo rolls on my first 2 orders I almost ended up with him immobilized from an adhesive launcher.

Next week: remotes, hacking, command tokens, and objectives!

Glue guns are vicious and I love them. :getin:

Had a game against Military Orders with my USAriadna; 20x20 mission of Upload Evidence with Keep your Troops Alive as the secondary. I had 17 orders to his 10 and the ability to push my foxtrots up to the upjectives, under smoke provided by a devil dog, maverick, and desperado, was clutch. He chose the better deployment and made me set up first. So I thought I'd go first and either try to take as big a lead as possible, or take out as many cheerleaders as possible so Joan and De Fersen couldn't do as much damage. Using smoke and foxtrots I was able to get a solid lead on objective points which forced him to come and try to even the score.

But he also had to take care of a desperado and Devil Dog team running up his flank. So his knights diverted from the objectives to the flank and cleared out my warbands. No big deal, they had done their job. Turn two, I re-position my grunts into a devastating over watch. But Joan arrogantly had her head poking out, and he declared an ARO shoot against my grunt with HMG. Joan in a five man link is no joke - often hitting on an 18 or 21 if she flanks you. But not as bad when she's in her bad range and you're in cover. I think this was the first time he ever had to roll lower than a 15 with Joan. So I have a five dice HMG grunt hitting on 14s to his 9's to hit! Hallelujah!
Joan rolls two 17s, and I smoked her for five HMG hits! Of course, in cover she has armour 8, so she shrugged three off and went NWI before opting to fail guts and duck into cover. Mr. HMG earned a promotion.

The knights shuffle around a bit, and De Fersen is now leading the break out against my over watching grunts while Joan licks her wounds. The mange to knock the HMG grunt and a sniper grunt unconscious, but not before walking into range of my Mercenary War Driver. Gotcha! So now he's fighting against a sniper, HMG, and a hacker immobilizing his knights. I manage to force him to waste a bunch of orders, he snags three objective points by uploading evidence but is left in a very vulnerable position.

Turn three and I still have a comfortable lead. I upload evidence one or two more times for good measure. Now all I have to do is make sure he can't catch up: enter Van Zant. This badass motherfucker walks on to the board, behind a very exposed Joan and Hospitaler knight with HMG. His AP Rifle makes short work of them, but Joan gets him with a nanopulsar and forces me to go Dogged. Now he doesn't have anyone close enough to the transmitters to upload any more points. But he still has five models left on the board and my main hitter pool is out of orders!

Out comes the man of the match, the freshly painted Dr. FireAxe. His debut was terrible, and he's been a poo poo doctor for me. But I bribed him with a sweet paint job and he managed to doctor someone for me in the early rounds. So I trust this, traditionally incompetent hack, to run up the board with four orders and blast a fusilier unconscious to nab me a lead in secondary objective points too. With two order to spare, he makes it into range to unload his light shotgun against the fusilier... splattering the hapless line trooper across his deployment zone! I end up winning 6-3 or 7-4. Something like that anyway.

It was a great game, though the only thing I felt kind of bad about was walking Van Zant on the board and immediately rolling crits with him. Crits are awesome, but sometimes when you've got the upper hand feel like you're kicking your opponent in the nuts. Anyway, I didn't feel too bad for my opponent (I played him the worlds smallest violin) because I was critting Joan of friggin' Arc. Poor Pan-O!

Going to stick to playing USAriadna for a while because I'm almost done painting them! Four or so models left to go before my force is done (okay... eight if you count the soon to be released Marauders). So it's nice to have a nearly painted army on the table consistently. My opponent's Military Orders are almost all painted except for about two or three Knights of Santiago and one Hospitaller. Just need to get a game mat or something to spice up the table a bit.

Koopa Kid
Aug 21, 2007



Chill la Chill posted:

My friend and I recently got into this game with the starter set and I was wondering if anyone makes bases that help facilitate the front-facing FOV better than just marking the sides of the base. I'd rather incorporate this necessity using the base so it feels more natural. I have PanO and I know I can probably just put them all on asphalt and use road markings to indicate the halfway point, but was hoping if premade bases or little accessories you can place on the base existed that did so. At least some of these starter figures look like they have books under their feet, so if nothing else I can probably use those as marking guides and have everyone based inside a library. :haw:

A friend and I make laser-cut bases with little notches engraved out for the arcs, works pretty well. You can see them here:
http://therivetcounter.blogspot.ca/2016/01/a-whisper-on-board.html?m=1

Look a lot more clear in person, it's a cool effect.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Sir Teabag posted:

Glue guns are viscous and I love them. :getin:

FTFY

For actual content, this post reminded me - I've been playing on the kitchen table. When you guys aren't at a game shop, what are you playing on? Card tables, big sheet of plywood, purpose-printed foam mats, or other?

Signal
Dec 10, 2005

grassy gnoll posted:

FTFY

For actual content, this post reminded me - I've been playing on the kitchen table. When you guys aren't at a game shop, what are you playing on? Card tables, big sheet of plywood, purpose-printed foam mats, or other?

my house is the closest thing we have to an actual game shop, so I have a ping pong table that we unfold in the kitchen. one is plenty for small games like infinity, but if I want we can unfold both into a 9'x5' board for massive games of Epic:Armageddon.

Khisanth Magus
Mar 31, 2011

Vae Victus
Instead of a more silly "TAG at 200 pts" list I am considering this for round 3 of our escalation league, which is 200 pts and classified objectives.

Escalation Round 3
──────────────────────────────────────────────────

9
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)
LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
ZONDBOT Electric Pulse. (0 | 3)
ZONDBOT Electric Pulse. (0 | 3)
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)

3.5 SWC | 199 Points

Open in Infinity Army

Khisanth Magus fucked around with this message at 04:02 on Dec 5, 2016

Sir Teabag
Oct 26, 2007
That look really deadly! You've even the fake out algaucil lt

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Sir Teabag posted:

That look really deadly! You've even the fake out algaucil lt

Doesn't that only work if you take the Alguacil as the Lieutenant? Nomads are pretty short on "optimal" Lt choices, if they field an Interventor or Custodier then 90% of the time that'll be the Lieutenant.

TheFinalTuba
May 3, 2016
ok, so we had a rules question come up last night that we could use clarification on...

Lately our group realized that we may have been playing something wrong. Can someone confirm this: If you're shot from outside of LOF and outside of ZOC, then you do not even get a change facing ARO, and have to just stand there and take it. Is that right?

If that's correct, then how is this bit from the rulebook treated:

(Under Templates, page 35)
"Troopers affected by a Template Weapon or Equipment can declare Dodge as their second Short Skill or ARO, even if they do not have LoF to the attacker....
...PH-3 Roll in these cases:
»»If the trooper affected by the Template Weapon does not
have LoF to the attacker."

So, if someone is attacking you with a template weapon from outside of LoF and in your ZoC, then you get to make a dodge at Ph-3? If it's a dodge and not a change facing, then do you get to move (assuming it's reactive)? If it's also outside of ZoC, does the normal rule of "stand there and take it" apply? And then one last bugaboo with this stuff... is Speculative Shot affected differently? It seems like it would really suck to stand there and do nothing as your opponent peppers you from 9 inches away on the other side of a building with their light grenade launcher.

All of this is assuming no Sixth Sense. Thanks for the help.

admanb
Jun 18, 2014

Template weapons are the exception to the normal rule. You can always dodge against them.

JoshTheStampede
Sep 8, 2004

come at me bro
You are correct that if it's NOT a template weapon, and outside LoF and outside ZoC, you just stand and take it.

All speculative fire weapons are template weapons though, so you get your dodge at -3 for those.

There's another way out: if someone ELSE can see the attacker, they can declare Alert as their ARO, granting everyone else a Change Facing against the attack even if they normally wouldn't get one.

Signal
Dec 10, 2005

The specific example that occured was someone shooting a missile launcher at a Madtrap perimeter weapon, which was close enough that another model was struck from out of LOS by the blast template. Does that trooper, within the AoE of the impact template but not the target of the attack, get an option to declare something?

admanb
Jun 18, 2014

They can dodge. You can always dodge when you're in the area of a template.

Ilor
Feb 2, 2008

That's a crit.
Correction - you can always Dodge a template weapon in your Reactive Turn. If one of your troopers moves and provokes a template weapon ARO, anyone else caught under that template is boned.

Khisanth Magus
Mar 31, 2011

Vae Victus
This coming round in our escalation league is the first one to allow fire teams. As someone playing vanilla nomads is there any advice you could give in how to deal with them?

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Khisanth Magus posted:

This coming round in our escalation league is the first one to allow fire teams. As someone playing vanilla nomads is there any advice you could give in how to deal with them?

Templates. Especially for an escalation league, people likely won't be great at spacing.

Edit:
Try to set up shots so most of the team doesn't have line of sight to the attacker but is still getting hit. You want to force them to dodge, since they all need to take the same ARO.

KPC_Mammon fucked around with this message at 21:08 on Dec 7, 2016

Genghis Cohen
Jun 29, 2013

Khisanth Magus posted:

This coming round in our escalation league is the first one to allow fire teams. As someone playing vanilla nomads is there any advice you could give in how to deal with them?

Playing against fireteams just revolves around avoiding their strengths (Burst and BS bonuses make their link leader more dangerous in the active turn; Burst and sixth sense make them dangerous in the reaction) while exploiting weaknesses (they are inherently bunched up; they can only ARO the same action; when active; only their link leader can shoot)

So, attack them with template weapons, covering more than 1 member at a time. If your opponent activates them and moves multiple members into AROs, ignore the leader and shoot normally at the other one(s). Use TO or ODD models and range/cover mods to minimise his chances and pick off the short-range weapons first. When he is down to 3 members, it's safe for suprise/smoke-shooting models to take out the rest.

Link team bonuses can make the team seem like an unassailable unit, but it's a very fragile thing. If you have an option in your army/deployment which can crack the initial attack, your opponent's deployment may open him up to severe losses as the rest of the team is exposed.

Khisanth Magus
Mar 31, 2011

Vae Victus
That makes me kind of want to bring a taskmaster for a combination shotgun and the b2 heavy rocket launcher.

Edit: in my games so far I've relied pretty heavily on high burst weapons(hmgs, spitfires, multi rifle) to get by. So do I need to start including more template weapons now? I'm thinking that my lunkohod will help with its koalas and heavy flamethrower, and I can give it B2 on ARO with my intervener, but other than that i don't have much in the way of templates in my round 3 list.

Khisanth Magus fucked around with this message at 21:55 on Dec 7, 2016

Genghis Cohen
Jun 29, 2013

Khisanth Magus posted:

That makes me kind of want to bring a taskmaster for a combination shotgun and the b2 heavy rocket launcher.

Edit: in my games so far I've relied pretty heavily on high burst weapons(hmgs, spitfires, multi rifle) to get by. So do I need to start including more template weapons now? I'm thinking that my lunkohod will help with its koalas and heavy flamethrower, and I can give it B2 on ARO with my intervener, but other than that i don't have much in the way of templates in my round 3 list.

In my opinion a pillar of list-building in Infinity is to have options of every type, to allow you to attack on the active turn. Some defenses your opponent sets up will care less about high-burst weapons (like TR bots, or great-position TO snipers) while being vulnerable to a direct template that sneaks up on them. You need to have different types of unit to give yourself alternative means of attack, but no one is necessarily supreme. It's always worth having DTWs to round out the normal ones - models with camo type skills that make them harder to hit, or bunched models, are comparatively vulnerable to them.

Ilor
Feb 2, 2008

That's a crit.
A Spektr with a Boarding Shotgun. Keep him as your reserve mini and put him in Hidden Deployment somewhere you have reason to suspect your opponent will move his Fireteam. Reveal your Spektr in ARO by unloading with your Boarding Shotgun at close range, ideally catching several members of the Fireteam under the template. This makes your opponent make some very hard choices about what the second half of his order is going to be (if the Fireteam Leader shoots, you're making a normal roll against the other people caught under the template, and if the entire Fireteam dodges, he's essentially wasted an order). Last time I used this trap, I tagged 4 guys out of a 5-man link team, and all 4 went down. Good times.

Cat Face Joe
Feb 20, 2005

goth vegan crossfit mom who vapes



Also templates stay until the end of the order so even if you can't catch the entire fireteam with the initial blast you can try to place it so they'll all have to move through it.

Under 15
Jan 6, 2005

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

Ilor posted:

A Spektr with a Boarding Shotgun. Keep him as your reserve mini and put him in Hidden Deployment somewhere you have reason to suspect your opponent will move his Fireteam. Reveal your Spektr in ARO by unloading with your Boarding Shotgun at close range, ideally catching several members of the Fireteam under the template. This makes your opponent make some very hard choices about what the second half of his order is going to be (if the Fireteam Leader shoots, you're making a normal roll against the other people caught under the template, and if the entire Fireteam dodges, he's essentially wasted an order). Last time I used this trap, I tagged 4 guys out of a 5-man link team, and all 4 went down. Good times.

I'd also endorse the spektr, or a zero or bandit. The hardest part of using a link team is keeping the fodder safe, so having someone out there who can hit the fireteam from the side will make him sweat. For every Bagh-Mari sniper or whatever that's causing you Big Trouble, there's always going to be three losers standing around with combi rifles. It's really hard to keep them all safe from all angles!

Maximum glory mode would be surprise Forward Observe into guided missile.

Pierzak
Oct 30, 2010

Under 15 posted:

Maximum glory mode would be surprise Forward Observe into guided missile.
Eh, nothing like having your full HI core locked down with a plasma burst.

Alternatively, moving that poo poo out and hearing "Aro: Monomine" out of nowhere :getin:

Pierzak fucked around with this message at 00:16 on Dec 8, 2016

Sir Teabag
Oct 26, 2007

glitchkrieg posted:

Doesn't that only work if you take the Alguacil as the Lieutenant? Nomads are pretty short on "optimal" Lt choices, if they field an Interventor or Custodier then 90% of the time that'll be the Lieutenant.

Yeah, but you can always pull a fake out by placing the Alguacil prone in a building in the back of your deployment. Most people usually protect their line trooper LTs because they have no plan on actually using them in the mission. I've done it a few times with Line Kazaks. YMMV.

Also, depending on the rules you're using in your escalation league; there is a chance that there is a limit to 3 man link-teams. Which means that at most they are getting some order efficiency and an extra burst from the new links. If you're using that rule (check first) then I would suspect you'll likely see the links used mostly defensively. You never know, a b5 spitfire is always amazing to have. But I suspect most people will be using defensive links of line troopers for the plus 1B and leaving the models mostly in their own D-zone to generate orders for the heavier hitters. Completely depends on your meta though.

Haven't had any time to play games for a variety of reasons since my last game against my buddies Military Orders. It'll probably be another week or two before I play, but we're planning on getting some gaming in over the holidays. If I manage to keep up with my plan and paint up my USAriadna, I'll post some pics to spice up my usually text heavy battle reports.

Most models currently have at least 3 colours, but there are a few (okay, three) that are still only primed and only one bare metal. We usually just play on my dining room table with a white felt cloth overtop (it's a 100 year old table that's been in the family since my great grandpa). My terrain is coming along, but I've only got so much time for painting. I've been prioritizing models over terrain lately, as my local meta has some good club terrain and I haven't had to bring mine to play tournaments yet.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
The game I mentioned earlier in the thread is coming up this weekend. Nomads vs. Yu Jing. After talking to a few people, it looks like my opponent will be running a Hsien HMG, Monks to provide smoke cover, a Rui Shi, a cheap Hacker (Zhanshi?) and then cheerleaders.

Now, I wasn't really expecting to see a 60 point HI in a 200 point game, so that's a bit of a surprise. Any tips on dealing with them?

My proposed list is:

Nomads
──────────────────────────────────────────────────

8 2
LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
INTERVENTOR Lieutenant Hacker (Hacking Device Plus) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0.5 | 27)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
REAKTION ZOND HMG / Electric Pulse. (1 | 26)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3)

3.5 SWC | 199 Points

Open in Infinity Army

I intend to use the Bandit as my hold-back model and have them target the Hsien or Rui Shi, whichever looks like the easiest target (a lucky Rambo run could net me their weapon). Non-marker models will be used to lure the Monks into ARO from the Reaktion Zond or the Jaguars, or into the path of mines. Some Repeaters and two Hackers should hopefully mean I can use White Noise against firelanes covered by the Hsien, and if I'm lucky use the Reaktion Zond in the active turn against it.

Is there anything I've missed, or anything extra people would add?

Sir Teabag posted:

Yeah, but you can always pull a fake out by placing the Alguacil prone in a building in the back of your deployment. Most people usually protect their line trooper LTs because they have no plan on actually using them in the mission. I've done it a few times with Line Kazaks. YMMV.

Aha, will keep that in mind, ta!

Edit: posted wrong list. Tempted to Swap out the Intruder for a Riot Girl, use the points difference to replace the Interventor with a Custodier.

hexa fucked around with this message at 12:19 on Dec 8, 2016

Pierzak
Oct 30, 2010
Custodier/interventor is good for the White Noise. Intruder is awesome and swapping it out is stupid.
Also, "cheap Yu Jing hacker" will be a Celestial Guard (+ to WIP and BTS) but it can also be a Kanren (pseudo-infiltrating specialist with Holo2 and killerHD you might wanna watch out for, especially if you target the Ruishi since it's got a repeater).
Not sure how you want to take down the Hsien with a Bandit but I'd recommend against CC, Hsien's got MA. If you're that concerned about HI/drones you might wanna take an EMauler Zero (it's not an ITS list right?).

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Pierzak posted:

Also, "cheap Yu Jing hacker" will be a Celestial Guard (+ to WIP and BTS) but it can also be a Kanren (pseudo-infiltrating specialist with Holo2 and killerHD you might wanna watch out for, especially if you target the Ruishi since it's got a repeater).

Not sure how you want to take down the Hsien with a Bandit but I'd recommend against CC, Hsien's got MA. If you're that concerned about HI/drones you might wanna take an EMauler Zero (it's not an ITS list right?).

Ok, that sounds nasty, will keep it in mind. The idea with the Bandit was to flank and Surprise Shot to glue either target, then coup-de-grace and scavenge. Would probably require a lot of orders to go after the Hsien though, and I've not been lucky with using Bandits in the past.

MCPeePants
Feb 25, 2013

Khisanth Magus posted:

This coming round in our escalation league is the first one to allow fire teams. As someone playing vanilla nomads is there any advice you could give in how to deal with them?

If it's a heavy infantry link, hacking! Either interventor or custodier are great choices, preferably with a pitcher. Oblivion the link leader and the link breaks (someone please confirm that's correct)

Khisanth Magus
Mar 31, 2011

Vae Victus
This round is going to be against a bakunin sectorial army. I know when chatting with him last week that he was planning on doing lots of remotes once remotes were allowed, so he probably won't have a super offensive fireteam at least.

Sir Teabag
Oct 26, 2007

Khisanth Magus posted:

This round is going to be against a bakunin sectorial army. I know when chatting with him last week that he was planning on doing lots of remotes once remotes were allowed, so he probably won't have a super offensive fireteam at least.

This reminds me of the last round of the most recent tournament I played in. My JSA versus Bakunin. The dude had at least 8 Morlocks. I set up a Haramaki link team in overwatch position, and a rui shui so he couldn't smoke dodge. On my turn I drove Yojimbo all the way around to the front of his deployment zone and made all his Morlocks run back into his deployment zone while my remote and samurai gunned them down. It was the greatest thing I've ever done in a miniature game and I now try to recreate epic poo poo like this every game.

Pierzak
Oct 30, 2010

Sir Teabag posted:

This reminds me of the last round of the most recent tournament I played in. My JSA versus Bakunin. The dude had at least 8 Morlocks. I set up a Haramaki link team in overwatch position, and a rui shui so he couldn't smoke dodge. On my turn I drove Yojimbo all the way around to the front of his deployment zone and made all his Morlocks run back into his deployment zone while my remote and samurai gunned them down. It was the greatest thing I've ever done in a miniature game and I now try to recreate epic poo poo like this every game.
Did this to Galwegian/Cameronian-based CHA. Plonked down a Rasyat in his DZ and set suppression fire with back to the wall. The opponent looked like he was about to have an aneurysm :allears:

Sir Teabag
Oct 26, 2007

Pierzak posted:

Did this to Galwegian/Cameronian-based CHA. Plonked down a Rasyat in his DZ and set suppression fire with back to the wall. The opponent looked like he was about to have an aneurysm :allears:

That is truly beautiful, and the best use of an AD troop I can think of. Maybe next time I'll use Van Zant for this. :getin:

dexefiend
Apr 25, 2003

THE GOGGLES DO NOTHING!
Tohaa
──────────────────────────────────────────────────

GROUP 1 10 2
RASAIL Lieutenant Viral Combi Rifle + 1 Chaksa Peripheral / Pistol, Knife. (0 | 39)
CHAKSA PERIPHERAL Heavy Flamethrower / Pistol, Knife. (- | 4)
KOTAIL Spitfire / Pistol, Knife. (1.5 | 36)
ECTROS Viral Combi Rifle, Nanopulser / Pistol, Shock CC Weapon. (0 | 43)
KOSUIL Engineer K1 Combi Rifle, D-Charges, Nullifier / Pistol, Knife. (0 | 29)
MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
HATAIL AELIS KEESAN Viral Combi Rifle, Nanopulser, Flash Pulse, D-Charges / Pistol, Knife. (0.5 | 33)
KOSUIL Engineer K1 Combi Rifle, D-Charges, Nullifier / Pistol, Knife. (0 | 29)
MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
CHAKSA AUXILIAR (Neurocinetics, 360º Visor) HMG / Pistol, CCW. (1 | 25)
CHAKSA AUXILIAR (Neurocinetics, 360º Visor) HMG / Pistol, CCW. (1 | 25)

GROUP 2 1 1
DIPLOMATIC DELEGATE (iKohl L1, Specialist Operative) Nanopulser, Flash Pulse / Pistol, Knife. (0 | 5)
CHAKSA AUXILIAR (Baggage, Sensor) Heavy Flamethrower / Pistol, CCW. (0 | 10)

4 SWC | 300 Points

Open in Infinity Army



How does that look to you guys who play more than once a year?

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Zalabar
Feb 13, 2012

Yes, he would like fries with that, thank you.
I'm a bit surprised that 2 models with Neuocinetics are in the 10 man order pool, when the cheap order models are in the 2 man group.

Usually Neuocienetics find a scary place to ARO from and just camp for the game, in my experience.

Ooh, especially when one of them is a Special Operative in a list with 2 engineers.

MCPeePants posted:

If it's a heavy infantry link, hacking! Either interventor or custodier are great choices, preferably with a pitcher. Oblivion the link leader and the link breaks (someone please confirm that's correct)

Oblivion on the Link Leader puts them in their own order pool, which breaks the link. If you happen to hit an Lt with the same effect, then it's loss of Lt.

And should you have Exile (currently E-drone only,) hitting anybody in the link team will break it.

Zalabar fucked around with this message at 11:47 on Dec 12, 2016

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