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grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
I have never pinned a CB model and I have lost count of how many of the drat things I have, even the old fiddly poo poo or the Red Veil Haqq poo poo that made me want to stab myself with my xacto knife. Superglue does fine on this stuff.

Also, if you're going Corregidor, you'll want at least one Mobile Brigada, which are mechanically pretty solid and model-wise extremely sweet; you will also want the Tomcat box, which are pretty solid model-wise, and preposterously good mechanically. They're up there with Interventors in terms of ridiculous specialists that Nomads get.

E: I claim this snipe in the name of shiny Mobile Brigada rear end.

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Sir Teabag
Oct 26, 2007
Me and my regular opponent played our first game using TAGs against each other. I used two, he used a Sphinx with his Onyx contact force. I had an Iguana and a dual combi rifle Gecko.

He opened up the game with his Unidron link team. Using an unlinked Nexus hacker to give his missile launcher (and then plasma sniper) Marksman Level 2. It was for naught though as my linked Alguacile sniper hit his Missle with a crit, and then the linked HMG hit his missle launcher with a crit in the two first face-to-face rolls. This set him in a bit of a tailspin. But his next move was solid, he moved his HD Sphinx up to gently caress up my link. KIlling the sniper and then recloaking. He managed to get a few more pieces up to ARO.

I tried to use my Intruder to discover shoot his Sphinx but wasn't successful. My next gambit was to move my Iguana up to try and discover. He failed (by one) but then I used his Heavy flamer to intuitive attack and I managed to burn away the fuckers to camo. On his turn he engaged my Iguana, trusting his EXP CCW to make short work of me, but I managed to punch his TAG in the face with my TAG and it was friggin sweet. He insisted, and managed to cut my TAG down, ejecting the Operator who failed his dispersion roll. It was all good though, because I managed to scatter into the exclusion zone and right beside his Nexus Lt and Dr. Worm.

Dr. Worm managed to win some FtF rolls and killed the operator before I could do any damage with him. But it was a nice, tense moment! The Sphinx pushed up into my DZ, intending to do some damage with it's Heavy Flame Throwers. He ran around the corner and was flanked by two combi rifle Alguiciles. They managed to get four hits on the wounded tag, and he failed two more armour saves, finally ending his reign of terror. In return, he flamed the two heroic Alguiciles to death.

Really fun game, I ended up winning 6-0. I think my opponent should have just started out with his Sphinx, and left the Unidron link for ARO duty. Potentially minus 12 to his against his murder TAG would have been (and was) much scarier than some linked Unidrons. When he started feeding orders to the Sphinx he got some work done. I think he learned to use his TAG first next time. When you've got so many points in one basket, you gotta make the most of it. And you do that by feeding it as many orders as you can, and then turtling up to protect your investment with a few remaining orders. I would have put him in supression fire instead of recamoing personally. -6 from TO, -3 from SF, and -3 from Cover is a good start. Especially if you move him somewhere where I can't get it from long distance with an Intruder or whatever.

Good times. Would TAG again.

I did pin my Iguana. I figured the outstretched limbs could use a little support. But TAGs are the only things I've pinned. Never washed my models, just remove the flash, prime them, and get painting.

Pidgin Englishman
Apr 30, 2007

If you shoot
you better hit your mark

Cat Face Joe posted:

Also, Strikezone Wotan? More like Hypezone Wootin!



Personally psyched AF for this campaign. I missed out on the last one said was just learning, but now I've got a solid crew and the need till track up some kills.


As for pining, I haven't found the need to. As long as you wash & score the surfaces and use fresh glue the newer sculpts hold fine. I've taken a Tik and the country this way and dropped many a Bagh mari with minimal breakage.

fuck. marry. t-rex
Jan 23, 2014

Lipstick Apathy

grassy gnoll posted:

I have never pinned a CB model and I have lost count of how many of the drat things I have, even the old fiddly poo poo or the Red Veil Haqq poo poo that made me want to stab myself with my xacto knife. Superglue does fine on this stuff.

Also, if you're going Corregidor, you'll want at least one Mobile Brigada, which are mechanically pretty solid and model-wise extremely sweet; you will also want the Tomcat box, which are pretty solid model-wise, and preposterously good mechanically. They're up there with Interventors in terms of ridiculous specialists that Nomads get.

E: I claim this snipe in the name of shiny Mobile Brigada rear end.


its pretty

Pidgin Englishman
Apr 30, 2007

If you shoot
you better hit your mark
I'm running a 4-round slow grow in a month or so, planning for 2 weekends, then a break, then 2 weekends. It's not as big as a normal slow grow, but when I've done those people seem to burn out pretty quick. That and the break week is a good point for absentees to catch up.

I'm aiming to get some new people in to form a local community - there's a solid city wide one, but it's quite fragmented these days. A local store who stocks some infinity stuff are hosting.

Question for y'all, though - what should the first round be?

Standard - no advanced rules, 150/125pts. It's ok but with TR and camp and msv etc it's a lot to take on for new people.

Simple - as above, but restrictions on troops and weapons. Just have the basics - combi/multi/plain rifle, boarding shotty, hmg, multisniper, chain rifle, flame thrower, spitfire. Add plasma in for any onyx players. Also limit troops to avoid to/camo (a lot of extra rules around handling them) and any of the more complex skills (eg, gazis). Essentially just have 6 or so units for each army that's 'approved' for round 1 so it's easier to pick up, and there's no one bringing hac-tao/kuang shi/TR bot combos on day 1.

Any other ideas? The game is complex, but the first round can definitely be made easier imo.

Pierzak
Oct 30, 2010

with a rebel yell she QQd posted:

And the list:

Yu-Jing :china::hf::japan:
Asuka Kisaragi & Aragoto Senkenbutai Jun-I
Domaru Butai - Boarding Shotgun, AO CCW
Mech-Engineer - Engineer
Celestial guard - Combi rifle, Kuang Shi Control Device
Ninja - Multi Sniper Rifle
Dragon Lady civilian

Nomads :tutbutt:
Widcats - Heavy Rocket Launcher
Cassandra Kusanagi
Daktaris 2
Reverend Custodiers - Hacker, Boarding Shotgun
Riot Grrls - Spitfire
Riot Grrls - Combi Rifle, Boarding Shotgun, MULTI Rifle, Combi Rifle
Moderators from Bakunin - Combi rifle, Combi rifle + Marker
Hellcats - HMG

Aleph :roboluv:
Aleph Starter Pack
- Deva Func. Combi Rifle, Nanopulser
- Asuras Multie Rifle, Nanopulser
- Nagas, Hacker
- Dakini Tactobots - Combi rifle x3
Dactyls - Engineer
Dasyus - Hacker
Penthesilea, Amazon Warrioress - Monofilament CCW

Mercs :hist101:
Authorized Bounty Hunter - Boarding shotgun
K, I'm back home and with access to offline gallery of tiny CB metalbabes. Here we go, missing girl stuff, assuming you're gonna buy Red Veil and Corregidor starter:

* - quality may vary
** - um, you better look at her before you buy
! - merc not ITS-legal in your factions

:china:
*OOP Shaolin Monk (headstand)
*Daofei HMG
Hac Tao ML
Keisotsu combi, LGL
Aragoto combi (I think)
Karakuri (fembots)
Kempei combi (only viable in JSA)
Celestial Guard BS (old), combi/pistol (new), sniper
Shinobu Kitsune
Haramaki (2 from the box)
Tokusetsu Doctor (now in box only, but used to be sold in blister for a month or two when the box was introduced)
*OOP Tiger Soldier BS
** OOP Ko Dali (Tiger Soldier Edition, now used as a combi Tiger proxy)
Yuriko Oda (Dire Foes)
**OOP Invincible multi (unit discontinued but good proxies for Zuyongs)

:anarchists:
Interventor (old and new)
**Szalamandra pilot
Lizard pilot (Bootleg)
Morlock (2 new and 1 OOP)
**Zoe
Cattari
Chimera from Uberfurrykommando
Moderators: 1 OOP, 3 new
Zero combi/EMauler
*Rev. Moira (1 OOP, 4 in box, 1 new)
*Carlota Kowalsky
Rev. Custodier (srsly, get the marker version)
Tomcat Engineer & **Zondcat
Alguacil: Old HMG, Old sniper, *new LGL, *new HMG, **old combi
*Mobile Brigada: ML, hacker
**Securitate combi
OOP Hellcat combi
Lupe Balboa (Dire Foes)

:awesomelon:
Naga sniper
Marut (fembot)
Asura spitfire
Myrmidon Officer
Posthumans (old box)
Deva (from Devabox)
Chandra Spec-Ops
Penthesilea (Bootleg) (so much better)
Myrmidon hacker (from the Steel Phallus box)
Sophotect
Yudbot (fembot)
Atalanta
Nesaie Alke
Scylla

:signings:
Auth. Bounty Hunter sniper (OOP and very rare; exists in a lovely motorcycle BS variant that can be converted into useful stuff)
Valerya Gromoz
new Avicenna (well, he's got a female body :v:)
Cordelia (with Scarface)
Miranda Ashcroft (old and new)
!CCW Yuan Yuan
!CSU
various civilians from Dire Foes boxes
GoGo Marlene (OOP and rare but good proxy for fem-Warcor)

Also, get the LGL Hunzakut to paint, thank me later :v:

Pierzak fucked around with this message at 03:50 on Apr 5, 2017

Not a viking
Aug 2, 2008

Feels like I just got laid

Pidgin Englishman posted:

I'm running a 4-round slow grow in a month or so, planning for 2 weekends, then a break, then 2 weekends. It's not as big as a normal slow grow, but when I've done those people seem to burn out pretty quick. That and the break week is a good point for absentees to catch up.

I'm aiming to get some new people in to form a local community - there's a solid city wide one, but it's quite fragmented these days. A local store who stocks some infinity stuff are hosting.

Question for y'all, though - what should the first round be?

Standard - no advanced rules, 150/125pts. It's ok but with TR and camp and msv etc it's a lot to take on for new people.

Simple - as above, but restrictions on troops and weapons. Just have the basics - combi/multi/plain rifle, boarding shotty, hmg, multisniper, chain rifle, flame thrower, spitfire. Add plasma in for any onyx players. Also limit troops to avoid to/camo (a lot of extra rules around handling them) and any of the more complex skills (eg, gazis). Essentially just have 6 or so units for each army that's 'approved' for round 1 so it's easier to pick up, and there's no one bringing hac-tao/kuang shi/TR bot combos on day 1.

Any other ideas? The game is complex, but the first round can definitely be made easier imo.

No hacking the first few turns.

Listen to the (second?) last episode of MayaCast, they were discussing how to do the escalation league better than the official ITS one.

Pidgin Englishman
Apr 30, 2007

If you shoot
you better hit your mark
Cheers, I'll give it a listen.

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
I tried this before, but didn't get any feedback - how does this list look for a generic ITS list? We have a league starting up at my club soon, and this is what I intend to get painted up.

300 points better
──────────────────────────────────────────────────

GROUP 1 8 1
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges + 1 Zondcat / Pistol, Knife. (0 | 26)
ZONDCAT Electric Pulse. (4)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)

GROUP 2 3
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
REAKTION ZOND HMG / Electric Pulse. (1 | 26)

6 SWC | 300 Points

Open in Infinity Army

I modified it from my last one by dropping a Minelayer Zero to get the Moran. I figure the Moran will act in roughly the same way by using the Koalas as a speed bump, but it also means I've got a Repeater and Specialist half way up the board.

I'm tempted to get a Gecko or SWAST to swap in here and there, depending on the mission.

Sir Teabag
Oct 26, 2007
Depends on the mission and the opponent really.

Looks like you've got some good deterents to LI with the Koala's and some good board control versus REMs and HI with your repeater network. No doctor/paramedic for potential classifieds/objectives. SO maybe switch the Alguacile FO for a paramedic? Those REMs have repeaters, eh? I can't remember if they do or not, if they do then the FO with repeater isn't needed at all, because you'll have massive repeater coverage already.

You may have some trouble with certain direct action missions because you don't have too many high Dam weapons, but your hacking will probably let you deal with tough opponents in other ways. Looks like a fun list, let us know how it goes!

E: It would be totally loving mean to swap that prowler out for a Sin Eater HMG.

Sir Teabag fucked around with this message at 16:21 on Apr 5, 2017

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Thank you. The secret is use the Vallejo metallics, because that stuff is basically bottled voodoo.

Pierzak posted:

Also, get the LGL Hunzakut to paint, thank me later :v:

Can confirm, the Hunzakutie is a great model. I use mine as a Foxtrot.

Flipswitch
Mar 30, 2010


Hunzakutie is a great name, I use mine for a role play group. It's a really nice model.

Under 15
Jan 6, 2005

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

glitchkrieg posted:

I tried this before, but didn't get any feedback - how does this list look for a generic ITS list? We have a league starting up at my club soon, and this is what I intend to get painted up.

300 points better
──────────────────────────────────────────────────

GROUP 1 8 1
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges + 1 Zondcat / Pistol, Knife. (0 | 26)
ZONDCAT Electric Pulse. (4)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)

GROUP 2 3
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
REAKTION ZOND HMG / Electric Pulse. (1 | 26)

6 SWC | 300 Points

Open in Infinity Army

I modified it from my last one by dropping a Minelayer Zero to get the Moran. I figure the Moran will act in roughly the same way by using the Koalas as a speed bump, but it also means I've got a Repeater and Specialist half way up the board.

I'm tempted to get a Gecko or SWAST to swap in here and there, depending on the mission.

I'd drop the Riot Girl in favor of a Sin-eater... you have enough specialists and mid-range coverage. You're lacking reactive turn firepower, which ups the chances of somebody's rambo piece coming in and loving you up.

You have some problems with redundancy, which can be a big deal when your order pool is small like yours. If you go first (and you want to go first, because of the reactive turn firepower issue) you're going to have only six orders to split between the prowler and the intruder, which isn't enough - they are both MI that really need to be well positioned and tucked in safely when they're done. This means you'll really only be able to use one of them a turn... I'd consider cutting one of the two, and spending the SWC on the Sin Eater and the points on more orders.

The moran and the zero also do the same thing, but it's no issue if a zero cheerleads for 90% of the game. The intruder/prowler is a different story.

Sir Teabag
Oct 26, 2007
Here's a few changes based on what Under 15 and I said.

300 points better
──────────────────────────────────────────────────

GROUP 1 8 1
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
MOBILE BRIGADA Boarding Shotgun / Pistol, Knife. (0 | 33)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges + 1 Zondcat / Pistol, Knife. (0 | 26)
ZONDCAT Electric Pulse. (4)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)

GROUP 2 3
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
SIN-EATER HMG / Pistol, CCW. (2 | 33)
REAKTION ZOND HMG / Electric Pulse. (1 | 26)

6 SWC | 300 Points

Open in Infinity Army


I added a Mobile Brigada instead of the Riot girl because Boarding shotguns are fuckin' sweet. As is Arm4.

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
Cheers for the feedback! I probably should have added that the list was built around what I've got, with minimal new purchases, as I'm trying to avoid buying more until I've got more painted. I've only played 200 points games so far, 300 points is unknown territory for me.

Sir Teabag posted:

No doctor/paramedic for potential classifieds/objectives. SO maybe switch the Alguacile FO for a paramedic?

I really don't know the ITS missions very well, but if the mission needs it, that'd be an easy swap - especially as the Moran can handle FO duties if needs be.

Sir Teabag posted:

Those REMs have repeaters, eh? I can't remember if they do or not, if they do then the FO with repeater isn't needed at all, because you'll have massive repeater coverage already.

The Lunokhod does, the TR doesn't.

quote:

E: It would be totally loving mean to swap that prowler out for a Sin Eater HMG.

Under 15 posted:

I'd drop the Riot Girl in favor of a Sin-eater... you have enough specialists and mid-range coverage. You're lacking reactive turn firepower, which ups the chances of somebody's rambo piece coming in and loving you up.

Are they better than a TR? I could take another TR and have points left over for a Zond or something for the Daktari.

quote:

You have some problems with redundancy, which can be a big deal when your order pool is small like yours. If you go first (and you want to go first, because of the reactive turn firepower issue) you're going to have only six orders to split between the prowler and the intruder, which isn't enough - they are both MI that really need to be well positioned and tucked in safely when they're done. This means you'll really only be able to use one of them a turn... I'd consider cutting one of the two, and spending the SWC on the Sin Eater and the points on more orders.

Does the Prowler's Infiltration negate the positioning issue enough?

quote:

The moran and the zero also do the same thing, but it's no issue if a zero cheerleads for 90% of the game. The intruder/prowler is a different story.

I originally went double Minelayer Zero because I had a lot of fun with throwing down 4 camo tokens in the midfield as speed bumps, but this was at 200 points.

Sir Teabag
Oct 26, 2007
Well you've got a really solid core to build around in that case. Everything I said was just minor tweaks, and really depend on your play style. 300 points is fun, the thing I like about it is that you can fit quite a bit in, but you'll still struggle to fit in everything you want. The advantage with ITS is that you know the mission you're playing before you play it. So swapping a paramedic in for an FO is trivial and you'll always know if you want to do it or not. Just don't use the paramedic for actually healing your dudes, unless you like to live dangerously haha.

So you'll want to keep someone near your TR bot to give them assisted fire for that sweet, sweet Marksmanship Lvl 2. But your TR bot probably wasn't going to be moving very far up the board anyway. With your list you've got massive board control with all the mines, koalas and the TR bot already. Throw on a suppression fire or two and you'll lock things up really nicely.

The choice between Prowler, Intruder, and Sin-Easter really comes down to order efficiency as they all have slightly different roles. They're all MI so move 4-2, though the prowler does have infiltration and so starts up the board. As you know with the Intruder, MSV2 plus camo and smoke make him the worst thing in the world for your opponent to deal with. Plus he can hunt your opponents camo/TO/ODD as if it were nothing. Though he starts in your DZ and has to walk six inches at a time (maximum) up the board if you want to push his position up. The prowler lets you start further up in a striking position, but trades the MSV2 for this. So you're not as effective for hunting camo/TO/ODD and you're going to be closer to your opponents good ranges for their close quarter fighters. They often have template weapons to negate your camo. Sin-eaters have Neurocinetics, so their burst is reversed; shooting once in your active turn and 4 times (with an HMG) in the reactive turn. They also have mimetism and are religious, so they are harder to hit and hard to move.

So they all fill slightly different rolls, with differing strengths and weaknesses. It really comes down to your play style, the mission and your opponent.

You seem to play like I do, which is set a ton of traps for your opponent to kill themselves with. Personally, I have a hard time leaving the intruder at home, but I also have a Sin-eater who has done some serious work (and board denial when my opponent decides to leave him alone). Maybe try proxying him once or twice while you paint the rest of your guys up. Your Lunkohod is a really good striking piece that I think covers the range bands and speed of the Prowler, so for me, he would be the easiest MI to drop from a list.

But as I said, you've got a solid core for Vanilla Nomads. No wrong choices either way. Just pick what works best for the strengths of your play style and give it a go.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
It's also worth considering your playing field. I dunno if you've been running 200 pt games on a 4x4 table, but changing the play area makes for a vastly different game.

I've been playing a lot of games with the Recon ruleset lately, which uses the mats from the cardboard scenery packs - they're about 24x34". Infiltration is nowhere near as useful as it is on the big board, and there's basically no circumstance you'd want to take an HMG over a Spitfire, for instance.

PS Recon is pretty fun, and a hell of a lot better than the regular escalation rules for new players.

Sir Teabag
Oct 26, 2007
:agreed:

I like to play recon once in a while just to change things up. Usually play on a 3x3 surface though. It's just easier for me to math where the objective should be and so on.

Recon is an excellent teaching tool, and a nice break from the "full game". Infinity plays pretty fast for my friends and I, but being able to set up, tear down and play two games in 2.5 hours or so is awesome.

Under 15
Jan 6, 2005

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

glitchkrieg posted:

Are they better than a TR? I could take another TR and have points left over for a Zond or something for the Daktari.

Sin eaters are way harder to deal with than TR bots. Most people, as a rule, bring something in their list to deal with TR bots because they are so common... the usual suspects are a camo striker of some sort who stacks -9 or -12 to hit, or a sniper with mimetism who outranges it. These things don't work so well against a 13 BS guy with mimetism who is basically always going to be in cover and have a range bonus.

That said, the nomad TR bot is great because it has climbing plus. You can put the sin eater on serious overwatch duty, then put the TR bot in a secondary spot. If that spot dries up, climb down and start attacking. With assisted fire it does really well, and while it's easy to disable it's order-intensive to actually take off the board.

quote:

Does the Prowler's Infiltration negate the positioning issue enough?

Infiltrating helps him get started, but ending the turn safely is a different story. The prowler is super vulnerable to getting outflanked and rushed down, so you wind up investing a lot in terms of re-camoing, running away, and suppression fire. Choosing between him and the Intruder is a style choice. The intruder is for sure the better model, but he has mobility problems and can be hosed over by the lay of the board pretty easily.

quote:

I originally went double Minelayer Zero because I had a lot of fun with throwing down 4 camo tokens in the midfield as speed bumps, but this was at 200 points

I mostly thought about it because you have four infiltrators (bandit moran zero prowler) and one AD (tomcat), so you kind of run out of good spots to put them. The moran and the zero are nbd because they provide an order and have lots of utility just standing around. The prowler and the bandit, though...

with a rebel yell she QQd
Jan 18, 2007

Villain


So I spent the some of my free time the past week assembling all the crap I bought. Its sure taking time but its oddly relaxing.... Apart from the parts where I have to somehow glue on 2 arms aligned so that the gun fits in properly.
How on earth are you supposed to do that? Is there some trick I'm missing? I dry fit, blutac fit, scrape and chisel, and when I get to gluing it turns into a 30+ minute process of realigning arms and cursing, sometimes even an acetone wash and restart.
Worst offender has been the lower pair of arms of Maruts, and I really love this figure but I was sitting with it until 2am trying to get the arms, gun and shoulderpad to get into the desired position. (And if had any stray thought of painting first gluing second, they were long gone by the time I finished with it.)

But yeah, Red Veil arrived and got some more figures (courtesy of my wife), so the collection grew slightly. Still a lot of stuff to clean and assemble; about 10 blisters, 2-3 boxes and all of Red Veil with some extra Yuan Yaun guy.
I want to try painting one figure on this weekend and see how it turns out, but first need to finish my current project, chaos blood bowl team.

Ps: I never been a big mecha fan apart from mechwarrior but I fell in love with the Maruts (is it Marut for one or Maruts anyway?) in an instant. Such an amazing model. :roboluv:

Pierzak
Oct 30, 2010

with a rebel yell she QQd posted:

So I spent the some of my free time the past week assembling all the crap I bought. Its sure taking time but its oddly relaxing.... Apart from the parts where I have to somehow glue on 2 arms aligned so that the gun fits in properly.
How on earth are you supposed to do that? Is there some trick I'm missing? I dry fit, blutac fit, scrape and chisel, and when I get to gluing it turns into a 30+ minute process of realigning arms and cursing, sometimes even an acetone wash and restart.
You mean the previous-generation models without the square connectors? Either pin them or glue the off-hand while dry-fitting the weapon, and glue the weapon arm later. Trying to do both at the same time is masochism.

And it's Marut.

Sir Teabag
Oct 26, 2007

with a rebel yell she QQd posted:

But yeah, Red Veil arrived and got some more figures (courtesy of my wife), so the collection grew slightly. Still a lot of stuff to clean and assemble; about 10 blisters, 2-3 boxes and all of Red Veil with some extra Yuan Yaun guy.
I want to try painting one figure on this weekend and see how it turns out, but first need to finish my current project, chaos blood bowl team.

Ps: I never been a big mecha fan apart from mechwarrior but I fell in love with the Maruts (is it Marut for one or Maruts anyway?) in an instant. Such an amazing model. :roboluv:

Marut is a great model, and a beast on the battlefield. The one time I faced it managed to put a few wounds on it due to some luck, and Sixth Sense Level 2 on my Grunt link team. My only solution was to use my Devil Dog team to hunt down his post humans, and an airborne ranger to take out the Netrods that had all scattered together on the edge that I was parachuting in on.

Really fun match up.

I find Infinity models kind of paint themselves. If you're any good at edge highlighting, or if you can do a decent blend you'll be done in no time.

Pierzak posted:

You mean the previous-generation models without the square connectors? Either pin them or glue the off-hand while dry-fitting the weapon, and glue the weapon arm later. Trying to do both at the same time is masochism.

And it's Marut.

Yeah, but I like to live dangerously.

with a rebel yell she QQd
Jan 18, 2007

Villain


Pierzak posted:

You mean the previous-generation models without the square connectors? Either pin them or glue the off-hand while dry-fitting the weapon, and glue the weapon arm later. Trying to do both at the same time is masochism.

These are round pegs yeah. My main issue is not with the off-hand+weapon hand setup, but the off-hand+weapon hand+weapon setup, where I have to align 3 pieces. Drives me nuts.

Right now I'm thinking how to base these minis. As mostly I deal with Blood Bowl, making the bases represent different pitches is not an issue. But I have zero experience with creating sci-fi cityscape bases. Time for some google research.

Pierzak
Oct 30, 2010

with a rebel yell she QQd posted:

These are round pegs yeah. My main issue is not with the off-hand+weapon hand setup, but the off-hand+weapon hand+weapon setup, where I have to align 3 pieces. Drives me nuts.
What the gently caress. Examples?

quote:

Right now I'm thinking how to base these minis. As mostly I deal with Blood Bowl, making the bases represent different pitches is not an issue. But I have zero experience with creating sci-fi cityscape bases. Time for some google research.
Your new friends: 1mm plasticard, printed plasticard (the "sheet metal walkways" pattern, if you can get it for a decent price), plastic tubes (do NOT use straws, I'm thinking old pen parts etc.), cables from random electronic poo poo, Dremel with buzzsaw (actual saw not just disc grinder) and sanding bits.

Example (from the old thread):



Sweet rust effect that's very easy to do by poking the edge with a bit of sponge wet with brown paint:


Also, you might wanna try actual old printed circuit boards for a "fighting inside a supercomputer" look for Aleph (hence the dremel bits; if you go this way, remember to paint it, bases don't look good with unpainted bits and surprisingly many people leave them).

Saw
Aug 19, 2005


I am loosing my patience after seeing your big size boobs and having a wish to suck them for atleast one hour then t
Ugh. I finally finished assembling the arms of the "titty sniper" from Red Veil. I don't know what Corvus Belli was thinking with having that model in an introductory set. I've got years of experience assembling miniatures, and that model caused me more frustration than I can recall from anything I've ever done. I could see someone without much experience being turned off from the hobby altogether trying to get her arms on. I ended up gluing the right weapon arm in the position it wants to naturally align with, then using greenstuff to fill the gap in the left arm's shoulder as so many others have had to as well. At first glance, everything looks OK, but if you pay close attention, it looks like her left shoulder is dislocated.

IMHO, Yu Jing and Haqqislam have the best looking models - so Red Veil was an awesome purchase for me. I'm glad I'm over the hump of assembling that one.

Flipswitch
Mar 30, 2010


There tends to always be one shitfuck model to build for each set, the Hexas Spitfire was the nightmare one for me with the connect two arms together bullshit. I hated it.

Anyone played much with the Overdrons? I really like the twin rocket load out, it's brutal.

Also best iPad army builder? My phone melted down from the inside while on travels and I've only got my girlfriends iPad until I return home.

Not a viking
Aug 2, 2008

Feels like I just got laid

Flipswitch posted:

There tends to always be one shitfuck model to build for each set, the Hexas Spitfire was the nightmare one for me with the connect two arms together bullshit. I hated it.

Anyone played much with the Overdrons? I really like the twin rocket load out, it's brutal.

Also best iPad army builder? My phone melted down from the inside while on travels and I've only got my girlfriends iPad until I return home.

MayaNet hands down. I just ordered the Overdron myself. Gonna run a Overdron+Sphinx list when I finish it :black101:

Korgan
Feb 14, 2012


Saw posted:

Ugh. I finally finished assembling the arms of the "titty sniper" from Red Veil. I don't know what Corvus Belli was thinking with having that model in an introductory set. I've got years of experience assembling miniatures, and that model caused me more frustration than I can recall from anything I've ever done. I could see someone without much experience being turned off from the hobby altogether trying to get her arms on. I ended up gluing the right weapon arm in the position it wants to naturally align with, then using greenstuff to fill the gap in the left arm's shoulder as so many others have had to as well. At first glance, everything looks OK, but if you pay close attention, it looks like her left shoulder is dislocated.

IMHO, Yu Jing and Haqqislam have the best looking models - so Red Veil was an awesome purchase for me. I'm glad I'm over the hump of assembling that one.

The tuareg sniper is the single worst model I've ever put together, and that includes an old metal killa kan that was so deformed the chassis halves wouldn't fit together. Rest of the set are great though.

fuck. marry. t-rex
Jan 23, 2014

Lipstick Apathy
:eyepop:

Tentacle Party
Jul 2, 2003

(breathing intensifies)
That's Paint Vagrants zero yeah?

Pierzak
Oct 30, 2010

Tentacle Party posted:

That's Paint Vagrants zero yeah?
I think so, I grabbed it from the previous thread.

Tentacle Party
Jul 2, 2003

(breathing intensifies)
That bastard started me on Infinity, it's all his fault I'm poor!

I still love his colourful clean style.

Flipswitch
Mar 30, 2010


And his Crime committed he fled the thread

Sir Teabag
Oct 26, 2007
Really excited to try these Marauders, but I also want to try and fit in an Unknown Ranger to interact with Van Zant for Executive Order and Chain of Command synergy. Not sure how to find 41 points out of this list.

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

GROUP 1 9 1 2
112 Light Shotgun / Pistol, CCW. (0 | 12)
GRUNT Rifle / Pistol, Knife. (0 | 10)
GRUNT Rifle / Pistol, Knife. (0 | 10)
GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10)
GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
GRUNT HMG / Pistol, Knife. (1 | 21)
MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19)
VAN ZANT (Executive Order) AP Rifle / Heavy Pistol, AP CCW. (0 | 39)
DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30)
K-9 ANTIPODE AP CCW. (7)
GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)

GROUP 2 5 1 1
MARAUDER (Fireteam: Haris) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (1 | 22)
MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
MARAUDER Boarding Shotgun, Antipersonnel Mines / Heavy Pistol, Knife. (0 | 22)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19)
DESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13)

6 SWC | 300 Points

Open in Infinity Army

We're just going to be rolling up a 20X20 mission, so specialists are more or less just in case they'll provide a bonus. I'll have a lot of defensive fire power with the Marauders and Grunts. I have the foxtrots with the marauders so that I can get them to the middle of the board and poop out mines. I think I'm playing against combined army. So Plasma is a BIG concern of mine. But the hope is to get some smoke up board, have Van Zant walk in and then go to town. I'll try and position my link teams to cover approaches to Van Zant so he is relatively secure in my ARO turn.

Unknown Ranger seems cool. He reminds me of Veteran Kazakhs in a lot of ways. It's difficult to find 41 or 47 points for one morel in USAriadna though. Everything is so cheap and relatively durable that swapping out multiple models for one model becomes a really tough task.

with a rebel yell she QQd
Jan 18, 2007

Villain


So finally I had an hour to sit down and paint for a bit. Decided not to go for any of the ladies first but try to establish a colourscheme and as practice grabbed the Tactbots.
I wanted to do something darker than the official colours for Aleph, having 90s PCs in mind or maybe eggshells.

As visible on the image below it turned out much darker, more of a sand camo, and I'm not sure I like it. Will try to lighten it up tomorrow see where we get.


Tell me what ya think.

(Please note the above miniature is WIP, ignore such things as the face or small details, just threw black grey and some some bone colours up there with highlights to get a base idea for colour scheme.)

Signal
Dec 10, 2005

I actually kinda like the dark sand color, but I think you're right about missing the "beige-box" aesthetic. Maybe keep the current color for the shaded panels, and build up from there?

Pierzak
Oct 30, 2010

with a rebel yell she QQd posted:

So finally I had an hour to sit down and paint for a bit. Decided not to go for any of the ladies first but try to establish a colourscheme and as practice grabbed the Tactbots.
I wanted to do something darker than the official colours for Aleph, having 90s PCs in mind or maybe eggshells.

As visible on the image below it turned out much darker, more of a sand camo, and I'm not sure I like it. Will try to lighten it up tomorrow see where we get.


Tell me what ya think.

(Please note the above miniature is WIP, ignore such things as the face or small details, just threw black grey and some some bone colours up there with highlights to get a base idea for colour scheme.)

Thanks for testing my camo base color :v:
Looks good, could use some digital camo patterns since Dakinis have mimetism. Any plans for markings/lights?

Flipswitch
Mar 30, 2010


The colour choice is really nice, just do some detailing like Pz recommended and it'll help it pop. :)

Sir Teabag
Oct 26, 2007

Sir Teabag posted:

We're just going to be rolling up a 20X20 mission, so specialists are more or less just in case they'll provide a bonus. I'll have a lot of defensive fire power with the Marauders and Grunts. I have the foxtrots with the marauders so that I can get them to the middle of the board and poop out mines. I think I'm playing against combined army. So Plasma is a BIG concern of mine. But the hope is to get some smoke up board, have Van Zant walk in and then go to town. I'll try and position my link teams to cover approaches to Van Zant so he is relatively secure in my ARO turn.

Unknown Ranger seems cool. He reminds me of Veteran Kazakhs in a lot of ways. It's difficult to find 41 or 47 points for one morel in USAriadna though. Everything is so cheap and relatively durable that swapping out multiple models for one model becomes a really tough task.

So I played that game tonight. My opponent had a really tough Onyx list. Three hackers, one of which was an EVO. Total reaction HMG, five man unidron link. Imetrons, Umbra Legate and a Nexus hacker/lt. I went first and it started to go pear shaped real quick. All my impetuous units died without getting me a single smoke grenade off. I was counting on at least one so I could safely maneuver my Marauders out to a good defensive position. He also revealed a Malignos as my Foxtrot was stuck out in between cover, on the way to surprise shot his total reaction drone. So that plan went sideways real quick too. I position some grunts in a strong defensive postion on my left, but my right flank is all either dead or compromised. He's killed three or four models on my turn at this point.

His turn, he slaps marksmanship lvl2 on his TR bot and starts going to town. I manage to put it down twice with my grunts, but he's got a slave drone picking it back up. He eventually guns down two grunts, and runs one (my LT.) into total cover.

Things are looking hairy for me, so I move my remaining order into on pool (giving up the possibility of Dr. FireAxe resurrecting any grunts) and bring in Van Zant. :love:

I then proceed to spend 9 orders on Van Zant and just totally demolish his right flank. An Umbra Legate, caught out in the open. The TR bought, in it's bad range with no cover. Dr. Worm, out gunned. I round the corner and take out a Nexus in CC. Then slide back into cover, shooting the evo drone in the back just for kicks. I put him in suppression fire and wait.

My opponent can't do a hell of a lot in LoL. He converts two orders to regular and moves his link team into a position to make a last mad dash for the objectives.

I use my last turn to get Dr. Fireaxe into position to score an objective. And then use my remaining foxtrot to poop mines all over the middle of the battle field. I try and attack the link team with a Marauder HRL, but get shot down. And the one guy I hit passed his armour save. Van Zant uses the remaining orders to challenge the link team, but is out gunned after two rounds of shooting. It's not my opponents turn to try and steal victory.

My opponent has to take out a sniper and a maverick so that he can make a dash for the objective. He beats my smoke, with a Unidron Missle launcher and catches both of my units in the blast. Next up - he's got to run across the mine field. He moves his malignos out to shoot my foxtrot and detonate one of her mines. We both miss our shots, but the Malignos dies to the mine. The Unidrons, sensing the mine is clear, begin their mad dash. The Foxtrot feebly tries to stop them, but her streak of missing at close range with a boarding shotgun continues and she eats a missile.

Now my opponent needs to kill my grunts, and kill Dr. FireAxe. It's going to be impossible, because the grunts are prone and on two levels of a building. He does manage to take out my Grunt with HMG. Then tries to get into the room with Dr. FireAxe to at least contest that. He needs to move-move and survive the ARO to contest this objective. But the good Dr. takes a swig of his vodka, steadies his light shotgun, and blows the head off that alien mother fucker.

Fuckin' Van Zant though.

My opponent knows what's up with Van Zant though, so I'm going to use him sparingly. Next up will be The Unknown Ranger, with some Traktor Muls and a forward observing Airborne Ranger to guide them. I'd like to try and get some decent mileage out of the Marauders, but I don't know if I want to use a full link team to do it. They're slightly better than grunts, and dogged is a really useful ability, but the do cost significantly more so I'm not sure if I'd commit to that.

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dexefiend
Apr 25, 2003

THE GOGGLES DO NOTHING!
Best part of Marauders is that Heavy Rocket Launcher with MSV1. Its soooo good to turn off TO and ODD.

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