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I... really like those minis. A lot.
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# ? Jun 28, 2017 19:07 |
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# ? Jun 1, 2024 05:59 |
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Calde posted:I didn't see this posted yet, but we've gotten a Meet The Character preview for Ariesta: Cat Face Joe posted:uhhh they're gonna make infinity profiles for every single one of these characters aren't they
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# ? Jun 28, 2017 19:22 |
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They drat well better. I'm curious as to if Aristeia! will come with plastic minis and if it'll affect their main game minis somehow. I think it'll be board game plastic, but they'll release metal versions as well for Infinity. I really hope they don't have metal minis in the game, or else only Infinity players will buy it.
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# ? Jun 28, 2017 19:57 |
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Not a viking posted:They drat well better. Why. There's too many mercs as it is.
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# ? Jun 28, 2017 19:59 |
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So they can launch the new Aristeian Merc faction without needing new sculpts in the next book.
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# ? Jun 28, 2017 20:05 |
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Cat Face Joe posted:Why. There's too many mercs as it is. None available to Combined Army players!
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# ? Jun 28, 2017 20:07 |
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Baron Snow posted:So they can launch the new Aristeian Merc faction without needing new sculpts in the next book. That probably won't be the case since they just released Mushashi and Lunah sculpts and there's new ones specifically for Ariesta. Flipswitch posted:12 new merc profiles man! ITS Season 9: In an effort to drum up support for ARE TROOPS your favorite Ariesta! personalities are joining the front lines and will be available to all armies*! *"all armies" does not include the Combined Army
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# ? Jun 28, 2017 20:13 |
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i like floaty arm lady, that is extremely my scifi jam
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# ? Jun 28, 2017 21:26 |
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Cat Face Joe posted:That probably won't be the case since they just released Mushashi and Lunah sculpts and there's new ones specifically for Ariesta. He shall be known as Brave Fencer Musashi!
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# ? Jun 28, 2017 21:50 |
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Most of them seem like they'd fit in with a specific faction well enough. I think doing that would dilute faction identity a lot less than making them mercs for everyone.
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# ? Jun 28, 2017 21:57 |
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Flipswitch posted:12 new merc profiles man! Good, I didn't want to use crummy, dirty humans anyways.
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# ? Jun 28, 2017 23:15 |
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I dunno, that one Aristeia! mini looks an awful lot like Ko Dali
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# ? Jun 28, 2017 23:31 |
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Not a viking posted:I dunno, that one Aristeia! mini looks an awful lot like Ko Dali
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# ? Jun 29, 2017 01:04 |
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BlackIronHeart posted:Good, I didn't want to use crummy, dirty humans anyways. But what about when they all are Speculo Killers?
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# ? Jun 29, 2017 11:27 |
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Cross post from oath thread:Signal posted:Oath Complete! Gotta get this backlog done!
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# ? Jun 29, 2017 16:57 |
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Signal posted:Cross post from oath thread: Dang, son, I didn't think you'd manage all those. I super dig your Haqq color scheme. The white against the black-and-brown really pops.
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# ? Jun 29, 2017 19:40 |
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Love the Stingrays mate, well done. Managed to field Overdron tonight, good TAG!
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# ? Jun 29, 2017 23:20 |
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If you dig back in this thread about a year, year and a half ago I wrote up a post where I basically lay out everything that I think is wrong with USAriadna. Now that they have nearly all of their options, and I have a lot more experience under my belt using their range of units I just want to point out how wrong I was. They are a very solid force. Not so elite that they will outgun their opponents with shooting, but not so expensive that you can't just throw bodies at the objectives and hope someone makes it. They have a lot of great synergies within their lists that make their units better. They strip away all the skills that you don't need, so you end up with bare bone troopers that are useful for one thing. If you play those units to their strengths you'll be good to go. Add in the hammer and anvil of the Unknown Ranger and Van Zant and you have a very mean combination. This is very different from say, Vanilla Ariadna, Nomads, or even Yu Jing (the only other factions I really have experience playing) where you have units that are tool boxy, and can fulfill multiple roles in a pinch. USAriadna also has a very (imo) defensive play style. I like to think of it as slowly moving forward and asserting your board control. The amount of template weapons you can throw out is obscene. You want to push your forces up into the middle of the board and just live there. You've got a bunch of slower troops that will make it there turn two; supported by a bunch of lunatics on bikes, or Dog-Warriors that will run up for a distracting opening volley. If your opponent doesn't take care of your impetuous troops they are going to take a beating. If they focus too much on them, you'll have your solid link teams dug-in, in their face. All this with the constant threat of Van Zant shooting them in the back.
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# ? Jun 30, 2017 03:03 |
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Flipswitch posted:Love the Stingrays mate, well done. The overdron is my favourite onyx thing. It's dependable as hell, and all the loadouts are good. Though it's hard to go past the hrmc for pure offensive punch.
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# ? Jun 30, 2017 03:43 |
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So since I've missed some of the fluff between now and the last time I played, what exactly is the Onyx Contact Force?
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# ? Jun 30, 2017 03:59 |
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The Combined Army's diplomatic corps, specializing in first contact. With space vampires, kill bots, linkteam-able tag killbots, artillary killbots, angry jumpy space apes, and only the finest space chameleon assassins. Usual interaction consists of their arrival, offering the new recruits a chance for glory and a place in the great, vast empire, and blowing up something expensive and powerful to illustrate the drawbacks of declining. I think they're the ones who blew up a planet in the Morat's empire. It's a new sectorial for combined, very good at hacking and tends to have a low model count. Primary infantry are the Unidron Batroids, linkable silhouette 2 remotes, although they can use Rodoks for a more aggressive core fireteam. Leadership is almost always painfully obvious; the Nexus Operative (proxy; no model yet) or the Umbra are usually it, unless you want to burn SWC for to hide the Lt. Expect a lot of remotes, as they are half the options available to the sectorial. Also Dr Worm, because there are no other engineers or doctors. Good options for forward observers, hackers a-plenty, and fractaa for combat drops, tho. Zalabar fucked around with this message at 04:24 on Jun 30, 2017 |
# ? Jun 30, 2017 04:13 |
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Played four Recon matches this week, with the following list: Corregidor RECON ────────────────────────────────────────────────── 8 MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) INTRUDER Lieutenant Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (0 | 35) WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25) WILDCAT Heavy Rocket Launcher / Assault Pistol, Knife. (2 | 20) WILDCAT Boarding Shotgun, Stun Grenades, Deployable Repeater / Pistol, Knife. (0 | 17) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) 3 SWC | 149 Points Open in Infinity Army My opponent was playing Neoterra, two different lists. Smoke + MSV2 was a cool trick, I guess, but it took way too many orders to get the intruder into position considering how unreliable Damage 13 can be. I can see why the extra burst and damage on the HMG is so popular. Jaguars and the Moran did most of the work, with the Wildcat link being really underwhelming outside the first match where I rambo'd down the field and killed half their force with the boarding shotgun. My opponent got a lot better at deployment after that. The rocket launcher worked fairly well as a psychological piece, closing down a lane uncontested in one match, but the two times she attacked during my turn went catastrophically wrong. Once against a flanked Deva without cover with the assault pistol in the +3 range band, 5 dice vs 1, opponent got a crit. Another time in a ftf with a sniper, which, after running the numbers later, was too risky to waste an order on. Jaguars ended up doing a little bit of everything: protecting the midfield, laying smoke so I could push buttons, stabbing people to death, and even killing a spitfire bulleteer. I think they are my new favorite unit. I really like crazykoalas and an infiltrating specialist is nice to have, but the moran always felt really vulnerable up field alone (luckily my opponent didn't capitalize on this, but I'm pretty sure being reduced to a single specialist early could have decided most of the matches). I'm working on a list for next week, 200 points and I keep eyeing the Senor Massacre and Jaguars fireteam. I was using my Jaguars really aggressively, spending quite a few coordinated orders getting them upfield, and the order efficiency + eclipse grenades + even better melee seems like a steal. Does anyone have any experience with this link?
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# ? Jun 30, 2017 04:58 |
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I made another battle report! This time vs Tohaa. Impersonators are bullshit. But so are symbiomates! https://youtu.be/vMWhMWf6Q_I
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# ? Jun 30, 2017 12:37 |
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KPC_Mammon posted:I'm working on a list for next week, 200 points and I keep eyeing the Senor Massacre and Jaguars fireteam. I was using my Jaguars really aggressively, spending quite a few coordinated orders getting them upfield, and the order efficiency + eclipse grenades + even better melee seems like a steal. Does anyone have any experience with this link? As long as you don't expect the regeneration to trigger and remember the difference between eclipse and smoke, you're right. It's a steal and a half.
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# ? Jun 30, 2017 14:47 |
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Pidgin Englishman posted:The overdron is my favourite onyx thing. It's dependable as hell, and all the loadouts are good. Though it's hard to go past the hrmc for pure offensive punch. I took a Xeodron & a Overdron in the same list and it was brutal while supported with a Unidron fireteam, I might try to cram the HRMC in there but the point swing might just not work. S.J. posted:So since I've missed some of the fluff between now and the last time I played, what exactly is the Onyx Contact Force? Sexy mode CA, Zalabar listed it well, look at the new starter for Combined Army (or the Onyx Box itself) to see how it looks together, it's ace. Absolutely zero access to smoke and really obvious Lts are the biggest weakness it has.
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# ? Jun 30, 2017 15:39 |
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The aren't any android apps for list building/reference are there?
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# ? Jun 30, 2017 15:42 |
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There's an official one Infinity Army. I don't think it's very good though, poor interface.
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# ? Jun 30, 2017 15:44 |
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Flipswitch posted:There's an official one Infinity Army. I don't think it's very good though, poor interface. It's fine.
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# ? Jun 30, 2017 15:51 |
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Is the lack of khd plus tons of remotes an issue for Onyx? How is their infowar?
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# ? Jun 30, 2017 16:00 |
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Info War is pretty decent, Legate has a HD+, EVO Hacker has two extra programs (one fucks up fire teams, it's awesome) and supportware is awesome on remotes. Just don't get their killer hackers get near your EVO who should be hiding near the back anyway, Legate may have some worries, same for Samaritan who has EI Assault. Ikadrons and R-Drones are your repeater net, you don't have any deployable ones to my memory. The Unidrons have a Tinbot 1 option putting them on BTS9 vs hackers, plus you can rock the supportware from your EVO if you're really afraid to put the enemy WIP on -3.Cat Face Joe posted:It's fine.
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# ? Jun 30, 2017 16:47 |
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The official one seems fine to me and I'm brand new.
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# ? Jun 30, 2017 17:02 |
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Flipswitch posted:There's an official one Infinity Army. I don't think it's very good though, poor interface. Oh sick! Couldn't find this for some reason earliet
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# ? Jun 30, 2017 17:55 |
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I just use Army6 on my browser when I'm on my phone. Then I port the list to MayaNet when I have time and use it in my games.
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# ? Jun 30, 2017 18:16 |
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We're in the middle of our Escalation League, and last night was Round 6. Given that the first half of the League games are kill missions, people decided they wanted the free-form missions at the end to have more reliance on objectives and specialists. So we played Cold Sleep. I drew host and fellow Goon selnaric as my opponent. He plays Caledonians. Knowing that the mission is all about controlling the midfield and that Doctors get a bonus to pushing buttons, I went with the following list: Deployment Zones Are For Suckers --------------------------------------------------------------------------------------------------------------------------- GROUP 1 8 2 1 HALQA Doctor Plus (Medikit) Rifle + Light Shotgun / Pistol, Knife. (0 | 19) NASMAT Electric Pulse. (0 | 3) HALQA Lieutenant Rifle + Light Shotgun / Pistol, Knife. (1 | 15) HALQA Rifle + Light Shotgun / Pistol, Knife. (0 | 15) HASSASSIN HUSAM YASBIR (Infiltration, Holoprojector L2) Rifle + Light Shotgun, Nanopulser, Smoke Grenades / Pistol, Viral CCW, Knife. (0 | 34) DJANBAZAN HMG / Pistol, Knife. (1.5 | 35) SHIHAB REMOTE HMG / Electric Pulse. (1 | 25) FIDAY Rifle + Light Shotgun, Antipersonnel Mines, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 31) HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) TUAREG Doctor Plus (MediKit) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 33) MUTTAWI'AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5) GROUP 2 2 1 FARZAN (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 23) HAWWA' Hacker (Assault Hacking Device) Boarding Shotgun, D-Charges / Pistol, Knife. (0.5 | 26) HUNZAKUT (Deployable Repeater) Rifle + Light Grenade Launcher, Antipersonnel Mines / Pistol, Knife. (0.5 | 18) 4.5 SWC | 300 Points Open in Infinity Army I thought that between the Halqa Dr+, Tuareg Dr+, Al'Hawwa hacker, and Hunzakut FO I'd have the pieces to be able threaten the objectives early, and that my camo would make me more survivable to an enemy who has little to no access to MSV. Then he hands me his courtesy list, and it's this poo poo: EVERYONE!!! --------------------------------------------------------------------------------------------------------------------------- GROUP 1 10 VOLUNTEER Lieutenant Rifle / Pistol, Knife. (0 | 8) VOLUNTEER HMG / Pistol, Knife. (0.5 | 19) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) VOLUNTEER Light Shotgun, Light Grenade Launcher / Pistol, Knife. (0.5 | 10) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) GROUP 2 10 ISOBEL McGREGOR T2 Rifle, Flash Pulse, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 26) VOLUNTEER HMG / Pistol, Knife. (0.5 | 19) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) VOLUNTEER Light Shotgun, Light Grenade Launcher / Pistol, Knife. (0.5 | 10) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) GROUP 3 10 VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER HMG / Pistol, Knife. (0.5 | 19) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) VOLUNTEER Light Shotgun, Light Grenade Launcher / Pistol, Knife. (0.5 | 10) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) GROUP 4 1 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 3.5 SWC | 300 Points Open in Infinity Army Leave it to a Goon to put some crazy theory-crafting bullshit into actual practice, but whatever. But for as many orders as he had, he too only had 4 specialists (Isobel and the three Paramedics). Still, that was a lot of bodies. Suddenly, I was regretting not bringing the other list that sported two Heavy Rocket Launchers, as that would have been comedy gold. I won the Initiative roll and was immediately faced with a difficult decision; if I made him deploy first, I'd have some sense of WTF, and could place my Djanbazan and TR Shihab for maximum effectiveness. But if he took first turn, he'd push all that poo poo right up into my face and I'd be looking at a ton of dudes in the midfield in suppressive fire. Well, gently caress. In the end, I decided it was better to take first turn, as it would give me a chance to mitigate some of his numbers advantage by taking advantage of his relatively short-ranged troops. Turn 1: Haqqislam I started out with my Extremely Impetuous Ghazi. I'd put him far back in my deployment zone in such a way that no matter how he was drawn forward, he'd stay out of LOF of the enemy (no mean feat, considering how many of them there were. Fortunately, the center of the field had this long, 2" tall sand dune running down the middle, which gave elevated troops a clear LOF but blocked lots of stuff at ground level. Anyway, the second half of his Impetuous Order was to smoke the Djanbazan. So far, so good. Next, "Bob from Marketing" (aka my Hassassin Fiday) revealed himself by placing a mine. He was positioned atop a building in the middle of my opponent's deployment zone, where selnaric had put the HMG (and a prone paramedic) covering the center of the board. He had been my reserve mini, and the only one who had LOF to him was the WarCor (my opponent's reserve mini); the WarCor missed his Flash Pulse - there would be no photos of my Fiday in action today! With the mine in place, I activated my smoke-obscured Djanbazan to shoot at said HMG trooper. His resulting dodge ARO triggered the mine, (which obliterated the WarCor), and even though his dodge roll was good enough to avoid the blast, the Djanbazan HMG still plugged him. He failed both ARM rolls and died a grisly death. My Fiday then crawled forward into CC with his prone paramedic, and though I succeeded in stabbing him, he made his ARM roll. Still, I had tied up one of his specialists in CC (and I actually never spent another order on the Fiday for the rest of the game - I just picture him and the paramedic grappled, rolling around on top of this building not sure whether they're fighting or loving). With his center HMG out of the way, my Djanbazan and Shihab had uncontested control of the midfield, with the Shihab moving up and splitting fire between three dudes. I didn't kill any of them, but I made them duck. With the Hunzakut FO in the center of the board throwing down a mine, I made it extremely difficult for him to move up in the center. It was at this juncture that I did something stupid - forgetting that SSL2 nullifies Surprise Shot, I pushed forward Yasbir to take out his HMG covering the console on my right, and ended up eating a bullet for my troubles. Grrr. Compensating, I was content to let the Farzan and Al'Hawwa idle on my left flank in order to feed my Hunzakut LGL on my right flank, and her speculative fire actually took out not only the HMG but his paramedic buddy. Score! Turn 1: Caledonia selnaric started his first turn with 27 Regular Orders. The only saving grace was that each combat group was limited to 10 orders. Starting off with a bang, he pushed the remaining 3-member Fireteam forward on my right flank. With Isobel as a member, he was able to activate one of the Tech Coffins on the way (though failing a couple of WIP rolls she burned 2 or 3 orders doing it). LOF on this side of the field was pretty cut up, so I didn't have much in the way of AROs with Yasbir down. One of the link members was a Chain Rifle trooper, who be brought forward aggressively to target my LGL Hunzakut and Halqa Dr+, but both dodged (the Dr+ electing to fail her Guts roll and get to total cover). But bad for him, my Tuareg Dr+ took this opportunity to come out of Hidden Deployment, catching the entire Fireteam with a shotgun blast. The loving chain rifle dude passed his ARM roll, but Isobel and the other Volunteer both went down. The chain rifle trooper fired again, and this time both the Hunzakut and the Tuareg Engaged. Both made the roll, and now we were locked in CC right near the right console. In the center, he pushed a guy forward into my Ghazi's LOF, which let me drop smoke on both the Ghazi and the Djanbazan again. With an obscured MSV2 HMG again covering the middle of the field, he burned most of the orders in his middle combat group on Speculative Fire trying to take out the Huzakut FO and his mine. Needing a 1 to hit, he failed them all. He did take out my Halqa trooper in the center though, weakening my ARO coverage somewhat. On my left, he moved some guys forward and set up some good suppressive fire zones. One valiant Volunteer moved up and set off the Farzan's mine covering the left Console, failing his dodge but making his ARM roll. Turn 2: Haqqislam My Ghazi's first move was again to rush forward, throwing his smoke backwards over his shoulder as he advanced, only this time it was in the LOF of a dude on suppressive fire - the smoke wasn't blocking LOF, so both were Normal Rolls. I got the smoke down, but took a rifle shot for my troubles, electing to go Dogged. I then spent a few more orders on him to run him around and chain rifle the Volunteer covering the console on my left. The bastard dodged, so I used an order to run the Ghazi forward and knife him in the face. I wanted to push my Farzan up, but he had an HMG in suppressive covering the approach. Obscured once again, the Djanbazan HMG took out two dudes in his center combat group, and the TR bot took out a third. My Hunzakut LGL tried to stab the dude she and the Tuareg were fighting by the right console and got pistol-whipped for her troubles, dropping her unconscious. Finally, both the Halqa Dr+ and the Al'Hawwa hacker activated the two Tech Coffins on my side of the table. Turn 2: Caledonia Burning a Command Token to form a new link in the Combat Group on my Left, selnaric made another aggressive push for that console. This group had his sole remaining paramedic. Challenging my Farzan with a shotgun trooper, I elected to lay a mine as my ARO, and my placement was such that it would actually threaten three of the five members (alas, not the paramedic). The Farzan got pasted for his troubles, but had placed a major roadblock in the process. The paramedic dropped out of the link (so as not to activate the entire Fireteam and set off the mine) and connected the console on the left. Critically, even though he was out of the link, he was still in coherency - and this would become important later. With my Ghazi dead, the Djanbazan HMG was finally in the open, and my opponent wasted no time putting together a Coordinated Order to try to take him out. Unfortunately for him, the Spearhead bought it in FtF and my TR Shihab did for a second guy. My Djanbazan easily passed the ARM roll for the one shot that actually hit him. Still, faced with little choice, selnaric burned his last Command Token to do this again, this time managing to get a crit and drop the Djanbazan unconscious. He moved some dudes forward a little bit and spent the last two orders in this group ineffectively trying to Spec-Fire his LGL at my Hunzakut FO and his mine again. His combat group on my left was looking really thin by this point, so he burned all its orders to push forward one of its Volunteers into a good position covering the right console with Suppressive Fire. Turn 3: Haqqislam With very few orders, I burned a Command Token to move the Al'Hawwa hacker into my main order pool, and another to turn the Hunzakut FO's Irregular Order into a precious Regular Order. My TR bot abandoned its position covering the middle of the field, using its 6" move to shuffle over and take out the Volunteer covering the right console. My Tuareg managed to knife the chain rifle Volunteer he's been tangling with since Turn 1, and once free to move went to the Console and connected it. I burned my last few orders bringing my Halqa Dr+ up such that she was also in contact with the console (the last order a Cautious Move to cross a narrow gap covered by suppressive fire). With this, I had two specialists in contact with a console - this was important because selnaric and I had both chosen to use our Classified Objectives as Intelcom, meaning we would each be able to nullify one of our opponent's specialists - given that he only had one left, that would have left me controlling more consoles, which would be worth 3 Objective Points at the end of the game. Turn 3: Caledonia On my right, his thinnest combat group pushed forward his LGL Volunteer, trying to drop a direct-fire template on both my Halqa DR+ and Tuareg DR+ controlling the right console. He ate a crit from the Halqa DR+ for his troubles. Returning the favor, his last Volunteer from that group used the last order from that group to jump out and shoot the Halqa Dr+, hitting her with a crit. The TR Bot ventilated him in uncontested ARO, but the damage was done - Intelcom would now be able to deny me console control. In the center, he used almost the entire Combat Group's orders to move one guy from the middle way around to my left flank in order to detonate the mine and allow his Fireteam freedom of movement. He died in the process, but his sacrifice was not in vain. Pushing his link forward, the shotgun-toting Volunteer tried to take out my Al'Hawwa hacker, who was able to successfully dodge into the cover of the nearby Tech Coffin. Shooting again, he managed a crit - the +3 bonus for being in a 5-man Fireteam making the difference (remember that part about the paramedic automatically rejoining the link?). Had he not had that bonus, the Al'Hawwa would have hit him with an ARO from a boarding shotgun. With my hacker out of the way, he used the link to push his last paramedic forward. The only thing stopping him now was my Halqa Lieutenant, whose desperate, last-ditch shotgun fire was no match for a B4 rifle with +3 mods; not surprisingly, she got hit and dropped unconscious. This gave his last Volunteer paramedic an unobstructed chance to flip the Tech Coffin (though again, it took him a couple of orders to do). By this point he had maybe three or four orders left split across his three combat groups, but that was the game. In the final tally, he didn't have a specialist in base-contact with a console (so I didn't need my Intelcom ability), but his Intelcom card neutralized my Tuareg Dr+. That meant we tied on consoles activated, neither of us controlled a console, and he had two Tech Coffins to my 1. Final score: 2-1 Caledonia win. Whew! For as wildly disparate as the forces were (and let's be clear - my special operations team was facing an entire goddamned platoon of regular line infantry), this game ended up being really close. Had he not critted my Halqa Dr+ in contact with the right console, I'd have won 5-2. Had he not been able to dislodge my Al'Hawwa hacker or had my Halqa Lt killed his last paramedic, I'd have won 2-1. It felt like the game hung in the balance right up until the very end, which is freaking awesome. Some good ARO pieces in strong positions mitigated much of his manpower advantage (I kept the center of the board pretty well locked down until Turn 3), and it was surprising how much CC was going on. The flanks both had very cut-up lines of sight, and much of the fighting was done with shotguns in the +6 range band. And it's pretty cool that the game mechanics didn't break down even under this most gimmicky of gimmick scenarios. EDIT: Jesus, gently caress, I'm bad at left-right. Ilor fucked around with this message at 22:01 on Jun 30, 2017 |
# ? Jun 30, 2017 20:13 |
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Ilor posted:
Jesus, that's not something you see every day! Very interesting to hear how such a skewy list plays out. I don't think I've ever heard of it being done seriously, just people using 50 GW tyranids as hungries for a laugh, etc.
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# ? Jun 30, 2017 23:58 |
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I find list building in infinity really challenging. I've not had this problem in any of the other tabletop games I've played, but I'm unhappy with every list I make for this game. There is always some sort of glaring problem, be it too few/many orders, not having enough specialists, having an obvious lieutenant, not enough mid-board control, or just feeling lovely about not using most of my SWC. How do people make lists that don't suck? Is this a side effect of playing a sectorial? Here is the list I made after way too many iterations: ITS Antenna ────────────────────────────────────────────────── 9 1 SEŅOR MASSACRE (Fireteam: Haris) Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0.5 | 27) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19) WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19) WILDCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 23) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) ZONDBOT Electric Pulse. (0 | 3) 2 SWC | 200 Points Open in Infinity Army Maximum of 10 orders. Mission is Antenna Field. I wanted a Jaguar Fireteam (the third Jaguar will likely hang out with the Intruder or guard against flanking). Will things get easier at 300 points?
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# ? Jul 1, 2017 01:37 |
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Things definitely get easier but I'm a bit confused by the list. If you're running a Haris for Jags, ditch the third one as he's just extra, maybe change the Wildcats into an Alguacil core team?
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# ? Jul 1, 2017 01:44 |
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KPC_Mammon posted:How do people make lists that don't suck? I'm assuming you're building for ITS. Generally speaking, lists can be all over the place. But every list is going to want: 1. Camo/Infil, AD, or fast-moving specialists to claim objectives efficiently 2. A defensive setup for your LT (shellgame, active LTs, tons of dogged-chains) 3. Big guns to blow down enemy ARO 4. Tough ARO to tax orders 5. Plenty of cheerleaders to give orders Not every list is going to have all the basics, but try and hit as many as possible. KPC_Mammon posted:Is this a side effect of playing a sectorial? Yeah, probably. Sectorials are super efficient, but they lack flexibility. Assuming that you've played a bunch, you're probably bumping up against a limit of perspective by playing the same sectorial. Try vanilla Nomads - they're a real great faction. Once you've stretched your legs, revisit Corregidor. KPC_Mammon posted:Will things get easier at 300 points? Yes, very much so yes.
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# ? Jul 1, 2017 01:47 |
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Flipswitch posted:Things definitely get easier but I'm a bit confused by the list. If you're running a Haris for Jags, ditch the third one as he's just extra, maybe change the Wildcats into an Alguacil core team? That was one of the variants I tried to play around with, but the scenario is Limited Insertion; another wrinkle to make my brain hurt. I could switch the 3rd Jaguar over to an Alguacil cheerleader/faux lieutenant/suppressive fire monkey. I was originally planning on having the 3rd Jaguar protect my intruder and enable smoke shenanigans, but shell games and fewer eggs in the smoke/chaingun basked could be better.
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# ? Jul 1, 2017 02:16 |
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# ? Jun 1, 2024 05:59 |
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200 pt LI is about as obtuse as you can get, list wise. If you're organizer puts in Biotechvore you'll know he's one sick puppy.
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# ? Jul 1, 2017 04:24 |