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Flipswitch
Mar 30, 2010


The LGL works very well in conjunction with the Auxbot FO, which is the only time I take him to pressure people across the table.

Yeah I agree on SWC choices, a lot of the time I like an assaulting unit that can keep up with my Auxilia and Guarda on the charge, and the Kamau is a lot faster than the Nisse or ORC. Usually I tend to take Bulleteers though, or just TAG shock a motherfucker.

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Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
Subtle difference from 'mobs' and 'bad' troops I suppose, but:

- Link teams of line troops can be very effective.

- Irregulars like Kuang Shi and Ghazi Muttawiah are cheap and quite effective disruption units.

Incy
May 30, 2006
for other Out
Have you considered Teutons for that sort of role? They're a bit more expensive but are probably the most underrated HI around. PanO doesn't really do assaulting that well with most units, but GdA and Teutons can let you build a really unusual list.

Flipswitch
Mar 30, 2010


In our meta I've always found Teutons to be more trouble than the worth and I am not a huge fan of them outside of MO. GdA I've found a core of a lot of competitive lists due to the Zero V Smoke. Not to mention I find that Teutons eat my points cost for a role I find they never really use in my list design. They're a fantastic option when I'm building around them, but I never run them as support for a Guarda or a TAG.

Flipswitch fucked around with this message at 14:39 on Sep 1, 2013

Dr. Clockwork
Sep 9, 2011

I'LL PUT MY SCIENCE IN ALL OF YOU!
I bought the Combined Army starter set awhile ago to play with a buddy. Where should I go from here? What's the recommended "must have" to build on from that, and which models should i avoid, if any?

Pierzak
Oct 30, 2010
Possible wall of text incoming.

First of all, decide what your playstyle is. Do you prefer simple unkillable beatstick, camo snipers, inter-unit synergy? Keep thinking about that, this is extremely important to your tactical plan and no one's gonna make one for you.

Next, do you want to keep playing vanilla lists, or branch into a sectorial? The CA has 2 sectorials: the Morats (:wookie:) are about as subtle as a brick to the face and hurt as much too. No camo, a whole one infiltrator, but your average unit will be stronger, have better morale (Morats never retreat, and even a single Morat in an army raises the break threshold until he's killed) and firepower. The Shasvastii (:cthulhu:) are the opposite; little direct firepower, but they excel in camouflage, dirty trickery and outright trolling the enemy, and their preferred strategy is table control and drawing the opposing force into their own terrain - which entails snipers at every alleys, your favorite TAG missing half the hardware from turn 1, and a metric fuckton of various mines. And good luck getting them to leave, you need to kill their corpses again to get VPs, and most Shasvastii have automedkits.

Now, you know what to expect, so here are good/bad options, divided by sectorial:



THE BEST :neckbeard:


Vanilla-only:


Avatar - let's get this over with. The very best TAG, the most expensive unit in the game, at 152 points your strategy will be "Avatar + some support". Has ODD (-6 to hit), 10 ARM, and the dreaded Sepsitor for anything that wants to come closer into CC or flamer range. Oh, it also has Strategos 3, so forget about enemy reserve. Do not, I repeat do not, use against new players, they'll cry OP.

...while we're at it, anything with G:Mnemonica. All expensive but good. Charontid is top of the line HI (I prefer the MSV2/HMG variant), Skiavoros is a great LT when you can't afford the Avatar, and Anathematic is... well, when people get ganked by a Charontid, they say "at least it doesn't get TO". Yes it does :v: and G: Mnemonica itself is great, forget about LoL.

Ko Dali - At 2 points over a standard Rasyat you get one of the best AD3 units in the game. Her basic weapons are the 2 asspistols, not the combi! She's meant to be dropped right behind a piece of total cover the enemy guards missed, and wreak havoc on the unsuspecting grunts. Chews through the orderbots like no one else (literally, she can eat enemies for extra wounds). Her MSV2 works extremely well with a smoke grenade (pop one with a Speculo Killer, drop Ko Dali in, go to town). Also has an amazing model.

Vector Operator HMG - Cheap model with HMG, MSV2 and super-jump. Super-jump means you can jump up halfway behind a wall (so you're still in partial cover), spray everything with machinegun fire regardless of TO/ODD, and drop back into total cover, all in the same order. Move 6-2 is great for this.



Vanilla, available in some/both sectorials:

Drone remotes - you'll probably want Q-Drones (the only total reaction drones with mimetism), but M-Drones can be good for Shasvastii who lack MSVs. R-Drones used to be good cheap orderbots, but that was before the...

Ikadron Batroids - the best CA orderbots ever. For 9 points you get a baggage bot with 2 flamers for close defence and a flash pulse for long-range AROs. A lot of lists will have 2 of them. Remember that you don't have to have a hacker/TAG to take these, if you have a G: Mnemonica model.
Pretas - the best warband in the game. For 5 points you get a zergling with 6-6 MOV, chain rifle, poison and biomines (which have since been changed into regular mines, :wtc:) Awesome harassers, flank guards (poo poo explosive turds all over the side table edges, where is your AD2 now?), and general nuisance.



Morats: :wookie:

Yaogats - usually found in ones or twos as the combi/Panzerfaust variant (if you convert the BS, keep the shotgun, it's the only Morat BS model at the moment), or as a 5-ape link-team full of visors and anti-armor rockets. Synergize very well with...

Daturazi - a great close-range unit because of: MA4, mimetism, shock CCW and a chain rifle, all for 14 points. Also a great source of smoke grenades for MSV2/3 shenanigans. You'll probably use them with chains exclusively, the other loadouts are too expensive unless you know what you're doing with them.

Sogarat - heavy HI with heavy weapons, automedkit and 15 PH. "Nooooo it's hard to kill him once, I'm killiing him for the 5th time and he keeps standing back!!! :gonk:"

Rasyat - good AD unit with spitfire or Martial Arts. Ko Dali took over at close range, but Rasyat is still a good unit.

Oznat [no model yet] - 20 points, smoke LGL and... can link with Hungries! Who then become Regular! Very nasty in many Morat list

Zerat - if you run a Morat list, you'll probably want one, she's the only Morat infiltrator. In vanilla, there are better specialists available.



Shasvastii :cthulhu:

Aswang - Get him, preferably convert a combi variant. Camo, has ADHL, eats tasty humans. Then pops back into camo, I now have a LT with 3 wounds. In camo.

Shrouded - standard camo infiltrator minelayer, with automedkit. I hate automedkits, they don't seem to work for me. Still awesome, worth running at max AVA.

Malignos - as above, squared. TO camo, monomine option. Squishy but a properly positioned TO sniper can ruin many plans, and there's few things more terrifying than moving your TAG through a safe space and hearing "ARO: Monomine"

Noctifer - cheap TO offensive unit, cheap Shasvastii hacker, also a ML anti-armor surprise.

Speculo Killer - DO NOT USE AGAINST NEW PLAYERS. You hear this? Just don't. The Avatar is a ton of bricks made of evil, but it costs half your army. The Speculo costs 39 points, requires 2 discover rolls, can start right in your opponent's DZ. Like, an inch behind a TAG or obvious LT. Did I mention she has smoke grenades, MA3 and a monofilament sword?
...Shasvastii get two of them.

Cadmus-Naish Sheskiin - the other option for LT (barring the obvious Aswang), and the Shasvastii face of offensive tactics. Awesome for leading link-teams.

Sphinx - There was an awesome photo in the old thread of a small TAG sitting on a tree and pouring napalm on a link of knights. Oh, it also has TO Camouflage.



THE WORST: :what:

Gaki - worse than Pretas and more expensive. I fully expect both Hungries to get rearranged skills in the next list update. Only take when you're running Morats and already have 4 Pretas.

Morat Vanguards, Seed-Soldiers
- OK, but overcosted. Would not use in lists larger than 200 points unless I really can't get those few points more for a better unit.

Pierzak fucked around with this message at 22:32 on Sep 1, 2013

Weissritter
Jun 14, 2012

Thanks for the advice on PanO, though it leads to another question - are aquila or swiss guard with HMG worth the costs?

I also like PanO TAGs' aesthetics. If I want to use one, can I fit some of their heavy infantry too in a 300-point list?

AttackBacon
Nov 19, 2010
DEEP FRIED DIARRHEA

Pierzak posted:

Wall of text status: Confirmed.

Could you do a similar short breakdown on Gwailos, Calibans, and Haiduks? I'm curious about the best situations to use them in, or are they just generally outshone by the likes of Aswangs and Noctifers?

Pierzak
Oct 30, 2010
I'll repost my other CA writeups, but for now: these three I haven't played much with, they seem solid but not obviously stellar like the mentioned above.

Haiduks are light snipers, and I'm still not convinced about snipers, I just can't seem to use them properly. Theory is that they should be deployed to patch holes where there's no cover (they make their own), or as a GML-lite combination (now that may see use, I often take infiltrator FOs for scenarios).

Calibans are a sabotage squad and should be treated like that - linkable engineers, also a shitload of D-Charges if the mission falls for demolition. A linked Feuerbach is not to be taken lightly and is the only heavy firepower except the Q-Drones. I've used them with Sheskiin and they performed admirably.

Gwailos are the other good link, haven't used them much but they excel in boarding maps where you have corridors, rooms &c., and corners are the only partial cover. Do not allow a Gwailo link to camp in a main route. They recently got HRL, but we're yet to see the model.

Incy
May 30, 2006
for other Out

Weissritter posted:

Thanks for the advice on PanO, though it leads to another question - are aquila or swiss guard with HMG worth the costs?

They are probably the best things in the faction, for their abilities they are very nicely priced and are probably the best things in infinity for filling mans full of bullets.

Genghis Cohen
Jun 29, 2013

Pierzak posted:

Short answer: no.
Long answer: hell no.

"Mobs" do not work, yes basic grunts are good but you still need to use your head to make them work. Otherwise one well-positioned reaction drone or sniper will tear you apart.

Also, there are less than 10 bad units in Infinity, and most of these are simply overcosted or have better equivalents for common situations.

I disagree. Some of the most dangerous lists in my experience are those running up toward two full combat groups (that's 20 models, for new people). The key resource in infinity isn't so much firepower (since even basic rifles are deadly once within range) but orders. Especially with impetuous and/or linked models in a high-numbers list, you can run over the opposition through the sheer length of your active turn. This is mostly used by armies with warband troops (cheapos with close combat armament and smoke grenades) because numbers tell especially when close in and trading wounds.

I am not saying that hordes of cheap models are the only way forward, but a very good list can be made with warbands and line infantry alone - probably even better if you can make space for 1+ units with long range guns and msv2 to shoot through smoke. A combination of hmgs (learn to use the suppressive fire order) and/or total reaction remotes, and warbands with chain rifles, is also formidable on the reactive turn, where numbers are again a big advantage.

Finally number help with one of the wild cards in infinity - critical hits. You are chasing those a lot more easily with lots of cheap models, and the opponent's crits will hurt you less.

Disclaimer: I actually have never played a two combat group list, I like the cool elite models. But if I were advising someone to go and wreck a wide variety of opposition at a tournament, I think a list of 20 models is generally scarier than one built around a badass TAG.

Pierzak
Oct 30, 2010
Which faction is so scary at 20 orders? I found horde lists rather underwhelming when the opponent is prepared. Can you post a sample list, maybe I'm missing something?

(well, except 50 Pretas, but then I'm demanding full WYSIWYG :colbert:)

Pierzak fucked around with this message at 21:37 on Sep 2, 2013

Genghis Cohen
Jun 29, 2013
I agree there is no point getting in to the whole 'take 40+ warbands as your list' thing, I have never met someone who would try that in real life, and I would never agree to play against it beyond once as an experiment. I would expect anyone organizing an event to laugh it out of the building as well.

My personal experiences were against morats, running up to 18 models, ranging from an ordinary list + 6 hungries in a second combat group, to a list just full of daturazi + morat vanguard (and again some pretas, cause pretas are awesome). I assume that massed warband tactics would be workable with any army, but especially with those featuring dogged warbands, msv2+smoke, linkable line infantry etc.

Here is an example I knocked up with Caledonian army (neither of my armies have cheap warbands unfortunately. I have written a 2 combat group list for corregidor with 6 AD models!)

CALEDONIAN HIGHLANDER ARMY
──────────────────────────────────────────────────

GROUP 1 10 0 0

VOLUNTEER HMG / Pistol, Knife. (0.5 | 20)
VOLUNTEER HMG / Pistol, Knife. (0.5 | 20)
VOLUNTEER Rifle / Pistol, Knife. (8)
VOLUNTEER Rifle / Pistol, Knife. (8)
VOLUNTEER Rifle / Pistol, Knife. (8)
HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 40)
HIGHLANDER GREY Lieutenant Rifle, 2 Light Shotguns, Grenades, Smoke Grenades / Pistol, CCW. (30)
HIGHLANDER GREY Boarding Shotgun T2, Grenades, Smoke Grenades / Pistol, CCW. (28)
HIGHLANDER GREY T2 Rifle, 2 Light Shotguns, Grenades, Smoke Grenades / Pistol, CCW. (36)
HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 40)

GROUP 2 0 10 10

HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (6)
HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (6)
HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (6)
HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (6)
HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (6)
HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (6)
HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (6)
HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (6)
HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (6)
HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (6)

4 SWC | 298 Points

Open with Army 4

See I make no claim to be an expert player, maybe it's just something I haven't figured out how to beat yet, but I would find it very hard to weather that number of impetuous, dogged chain rifle attacks. A good horde player can minimize AROs with coordinated orders and really make some good asymmetrical trades.

Pierzak
Oct 30, 2010
Now that's a good horde list. Those highlanders would take some effort to get rid of (dogged is useless when you have no regular orders to spend on them though), and then you still have 10 models and 2 possible link teams to worry about. Stealing that list, I'll have to try it out sometime. As for coordinated orders, I agree but then the group's not a mob anymore :v:

Genghis Cohen
Jun 29, 2013
I was always told that if a combat group was all irregular, its orders formed a pool as for regular models. Was I lied to by a sneaky beakie?

MisterShine
Feb 21, 2006

I have never heard of this rule

Fix
Jul 26, 2005

NEWT THE MOON

If an army is entirely irregular they can elect an irregular lieutenant, which normally wouldn't be permitted, and in that case two of them can spend their irregular orders to elect a new one in case of LoL, but beyond that you pretty much got misinformed.

Also, Irregular troops can coordinate orders with other irregular troops, but not with regular ones.

Hipster Occultist
Aug 16, 2008

He's an ancient, obscure god. You probably haven't heard of him.


That list is just crying out for my boy William Wallace.

Genghis Cohen
Jun 29, 2013

Fix posted:

If an army is entirely irregular they can elect an irregular lieutenant, which normally wouldn't be permitted, and in that case two of them can spend their irregular orders to elect a new one in case of LoL, but beyond that you pretty much got misinformed.

Also, Irregular troops can coordinate orders with other irregular troops, but not with regular ones.

Weeeeelllllll, my bad I guess!

In that case yes, the regularity given by wallace is definitely worth the loss of the impetuous orders.

Here I attach one of the more conventional Corregidor lists I've written for the next game I get in:

JURISDICTIONAL COMMAND OF CORREGIDOR
──────────────────────────────────────────────────

GROUP 1 10 0 0

WILDCAT Combi Rifle + Light Flamethrower D-Charges / Pistol, Knife. (19)
WILDCAT Combi Rifle + Light Flamethrower D-Charges / Pistol, Knife. (19)
WILDCAT Heavy Rocket Launcher / Assault Pistol, Knife. (2 | 31)
WILDCAT Engineer Combi Rifle + Light Flamethrower D-Charges / Pistol, Knife. (23)
WILDCAT Hacker (Hacking Device) Combi Rifle + Light Flamethrower D-Charges / Pistol, Knife. (0.5 | 31)
GECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (1 | 54)
GECKO PILOT Pistol, Knife.
TSYKLON Spitfire, Marker / Electric Pulse. (1 | 37)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 44)
TOMCAT Doctor Combi Rifle + Light Flamethrower / Pistol, Knife. (22)
HELLCAT Boarding Shotgun / Pistol, Knife. (20)

6 SWC | 300 Points

Open with Army 4

I really have a lot of different corregidor lists floating about my head since the paradiso book came out (coincidentally I haven't had any time to play infinity since then) but almost all of them contain a wildcat link. Is there much call for any sectorial lists without a strong link team? The bonuses it grants are just so useful.

Wales Grey
Jun 20, 2012
Very interesting list, although I'm not sure if it works right.

What's the lowdown on Nomads? I like the models, but how do they play? Is there a compelling reason why they're a better "infowar" side than Haqqislam? (Basing this observation on Haqq having access to wip 14 as a "baseline" stat for their army.)

Pierzak
Oct 30, 2010

Wales Grey posted:

Is there a compelling reason why they're a better "infowar" side than Haqqislam?
Multiple HD+ units and a shitload of repeaters, including markers.

Gravitas Shortfall
Jul 17, 2007

Utility is seven-eighths Proximity.


Are there good rules lying around for small scale campaigns? From what I understand, Paradiso is a rigid set of missions?

Edited for grammar.

Gravitas Shortfall fucked around with this message at 14:19 on Sep 3, 2013

Acceptableloss
May 2, 2011

Numerous, effective and tenacious: We must remember to hire them next time....oh, nevermind.
So I recently got to try a play test of Infinity at DragonCon and enjoyed it. I'm thinking of buying two starter boxes to play against each other. Could someone link me to a good summary of the specialties and strengths of each faction? I haven't been able to find it on CBs website.

Sephyr
Aug 28, 2012

Wales Grey posted:

Very interesting list, although I'm not sure if it works right.

What's the lowdown on Nomads? I like the models, but how do they play? Is there a compelling reason why they're a better "infowar" side than Haqqislam? (Basing this observation on Haqq having access to wip 14 as a "baseline" stat for their army.)

Nomads are generally slow movement-wise except for TAGs and remotes, and have less multi-wound infantry and heavily-armored infantry that most other factions. They make up for that with an abundance of cool rules and dirty tricks. They have tons of skirmishers, cheap hackers with plenty of tools (markers, good remotes, infantry with repeaters and other things that synergize well with their hackers.) and access to Hacking+. They have Intruders, likely the best medium infantry in the game, goos options for link teams with flexible Wildcats, tough feminist Riot Grrls and shooty Brigadas.

They also have a good range of TAGs (though many of them have no models out yet) and fun Lt. Options. Their access to special rules and unique gear is really great. Other factions have to make do with total reaction remotes; you have mimetic SinEaters that can shoot like mad in ARO and do all the things remotes can't, like go prone or use cautious movement. You have religious units that let you fight better once you are in Retreat, a good helping of ODD to win firefights, decent access to MSV, cheap warbands, a very good engineer. There's even Cassandra if you want to bring even more dakka as she gives you bonus SWC, something few other factions get.

Generally speaking, Nomads are a bit of a finesse army. They are not much more fragile than other factions, but once you hit them you do need to press your advantage, either by dismantling the enemy's attack power with hacking, controlling fire lanes and so on, or removing key units as fast as possible so he can't hit back as hard.

-AcceptableLoss:
The summary at 1d4 chan is not bad at all:

http://1d4chan.org/wiki/Infinity_%28wargame%29

Sephyr fucked around with this message at 17:49 on Sep 3, 2013

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...

Gravitas Shortfall posted:

Are there good rules lying around for small scale campaigns? From what I understand, Paradiso is a rigid set of missions?

Edited for grammar.

Fix has a custom campaign system that he put out before Paradiso, check it out think that may be what your looking for.

Bob Smith
Jan 5, 2006
Well Then, What Shall We Start With?
I've just got back from playing my first ever games of Infinity - a few demo games using the Quickstart rules in the thin paperback book. Since I only had one Garuda I had the following lists (based on the Quickstart ALEPH ones):

quote:

2x Dakini, Combi Rifle
Deva Lieutenant, Spitfire
Naga, Sniper Rifle

A few things came up as we played that I'd like clarification on:

1) Is this the correct way to resolve shooting:

- Attacker declares target.
- Rolls 1d20 per shot his weapon fires, trying to get as close to his BS (after modifiers for weapon/range/cover) as possible.
- Defender rolls 1d20 per incoming shot, trying to beat the attacker's rolls while remaining below his BS.
- Each "hit" (Attacker wins roll) results in one armour save.

2) Is a critical hit when you roll exactly your BS, and what happens if your BS is reduced to 1? Is every hit a critical? I had a situation where one of my Dakinis needed a natural 1 to hit an opponent's model, I successfully rolled it (meaning I figured I got a critical) and my opponent could only not take a wound by rolling exactly his BS, since a critical is only beaten by a higher critical.

3) Can multiple models ARO simultaneously, if they can all see the target?

From there I've got a couple of other questions about the "full" profiles of my units (as opposed to the quickstart ones).

1) All Dakinis seem to have Mimetism - does this stack with cover so they're at -6 to be hit in cover, -3 in the open? Is this different to Camouflage?
2) Remote Presence suggests they count as Remotes and thus need a hacker - if my opponent kills my hacker, what happens to my robots?

I really enjoyed the game - I played 3 times and won twice after realising how unpleasant AROs from snipers in tall buildings could be, the last time with a heroic charge from my Lt dodging Combi-Rifle fire to spray bullets at a Dakini hiding in a bell-tower.

Fix
Jul 26, 2005

NEWT THE MOON

LumberingTroll posted:

Fix has a custom campaign system that he put out before Paradiso, check it out think that may be what your looking for.

Located here. (hope that works) Feel free to PM me with any questions if it piques your interest.

Pierzak
Oct 30, 2010

Bob Smith posted:

A few things came up as we played that I'd like clarification on:

@1: Yes, but if defender wins the roll the attacker gets shot.

@2: Correct, there's no "auto hit on 1, miss on natural 20" thing in Infinity, it's all in your stats.

@3: Yes, and it's very useful.

@Dakini: Yes, Mimetism/Camo/TO stacks with cover. Mimetism is different from full camo in that it only gives you the -3 to be hit, not the other properties of camo (like being a marker or first strikes)

@REM: Yes, Dakinis need a hacker in the army. Killing the last hacker doesn't do anything to the remotes, he's just needed to run the pre-battle startup sequence or something.

Bob Smith
Jan 5, 2006
Well Then, What Shall We Start With?

Pierzak posted:

@1: Yes, but if defender wins the roll the attacker gets shot.

@2: Correct, there's no "auto hit on 1, miss on natural 20" thing in Infinity, it's all in your stats.

@3: Yes, and it's very useful.

@Dakini: Yes, Mimetism/Camo/TO stacks with cover. Mimetism is different from full camo in that it only gives you the -3 to be hit, not the other properties of camo (like being a marker or first strikes)

@REM: Yes, Dakinis need a hacker in the army. Killing the last hacker doesn't do anything to the remotes, he's just needed to run the pre-battle startup sequence or something.

Cheers for answering - the one thing I was doing wrong was AROs (very, very wrong in fact).

I'd somehow got it in my head that AROs required an Order from your pool to use and so you had to voluntarily use them, and so if the defender didn't shoot back then they just rolled in the face-to-face to not get hit.

Am I to understand every eligible model (within 8" or with line of sight) gets to make an ARO against each model that activates and meets the condition to be attacked?

Incy
May 30, 2006
for other Out
Right, I'm playing paradiso 202, and that needs engineers/hackers. Thoughts on this list? Have I got stuff covered? How can PanO move fast and still get to multiple consoles? I'd rather avoid the normal TO cheese that you'll see from PanO in these missions, as my group hasn't really figured out how to stop it yet.

Panoceania | 10 models
________________________________________________________

Fusilier Lt (10|0)
Fusilier Combi (10|0)
Fusilier Combi (10|0)
Fusilier Combi (10|0)
Auxilia (14|0)
Auxbot
Machinist Engineer (15|0)
Palbot (3|0)
Kamau Hacker (28|0.5)
Jotum (104|2)
Aquila HMG (60|2)
Nisse HMG (36|1.5)
________________________________________________________

300/300 points | 6/6 swc
open with Aleph Toolbox : http://goo.gl/KbLWzV

The Jotum is happening. The Svalarheima sectorial better be out soon!

Pierzak
Oct 30, 2010

Bob Smith posted:

I'd somehow got it in my head that AROs required an Order from your pool to use and so you had to voluntarily use them, and so if the defender didn't shoot back then they just rolled in the face-to-face to not get hit.

Am I to understand every eligible model (within 8" or with line of sight) gets to make an ARO against each model that activates and meets the condition to be attacked?
Every eligible model gets a free ARO in every order. So yes, every time you spend an order on that big robot without having total cover (and it's harder to hide the drat thing than it sounds), everything in sight will shoot at him/dive for cover.

The "condition" of the attacker (camo marker etc.) may limit the range of AROs available, but not the possibility of AROing.

Bob Smith
Jan 5, 2006
Well Then, What Shall We Start With?

Pierzak posted:

Every eligible model gets a free ARO in every order. So yes, every time you spend an order on that big robot without having total cover (and it's harder to hide the drat thing than it sounds), everything in sight will shoot at him/dive for cover.

The "condition" of the attacker (camo marker etc.) may limit the range of AROs available, but not the possibility of AROing.

Cheers for clearing that up; with only 4 figures a side it didn't come up too often but the thought of snipers firing even more shots than they did is making me rethink my future strategies. I'm looking forward to trying a game with the full rules now.

Edit: One further question that the rules don't seem amazingly clear on. If the attacker shoots multiple shots at the same defender, does the defender get a reaction shot against each one? For example the Combi-Rifle is Burst 3 - if I assign all 3 shots to one guy, and he beats my roll each time, do I get shot 3 times or just once?

Bob Smith fucked around with this message at 23:44 on Sep 3, 2013

Weissritter
Jun 14, 2012

Bob Smith posted:

Cheers for clearing that up; with only 4 figures a side it didn't come up too often but the thought of snipers firing even more shots than they did is making me rethink my future strategies. I'm looking forward to trying a game with the full rules now.

Edit: One further question that the rules don't seem amazingly clear on. If the attacker shoots multiple shots at the same defender, does the defender get a reaction shot against each one? For example the Combi-Rifle is Burst 3 - if I assign all 3 shots to one guy, and he beats my roll each time, do I get shot 3 times or just once?

Weapon burst in ARO is reduced to 1. So he gets 1 roll to your 3, if he wins the face to face, you should only need to roll armor save once.

Bob Smith
Jan 5, 2006
Well Then, What Shall We Start With?

Weissritter posted:

Weapon burst in ARO is reduced to 1. So he gets 1 roll to your 3, if he wins the face to face, you should only need to roll armor save once.

Thanks. I think give it a couple more games and I'll be in a much better position at understanding the rules.

Pierzak
Oct 30, 2010
Yes, you do get shot each time, but most units have ARO burst of 1 (except link teams, Total Reaction and Neurocinetics).

Also, you roll all the dice as one roll, not separate (not sure how to read your post). If a combi rifle grunt shoots at a total reaction drone with HMG, that will be 3 active shots vs 4 ARO shots - all in one roll.

Pierzak fucked around with this message at 00:55 on Sep 4, 2013

Cataphract
Sep 10, 2004

Fun Shoe

Pierzak posted:

Yes, you do get shot each time, but most units have ARO burst of 1 (except link teams, Total Reaction and Neurocinetics).

Also, you roll all the dice as one roll, not separate (not sure how to read your post). If a combi rifle grunt shoots at a total reaction drone with HMG, that will be 3 active shots vs 4 ARO shots - all in one roll.

But to clarify if the HMG shot against a sniper rifle lasiq. The lasiq would only get one roll vs the best of the three HMG rolls. The other two HMG shots would be unopposed. correct? The sniper doesn't get to try and match the number of shots (3) nor does she get to fire her full burst (2). You only get burst 1 in ARO.

However, if the Lasiq chose to dodge as her ARO, her single dodge roll would be face to face with all three HMG shots.

Cataphract fucked around with this message at 01:11 on Sep 4, 2013

Pierzak
Oct 30, 2010
No. It's all 4 HMG dice vs 1 Lasiq die. If the Lasiq beats all the HMG dice (on a crit, for example), you get shot. All dice in an FTF roll are opposed, however; the result can be "1 HMG die misses, Lasiq beats 2 other HMG die, only 1 HMG shot hits AND beats the Lasiq" so the Lasiq has to make 1 ARM roll (and a Guts roll if she survives).

Unopposed shots are rare, mostly resulting from an ambush from behind the LOF arc, first strike from camo, or with a smoke + MSV2+ combo.

VVV: All true, but you forgot about Mimetism on the Lasiq.

Pierzak fucked around with this message at 02:08 on Sep 4, 2013

Clawtopsy
Dec 17, 2009

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

The Lasiq chooses to shoot in her ARO while the HMG is not in cover. The Hassassin Lasiq is BS12 base, and as the HMG is out of cover, the Lasiq has one shot needing a 15 or less.

The HMG is firing at a Hassassin Lasiq in cover, and for this example, the HMG will be BS11. Due to cover, they are at -3, but as a sniper rifle and a HMG have similar range bandings, the HMG was also inside a good banding, meaning the +3/-3 effectively cancel each other out, so the HMG's target number is 11.

Both fire, and there are several outcomes:

First, the Lasiq rolls greater than 11 but under 15 - unless the HMG rolls a Crit, all his shots will be canceled by the greater success. The HMG has to make lots of BTS saves and dies horribly because man gently caress Lasiqs.

The Lasiq rolls greater than ten but less than 15, and the HMG rolls a Crit - the lasiq's shot is canceled by the Crit, but because her shot is 'better' than the rest of the HMG spray, the excess shots are negated.

The Lasiq rolls a 3. The HMG rolls a 10, a 15, a 2 and a 7. The Lasiq's 3 negates the HMG's 2, the 15 misses entirely, but the 10 and 7 beat the Lasiq's 3 and she has to make two armour saves.

If the Lasiq misses, then she will have to make a number of saves equal to how many of the HMG shots succeed.

If the Lasiq crits, because her Crit 'target' is higher, even if the HMG crits with all 4 of its shots, the shots are all negated, as higher crits trump lower crits just like normal shots.

I really enjoy this shooting system. :blush:

Dr. Clockwork
Sep 9, 2011

I'LL PUT MY SCIENCE IN ALL OF YOU!
I keep seeing you guys mention CB being misogynistic and such but I didn't know what you meant.

Until I saw the Caledonian Regulars.

http://www.infinitythegame.com/infinity/en/2011/miniatures/caledonian-volunteers-2/

That's... :stare:

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MisterShine
Feb 21, 2006

"Look guys a new designer range! Check out the dudes!"


Wow Thats awesome! And kick-rear end dioramas for the ladies too?
"You bet!"


Oh... well maybe she'll still get to be fighting and kicking rear end in the model?
"Nope! Getting dressed!"

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