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Ilor
Feb 2, 2008

That's a crit.
Because the models are rad as gently caress?

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Ilor
Feb 2, 2008

That's a crit.

Khisanth Magus posted:

Pretty sure you are supposed to draw classifieds after picking a list, as per the steps above.

Nope, in ITS it's draw Classifieds, then pick a list (presumably one that has the specialists that the classified might require).

EDIT: but yeah, for friendlies don't bother with the formalities.

Ilor fucked around with this message at 02:37 on Feb 7, 2018

Ilor
Feb 2, 2008

That's a crit.

Zuul the Cat posted:

I'm fine with reading the rules. I have experience with a bunch of other tabletop games. I more meant are there certain play styles i should focus on with Nomads vs PanO, or common game mechanics people forget quite often?

The commonly forgotten game mechanics I most often see are 1) that Suppressive Fire has its own special range bands, 2) the -3 face-to-face modifier for being under Suppressive Fire, and 3) that troops with different types (i.e. Regular vs Irregular) cannot be activated together as part of the same Coordinated Order (all Regular is fine, all Irregular is fine, mixed is right out). The various uses of Sixth Sense can be pretty easy to forget as well.

In terms of play-styles, Infinity is cool in that all of the factions can support a pretty wide variety of play-styles. For instance, it's more difficult to do sneaky camo shenanigans in PanO than it is in Ariadna, but you can still do it. In general, PanO has the best shooting and the best TAGs, whereas Nomads have the best hacking. Yu Jing have the best Heavy Infantry, Ariadna has the most/cheapest camo, Haqqislam has the biggest bag of dirty tricks, Tohaa have the most survivability, Aleph runs a close second and hits like a ton of bricks to boot, and Combined have the most terrifying weaponry. But if you want to run an "in your face" kind of list or an ARO/board control list or a list focused entirely on objectives, you can do it in any faction.

Ilor
Feb 2, 2008

That's a crit.

Flipswitch posted:

Really big Overdron, Overerdron.
Überdron. :colbert:

Ilor
Feb 2, 2008

That's a crit.

Alokgen posted:

I was just asking how 1 big expensive tag plays differently than 1 big expensive link. They're both lots of points for a small amount of models and both seem to rely on lots of cheap orders. You can probably (I'm making an assumption here) rambo Joan or De Fersen as much as you can a tag. Conceptually they seem similar in those aspects. I appreciate the new player advise on holding off on certain models, but I don't think my original question really warranted, "you're new don't buy this thing you might be interested in".

Whoa, there, settle down, Tex. Ramboing Joan is just as much of a crutch as ramboing a TAG. Learning to play with a crutch is fine, but know that you'll eventually have to unlearn that. People aren't telling you what to play, they're warning you what playing what you want means for learning the game. Now, to actually answer your question:

In terms of the difference between an HI link and a TAG, they offer different things. The large silhouette of a TAG makes it more of a target, but remember you can vault anything smaller than you silhouette, which means TAGs are generally really good at bullying straight up the board - the Seraph doubly so because of its super-jump. If anything, your Auxbot will actually slow you down (though it's great for covering hacker approach lanes). TAGs also typically have righteous armor values and are really good at facing down flimsier ARO pieces because they can generally afford to lose one FtF and keep going. But as Flipswitch pointed out, a couple of unlucky crits and your TAG becomes a liability. Also, against certain armies (heavy hacking like Nomads), you'll have to worry about possession, which is a drag. But absent recovering from possession, TAGs don't eat Command Tokens like links do.

Links, on the other hand, offer some real advantages that TAGs don't: increased burst (which gives great ARO presence), Sixth Sense (do not underestimate this), and all-round visibility. The problem with link teams is that while they are order efficient, they tend to be slow and depending on the terrain can get horribly bottle-necked. It's also a lot of points on a pretty small portion of the field (a problem they share with TAGs). You also run into the issue where any time someone merks your link leader, your fireteam goes down and it costs you a precious Command Token to reform. Worse, in the active turn, your other link members can often become liabilities, especially when it comes to template weapons. Rocket launchers in camo or hidden deployment will make you regret your life choices.

Both approaches have their merits. Both are a ton of fun to play. I personally think the best advice for starting Infinity is always to play what you think looks cool as hell, and go from there, so if TAGs speak to you, Seraph it up!

Ilor
Feb 2, 2008

That's a crit.

Alokgen posted:

I wasn't trying to be aggressive when responding, but I don't think I ever even really said I wanted to buy a tag. I was just trying to suss out what/where the variety is in MO. Most of what I've read and batreps I've watched usually follow the trend of Joan + De Fersen + 3 Hospitalers and a bunch of cheap bros. Never seen or heard anyone really talking about the Seraph, Crusaders, or Sepulchre Knights. All of which I think look rad as heck, but HI links are so expensive and have some pretty mandatory support, I don't yet know how to run cool models that retain some level of cohesion and functionality.
I played an opponent in a tournament who ran a 5-man link team of DeFersen, another Hospitaller, and 3 Magister Knights, and that was pretty bad-rear end. Unfortunately for him, his game plan sort of unraveled when I took out the two TO Camo Order Sergeant specialists upon which he was relying to accomplish objectives in my first turn. He ended up having to drop the third one (a MULTI Sniper) prone to get away from by Djanbazan HMG, who promptly advanced, entered suppression, and kept him locked down all game. This pretty much forced him to bully his way up the field with his HI link, but the presence of a nasty terrain choke point meant my Janissary ML was doing yeoman's work getting multiple troops under a template with AROs in her ideal range band. By the time he was able to position one of his Magisters to get in a clean shot at my Janissary, I'd broken his link and removed his Burst bonus. It was...not pretty. The guy was a great opponent, and all that HI was a tough nut to crack, but ultimately it was a whole huge whack of points that wasn't winning him the game. And adding insult to injury, I obliterated what lead he had on points in that zone with a 38-point IntelCom card. Between the coincidental soft counters in my list, the mission objectives, and the terrain, he was looking at an uphill battle from the get go.

But on that particular table, a super-jumping, Spitfire-packing Seraph would probably have wrecked my poo poo, because I couldn't have controlled his lanes of approach, which would have allowed him to pick me apart bit-by-bit in his first turn.

Ilor
Feb 2, 2008

That's a crit.
Dense tables strongly favor warbands and minelayers.

Ilor
Feb 2, 2008

That's a crit.

Flipswitch posted:

400Pt LI Ariadna scrubs need not apply event.
FTFY.

Ilor
Feb 2, 2008

That's a crit.
Use cheap warbands to pad your numbers. Don't bring expensive HI or TAGs. Bring at least one nasty weapon to deal with that one guy (you know the guy) who will bring expensive HI or TAGs to a 150 point tournament. Smoke will be more important because fewer people will have expensive MSV on everything. A 3-point YaoZao is better than another 16 point Engineer or Medic.

Ilor
Feb 2, 2008

That's a crit.

grassy gnoll posted:

Not in Recon. You a single impetuous model because what folks were doing is just stacking Morlocks and Myrmidons.
Hey, man, Kum Bikers are AVA Total. Just sayin'. Stupid, new-fangled scenario limits, anyhow. :corsair:

Ilor
Feb 2, 2008

That's a crit.

Cat Face Joe posted:

I am legit blown away by the new Bipandra.
A WIP 13 Doctor? Not in my PanOceania, sonny! :corsair:

Ilor
Feb 2, 2008

That's a crit.
If you take advantage of the ability to upload saved lists from Army directly into your event (saving your TO time and headache), then you end up saving lists quite frequently. I saved a bunch of them during our Escalation League.

Ilor
Feb 2, 2008

That's a crit.

Clawtopsy posted:

just lol if you dont throw out your carefully tested ITS list the night before the tournament and take a mix of poo poo you havent tried
^^^ This.

Ilor
Feb 2, 2008

That's a crit.
Ooooh, pretty!

Ilor
Feb 2, 2008

That's a crit.

Renfield posted:

Superglue accelerator is your new best friend
No, not really. Accelerator makes the glue set more quickly, but it also makes the bond more brittle. And fresh cyanoacrylate glue bonds extremely quickly anyway (the package usually issues the warning "bonds to skin instantly" for a reason).

In case it wasn't clear from the previous posts, "scoring" means taking a sharp hobby knife and making little tiny shallow cross-hatch cuts (think #) on the surfaces to which glue is to be applied. This ever so slightly increases the surface area, but also reduces perfectly flat shear surfaces to which hard-setting glues like CA are weakest. Your scoring doesn't need to be deep, so don't feel like you need to go crazy. I rarely score joins on infantry-sized units and I've never had a problem with breakage. Oh, I take that back, I did have one Jammer on a Ghazi that came off once.

In terms of PanO minis, the starter is new and is a good buy. I really dig the new Fusiliers, those are nice sculpts. PanO also has some loving awesome TAGs. In particular the Uhlan, Seraph, and Jotum are dope as hell.

Ilor
Feb 2, 2008

That's a crit.
Also, if you keep your glue in a cool, dry place, it lasts a lot longer.

Ilor
Feb 2, 2008

That's a crit.
I too dig the baby arms.

Ilor
Feb 2, 2008

That's a crit.
So at GenCon last year, fellow Goon selnaric picked up a bunch of terrain from the 4Ground booth, among which was the "game store" building interior. He had just finished assembling it in time for last Friday night's Infinity game. Thus, as a Ghulam trooper busted through a window trying to work his way into a position to put the enemy in a crossfire, he was confronted with an unsuspecting civilian:



"Can I help you, thir?"
"Uh, yeah. Gimme all your bottles of Agrax Earthshade, motherfucker. That poo poo is liquid talent, and I must have it!"

Or alternately...

"Put every copy of Aristeia you have in a bag, hand it over, and nobody gets hurt."

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Ilor
Feb 2, 2008

That's a crit.

KPC_Mammon posted:

I've decided to just dive in and go with a full 300 point list instead of loving around with RECON. I figure I'm more likely to find people up for a game and I was having a hell of a time making a 150 point Onyx list.

I kinda hate listbuilding in Infinity. It is probably due to a lack of experience, but getting everything I think I need seems impossible. There is also not very many resources online that offer advice.
Onyx (and CA in general) is very tough at low points, because their poo poo is individually expensive. This inevitably means you're bringing fewer toys to the table than most opponents (with the possible exception of Military Orders).

List building in Infinity is loving awesome. I can (and have) spent hours loving around on Army and going, "oooh, that could be cool!" I'm gonna echo grassy gnoll's advice, though: stick to the objectives. There's lots of cool gimmicks in Infinity (FO/Hacker + Guided, for instance), but very few of those actually help you win the game. Always look at where your objectives are, always consider the amount of distance you're going to need to move to accomplish them, always think about board control, always think about area denial. There are times when a 20-point infiltrating minelayer is worth its weight in gold. There are times when a TR bot is nearly useless. Much of this will be terrain and mission dependent.

Here's something that might help: know your mission going in, then make two lists - one that's really good for an open board with good fire-lanes (snipers, MLs, and HMGs), and one that's good for a much tighter, more claustrophobic board (boarding shotguns, SMGs, and chain rifles). If you have time, run the game twice and play them both to help you see under which circumstances things work and under which ones they don't.

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