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Genghis Cohen
Jun 29, 2013
One of the things I believe could be cleared up about infinity: all those weird compound skills. Currently the wiki is the only place (AFAIK) that consolidates all those overlapping rules about the types of special ammo and the effects immunities have on them. Personally I would love it if the new rulebook had all the game rules - profiles, special rules, weapons, equipment, army lists, etc - in one place. The announced decision to keep human sphere and paradiso stuff out is mystifying to me. Hopefully they only mean scenario/spec ops/campaign stuff? But even something like link teams, which are a big part of the game rules. How would it hurt to have those in the main rulebook?

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Genghis Cohen
Jun 29, 2013

James Woods posted:

Money basically. While I would prefer they include rules like Link Teams and all the gear from those books in N3 I totally understand why they wouldn't. I mean they already give out all the rules for free in .pdf form as well as having a free army builder program and a searchable online database for every rule with related rules hotlinked in the entry. I can't think of a single other game that does this so I'll happily keep purchasing the books to support them despite them seeing little use for me besides bathroom reading. When I go to a tournament or even just play with friends I just use a tablet to reference the rules. Hell I even use a second tablet for my army list. It's so much nicer than lugging around and thumbing through a bunch of heavy rear end books. Get with the 21st century brother.

Oh, I've never actually bought any of the rulebooks. I was just going to pick up the Paradiso one for the campaign rules (could be handy for the new group, those rules as far as I know haven't been released digitally) and I may well buy the new core book. But I have no problem with using download only rules on a screen. I am a big fan of the wiki system since it essentially incorporates FAQs (the bane of any rules system) as things go along.

It's just something about having new and updates rules in one source, while others haven't been touched, irritates me. It's an arbitrary distinction to adjust/rebalance some rules and not others. Purely practically, they will need to adjust points costs and other options for most profiles in the game, less than half of which are in the core rulebook. I repeat this is not a problem for me as I get weapon/special/profile rules off the wiki or an army builder. It just seems weird that the HS and Paradiso rules will be at least partly redundant, and yet not replaced.

Playing again in a few hours. Painted another model or two, gonna bring the pain.

Genghis Cohen
Jun 29, 2013

TKIY posted:

As a follow-up to my earlier post I picked up the Haqq support box and a Barids Hacker blister. How does this list look:

HAQQISLAM
──────────────────────────────────────────────────

GROUP 1 8 0 0

GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (13)
GHULAM Doctor Rifle + Light Shotgun / Pistol, Knife. (17)
GHULAM Rifle + Light Shotgun / Pistol, Knife. (13)
HUSAM (BS13, Doctor, Natural Born Warrior) Rifle + Light Shotgun / Pistol, Knife. (13 | 12XP)
DJANBAZAN HMG / Pistol, CCW. (1.5 | 36)
NAFFATÛN Rifle + Light Flamethrower / Pistol, Knife. (10)
NAFFATÛN Rifle + Light Flamethrower / Pistol, Knife. (10)
NAFFATÛN Rifle + Light Flamethrower / Pistol, Knife. (10)

GROUP 2 3 0 0

NAJJARUN Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (17)
LASIQ Viral Sniper Rifle / Pistol, Knife. (1.5 | 29)
BARID Hacker (Hacking Device) Rifle + Marker / Pistol, Knife. (0.5 | 26)
NASMAT Electric Pulse. (3)
NASMAT Electric Pulse. (3)

3.5 SWC | 200 Points

Open with Army 4

I think 13 is too few for 2 combat groups. Hackers especially are order-intensive models, why is that one in a 3-man group where it will be starved of orders? Ditto for the lasiq, a powerfully mobile sniper. I would find some way to cut it to 10. Engineers are a bit pointless in this list unless you are using the ITS/paradiso missions. Take heavy flamer naffatuns over the light version, always.

Genghis Cohen
Jun 29, 2013
I think the second list is the better option - MSV2 HMG is a better use of SWC and a more versatile unit than a HI who only has an AP rifle.

Genghis Cohen
Jun 29, 2013

James Woods posted:

Yea? What do you jerk off to?

I laughed.

Kicked the living snot out of a Yu Jing player last night. 300 pt YAMS. He took some cheer leaders, a Hsien HMG, ninja, tiger soldier, and an O-yoroi TAG. Basically he went first and tried to just TAG blitz everything. Because I was playing an almost all camo list (now a couple pages back in this thread)this prob took more orders than it should have, although I risked a spektr sniper in a joint ARO, losing both it and a zero.
Those were my only losses, my first turn I adhl'd his TAG, killed it, killed the hsien, killed a celestial guard hacker. His 2nd, he brought in the ninja and tiger soldier, managed to achieve 1 of his WIP-check type objectives. Didn't kill any of my stuff and I took out those models immediately in my 2nd turn. He resigned.
So I ended on 3 pts for clearing and keeping control of my deployment zone, and preventing his goal of having more left than me. I might have got 'kill his lt' if the game had gone the 3rd turn, but it would have been a dick move to make him continue. (we are in a YAMS ladder though, so I could've used that point. He had 1 pt for his objective. We forgot to do double or quits - see prev remarks on ladder points.
Lessons learned: I like my list, but even infiltrating, getting at his cheerleaders (in buildings in his DZ) would have been a bitch. It's so nice to have a bit of AD3 or similar mobility for those sort of targets. Chuffed I got to glue-gun a TAG though!

Genghis Cohen
Jun 29, 2013

S.W.O.R.D. Agent posted:

You're not helping my cause!

Oooh yeah... :fh: :fap: :gizz:

Am I the only one who actually really dislikes 'themed' dice where one of the symbols is a little hieroglyph? I always have to ask my opponents if it's the top or bottom score. I dunno, it just seems a bit simpler to use numbers. Obviously 'simple' is a weird thing to chase while playing a game with 3 rulebooks, but hey.

Genghis Cohen
Jun 29, 2013

parabolic posted:

For a total Infinity noob, what do you all think of that starter? Will those models be a relevant part of expanding into those factions?

Breakdown of the non-exclusive units in the box:

3 x Fusiliers - PanO stock infantry, therefore useful in any army size, useable in 2 of the 3 current sectorials (Neoterra and MO)
1 x Svalarheima Nisses - excellent elite MI with the very important MSV2 kit, not currently sectorial, expected to be in the 'Svarlaheima' sectorial in the upcoming campaign book
1 x ORC Troop - the stock PanO heavy infantry, not currently in a sectorial, often overshadowed by other more elite HI, but pretty good
1 x Akalis Sikh Commando - one of 2 AD3 troop types available to PanO, pretty drat hard. AD troops are a really good thing to have. In 1 sectorial currently, Acontecimento
1 x Military Order Father-Knight - new, but seems to be a HI, knights in general are a basis of one of the PanO sectorials and I assume he will be a choice for Military Orders. Probably a doctor model.

3 x Alguaciles - Nomad line infantry, again, very useful. In 1 of the sectorials (Corregidor)
1 x Grenzer, Grenz Security Team - new and unknown, probably not in either of the current sectorials
1 x Mobile Brigada - the only current Nomad HI, pretty plain but IMO very solid. Corregidor Sectorial.
1 x Spektr - TO infiltrator and therefore a very brutal model, not currently sectorial
1 x Reverend Healer - again unknown and new, likely a doctor, likely in the Bakunin sectorial with the other 'religious' Nomads

Overall, pretty useful all round troops. Obviously a few things still unknown, but undoubtedly a good mix of skills and troop types for vanilla army lists.

Genghis Cohen
Jun 29, 2013
Ha, Infinity is the best game. People who come straight out of another game (usually 40k; I certainly did) are always disconcerted by the fact that 'your turn' is not purely painful for the opponent, you can get hurt as well.

I always take the kill'em'all objectives for YAMS. Unless I had an infiltrator or drop troop in the perfect position to accomplish one of the other objectives, it is just more orders-efficient to take out the opposing force (and get points for it)

I am playing in an ITS tournament in 2 weeks, my first. Missions are Quadrant Control, Domination and Annihilation if that's right. Basically the 2 where you have to have more points in position than your oppo, and the no-retreat kill-em-all mission. Plus classified objectives. What sort of units should I take (corregidor jurisdictional command)? I was thinking 2 AD troops and at least 1 remote, for mobility. Doesn't seem to be any need for specialists in these missions. I am intending to take a hacker though, I think there's a good chance of HI or TAGs at 300 pts.

Got an awesome model, Luke from Dark Age Miniatures, to be a McMurrough proxy. Stand by for pictures once his base gets here.

Genghis Cohen
Jun 29, 2013
Note that'd be 5 and your opponent also bringing his dice. I think technically you could use more if doing coordinated orders? But 5 is really plenty.

Flipswitch posted:

Good luck in the tournament, I've played Correg a bit here to introduce our newer players in tournaments and I find I don't really take REMs (but they're in my Bakunin scheme and I can't cross the paintjobs or bases, that'd be sinning) but I often take a 3-4 link of Wildcats, usually Tomcats for mobile specialists, an Intruder, Lupe and fill my weaknesses from there. If you're playing 300pts, definitely consider a Gecko or two as they're nice bruisers for pushing up the table for other models to get poo poo done, and of course, take a customizable Spec Ops. :)

Sometimes I consider running a link of Alguas if I need to skimp the points, but I am a big fan of how versatile Wildcats can be, plus I love the sculpts.

Cheers for that. Unfortunately it is a no-spec ops tournament. Shame as I've never played with the spec ops and would like to sometime. My Geckos are actually the Antenociti 'Komodo' models, so again, they're out. I am painting up my wildcats this minute and am almost certain I'll use a 5-wildcat link.

What I'm thinking of:

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

GROUP 1 10 0 0

WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
WILDCAT Spitfire / Pistol, Knife. (1.5 | 25)
WILDCAT Hacker (Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 31)
WILDCAT (Number 2) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (20)
WILDCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (23)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 44)
INTRUDER (X Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 52)
TSYKLON Spitfire, Marker / Electric Pulse. (1 | 37)
HELLCAT Boarding Shotgun / Pistol, Knife. (20)
TOMCAT Doctor Combi Rifle + Light Flamethrower / Pistol, Knife. (22)
ZONDBOT Electric Pulse. (3)
ZONDBOT Electric Pulse. (3)

6 SWC | 299 Points

Intruders backing up wildcats, some AD to grab the board, remote for mobility and to enable hacking. Do people rate Morans in serious games? Having been playing with 2 per list quite a lot, often I am glad of the koalas hindering my opponent's moves, although they seldom kill anything. My gut says that in some ITS scenarios I would take 2 Moran FOs, but given none of this tourney's missions need specialists, I think I'm better off with killy stuff.

Genghis Cohen
Jun 29, 2013
Yeah, I imagine all army list type info will be revised (points rebalanced etc) and reissued online and in the army builder programs. Which makes Human Sphere and Paradiso only half-useful in some ways, but I realise that since we are all using the digital army builders anyway it hardly matters.

So after testing out my ideas, and only losing 2 out of 3 games, I settled on an army list for this tournament. We are using ITS missions, but the ones which centre on board control and annihilation, not those which use specialists to carry out key tasks.

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

GROUP 1 10 0 0

WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
WILDCAT (Number 2) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (20)
WILDCAT Hacker (Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 31)
WILDCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (23)
WILDCAT Spitfire / Pistol, Knife. (1.5 | 25)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 44)
TSYKLON Spitfire, Marker / Electric Pulse. (1 | 37)
LUNOKHOD Boarding Shotgun, Akrylat-Kanone, D-Charges / Electric Pulse. (26)
HELLCAT HMG / Pistol, Knife. (1.5 | 29)
TOMCAT Doctor Combi Rifle + Light Flamethrower / Pistol, Knife. (22)
ZONDBOT Electric Pulse. (3)

GROUP 2 1 0 0

SALYUT (Total Reaction) Combi Rifle / Electric Pulse. (21)

6 SWC | 300 Points

Open with Army 4

(I hope no-one here is going to that tournament) I figure this gives me enough mobility to actually get around the board where I need to be. Frankly playing that mission where you need to have troops in position at the end of each game turn was a total mindfuck for me, not used to playing Infinity in that way.

Genghis Cohen
Jun 29, 2013
Yeah, a lot of the more fearsome units in Infinity just pay for all the cool skills - they're not actually too much better an equivalent weight of cheap units, they just lend themselves to aggressive play or certain gambits (like TO HI or the cutter, or intruders, or any other model with some of the really good special rules). The units which are closest to being broken good are the super cheap ones IMO.

Anyway I played in my first ITS tournament. Ineptmule, shame you missed it. I came 14th (of 24) and our Morat buddy came 7th. We both won 2 hard fought games and got pounded once. Is it me or does the ITS system swing heavily based on how many points you pick up? Like I got 5 objective points from each win, and the guys who won the tourney were the ones taking like 10 points from 1 big win. It seems like you really need to grab all the points to win. My first game I wiped my opponent at the end of turn 2 - so we were playing Quadrant Control, and I didn't get so many points as you earn them turn by turn. It might have actually been a stronger win for me if I had held off a bit.

The loss I took was horrible though. 3 models - a Dao Fei and 2 Tiger Soldiers just walked through my entire force. I killed 1 of the tigers and 1 ninja sniper.

Tables were a bit too open, obviously it is really hard for any club/store to assemble enough solid terrain for 12 infinity tables. Some of what they had was lent by various MDF terrain companies and was a very cool showcase of the competing options. Warmill stuff is amazing, though obviously quite expensive. Bandua is probably the cheapest practical-simple option. System A makes the best walkways. Don't actually care for the Micro Art Studio of Plastcraft stuff too much. Personally I am waiting on Antenociti to bring out his long-awaited terrain kickstarter.

Steel Phalanx were very prevalent at the tourney and did really well. My friend's Morats got steam rolled by 3x3 links plus achilles!

Genghis Cohen
Jun 29, 2013
To be honest mate the tables in the foregrounds of those pictures look pretty much like the better tables at the event I just went to. Still maybe a bit too open - eg the top one you show has good buildings but not enough scatter terrain. Some of the tables I went too were much poorer. I just think even when the event organisers make an effort and understand the needs of the game, inevitably terrain is stretched thinner than it would be if setting up 1 'ideal' infinity table.

Genghis Cohen
Jun 29, 2013
Man, the new HI designs are just sick across the board. I like the Yu Jing ones immensely, would love to play against a proper HI-heavy army. (not just cause I have hackers, I swear) The new mobile brigada is outstanding as well and I cannot wait for them to release a box set of 4. I will run a 5-brigada link very happily. The new ORC troop, on the other hand, is a bit too wasp-waisted, the model just looks strangely proportioned. But that will be less evident on the tabletop than in face-on close-ups.

I saw in the Icestorm video that Brigadas and ORCs are both listed as MOV 4-4, which is a big change. Pure speculation, but I would like it if all infantry were 4-4. It's a rather arbitrary distinction at the moment. Frankly it is almost a trap that so many elite models are 4-2, and I think it is a big part of why so many 'good' ITS lists and players seldom use them, except when they bring an irreplaceable skill or piece of kit to the army.

Genghis Cohen
Jun 29, 2013
I'm glad they are making climbing a little more feasible. I assume climbing plus will retain the ability to let people move normally up the vertical, and to fire from climbing positions. Overall the rules for jumping, eg through windows, climbing over barricades, etc, could be simplified and made clearer.

Biggest change so far, probably the combat camo rules? I also think the move to silhouettes will make LoF much, much easier to achieve. There are a lot of situations where a model is just hidden by some scatter terrain, and a silhouette would probably be visible.

Genghis Cohen
Jun 29, 2013
Yeah, I am super optimistic about all of those things, and the following which I have also heard:

Weapons are being rebalanced: snipers have a lower max range (which was far longer than any infnity table) and a greater +3 range than before. Shotguns are rumoured (not confirmed) to be +6 at close range - certainly the designers mentioned 'rebalancing shotguns' so I have high hopes for weapon rebalancing overall.

Morale and Hacking are both confirmed to be greatly expanded/completely rewritten. Morale changes are obvious from what we know about LoL. There are rumoured to be both more hacking and more EVO functions.

Again, a big curiousity of mine is how they will update rules and profiles not originally contained in the core rulebook. Weapons and the value of skills will change dramatically and so it is only natural to expect lots of profiles to at least be adjusted in points values. Apart from profile balance, it remains to be seen how they deal with equipment+weapons+skills introduced in HS and Paradiso. Beyond those profile-centric changes I think the only major rules in the subsequent books are campaigns (don't really need changing) and link team rules - will these bolt smoothly onto the new N3 stuff? Will link team rules be updated in time? Who knows.

Genghis Cohen
Jun 29, 2013
I would think the intent is that smoke 'counts as an attack' in terms of modifiers for distance etc - they just mean you roll as for a shot, it isn't an actual attack. Pierzak's interpretation is correct.

Genghis Cohen
Jun 29, 2013
I am absolutely loving the weapons changes. While the shotgun is eye-grabbing and I'm glad it gets a boost, I think the extended -3 range for rifles (rather than -6 from 24") and the close range nerf to spitfires and hmgs, and to a lesser extent snipers, is the important bit. I think it does a lot to address the overwhelming importance of HMGs and other weapons over rifles. Under the old rules this was a very noticeable thing if you weren't playing on super close tables. Now we will see a greater mix of weapons being viable. Perhaps the days of almost always activating the hmg first are over!

Genghis Cohen
Jun 29, 2013
Some of the people on the official forums are going completely nuts on the range band changes. Personally I think it's a good thing, rifle carriers were often completely dominated by longer range weapons. The relative rebalancing if rifles vs shotguns and hmgs vs snipers needs to be addressed in pts though.

Other Icestorm bits: All HI seem to be 4-4 now, MI stay 4-2. The Father-Knight's stats are sick, CC23, 5 ARM, 9 BTS etc. Personally I am very chuffed that the Mobile Brigada with multirifle and LFT has gone down to 39 pts, while gaining 4-4. Woohoo! Roll on that link team box.

Genghis Cohen
Jun 29, 2013
Well unlike 40k where you need a certain number of the same units for an army, Infinity doesn't require multiples of any given unit - the 3 of each line infantry you get in the box are probably a good number to include in beginner games. Getting another box just gets you duplicates which is nothing great in terms of gameplay, and IMO looks pretty dull, one of the nice things about a skirmish game is having unique models.

The exception to this 'duplicates are pointless' thing is if you are using a sectorial list, where you have narrower selection but can take more of each unit. Even then you don't want the same actual models do you? For example I play the Corregidor sectorial, which features Alguaciles and Mobile Brigada. But rather than buy 2 Icestorm boxes I will definitely wait till CB releases more models for those unit types - my army will look better and I will have the ability to field more equipment loadouts, eg it would be rare to field 6 alguaciles without 1 or more carrying some heavier weaponry than rifles.

Sorry if any of that is phrased patronisingly - the short version is no, it's a bad idea, get more other models instead.

Swagger Dagger: It's hard to say much about interventors or any other hackers as the rules will be redone (and apparently vastly expanded) very soon. I would say for additional boxes, the starter sets for the various sectorial armies are good places to look. Value for money and gives you a number of models. If cost is a factor, things with small ancillary models like auxbots, koalas and pandas, or massier models like remotes, give you a bit less gameplay bang for their greater bucks cost.
So Nomads: bakunin and corregidor starters both good, Morlocks box gives you interesting and fun warband troops (if you're into that weird Bakunin poo poo), you could get some of the hellcat or tomcat drop troops.
PanO: Neoterra, MO or Acontecimento boxes all good, auxilia box maybe.

For individual models it is hard for me to actually recommend because there is so much variety. Throw out some names you like the look of and I'll explain what they do in (the current) rules.

Genghis Cohen
Jun 29, 2013
This page has a picture of the profiles included in the Op: Icestorm bit:

http://infinitythegame.com/forum/index.php?/topic/23900-icestorm-rule-change-roundup/

Your questions: no MA but a seeminly new rule called Assault, and Kinematika L1, costs 43 pts (with a boarding shotgun) which even with no long ranged weapons seems very good indeed. Dude is a beast. Re: MA, remember we have not yet seen the new CC rules, apparently big changes. So perhaps it will no longer be only about the presence of MA/berserk/special CCWs.

Genghis Cohen
Jun 29, 2013
There is a strong indication of that possibility (I believe it came out of one of the Icestorm videos now on BoW): Knives are B(1), as well as moving to DAM (PH-1).

S is for silhouette, the size of rectangle now used to check LoF. Humans are S2, it appears full size TAGs are S7. Guesses are S1 is small things like koalas, there will be at least 1 size for remotes, sizes for really big HI types like Ajax or Tarik Wazzizname.

Genghis Cohen
Jun 29, 2013

Fix posted:

I gotta wonder about the scattering on AD:Combat Jump though. Great that we don't have to do the Failure Category math anymore, but making it always scatter 16" seems like a pretty big deal. Could be mitigated a bit if you still get to put the template down and land anywhere on it, but that's like always missing your roll by more than 6.

I suppose it's so it actually is an impediment to your plans, like the change to risky infiltration. If you scatter say 5" under the old rules, it could make no difference whatsoever to the success of whatever gambit you were trying.

I also really, really want to know about link team updates and the mentioned 'command tokens'. We've seen a fair bit about the changes to the basic rules, but not much about the rumoured rewrites of whole more advanced sections: hacking, cc and the like.

Genghis Cohen
Jun 29, 2013
AP is one of those weird things that is crap against most units. But against the heaviest TAGs, you really, really need it. A Jotum or Avatar in cover is immune to regular rifles isn't it? And it looks like cover will be easier to get for TAGs, as any part of the model being obscured (by objects in BtB) means cover.

I finished painting my 7 Wildcats, the core of a lot of my army lists:











I am fairly happy with them but gently caress Infinity is hard to paint well. The helmet visors and some of the highlights were just so hard to do. I seethe with envy looking at things like that Ajax up the page there. On to the hellcats!

Genghis Cohen
Jun 29, 2013
I have won before with that sort of list:

NOMADS
──────────────────────────────────────────────────

GROUP 1 10 0 0

PROWLER Combi Rifle + Light Flamethrower, Adhesive Launcher / Pistol, CCW. (0.5 | 32)
PROWLER Combi Rifle + Light Flamethrower, Adhesive Launcher / Pistol, CCW. (0.5 | 32)
INTRUDER (Lieutenant) Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (36)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 44)
SPEKTR Combi Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (33)
SPEKTR MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 43)
MORAN Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 21)
MORAN Boarding Shotgun, CrazyKoalas (2) / Pistol, Knife. (0.5 | 21)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)

6 SWC | 300 Points

It does force a different kind of playstyle, being aggressive on the active and hard-to-catch on the reactive turns. I wouldn't always play with such an army, but it is doable. EG I played against Shasvastii the other day and while I rolled some important models in my first turn, he then proved extremely hard to pin down and kill the rest. Although shasvastii are great at that and the terrain enabled him. But my point is, if you handle opposing MSV and DTWs correctly, try and assassinate key models and just hide your guys away afterwards, it can work.

EDIT: If you mean pure TO Camo, well, those units are too expensive to be a whole army. If you take many of them, hidden deployment is not your friend, and any non-camo models ought to be things that can 'cover' the camo - smoke grenade chuckers, total reaction models, etc

Genghis Cohen
Jun 29, 2013
I just ordered a load of little wooden discs:

http://www.sarissa-precision.co.uk/store/bases/

and then glued printed-out infinity markers, or cut outs from the quick start rulebooks, onto them using a paste stick. Really looks exactly the same as the bought markers, especially if you use a quality printer, perfectly hard wearing, and doesn't cost 60p a time or whatever it is.

Genghis Cohen
Jun 29, 2013

Danoss posted:

I've planned on doing what Indolent Bastard did and posted about in the terrain thread.

Here are the results

And here is how it was done

I've grabbed the images of the tokens from the MAS website, made them transparent where necessary and set the appropriate dimensions. Here they are on my GDrive if anyone else wants to make use of them. The resolution is decent enough to print at 162dpi. There are some higher (and also lower) resolution images on the Infinity website, but I thought these were good enough.

I can get 100 clear acrylic tokens for :10bux: and my colour laser printer seems to produce decent enough prints. Just another cheap option worth having available.

Edit: If this is a bit much effort or the acrylic discs are difficult or too pricey to obtain, there are always the epoxy circle stickers. You can even stick one on either side to make them easier to pick up, they're cheap enough, or you you can just seal the other side as per the guide above.

Holy poo poo, those are some pretty well done markers.

Comrade Merf, an infinity opponent of mine has similar ideas to yours re: Morats. He says the linked vanguard hmg is pound for pound the best model he has. Another good list building thing he does is to include a 2nd combat group of 1 oznat and 4 hungries, it works really well to put pressure on his opponent. For me the one thing I'd like changed about Morats is a buff to HI (which hopefully we will see with a points break in the new edition) - Suryats and Sogarats are overwhelmingly cool and I would love to face them more often. Not just because I have hackers, I swear.

Genghis Cohen
Jun 29, 2013

Flipswitch posted:

Stay in cover, stack enough negative modifiers so they don't get hit, co-ordinate order them to minimize ARO. Mimetism on LI is such crazy poo poo.

Word. Mimetism is just as good as ARM 3 in my book (unless you are facing MSV obviously, something which I'm sure ALEPH players hate). Aren't they 6-4 as well? Would be very good if linkable, I have no close buddies who play ALEPH but I would think that the benefits of Dakinis over conventional line infantry are about equal with the disadvantages. How much do they cost?

Genghis Cohen
Jun 29, 2013
I love glue guns. Nomads can get the short range version on prowlers and intruders, which is sick with combat camo (basically the only time you would risk using it due to the low burst, except for shooting models in the back etc) - last time I used them I glued an O-Yoroi TAG. It's just the ultimate dick move, since it circumvents the 3 structure points and PH-6 is a better chance than most non-AP guns against a TAG's armour.

I thought I would post some lovely pictures of a proxy and conversion I made. First is Carlota Kowalsky, I was keen to use the rules but I think the model is a bit off - I like models to be helmeted/tactical, and Kowalsky is strutting about helmet-off. Also, her face is just a bit weird. So, helmeted version:





Note the blob of greenstuff I am still trying to sculpt into a fist, her hand was holding the helmet, and couldn't be saved. The greenstuff is still curing as it's too soft to work right now.

Next, I am really excited about this model, McMurrough!







Scale shot - he's pretty exactly the right scale:


The model is from Dark Age minis, with a WH40k sword on his back. I love the rules for McMurrough, really good and just looks fun to use, a big change from the normal Corregidor playstyle. But I can't bear kilt-wearing werewolves in my super-serious space army. So he is a robot. If anyone is familiar with the background for McMurrough, he got permamently werewolved helping the Nomads to evac a templar (who gave him his sword).

The templars in their future-incarnation are one of the things I find really cool in Infnity. I like to imagine that this robot thing isn't Mcmurrough, it actually is a templar - Jakelin de Mally (look it up). One of the remaining exiles who has uploaded his concsiousness to a mechanical body. Like the A-team, he was wrongly convicted of a crime he did not commit. But instead of working as a sucpiciously non-violent mercenary, he seeks revenge! An avenging son come to visit god's wrath on the apostates of ALEPH. Deus le volt!

In pursuit of this, while painting him in a normal nomads scheme (the blank helmet fits really well with my army), I will paint those little dog tag things about his waist with little lights, maybe they're the engrammatic memories of his executed brethren, I will paint his waist-cloth as a tattered Templar surcoat, I am trying to look up some cool computer-diagram pattern to do down the blade of the sword.

Painfully nerdy there, but I think it's a cool idea.

Genghis Cohen
Jun 29, 2013
No worries the Dark Project. His blank-face head would actually work perfectly as a ball mount for most plastic bit heads or other conversions, it could be greenstuffed into a neck very easily.

Tentacle Party, if I could get all those ideas to paint I would probably be a lot better than I am, but I will look up some tutorials and try and step it up a notch. Gonna do these 2 hellcats first though.

Genghis Cohen
Jun 29, 2013

Cyclomatic posted:

I'm trying to narrow down which faction to pick up. I'm pretty much down to Nomads and Haqqislam.

Nomads appeal because Corregidor has super cheap TAGs, making me think I can put a TAG on the table more often. They've also got a bunch of what appears to be no-nonsense cheap medium infantry options, and a cheap no frills heavy infantry option. They look like they can bring a lot of business to the table.

Bakunin is full of weird poo poo and freaktech. Ideally allowing for solving puzzles in unusual ways. I don't care for furries, but somehow a faction of nutbars that sic weaponized furries on people comes off as glorious.

I like the look of the Haqqislam models, but I've never understood what the faction is supposed to be about. The OP talks about specialists, but Corregidor seems to have way more specailists options. Haqqislam doesn't seem to have much in the way of TAGS, Remotes, or Heavy Infantry either. They sort of seem like they are supposed to have low tech but in the hands of bio-engineered super soldiers, where crappy gear on good stat lines evens out somehow, but I'm not sure that is right.

Corregidor has 2 options for TAGs: Iguana and Gecko. The Iguana is a light TAG and the Gecko is really almost a super-heavy infantry instead, so you're pretty close so far. But this doesn't mean you will necessarily want to always include one of these options - infinity works around changing your list often. They have 1 no-frills MI, Wildcats, 1 superb elite MI, Intruders, and 1 no-frills but AD3 MI, Hellcats. Basic light infantry, 1 infiltrating and 1 AD2 light infantry, both of which make excellent specialists (Morans and Tomcats) All this is topped off by the standard REMs and the quite good Nomad special REMs, and a few interesting and zany special characters: 1 good cheap hacker and 2 close combat fighters.

Corregidor has 3 links: Alguaciles for basic line infantry, which is nothing to sniff at in a link and in many ways the best bang for your buck; Wildcats for more elite models, more exciting weapon options, good hacker and engineer specialists, better stats, but slower and obviously more expensive; Mobile Brigada are obviously a whole different ball park as a HI link, which I assume few have fielded up till now because of the lack of models. That may change soon, but obviously going big into a conventional HI link is an unusual list. All these links can hit the full 5 though.

Corregidor is a good, versatile army with a little bit of tricks and a good lot of force. Perks include good BS, good and varied specialists and wide access to light flamethrowers+combi rifles. Weaknesses include no great hackers (although you retain the excellent Nomad ability to enable hacking via repeaters etc) very little heavy weaponry (eg EXP+AP) and the most really elite model they have is an Intruder, which while great is obviously just MI.

Bakunin I have less experience with, but has more tricks, prob a very aggressive army with good warbands, a more aggressive and cheaper HI link, excellent MI. Can get more and better camo infiltrators but no AD. Also very interesting mercenaries. 1 full-on TAG rather than 2 lighter options.

Haqqislam I will let someone else have the floor, but I think they rock the loving Kasbah. Both sectorials are awesome, tricky armies with some brutal units. QK can take 2 light TAGs also if that's your thing.

Genghis Cohen
Jun 29, 2013
On the other hand, I would like to see them be ambitious in fleshing out more sectorials sooner rather than later. I think there is a little 'grass is greener' thinking in that Caledonians or Merovingians are limited, that could be said of any sectorial but it's still a unique playstyle that brings options to the wider game.

EDITED for grammar.

Genghis Cohen
Jun 29, 2013
The full CC picture is still unknown. The only N3 cc specialist profile we have seen is the Father-Knight, with CC23 and a DA weapon, PH is some typical HI number. That is a higher value than any other unit in the game currently, so really heavy martial artists such as special characters may have insane numbers. CC score above 20 increases critical hit chance. So your roll is an automatic success, and on a 23 that means 17 and up is a critical. Yes, 1-1 FtF rolls are still a bit chancy, but it is a drat good chance.

The new 'assault' rule was also questioned and explained as follows: If you start an order in LoF of your target, you can move the full 4-4 and then still strike in close combat. So that will help non around-the-corner cc attack moves for such models.

Things to consider on CC: if you can get within 4" of your target (6" for dudes like achilles) you can move-cc as an order, which as I understand it makes the roll FtF his BS versus your CC. I know the MA modifiers can't apply it, but you could still use a bonus to your CC or burst values. BS is much lower than the CC value of hand to hand specialists.

Assault is a new wrinkle and we don't know how wide it's spread. Kinematika could also help cc specialists. We have no idea if any form of N2's empty mind is in N3.

My point is, we don't have the full info until new profiles and full rules are out. What we can see, is that even if most CC rolls, excluding multiple models/MA4, are straight up 1-1 FtF rolls, you can still stack big modifiers on a CC score that is amazing. We could easily look at a 1/4 chance to just crit the opposing )non-cc-specialist model and win outright, putting you on similar odds with an HMG burst!

I believe the designers know what they're doing and have made CC more interesting, and a viable option for specialists. With -3 at close range on important SWC weapons, how brutal a roll is a roughly CC23 model with a potential +6 bonus, if it is a high MA level or berserk?

Genghis Cohen
Jun 29, 2013

JoshTheStampede posted:

This is what excites me. Having to protect your special weapons dudes (especially snipers) from being ganked by CC specialists is interesting tactically.

Ex-loving-actly. Not so much a CC as a weapon ranges thing, but I love that HMG is no longer the daddy, with spitfire just being an in-all-cases-better version of the combirifle. There is a genuine reduction of risk for people who use orders to attack long range models intelligently, whether through cautious movement, AD, smoke etc.

Genghis Cohen
Jun 29, 2013
Pretty sure they have always had combi rifle ranges and one of the weapons charts going around was just badly edited? I remember something about that.

Genghis Cohen
Jun 29, 2013
Just back from a long trip and am definitely going to play some Infinity in the next week or so! I read just now on the infinity official forum that the pre-order date for N3 is Oct 13 (monday). loving excited, definitely pre-ordering to get that mercenary model. Wonder if we'll have the books by december?

Genghis Cohen
Jun 29, 2013

Iceclaw posted:

I'm thinking of giving this game a try, so I'm going to split the Icestorm box with a friend. I'm going with the Nomads, I like their general feel. Anything I should know? What should I get? (I'm going to receive models from another pal who's ditching the faction, too, but I don't know what he has).

Factions can be played either as vanilla (pick from all models) or sectorials (pick from a limited selection, which have increased AVA, able to link certain units into link teams). In Nomads, all units fit into 1 of 3 sectorials, the 3 Nomad motherships. That's except the remotes, which are utility units available to all factions.

Nomad starter (ie the Icestorm bit) Sectorial division is: 3 alguaciles, 1 mobile brigada [Corregidor], Spektr and Grenzer [Tunguska] and Reverend Healer [Bakunin]. Please note that the Tunguska units are not actually a sectorial yet, they are predicted to get more unit profiles and sectorial rules next year, in the new rulebook and/or next campaign book.

Basically, you can either decide to build a sectorial army, in which case the bakunin or corregidor boxes are great starting points, or stick with vanilla and just get random blisters you like the look of.

Important units are:
Line infantry, current nomad options are Bakunin moderators and Corregidor alguaciles. You will find yourself often wanting at least a couple of either in your lists, to provide numbers.
Infiltrators/camo units, people take these to deploy forward, shock the enemy and surprise him. Bakunin and Tunguska have more than Corregidor.
AD troops, again, to give some surprise and get in your opponent's deployment. These are all Corregidor atm.
Heavy hitters: Corregidor and Bakunin have HI models, all 3 sectorials have a TAG, Corregidor actually has 2 lighter types rather than any full-on TAG.
Elite MI: very much Nomad's thing, Bakunin fields several types from the Observance, all linkable. Corregidor has the fearsome intruders and the workmanlike wildcats. Nomads' combat remotes are also pretty handy offensive pieces.

Hope that helps, basically look at all the models and if you find yourself drawn to either Bakunin or Corregidor consider focussing on one. Tunguska is not really a full choice yet. Remember that you can always use vanilla to bring in other models. Eg I have a corregidor army. But, although I have too many of their units to use, say, all of my Intruders in a vanilla list [AVA in corregidor is 5, AVA 2 in vanilla] I do have a number of Bakunin and TUnguska infiltrators, and sometimes play a camo-heavy list using those with my few infiltrating/camo Corregidor units.

Genghis Cohen
Jun 29, 2013

ineptmule posted:

It's the future bro

That's no excuse! Yet more proof that foreigners cannot do berets. Oddly enough for a French item of headgear, only the British do it right. Funny old world.

Genghis Cohen
Jun 29, 2013

JoshTheStampede posted:

I'm pretty sure they will remove the "keep spending orders" kamikaze part and just make it NWI that only lasts one turn.

This is what I have heard. A model with dogged, on being reduced to 0 wounds, will continue to operate and then die at the end of the turn. (or will it be just fall unconscious now? I suppose I don't know either)

Genghis Cohen
Jun 29, 2013
Yeah, some of the best (maybe broken) models in the game are cheap warbands with Dogged.

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Genghis Cohen
Jun 29, 2013
Yeah, basically if he drops into their ZoC they can change facing to oppose his next action.

If a model is hit (eg 1st of the 3 infantry the hellcat targeted) by enemy fire, your models in his ZoC can change facing. Your mucker's just been shot in the back while standing next to you, naturally you turn around. So if the dice favoured the hellcat he could still have done such a thing, it is in no way out of the ordinary for the infinity where a good plan can roll the enemy up unless stopped by a crit. And after all the 3 line infantry are only about 30 pts to the hellcat's about 25.

As for the light shotgun thing, well, that's templates for you. In 3rd ed it looks like models will get to try and dodge those. And in the meantime, don't deploy your models in lines!

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