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KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

ReadingZucchini posted:

Is there a good way to play Infinity via computer? Minis are expensive and we can't download them (yet.)

I think it would be pretty easy to proxy with folded paper cutouts and properly sized bases, especially since they'd help visualize model silhouettes. Something like the Guild Ball paper dolls would be particularly nice.

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KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
How do you pick a faction for this game? All of them are aesthetically pleasing.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Ilor posted:

While every faction can do every kind of play-style, some support certain things better than others. For instance, if you like camouflage, play Ariadna. If you like heavy armor, Yu Jing is great. If you like hacking/tech-based attacks, Nomads do this best. If you like TAGs and Remotes, play PanO. If you like dirty tricks and being able to easily heal your troopers (and thus frustrate your opponent), play Haqqislam. If you like fireteam tactics, play Tohaa. And if you just like punching people in the face while madly cackling with glee, play CA.

TAGs look awesome and I heard PanO is relatively straightforward to learn, so I'm definitely leaning towards them. Still trying to decide on a second faction. I'm not sold on hacking (looks really fiddly for what is effectively zone control) as a completely new player so I'm hesitant to go with the obvious solution and pick up O:IS.

I'd prefer something with a relatively low model count, so not Ariadna (even though camo looks fun) or Haqqislam.

Sir Teabag posted:

My advice is pick on of the 8 factions that has the coolest looking units to you. Then buy them and play with them, and as you learn the game you will learn what style of play works best for you. I wouldn't recommend starting with a sectorial, because honestly you're going to buy every loving thing anyway because everything is so damned cool.

The problem with this is how cool at least half the models in every faction look. I'm used to hating the aesthetics of at least half the factions, if not more, of the wargames I play. It makes choosing a faction a lot harder.

Edit: Would also prefer a 2nd faction that plays fairly differently from PanO.

KPC_Mammon fucked around with this message at 18:38 on Jul 12, 2016

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
I love the models for Nomad Geckos. How much of a newbie trap are they?

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
Is there a resource that compiles previous releases by date? Seeing photos of the previous Nomad starter next to the current resculpts is pretty jarring and I was wondering how the model lines have evolved over the years.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

admanb posted:

You can just sort the official store by release date.

This wasn't quite working for me, at least a few of the releases were definitely out of order.

Luckily after much searching I found a spreadsheet, which I'm pretty sure is maintained by Pierzak. https://docs.google.com/spreadsheets/d/1sw32V6iaGqXJutpa4tvAFL6gy5oqQnTGoXzWDxgUdsU/edit?usp=sharing

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
Slicing the pie, yes or no?

I'm new to the game and want to know which way I should learn it. I'm leaning towards pro-slicing, since it is a real world tactic and seems to favor quality units over quantity (which are already favored by the order system).

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Pierzak posted:

Can you elaborate? I wanna know if it's actually feasible and not excessively risky to have e.g. 5 enemy dudes behind a 3m wide barricade 20m away and have LOF only to one specific guy only while avoiding LOF to all the others and also being glued to the edge of the wall you're using as cover. Assume no ambush, and no overwhelming difference in training/equipment.

It seems to me you'd either have to rely on extremely slight movement that would get you shot in the face by the second enemy with the slightest mistake, or you'd have to step back, which works better for positioning but would deny you cover in Infinity. And it's commonly cited as an example of what should be allowed/disallowed as pie-slicing.

Seriously asking, how's this stuff done in actual military?

Sure thing. The term comes from real world application, so you can google "slicing the pie" if you want more info.

Basically, you use the wall, window, or corner to provide cover and sweep out in such a way that you only reveal a narrow slice at a time.



So yeah, the guys can be standing next to each other, but only one will have visibility to you at a time.

Its easier to do in real life than the game. You slice pie until someone comes into your line of fire and then you shoot them. Repeat until the area is clear or one of them shoots you.

Edit: You do lose cover if you slice pie properly in infinity. The nudging out a little at a time geometry equation seems like a reasonable approximation.

Edit2: My biggest question is "which version plays better, assuming no one is an rear end in a top hat?" I'm all about both sides pointing out possible AROs and generally hate Warmachine style gotchas (TO Camo is an obvious exception, since it is doing exactly what it should be doing). I don't have enough experience to make that call, but suppressive fire seems awesome enough that I'm not terribly worried about whoever's making AROs just getting steamrolled. It also seems to favor high quality expensive troops, which I'm alright with.

KPC_Mammon fucked around with this message at 23:26 on Jul 17, 2016

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
ITS, YAMS, or 20x20 for my first post icestorm scenario play?

It'll be low points, still adding rules. Need something to keep the game snappy and encourage aggressive play.

Which reminds me, don't add the supressing fire rule/action to the first two icestorm missions. Third seems like a maybe, but 4th you have 2 units that can take on suppressing fire so maybe it would be alright?

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Ilor posted:

I really like 20x20. It has a nice variety in mission structure and is nowhere near as laser-focused on specialist troops as ITS is. A much wider variety of lists and troops types will be broadly useful in a 20x20 mission than in an ITS mission (where a bad list can straight-up cripple you).

Thanks! I'll give 20x20 a try. ITS sounds well beyond what I'd be up for, my model selection is pretty limited.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
I really like the Mobile Brigada and Gecko sculpts, so I was wondering if the following list (or something like it) would be a viable in 20x20.
Apologies in advance for subjecting everyone to what is sure to be a terrible list.

Jurisdictional Command of Corregidor
──────────────────────────────────────────────────

9 1
MOBILE BRIGADA Missile Launcher / Pistol, Knife. (2 | 40)
MOBILE BRIGADA Combi Rifle + 1 TinBot B (Deflector L2) / Pistol, Knife. (0.5 | 37)
MOBILE BRIGADA Boarding Shotgun / Pistol, Knife. (0 | 33)
GECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53)
GECKO PILOT Assault Pistol, Knife. (0)
GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
GECKO PILOT Assault Pistol, Knife. (0)
BANDIT Hacker (Assault Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0.5 | 28)
ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
ALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)

5 SWC | 297 Points

Open in Infinity Army

I'm worried about my lack of MSV. The forward observer was originally a LGL, but I've heard more specialists are good to have. Is it better to drop down to 8 orders to pick up an Intruder or should I just scrap the idea of running 3 MB and 2 Geckos?

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Mugaaz posted:

Pretty hard to casually play infinity unless its like 5 line troops and 100 points or less. Game is great, but it can be an absolutely slog to learn.
Decision on starter is primarily what factions you like more, but if you preorder the new starter you do get some bonus minis. Those corresponding bonus minis for Icestorm preorder are long gone. Also, the terrain in the new starter is just objectively better. I would still buy one based on faction choice.

As someone who just finished up Operation: Icestorm, I'd say it is definitely casual.

What makes the new terrain objectively better?

Ilor posted:

While it would be rock-hard and hit like a ton of bricks, this list has an extremely obvious (and squishy) lieutenant. Also, a lack of an Engineer means that you're not going to be able to repair your Geckos if they get in a scrape.


Genghis Cohen posted:

Ilor is right, you want certain protection/support elements for heavy units like TAGs. So if you want to use a Gecko duo, I would include an Engineer (either a clockmaker or a Tomcat), some sort of hacking defense and then some hitters that cover the Geckos' weakness: no MSV, medium-short range, few special skills, can't really hide. I would go with 2 Geckos and an Intruder (HMG or MSR) as your hitters, then hit 10-13 models with an engineers, a full link of Alguaciles, and a Jaguar or two if you have points. TR bot makes a good all-comers second-group model, remember to give your Engineer 1-2 servant bots so they can run after the Geckos while he stays hidden near the bot.

I have the feeling I'm trying to fly before I can crawl. I'll stick to the starter box for now. Thanks for pointing out things I should consider when list building though!

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
Any word on how the RPG is shaping up?

The only other wargame->RPG franchises I know are Warhammer Fantasy Roleplay and Iron Kingdoms. Some of my most memorable and fun gaming experiences involved WFRP and Iron Kingdoms was dogshit, so I'm not sure how I should feel about Infinity getting one.

I guess Iron Kingdoms technically started out as a terrible 3rd edition DnD module, but I really think the garbage new edition should count.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Halloween Jack posted:

Dream Pod 9 based a series of pretty well-received RPGs on rules that were adapted from minis games.

But really, Dungeons & Dragons started as basically a skirmish wargame, and was playtested by wargamers who took all those assumptions into the game with them.

I forgot about D&D. :doh:

I'm not into really complex rules systems that have player characters with wildly disparate power levels. If character creation is fiddly and time consuming it should be somewhat balanced.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Ilor posted:

I'm withholding judgment until I see how it works in play, but at first blush it looks interesting. It certainly goes a long way towards fleshing out the setting too, which is really cool.

This sounds really neat. Please keep us updated on how it turns out.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Halloween Jack posted:

OD&D was actually very balanced, in its way. It was very, very thoroughly playtested before it hit the market.

OD&D was great for its time. Beat the poo poo out of Rolemaster. I still have a box of supplements for it.

I'd rather play it than 3rd or 5th any day.

Edit:

Back to Infinity, I made some tokens with 1" epoxy stickers. Pretty hyped to use them later this week.

KPC_Mammon fucked around with this message at 00:50 on Jul 27, 2016

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
I've been having a bit of trouble wrapping my head around some of the hacking rules. I thought I understood them until I started googling specific rules interactions.

Can you use enemy repeaters to make AROs? I've read a few sources that claim its only possible if the enemy hacker hacks as their first short skill, not their second.

Is there a good complete breakdown of hacking available online?

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Cat Face Joe posted:

You can use enemy repeaters but your trooper has to be in the zoc of that repeater and there are firewall mods involved. Killer hacking devices ignore these mods however.

Here's a useful site for hacking.
http://www.captainspud.com/n3hacking/

Awesome. There were a bunch of posts on the official forum from 2015 claiming otherwise based on really strange/non-intuitive readings of the rules.

One of the issues brought up was "what triggers an ARO."

Glad to hear it has been resolved the other direction, otherwise defensive hacking would seem pretty useless if your opponent brought repeaters.

Seems tough enough already, since you need to keep your hackers physically near your vulnerable units to keep them safe, since you can't use enemy repeaters from your own repeaters.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Exmond posted:

You can only react to the hacker, not the repeater. So If an enemy hacker (out of LOF and out of ZOC) uses a repeater (in LOF) to hack your tag, the Tag can react normally. Your hacker cannot react , as the enemy hacker is not targeting your hacker and the enemy hacker is not within LOF or ZOC.

So you can't really defend tags or rems against hackers other than reset?

Or, to be more fair, the best you can do is counter attacking the hacker next turn?

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
A grenade or missile launcher might have done the trick!

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
Does anyone have a favorite game mat for infinity? Preferably one that encourages proper building placement for those who are new and terrible at that sort of thing? But not so set in stone that every game feels the same.

Looks good with the O:IS terrain without being a cluttered mess would be a plus.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Calde posted:

It was my hope that the introduction of Bootleg would see this stuff funneled out of the main lines. Alternately go equal opportunity with the objectification and make dudes feel uncomfortable for a change. Do you have any idea how hard it is to find anime bishounen in 28mm??

I just assumed the pilot was part of the bootleg series. Aren't most stand alone pilots bootleg?

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Cat Face Joe posted:

As a PanO player I am extremely happen with this GenCon.


I was thinking Tohaa but yeah, I was really hoping for and open top Megaman style Walker.

For 25mm based heavy infantry?

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Corbeau posted:

I'm super tempted to write up a set of changes and clarifications I'd make to the game. As much of a step forward as N3 is, it makes the remaining/new problems stand out.

My meta is my dining table, so I'd like to see (and potentially try) what you come up with.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Swagger Dagger posted:

I found it really helpful to go through the operation icestorm scenarios, since they start you off with simple models and gradually add complexity.

I've found that once you are done with operation icestorm it's best to only add a couple of new rules at a time. I've heard a lot of people jump to the full rules immediately and bounce right off.

The game is playable and fun without all the special rules. No sense overwhelming yourself.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

WAR FOOT posted:

Hey all, for the Android Phone Users amongst us, the Beta for the official Army Infinity app just went live on the appstore.

What have I been using the past month? :ohdear:

I don't really like the app. The interface is a pretty big step down from the website version and the one time I tried to play a game with it was miserable. Is there no way to lock your list?

As for the game itself, my regular opponent and I've been gradually adding rules and holy poo poo am I kinda sick of playing Nomads against PanO without any decent tricks. Swiss and Aquila Guard pretty much just wreck anything and everything with little to no repercussions. I'm really looking forward to someday having smoke, white noise, marksmanship 2 TR remotes, and hacking in general.

I'm thinking of suggesting that we go back to the OIS basics in the meantime because it feels like I don't get to use any of my good stuff while PanO can use all of theirs. Anything I'm likely missing?

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Pidgin Englishman posted:

No biggy, you'll have to go back for the xeodrons and big bro overdron soon too :getin:

How viable is a unidron, xeodron, and possibly overdron heavy Onyx Contact Force? The minis are some of my favorite in the range, so if it was possible to run a force with just those + Dr. Worm, Samaritans, and Legates (and the occasional support REM I suppose) I'd be all in.

Edit: I primarily play 20x20.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Iron Crowned posted:

So I traded in my hams for the two player starter box. Any tips for assembling these things? They all need more meat to pin, but it's just not there and I just know everything will fall apart the first time I put it all back in the box.

Score the connective joints with a blade. It gives the glue more to grip onto.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Khisanth Magus posted:

Considering getting into Infinity, but I have a question. Given that other players who are also looking into starting the game are playing Aleph and Yu Jing, who were 2 of the 3 factions I was considering, I am considering starting Tohaa. I realize they have a smaller stable of models than other factions(which actually bit me in the rear end when I started Warmachine years ago), but the one concern I have is the whole Triad thing. I don't entirely understand how the whole fireteam thing works right now(still working my way through the rulebook), but that seems intimidating as a new player. Is it really something to be concerned about?

Tohaa are supposed to be getting a 300 point box either November or December. It would probably be a great way to get into the faction.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

long-rear end nips Diane posted:

Local store was doing a 40% off sale so I snagged a Gecko Squadron box. These are great models but I have zero idea what to do with them on the table. Any suggestions?

Main use is midfield bullet sponge that takes too many actions to kill compared to its relatively low cost.

I've also been able to use them as a round 1-blitzer that uses its chain-colt to kill poorly placed cheerleaders, but the Iguana would be so much better at that.

Here's the next list I'm planning on playing with them (not ITS, obviously):

Jurisdictional Command of Corregidor
──────────────────────────────────────────────────

7
GECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53)
GECKO PILOT Assault Pistol, Knife. (0)
GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
GECKO PILOT Assault Pistol, Knife. (0)
MOBILE BRIGADA Lieutenant MULTI Rifle + Light Flamethrower / Pistol, Knife. (0 | 39)
MOBILE BRIGADA Missile Launcher / Pistol, Knife. (2 | 40)
MOBILE BRIGADA Boarding Shotgun / Pistol, Knife. (0 | 33)
MOBILE BRIGADA HMG / Pistol, Knife. (2 | 42)
MOBILE BRIGADA Combi Rifle + 1 TinBot B (Deflector L2) / Pistol, Knife. (0.5 | 37)

5 SWC | 298 Points

Open in Infinity Army

I don't expect it to go well, but 20x20 is fairly lenient and at least they'll all be painted. :shrug:

Edit:

I'm not sure why you'd take the version with 2 combi-rifles outside of WYSIWYG. The assault pistol covers the 0-8 range band just as well and the mk12 is so much better in suppressive fire. Is the 2-shot panzerfaust that much better than a blitzen?

KPC_Mammon fucked around with this message at 04:39 on Nov 6, 2016

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Genghis Cohen posted:

Unless I'm misreading what you wrote, there's a bit of confusion here - the Pilot has an assault pistol, he can't use it until he spends a short skill to Dismount from the TAG, something you normally only do if it's immobilized or hacked, because he is squishy and not as good at shooting. The Blitzen and PF are both Disposable (2 shots) firing at B1.

Generally speaking, I think people prefer the Mk12 as range is so important on a model that finds it hard to find total cover. The PF is probably a little less great against super hard targets (think the absolute heavy TAGs which haven't been wounded yet) but better against most things. 2CR has B4 on active turn, which will make a big difference once you get within 16". Don't sweat the Damage difference too much, in my mind it's mostly a range/burst trade-off, with not much in it.


Yep, assault pistol is on the pilot. Not sure what I was thinking. Thanks for the blitzen/panzerfaust rundown and the reminder that burst and range bands trump damage.

Odds of beating most rambo models with a burst 1 disposable seems pretty low, but I guess their advantage is that at least it is possible, unlike normal weapons during ARO vs heavy infantry or TAGs. It's mostly a "I might get lucky, are you sure you want to risk it," deterrent, right?

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Khisanth Magus posted:

I'm planning on doing something silly and during the first escalation round that allows TAGs, which is at 200 pts, I am planning on bringing an Iguana. The question is whether I should bring any real support for it. I'm not sure how much I'd see hackers on the other side of the table at this point level, although I guess it might happen, and I'm not sure a hacker really helps an iguana if there isn't an enemy hacker to defend against. Also, I'm not sure I'd want to bring an engineer because the Iguana is only STR 2 and has an Ejection system so it is removed from the table when it hits STR 0 and can't be repaired at that point.

Part of what makes the Iguana so drat amazing is that it's a repeater. I'd take a hacker with HD+ with it so you can lay down white noise as needed. An assault hacker would help you defend it from enemy heavies/TAGs when it isn't your turn. A killer hacking device would protect it from hackers. Depends on what you're likely to go up against.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Khisanth Magus posted:


EDIT: Just thought I'd explain why I did a couple things. The Intruder is to continue the ongoing battle against the numerous steel phalynx players. I took the Interventor with the shotgun instead of a more ranged gun to save a point to fit in a Daktari doctor instead of just having a paramedic, since the daktari is only 2 points more than the alguacil paramedic and has mostly the same statline.

I wouldn't worry about ODD when you have an Iguana. The heavy flamethrower already takes care of that problem. You'd be better off with additional orders to power that Iguana, instead.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

MJ12 posted:

The calculation here is a little messed up because it doesn't seem to be factoring in Total Reaction. It thinks the Dronbot has only one return shot.

The burst value needs to be manually changed to 4 when using that site with total reaction units.

It is still pretty terrible odds for the Dronbot. 16% chance the Dronbot does damage at 8-16", cover for both sides, and the CA model making a surprise shot. 55% for the shrouded to do 1+ damage.

But we already knew ARO units don't last long to dedicated counters.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

admanb posted:

Not really. Duos aren't very good and doesn't it cost command tokens?

Yeah, it does.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Khisanth Magus posted:

Well, I want some kind of cool looking model I could use in place of the crappy looking official one. A picture or blank silhouette doesn't help.

I'd use an Iguana. S7 and it looks cool.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Khisanth Magus posted:

I plan on running the Iguana as an Iguana quite a bit. Maybe I will kitbash something out of an Iguana and other stuff, put a bigger gun on it and something to show it having more armor.

If you aren't running both TAGs in the same list, I'm not sure what the issue is.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Khisanth Magus posted:

This coming round in our escalation league is the first one to allow fire teams. As someone playing vanilla nomads is there any advice you could give in how to deal with them?

Templates. Especially for an escalation league, people likely won't be great at spacing.

Edit:
Try to set up shots so most of the team doesn't have line of sight to the attacker but is still getting hit. You want to force them to dodge, since they all need to take the same ARO.

KPC_Mammon fucked around with this message at 21:08 on Dec 7, 2016

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
Trip report:

My minis had a disastrous fall, spilling out of their storage and hitting the floor hard.

Only 20% of them actually broke, even though I don't pin and infinity models have tiny joints. Scoring joints with a blade seems to, for the most part, work wonders. Antenna caused me the most problems.

Unrelated, command tokens are awesome and should be the first thing you add after the starter tutorial missions. They really help mitigate the Rambo + cheerleader meta.

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KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Pierzak posted:

What are the rules?

3 models, 75 points, 1.5 swc

No Lt. needed (but can have one, No LoL either way)

+1 Regular Order to pool

Up to 8 players per table

Edit:

I'd be tempted to bring a Gecko

KPC_Mammon fucked around with this message at 08:20 on Dec 21, 2016

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