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headlor posted:So are the different starter boxes the same? Do they represent sectoral armies? What the hell difference does a sectoral army make, limitation on units? Limited to what? It's surprisingly difficult to find out information from the rule book. There's two versions of the vanilla army starter for e.g. Ariadna, because they had a starter out very early and there was one re-done after they had more minis out. The old ones are OOP and not on the Infinity site but some online stores still sell them. Some factions also have access to sectorial starters that are marked as such, i.e. the Japanese Sectorial Army or the Caledonian Highlander Army. These are subfactions with different army lists from the main factions - they have a restricted troop list with availability values tweaked for some troops, i.e. the Caledonians can't take most of the Kazak/Merovingian/USAriadnian units but they can take more of the Caledonian ones. This is all in the Human Sphere book, which introduced the concept of sectorial lists.
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| # ? Mar 31, 2011 15:44 |
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| # ? May 19, 2013 21:27 |
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Oh so it is, cool. I get the concept now, but still can't see how you know WHICH units are allowed in sectoral lists and which aren't. edit: Ah ha! It's down the bottom of the massive ugly low res list of units on the army list. headlor fucked around with this message at Apr 1, 2011 around 10:10 |
| # ? Apr 1, 2011 10:06 |
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Navigating the website is just a kind of preparation for the horror that's the rulebook.
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| # ? Apr 1, 2011 14:43 |
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Use the army builder to figure out what can be used in what army. The printer army lists are pretty much a waste of paper to print. And yes, the rulebook is pretty janky, but if you dig back in the thread there is a lto of posts clarifying rules and giving examples, so if youve got a question check that out. Also, the army builder has links to the wiki for every weapon/ability/etc
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| # ? Apr 1, 2011 16:02 |
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Im reading through the rules and I think I understand how this works, but I'm not exactly sure on BTS, it works just like armor, right? A lot of units seem to have a negative value for it, so this means they have a penalty when using BTS?
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| # ? Apr 1, 2011 17:51 |
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Grundma posted:Im reading through the rules and I think I understand how this works, but I'm not exactly sure on BTS, it works just like armor, right? A lot of units seem to have a negative value for it, so this means they have a penalty when using BTS? BTS is a direct modifier to being hacked iirc (its been a while since Ive played). So the higher the negative number, the better.
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| # ? Apr 1, 2011 17:56 |
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Grundma posted:Im reading through the rules and I think I understand how this works, but I'm not exactly sure on BTS, it works just like armor, right? A lot of units seem to have a negative value for it, so this means they have a penalty when using BTS? A lot of stuff tells you to roll BTS like armor though, I assume in such cases its meant to be used as a positive modifier to the "armor" roll. By default, its a penalty to being hacked, which is more common I think, thus why it's negative.
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| # ? Apr 1, 2011 19:19 |
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The Gate posted:A lot of stuff tells you to roll BTS like armor though, I assume in such cases its meant to be used as a positive modifier to the "armor" roll. By default, its a penalty to being hacked, which is more common I think, thus why it's negative. Yeah when you substitute BTS as armor you use it as a positive number, just like armor is.
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| # ? Apr 1, 2011 19:52 |
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Thanks for clearing that up, hopefully I'll be playing a game or two this weekend and if all goes well buying some minis.
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| # ? Apr 1, 2011 21:41 |
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For your first couple games just keep it simple, some chumps and maybe a camo model or something. This way youre not burying yourself in special rules and skills early on.
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| # ? Apr 1, 2011 21:47 |
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Yeah the plan is to do probably just 4v4 of some basic guys with rifles. I just wanted to get a basic idea of the advanced mechanics.
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| # ? Apr 1, 2011 22:51 |
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Yeah, basically I would introduce one new model each game, with a new ability weapon or something. Dont overwhelm yourselves early on
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| # ? Apr 1, 2011 22:54 |
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So, played a couple of intro games tonight and had a ton of fun, even though I lost them both. I had the Yu Jing starter plus a proxied Zhanshi sniper against a Combined Army list. He was proxying everything since his stuff hasn't arrived yet, so it was 3 Morat Vanguard, the Witch Soldier guy, some TO Camo sniper, and a Yaogat dude. Things I learned: 1) Smoke Grenades are very powerful, especially if your opponent can see through it and you cannot. 2) Rambo-ing a guy up the field and shooting the enemy Lt. to death is awesome...but less effective than you might think if most of the enemy army is religious troops. 3) If your opponent has a TO sniper, don't move to be in it's LoF when you're in its huge +3 to hit shooting range, it will kill you, cover or not, and shooting back at -6 to -12 means you won't kill him. 4) If you knock that sniper unconscious with a burst, don't leave it alive to stand back up with its automedikit, kill a guy, and run away. Gun that alien gently caress down. So it was pretty awesome, but he had a list that was actually designed to work together pretty well, whereas I pretty much just brought a starter. I still had a chance with some smart playing, but a few mistakes cost me the second game. Definitely picking up a few more mini's, Yu Jing's heavy infantry is pretty awesome, and I'm starting to notice that there's a lot of potential for HMG and Multi-rifle spam in there. Tiger Soldiers seem pretty boss too.
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| # ? Apr 3, 2011 03:38 |
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Question: What do criticals do? I know in a face to face it means you win unless you opponent ALSO criticals, but my friend is telling me that it also causes a wound with no ARM roll allowed. But I cant find that anywhere in the book, except for certain kinds of special ammo
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| # ? Apr 5, 2011 00:02 |
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It does, it's in there somewhere, I think with the basic rules for CC and BS attacks. The special rules cause an auto wound with no arm roll, and force you to take the rest of the rolls that you'd normally have, rather than make all two or three auto-wound. Edit: the fan version has the rules for it with the combat section. The BS auto wound is on page 20, the paragraph right before the Cover section. The CC one is mentioned in the step-by-step summary of the CC on page 24. The Gate fucked around with this message at Apr 5, 2011 around 01:49 |
| # ? Apr 5, 2011 01:43 |
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The Gate posted:It does, it's in there somewhere, I think with the basic rules for CC and BS attacks. The special rules cause an auto wound with no arm roll, and force you to take the rest of the rolls that you'd normally have, rather than make all two or three auto-wound. I played my first game last night and I only saw the auto wound listed for cc. If you have a multi weapon can you use any special ammo at any time, do you have to choose what to bring before the battle, or is it restriced depending on what unit has the gun?
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| # ? Apr 5, 2011 12:53 |
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It should say what ammos it has in its stat line, I believe. You pick the ammo before rolling to shoot.
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| # ? Apr 5, 2011 15:17 |
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So does this play like Valkyria Chronicles? IE you get a bunch of little guys, you get a certain number of orders for each guy and you can use the orders on any character as many times as you want each turn?
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| # ? Apr 6, 2011 15:53 |
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Yeah thats pretty much the gist of it. You get 1 order per "regular" troop type, plus a bonus order that only your LT can spend.
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| # ? Apr 6, 2011 16:56 |
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... that's actually a really good comparison.
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| # ? Apr 6, 2011 16:56 |
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Oh, and the other major similarity I can see is that you generally want to use the minimum number of orders you need to get your regular troops into a good defensive position (so they can shoot at anyone crossing an intersection, for example) and then dump the rest on your power characters?
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| # ? Apr 6, 2011 17:05 |
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ineptmule posted:Why hello there large box on my floor... I had better be, I nearly wrote my hand off trying to scribble the addresses into the cardboard because I couldn't find a sticker or anything. Glad to know it arrived safely. Have fun with the models.
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| # ? Apr 6, 2011 17:06 |
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NovemberMike posted:Oh, and the other major similarity I can see is that you generally want to use the minimum number of orders you need to get your regular troops into a good defensive position (so they can shoot at anyone crossing an intersection, for example) and then dump the rest on your power characters? Yeah, typically getting your chumps/cheerleaders/whatever you want to call your scrubs into position for free ARO shots, then you spend your order ramboing your cool poo poo. However, as the game extends and you start losing stuff your nubs start to become much more important.
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| # ? Apr 6, 2011 17:07 |
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More or less, but sometimes it's a good idea to actually hide the cheaper troops where they'll have a hard time getting fired at. Having them able to support each other is as important as being able to support your frontline. If something gets you from behind, you're screwed, and snipers/infiltrators/airborne units can all manage to hit you despite cover. I played a few more games last night and had a blast with it again. Played against the Combined Army guy again, and got to put my Tiger Soldier with HMG into play. He had a Speculo Killer that proved nasty. Basically, my Tiger got to airborne drop into his deployment zone, scattered next to his paramedic, and started blasting away. Somehow, the medic survived six shots from an HMG while I toasted a couple other guys from behind where they couldn't react. Had I managed to drop the medic faster, I'd probably have killed all but two or three figures, I could have moved a couple ways to get LoF to almost anything, and nothing had cover from the rear. The Speculo meanwhile ran over and cut two of my cheerleaders in half (one guy actually survived a round but failed his own CC roll). My LT got nailed in the face by an ARO panzerfaust and got KOed despite his armor and cover. Ended up in retreat after his army turned around and manage to nail the Tiger with HMG that was hiding behind them. Though he did survive the first three shots from a combi rifle. Once again, Smoke + MSV2 proved quite nasty.
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| # ? Apr 6, 2011 17:18 |
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Booooo my Djanbazan with HMG appears to have a miscast right hand, it's missing its whole wrist and forearm. Has anyone tried returning faulty miniatures to Corvus Belli?
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| # ? Apr 9, 2011 19:59 |
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ineptmule posted:Booooo Are you sure the forearm isn't just attached to the gun? It usually is. Also: CB are really good with replacement parts and you don't need to send them your mini back. Take a pic, email them and they will usually send you a replacement bit ASAP. I had a miscast Zero a year or so ago and they didn't even want to see any pics, just sent me the piece direct. They own.
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| # ? Apr 9, 2011 20:17 |
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Well, I was all set to order some minis through my local store, but one of their distributors doesnt carry it and the other, despite pushing it heavily in its promotional book, only has a handful of models listed for order. They only have a single ALEPH model listed. The owner tried to order a demo kit from them the last week the distributor then told them that they didnt actually have any. Anybody else in the US have trouble like this?
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| # ? Apr 10, 2011 01:21 |
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Played my first game on Sunday (with a gentleman from this very thread!) and it was awesome! Highlights include: - His Sapper Sniper picking off two Ghulam Infantry because they started out in plain sight... One of then was my LT. - My HMG Djanbazan setting up shop in a window with a great field of fire covering his dudes, surviving a flame hit and then proceeding to waste everybody he could see with his AROs. - Djanbazan trying to murder a badass dude with two shotguns (a highlander?) by firing two full bursts with his HMG through a different window, and failing; getting his head blown off by a point-blank shotgun blast in return. - Hassassin Fiday creeping around with fake moustache and sunglasses, making a beeline for the Sniper... Getting detected mere millimetres away but there was nothing that could be done to stop her jumping into CC and tearing him apart It was great the way a threatening presence so far into his territory froze most of his options. This is a great game. It took us a while to get semi acquainted with the rules but it was definitely speeding up towards the end. One thing I will definitely do for next game is print off a few reference sheets - the orders/skills table, the weapons lists, faction army lists etc. Also I will definitely make and print out an army list for my own guys before leaving the house next time. Edit: Just realised I forgot Djanbazan's regeneration rule, but the game was almost over by then. Lots of little rules to remember in this game
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| # ? Apr 13, 2011 09:03 |
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If you print your army list from this builder you get a nice handy list of all your weapons with range mods and stats for each gun, super handy.
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| # ? Apr 13, 2011 11:33 |
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So, speaking of impersonation, how do you deal with it? My opponent last night ran a Speculo Killer, and just deployed him about an inch away from my LT. First order of the game he moved into base to base and took a swing at him. A couple other guys tried to shoot, but at -6 from the firing into melee penalty they missed, and the target couldn't even turn around at first since the Speculo has Martial Arts L4. I play Yu Jing if it matters, and we don't even have a model with Sixth Sense L2, and only one with L1. Seems pretty lovely that he just gets to walk up and kill someone as long as he make a PH check to deploy. In a 200 point game that model killed over 100 points in three orders, before I even had a turn, and it was completely unfun.
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| # ? Apr 13, 2011 13:21 |
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I didn't know Impersonation allowed you to deploy in the enemy deployment zone, with a roll or otherwise. Looking at the Wiki I see that its actually a WIP roll not a physical. I guess the tradeoff is that if you fail your WIP roll your model is revealed and in an isolated spot, although if a Speculo Killer is 39 points and killed a 100 point model then its not a hard risk to swallow.
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| # ? Apr 13, 2011 15:24 |
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Im picking up my figures today and playing a game tonight. Everyone loved the games we played with proxied warhammer figs. The game also prompted everybody to go find their old lego buckets so we could build some terrain, and anything that gets people building with legos is good.
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| # ? Apr 13, 2011 16:04 |
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I dont have the rules in front of me, but I remember impersonation being fairly difficult to use effectively. Your opponent knows he is there despite not being able to shoot at him, and will quickly re-arrange his expensive stuff away from it and get some cheap ARO's to it asap. I definitely had some success with my fiday, but not as much as I expected. The thing that I always had a bitch dealing with was TO camo guys that could infiltrate (ninjas) and TO models with really long range guns.
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| # ? Apr 13, 2011 17:14 |
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I didn't even get a chance to redeploy or anything. I had a sort of firebase set up, watching most of the approaches, but he reserved the Speculo and just happened to guess correctly on my LT when he placed him. His first order of the game moved the Speculo into BtB. LT survived one round thanks to a miss, but could only dodge away since the Speculo attacked from behind. And the two guys that ARO'd missed, one actually hit my LT thanks to the -6 from being in melee as I fired. Then he just took another order, walked up, and chopped the LT in half and got shot. He popped back up with his automedkit though, but we might have played that wrong. Would using the automedkit be a FtF roll against the people shooting? I hit and wounded the Speculo again at that point, but he also had healed, so he got up and fell over again; we played it as all Normal rolls since the Automed doesn't actually effect any of my guys. The he popped back up again with the Automedkit, stepped forward when the ARO's missed, and cut another dude in half. LT was 60 points, the second guy was 42. He was one more step from a third model he'd probably have killed as well, and two more were in the same area. A bit of it was bad luck, sure, but even if all he'd gotten was the LT, that would have given him another turn to advance while I elected a new LT, and then he'd have been all over me. Plus, my LT was the only one with an MSV2, and thus the only guy that can engage through all the smoke grenades that Combined gets. Oh, and Combined is also apparently cheaper than YJ somehow, even running 5 light infantry, he had three more models/orders than me thanks to a couple Imetrons. Two were in their own group since they were impetuous and irregular, and then nine in his main group. And this was at 200 points. Edit: Part of the issue I think is that YJ seems to have no midrange cost units besides Tigers and the motorcycle guys. The Tigers are pretty cool, but you pay for all those abilities, and I just think the motorcylces are silly. Which sucks, because they'd be perfect, a fast, pretty accurate Spitfire for under 30 points sounds great, but it looks dumb. And would probably get gunned down in ARO pretty quick as well. The Gate fucked around with this message at Apr 13, 2011 around 17:45 |
| # ? Apr 13, 2011 17:40 |
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Arent the 5 point suicide bombers regulars? I remember loving LOATHING those guys when I used to play reguarly.
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| # ? Apr 13, 2011 18:38 |
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I think they are, but they're also impetuous and fragile. Impetuous seems like a huge drawback if you don't have smoke grenades to cover them as well.
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| # ? Apr 13, 2011 19:06 |
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The Gate posted:I think they are, but they're also impetuous and fragile. Impetuous seems like a huge drawback if you don't have smoke grenades to cover them as well. To take them you have to have a celestial guard who has a Kuang Shi control device, and I think the only weapon option with one is a smoke grenade launcher.
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| # ? Apr 13, 2011 19:11 |
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It is, but you can't launch the smoke prior to the impetuous moves, so it doesn't matter much. Unless you can manage to put them more than 8" from LoF to everything the turn previous.
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| # ? Apr 13, 2011 19:14 |
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They die pretty fast. That being said, until they die, they are free orders, and they can be a huge pain in the rear end to deal with. For 5 pts each, which is a joke
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| # ? Apr 13, 2011 20:36 |
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| # ? May 19, 2013 21:27 |
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The Gate posted:Edit: Part of the issue I think is that YJ seems to have no midrange cost units besides Tigers and the motorcycle guys. The Tigers are pretty cool, but you pay for all those abilities, and I just think the motorcylces are silly. Which sucks, because they'd be perfect, a fast, pretty accurate Spitfire for under 30 points sounds great, but it looks dumb. And would probably get gunned down in ARO pretty quick as well. Domaru butai are pretty beast with chain rifle for only 27c. Haramaki is only 28c and ninjas are pretty good.
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| # ? Apr 13, 2011 21:06 |

















my Djanbazan with HMG appears to have a miscast right hand, it's missing its whole wrist and forearm. Has anyone tried returning faulty miniatures to Corvus Belli?
It was great the way a threatening presence so far into his territory froze most of his options.
