Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
ijyt
Apr 10, 2012

Any chance some here has the new antipode/dog warrior scuplts? Were they easy to build? I really want to paint some up and I'll probably get some using money I had put away for Age of Sigmar.

Also, I've been pretty out of the loop - as far as I can tell ALEPH don't have updated rules in N3, I'm guessing I have to wait for a new Human Sphere book?

Adbot
ADBOT LOVES YOU

MrSquarepants
Jul 4, 2012
I have a rules question with regards to AROs. Im at work, so I cant look at the rules, and I keep forgetting to check at home.

I wanna make sure I understand this correctly. Rolls(face to face/normal) are resolved after the reactive player declares AROs(if any) in regards to the active players second skill, right?

Follow up situation:
-Active Player: Moves a unit(first skill), out into the open, incurring an ARO from the reactive player.
-Reactive Player: Opts to shoot with his ARO.
-Active Player: Moves again(second skill), next to a wall, putting the unit into cover.

In this situation, where does the reactive player measure his shot from? Does the active player get cover from the ARO shot?

If the active unit broke LOF to the reactive unit with its second skill, how does(if at all) this affect the reactive units normal roll?

MJ12
Apr 8, 2009

MrSquarepants posted:

I have a rules question with regards to AROs. Im at work, so I cant look at the rules, and I keep forgetting to check at home.

I wanna make sure I understand this correctly. Rolls(face to face/normal) are resolved after the reactive player declares AROs(if any) in regards to the active players second skill, right?

Follow up situation:
-Active Player: Moves a unit(first skill), out into the open, incurring an ARO from the reactive player.
-Reactive Player: Opts to shoot with his ARO.
-Active Player: Moves again(second skill), next to a wall, putting the unit into cover.

In this situation, where does the reactive player measure his shot from? Does the active player get cover from the ARO shot?

If the active unit broke LOF to the reactive unit with its second skill, how does(if at all) this affect the reactive units normal roll?

As I understand, the reactive player chooses when he gets to shoot, so the active player doesn't get cover. Crossing fire lanes is risky.

ijyt
Apr 10, 2012

The Dark Project posted:

Edit: Didn't see you wanted just one with Dog Warriors and Antipodes.

Well it's going to have to be non-sectorial for the moment, as the Kazak sectorial hasn't been released yet. You'd get 2 Dog Warriors and an Assault pack at that level, which isn't that hard to fit into a 300 pt force.

ARIADNA
──────────────────────────────────────────────────

GROUP 1 6 3 2

CONTROLLER (Control Device) Rifle, Light Smoke Grenade Launcher / Pistol, Knife. (34)
3x ANTIPODE AP CCW.
DOG-WARRIOR 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (28)
DOG-WARRIOR 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (28)
KAZAK DÓKTOR Rifle / Pistol, Knife. (13)
LINE KAZAK Lieutenant Rifle / Pistol, Knife. (9)
LINE KAZAK Rifle / Pistol, Knife. (9)
LINE KAZAK Rifle / Pistol, Knife. (9)
LINE KAZAK Rifle / Pistol, Knife. (9)

GROUP 2 8 0 0

TANKHUNTER Autocannon, D-Charges / Pistol, Knife. (1.5 | 40)
LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (12)
LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (12)
LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (12)
SCOUT (Forward Observer) Ojótnik, Antipersonnel Mines / Pistol, Knife. (29)
DOZER (Disp. Control Traktor Mul) Rifle, D-Charges / Pistol, Knife. (18)
TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 18)
TRAKTOR MUL Uragan MRL / Electric Pulse. (1 | 19)

3.5 SWC | 299 Points

Open with Army 4

I was thinking you'd like to stick with the Russian theme, but you can go for whatever you like. This list has multiple specialists in Forward Observers, Doc and Engineer, able to both claim objectives as well as spot out opponents to drop pie plates on their heads using the Traktor Muls. You've got a bunch of regular grunts to give you orders in the first pool with your generic Kazaks, who aren't bad shots btw, as well as being a good cover for your Lt. The Autocannon is there to shoot anything which might threaten the approach of your Dog Soldiers, and your Scout is handy with the Ojotnik (which only gets better in V.3), as well as having a good WIP 14 for doing FO on your opponents, as well as being able to deploy mines for you.

It's a pretty hefty list. Not much in the way of big guns as some other lists, but with 5 Wolf dudes sprinting across the table it probably doesn't need them!

Huh, this list is 34 points cheaper now.

Corbeau
Sep 13, 2010

Jack of All Trades

Cyclomatic posted:

All the factions are valid. The rules are balanced enough that faction balance isn't a big factor in who wins or loses. No game will ever be perfectly balanced, but things can be balanced enough that the level if imbalance is vastly eclipsed by factors like player skill and terrain setup.

The game mechanics are such that if you make very good decisions with dudes carrying basic rifles, it is very likely that you will win. Of course, remember to not get frustrated if you are new to a game heavily weighted towards player decision making, as there can be a pretty brutal learning curve. If you've not learned proper tactics to deal with a sniper, expect your dudes to get picked off wholesale for example.


Yu Jing is often classed as the budget heavy infantry faction with solid close combat options. They usually don't have the absolute highest tech power armor, instead they have the coolest second tier power armor for reasonable prices. They also have a lot of close combat options.

Strongly consider looking at the Sectorials. I technically play Yu Jing, but I really play the Japanese Sectorial Army, which is a subset of Yu Jing. Sectorials are a big deal in Infinity, and you need to take a long hard look at them. Sectorials and vanilla lists are both good options, so one isn't strictly better than the other. Just be sure to not dismiss them as a gimmick or side thing like they might be in other games.

Best advice for starting is to look at the army box you like the look of and get that, and then maybe pick up some of the other models that you really like the look of. Then put them on the table. The reason I say that isn't some bland idea of everything being equal so nothing matters. It is because the game is a low model count game, so blindly buying a basic force isn't going to cost that much, and the importance of tactical decisions in the game is such a big deal that you won't really wrap your head around the game until you've tried it out.

An alternative is to see if someone has extra models you can borrow to get a game or two in.


That aside, if you are looking at the JSA sectorial specifically, I'd highly suggest looking at a link team of Haramaki or a link team of Karakuri. Look at the bikes too, especially the hacker. Bikes are amazing. A ninja with hacking device is solid but ninjas are due for a resculpt soon. For a non-specialist ninja I would look at Shinobu Kitsune or Saito Togun, as they have smoke grenades which JSA has very limited access to, as well as being able to flip out and cut people's heads off. You'll want some line infantry and doctors/engineers to pad out lists. The O-Yori is actually a pretty forgiving TAG, as the price is right for what it does, and that makes it more forgiving than a much more expensive TAG.

JSA in particular seems to often lean towards a "perfect strike" style, where they need to identify a weak point during deployment, find a way to create an opening and then strike a fatal blow. So units like ninjas throwing smoke or Raidens using ambush camo to create the opening, and then ramming 5 samurai in power armor through the opening and murdering everyone isn't uncommon. If you can't make the opening, then generally you get shot to pieces.

This is a good post. I'd add is that sectorials tend to have more exaggerated strengths and weaknesses than vanilla factions. You basically can't go wrong by picking vanilla Yu Jing - I'd say they're the most versatile of any faction in the game, since their units run entire gamut from high tech units (elite powered armor, TO Camo, TAGs) to low tech warband-types (Kuang Shi, Saolin Monks, cheap rifle infantry, smoke access), and everything in between.

Further, while it's certainly possible to construct bad lists, every single unit in the game is a viable option. They simply need to be supported properly. You can't really buy (and be stuck with) a bad unit, though there are combinations of units you'll probably come to prefer depending on your playstyle. See, an army list in Infinity is a toolbox for tackling terrain and scenarios. As long as your toolbox contains diverse enough options to handle the entire range of potential challenges, you'll always be viable. That's the real beauty of the order system: once you get to full size armies that can bring a full toolbox + some redundancy, skew lists don't really exist. You can always use your order pool to emphasize your most relevant units for the matchup. The result is that tactics soundly trump metagaming in Infinity.

ijyt posted:

Also, I've been pretty out of the loop - as far as I can tell ALEPH don't have updated rules in N3, I'm guessing I have to wait for a new Human Sphere book?

They're in the HS & Paradiso army list update PDF on CB's website. There'll be a new Human Sphere book, and it'll probably bring more revisions, but they've already converted each faction to N3 rules and point costs. I believe that N2 special rules for these units are valid unless specifically contradicted by N3.

Corbeau fucked around with this message at 22:07 on Jul 3, 2015

Cyclomatic
May 29, 2012

"I'm past caring about what might be lost by letting alphabet soups monitor every last piece of communication between every human being on the planet."

I unironically love Big Brother.

ijyt posted:

Any chance some here has the new antipode/dog warrior scuplts? Were they easy to build? I really want to paint some up and I'll probably get some using money I had put away for Age of Sigmar.

Also, I've been pretty out of the loop - as far as I can tell ALEPH don't have updated rules in N3, I'm guessing I have to wait for a new Human Sphere book?

CB finally got off their lazy asses and put out ALL the N3 rules. So ALEPH has their rules.

That being said, my understanding is that they have reversed course and have decided to do an N3 version of Human Spheres, which might be officially announced on the Infinity Week on beasts of war. My understanding is that the N3 Human Spheres will basically roll N2 Human Spheres and Campaign Paradiso rules into one book and update them yet again for N3. Which isn't too bad since the rules are basically living documents that are free online.

TLDR: You can play with proper N3 rules for ALEPH right now, and they are legit non-sketchy rules. They may tweak the rules again in the near future.

ijyt
Apr 10, 2012

Cheers lads.

Corbeau
Sep 13, 2010

Jack of All Trades

MrSquarepants posted:

I have a rules question with regards to AROs. Im at work, so I cant look at the rules, and I keep forgetting to check at home.

I wanna make sure I understand this correctly. Rolls(face to face/normal) are resolved after the reactive player declares AROs(if any) in regards to the active players second skill, right?

Follow up situation:
-Active Player: Moves a unit(first skill), out into the open, incurring an ARO from the reactive player.
-Reactive Player: Opts to shoot with his ARO.
-Active Player: Moves again(second skill), next to a wall, putting the unit into cover.

In this situation, where does the reactive player measure his shot from? Does the active player get cover from the ARO shot?

If the active unit broke LOF to the reactive unit with its second skill, how does(if at all) this affect the reactive units normal roll?

No cover. Each player gets to pick the most favorable point during movement.

Exmond
May 31, 2007

Writing is fun!

ijyt posted:

Any chance some here has the new antipode/dog warrior scuplts? Were they easy to build? I really want to paint some up and I'll probably get some using money I had put away for Age of Sigmar.

Also, I've been pretty out of the loop - as far as I can tell ALEPH don't have updated rules in N3, I'm guessing I have to wait for a new Human Sphere book?

I have the new antipodes and im terrible at assembling models. For the most part they are easy to build, you will need to file down a few pieces and getting the head right was annoying.

Those bloody tails on the other hand... Their bloody tails are impossible to get on.

Sivlan
Aug 29, 2006
Thanks for the advice guys.

I just noticed that the rule book is available online (which... wow, that's nice). Is there anything missing from the download that's in the hardcover print?

Corbeau
Sep 13, 2010

Jack of All Trades

Sivlan posted:

Thanks for the advice guys.

I just noticed that the rule book is available online (which... wow, that's nice). Is there anything missing from the download that's in the hardcover print?

When you buy the physical rulebook it comes in a double-package with a fluff book about the setting and storyline (and with some nice art that's not in the rulebook). The PDF rulebook is identical to the physical rulebook though.

ijyt
Apr 10, 2012

Exmond posted:

I have the new antipodes and im terrible at assembling models. For the most part they are easy to build, you will need to file down a few pieces and getting the head right was annoying.

Those bloody tails on the other hand... Their bloody tails are impossible to get on.

:sigh:

Inn currently building some rebots and I thought their size 0 contact nubs for their legs would be a pain, but I said gently caress it to the slow drying epoxy and just used some army painter super glue and it seems to be holding well without pinning.

I mean, when I inevitably drop it I'll wish I had pinned it but gently caress it. My aleph have been sitting in the cupboard for almost a year because I've been too scared to build them.

Cyclomatic
May 29, 2012

"I'm past caring about what might be lost by letting alphabet soups monitor every last piece of communication between every human being on the planet."

I unironically love Big Brother.

Sivlan posted:

Thanks for the advice guys.

I just noticed that the rule book is available online (which... wow, that's nice). Is there anything missing from the download that's in the hardcover print?

Be sure to check out the army builder on their site as well.

It has all the unit stats in a handy format, and it prints out nice looking army lists that have all the relevant weapon stats used by the models in your army list.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
How lovely is this list? This uses most of my current models and gives me an excuse to buy that Iguana model.

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

Group 1 10 0 0
IGUANA HMG, Heavy Flamethrower / . (2 | 71)
WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
ALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
WILDCAT Spitfire / Pistol, Knife. (1.5 | 24)
MOBILE BRIGADA MULTI Rifle + Light Flamethrower / Pistol, Knife. (39)
SEŃOR MASSACRE Combi Rifle, E/M Grenades, Zero-V Smoke Grenades / Pistol, AP CCW, E/M CCW. (28)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (22)
TOMCAT Doctor Combi Rifle + Light Flamethrower + 1 Zondcat / Pistol, Knife. (26)
ZONDCAT Electric Pulse. (4)

4 SWC | 285 Points

Open with Army 5

Pierzak
Oct 30, 2010

Sivlan posted:

I've been looking to get into this game for a bit (after I got bored/frustrated with 40k and ending up putting it all up in the attic) and just learned my new local gaming store has a Monday night Infinity night so now seems like a good time.

I really like the aesthetic and background of the Yu Jing, so I'd like some buying advice on what to get to start off with that faction. Or advice saying DONT DO IT, ITS NOT A VIABLE FACTION if that's the case.

Am I called? Well then:

- as posters above said, there are no trap factions in Infinity. I started one of the arguably hardest points of entry (2ed pure Shasvastii) and had a blast and an actual chance to win.
- each faction in Infinity has its sectorials (or wil have, in the case of Tohaa, the newest guys). Sectorials are themed lists that in exchange for taking only a themed part of the standard unit selection from a particular faction give you the option to specialize by taking more of each unit and form a link team giving additional power and order efficiency to a squad of troops. Kinda like tier lists in Warmachine, or maybe generic space marines vs a particular chapter (not sure on this one).
- my advice is to start with a generic list, unless you find that you particularly like cyber samurai or something, so: the 2 current sectorials are JSA (cyber samurai and bosozoku bikers, cheap/fast HI, strong but fragile, glass cannony and very blitzkrieg-oriented)and Imperial Service (special agents and/or powered armor, screened by disposable suicide troops and supported by bounty hunters and Aleph's robots. Very high-tech, anti-camo, due to points costs lists have a definite "elite vs plebs" divide)
- starting size: play 1-2 games of 3 Zhanshi/Celestials vs 3 of whatever the line infantry the opposing faction uses. Once you grasp the basic mechanics, proceed to 150-200 point lists with few gimmicky units (camo, TO camo, AD, transmutation, TAG, sensor). Add max. one new gimmicky unit type per battle so you don't smash against the learning curve.
- basic list building: 1) try to have 6 regular orders at 150 points, 8 at 200, 10 or another combat group at 300. Orders not on the table (AD, TO Camo in HD) don't count. Kuang Shi count as half order because they'll wander around and get shot. 2) Always know what role each of your unit in the list has. Main attacker? Support attacker? Harasser? Flanker? Scenario specialist? Area defense? Your plan will change, but if you don't know that your troops will be less useful. 3) Avoid the temptation to put half the points into a single beast that you can rambo around and kill everyone. That will work only until you get mass-AROd, encounter a TO sniper with ML, or get critted by a reaction drone and you'll be out half your army. Synergy is good, proper tactics are better.
- TO camo or coordinated orders beat total reaction, linked or TO MSR/ML or boarding shotgun to the back beat TAGs, proper ARO positioning beats ramboing and AD.
- also, if everything dies to total reaction and snipers, you probably have too little terrain, Infinity likes a lot of terrain.

- awesome Yu Jing units: Guilang, Aragoto, Tigers, all the drones (in a Yaokong->Yaoxie->Yaopu order), Zuyong, Yan Huo, Daofei, Hac Tao, Karakuri, Kuang Shi, Celestials, Su Jian, O-Yoroi. If you play ISS, add Sophotect and tacbots.

Sorry for the textwall Have some example 150pt lists:

Yu Jing
──────────────────────────────────────────────────

Group 1 7 0 1
ZHANSHI Lieutenant Combi Rifle / Pistol, Knife. (11)
ZHANSHI Combi Rifle / Pistol, Knife. (11)
ZHANSHI Combi Rifle / Pistol, Knife. (11)
SHŔNG JÍ Paramedic (Medikit) Combi Rifle + Light Flamethrower / Pistol, Shock CCW. (39)
HARAMAKI Blitzen, Combi Rifle / Pistol, DA CCW. (30)
CELESTIAL GUARD Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21)
GŬILÁNG (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (27)

0.5 SWC | 150 Points

Open with Army 5

This is basically the vanilla starter with a Guilang and the Domaru proxying as a Haramaki. You've got: the LT hidden in a bunch of 3 random combirifle dudes (you have to mark which one is the LT on your army list but this is unknown to the opponent until the LT dies!), two heavy armored units as a hammer, three specialists in case you want to play an ITS scenario. One thing I'd change here is to get a long range weapon for support, probably a HMG ZuYong instead of the Shang Ji.

Japanese Sectorial Army
──────────────────────────────────────────────────

Group 1 7 0 2
ARAGOTO Lieutenant Combi Rifle + Light Shotgun / Pistol, Knife. (24)
ARAGOTO Spitfire / Pistol, Knife. (1 | 26)
KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (23)
KEISOTSU HMG / Pistol, Knife. (1 | 17)
KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (10)
KEISOTSU Combi Rifle / Pistol, Knife. (9)
ONIWABAN Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW. (41)

2 SWC | 150 Points

Open with Army 5

Keisotsu get linked, which gives them +1 to Burst in both active and reactive turn. Treat those dudes as a firing post and control the open terrain with HMG fire, while the bikes zip drive forward and eliminate whatever's left. The Oniwaban is supposed to be used either against HI, or as a terror troop (alternatively switch him to Saito Togan for smoke screening and longer-ranged weapon). The Kempeitai is there to take over when (not if) the biker LT dies.

...I'm not posting the ISS list so I don't get accused of having all human life in contempt again :v:


Oh, and I just realized that like half of this is info for later, so if anything is unclear/weird, post and I'll explain.

Feeple posted:

How lovely is this list? This uses most of my current models and gives me an excuse to buy that Iguana model.

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

Group 1 10 0 0
IGUANA HMG, Heavy Flamethrower / . (2 | 71)
WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
ALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
WILDCAT Spitfire / Pistol, Knife. (1.5 | 24)
MOBILE BRIGADA MULTI Rifle + Light Flamethrower / Pistol, Knife. (39)
SEŃOR MASSACRE Combi Rifle, E/M Grenades, Zero-V Smoke Grenades / Pistol, AP CCW, E/M CCW. (28)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (22)
TOMCAT Doctor Combi Rifle + Light Flamethrower + 1 Zondcat / Pistol, Knife. (26)
ZONDCAT Electric Pulse. (4)

4 SWC | 285 Points

Open with Army 5
Not lovely, not excellent, kinda in the middle. If it's an excuse to buy the TAG or paint the models, knock yourself out. If it's for a tournament, I'd switch the hacker to a Wildcat so you can have a full link, kick out Massacre because he won't have orders with two other heavy attackers and no infiltration, get a skirmisher specialist and maybe a HMG or sniper intruder to cover all the bases.

And it seems I now have a full 300 points of Corregidor. How did that happen, what the gently caress didn't I sell you all you space hobos?

Pierzak fucked around with this message at 01:25 on Jul 4, 2015

Hortism
Oct 25, 2010

Feeple posted:

How lovely is this list? This uses most of my current models and gives me an excuse to buy that Iguana model.

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

Group 1 10 0 0
IGUANA HMG, Heavy Flamethrower / . (2 | 71)
WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
ALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
WILDCAT Spitfire / Pistol, Knife. (1.5 | 24)
MOBILE BRIGADA MULTI Rifle + Light Flamethrower / Pistol, Knife. (39)
SEŃOR MASSACRE Combi Rifle, E/M Grenades, Zero-V Smoke Grenades / Pistol, AP CCW, E/M CCW. (28)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (22)
TOMCAT Doctor Combi Rifle + Light Flamethrower + 1 Zondcat / Pistol, Knife. (26)
ZONDCAT Electric Pulse. (4)

4 SWC | 285 Points

Open with Army 5

No real critique from me on the unit themselves since I haven't played enough Nomads to help with that, but since you're playing up to 300pts you may as well spend a few more points and SWC to upgrade some of your loadouts. If the Wild Cats are linked, they may benefit from a HRL, or even just playing around with some other units to fit in that fifth member.

Sivlan
Aug 29, 2006

Pierzak posted:

*wall of good info*

Wow thanks for this. I hope it all makes more sense once I give the core rule book a good read through.

Not a viking
Aug 2, 2008

Feels like I just got laid
Re: all the special skills: Just learn the ones for your own models first, you don't need to learn it all in one go.

Except maybe most of the common skills.

Clawtopsy
Dec 17, 2009

What a fascinatingly unusual cock. Now, allow me to show you my collection...
Really, just ask your opponent who has MSV2 and who has Smoke Grenades. :v:

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Hortism posted:

No real critique from me on the unit themselves since I haven't played enough Nomads to help with that, but since you're playing up to 300pts you may as well spend a few more points and SWC to upgrade some of your loadouts. If the Wild Cats are linked, they may benefit from a HRL, or even just playing around with some other units to fit in that fifth member.

Oh, poo poo. I thought it was a 4 SWC max, not 6! Yeah, BRB.

EDIT: Let's try this again.

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

Group 1 10 0 0
IGUANA HMG, Heavy Flamethrower / . (2 | 71)
WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)
WILDCAT Spitfire / Pistol, Knife. (1.5 | 24)
WILDCAT Spitfire / Pistol, Knife. (1.5 | 24)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (22)
SEŃOR MASSACRE Combi Rifle, E/M Grenades, Zero-V Smoke Grenades / Pistol, AP CCW, E/M CCW. (28)
MOBILE BRIGADA MULTI Rifle + Light Flamethrower / Pistol, Knife. (39)
HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (19)

5.5 SWC | 293 Points

Open with Army 5

Feeple fucked around with this message at 02:52 on Jul 4, 2015

tokenbrownguy
Apr 1, 2010

Played my first real game, sans-Link Teams and Camo. My Frenchies

Force de Réponse Rapide Merovingienne
──────────────────────────────────────────────────

Group 1 8 0 0
MOBLOT (Infiltration) AP Rifle, Light Shotgun, D.E.P. / Pistol, Knife. (29)
MÉTRO Rifle / Pistol, Knife. (8)
MÉTRO (CH: Limited Camouflage, Inferior Infiltration) Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 15)
MÉTRO Lieutenant Rifle / Pistol, Knife. (8)
LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (21)
LOUP-GAROU Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife. (18)
PARA-COMMANDO HMG / Pistol, Knife. (1 | 31)
ZOUAVE Rifle, D.E.P. / Assault Pistol, Knife. (0.5 | 20)

2.5 SWC | 150 Points

Open with Army 5

versus some random dude I ran into while trying to demo a short Infinity Tutorial.

Aleph
──────────────────────────────────────────────────

Group 1 4 0 0
ASURA Lieutenant MULTI Rifle, Nanopulser / Pistol, AP CCW. (68)
MYRMIDON Combi Rifle, Nanopulser, Smoke Grenades / Pistol, DA CCW. (26)
MYRMIDON Combi Rifle, Nanopulser, Smoke Grenades / Pistol, DA CCW. (26)
MYRMIDON Combi Rifle, Nanopulser, Smoke Grenades / Pistol, DA CCW. (26)

0 SWC | 146 Points

Open with Army 5

I'm not sure how he thought that would work out for him. I think my opponent was going easy on me because it was my first game. Needless to say, I wiped the floor with him using my big HMGs and Viral rifles. The Paracommando did a great job pining down the Asura and leaving her open for a DEP up the tailpipe.

Lessons learned: Cheerleaders are useless on defense when caught by themselves, Orders are king, and make sure your Infinity-Wiki device browser is charged before the game starts. :v:

Cyclomatic
May 29, 2012

"I'm past caring about what might be lost by letting alphabet soups monitor every last piece of communication between every human being on the planet."

I unironically love Big Brother.

Verr posted:

Played my first real game, sans-Link Teams and Camo. My Frenchies

Force de Réponse Rapide Merovingienne
──────────────────────────────────────────────────

Group 1 8 0 0
MOBLOT (Infiltration) AP Rifle, Light Shotgun, D.E.P. / Pistol, Knife. (29)
MÉTRO Rifle / Pistol, Knife. (8)
MÉTRO (CH: Limited Camouflage, Inferior Infiltration) Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 15)
MÉTRO Lieutenant Rifle / Pistol, Knife. (8)
LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (21)
LOUP-GAROU Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife. (18)
PARA-COMMANDO HMG / Pistol, Knife. (1 | 31)
ZOUAVE Rifle, D.E.P. / Assault Pistol, Knife. (0.5 | 20)

2.5 SWC | 150 Points

Open with Army 5

versus some random dude I ran into while trying to demo a short Infinity Tutorial.

Aleph
──────────────────────────────────────────────────

Group 1 4 0 0
ASURA Lieutenant MULTI Rifle, Nanopulser / Pistol, AP CCW. (68)
MYRMIDON Combi Rifle, Nanopulser, Smoke Grenades / Pistol, DA CCW. (26)
MYRMIDON Combi Rifle, Nanopulser, Smoke Grenades / Pistol, DA CCW. (26)
MYRMIDON Combi Rifle, Nanopulser, Smoke Grenades / Pistol, DA CCW. (26)

0 SWC | 146 Points

Open with Army 5

I'm not sure how he thought that would work out for him. I think my opponent was going easy on me because it was my first game. Needless to say, I wiped the floor with him using my big HMGs and Viral rifles. The Paracommando did a great job pining down the Asura and leaving her open for a DEP up the tailpipe.

Lessons learned: Cheerleaders are useless on defense when caught by themselves, Orders are king, and make sure your Infinity-Wiki device browser is charged before the game starts. :v:

You can spend a command token and a single order to put up to 4 cheerleaders into suppressive fire and leave them that way for the rest of the game.

Orders are good, but there are a lot of models/weapons that you really only want to use in the reactive turn. Having a sniper adding +1 order to the pool and not needing to use the order is a good way to look at things, but conversely having a sniper that doesn't need orders means you don't need as many orders to leverage your list. This is especially true if you've got a full group and a secondary group. Full group works around having a full 10 orders, and the secondary group works around not spending orders. You've also got to consider expensive models with stuff like AD or Infiltration. Sure, they cost a lot and that cuts into your order pool, but if they can start somewhere that would have taken orders to reach, their point cost actually contains a hidden invulnerable cheerleader that doesn't show up in your order pool.

Pierzak
Oct 30, 2010
Oh for fucks sake is everyone asleep here

HAPPY 4TH OF JULY, USARIADNA IS ANNOUNCED! :911:

























Hipster Occultist
Aug 16, 2008

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


Are they an actual sectoral now?

DJ Dizzy
Feb 11, 2009

Real men don't use bolters.
Hell yeah! :911:

https://www.youtube.com/watch?v=2xji5tRVxTI

Pierzak
Oct 30, 2010

Hipster Occultist posted:

Are they an actual sectoral now?

They're supposed to be when the next batch of sectorials come out.

long-ass nips Diane
Dec 13, 2010

Breathe.

Well, I'm sold.

Springfield Fatts
May 24, 2010
Pillbug
Looks good, except every female servicemember standing awkwardly pigeon-toed in the future.

MJ12
Apr 8, 2009

That "Devil Dog" pun is literally groan-inducing.

On the other hand, holy poo poo that revolver-styled heavy pistol looks great.

LordAba
Oct 22, 2012

by FactsAreUseless
Future USA people? I thought they would be fatter.

Flipswitch
Mar 30, 2010


That Biker model is amazing.

S.J.
May 19, 2008

Just who the hell do you think we are?

LordAba posted:

Future USA people? I thought they would be fatter.

the fat ones all died that's why there's hardly any of them left

Sephyr
Aug 28, 2012
That bike is awesome. Just old-school enough to be cool.

I expected at least one cowboy hat, though!

long-ass nips Diane
Dec 13, 2010

Breathe.

Sephyr posted:

That bike is awesome. Just old-school enough to be cool.

I expected at least one cowboy hat, though!

ijyt
Apr 10, 2012

Holy poo poo I'm pre-ordering that.

e: Like gently caress they look so god drat cool.

DJ Dizzy
Feb 11, 2009

Real men don't use bolters.

Crikey! G'day mate!

ThreeLefts
Dec 27, 2012

DJ Dizzy posted:

Crikey! G'day mate!

Please don't. :australia:

dexefiend
Apr 25, 2003

THE GOGGLES DO NOTHING!
'ats not a knife!

This is a knife! :australia:

Springfield Fatts
May 24, 2010
Pillbug
It's pretty cool that in the future we're all riding Triumph Tiger 800's around with our werewolf buds.

Adbot
ADBOT LOVES YOU

Signal
Dec 10, 2005

Springfield Fatts posted:

It's pretty cool that in the future we're all riding Triumph Tiger 800's around with our werewolf buds.

Nah, that's totally a Harley WLA.

  • Locked thread