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Corbeau
Sep 13, 2010

Jack of All Trades

adhuin posted:

Do people actually pick move second, instead of just making opponent deploy first and getting play 2nd 99% certainly'?

Having to deploy 1st and giving opponent the 1st turn sounds brutal.

There are scenarios that greatly advantage going second. It's still really, really hard to give your opponent the first turn and DZ choice, but sometimes...

Like everything in Infinity, it depends on the table.

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grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

tokenbrownguy posted:

Are you referring to Vanilla? If so, no much different that it plays now. My list only has a Marauder packing MSV1/ HRL and a Desperado from USAriadna. As a whole, Vanilla Ariadna is about avoiding any fight it can't win.

Yeah. My introduction to the game was the USARF box, which is also the entirety of my Ariadna experience, and pretty much no one local to me plays vanilla. Like I said, closest to non-USA armies I've heard of is that one guy, a while ago, played Caledonia, but that I've never seen a vanilla army in action.

If you have any particularly choice stories, I'm all ears.

Corbeau
Sep 13, 2010

Jack of All Trades

quote:

vanilla Ariadna

Camo, Spetsnaz, and dogs everywhere.

Ilor
Feb 2, 2008

That's a crit.
One of our guys plays Caledonians.

BlackIronHeart
Aug 2, 2004

The Oath Breaker's about to hit warphead nine Kaptain!
That Onyx box just made my day. That might be the shortest amount of time I've experienced from 'hearing of product' to 'preordering product'.

Cat Face Joe
Feb 20, 2005

goth vegan crossfit mom who vapes



I don't think I've ever seen a not-USARF Ariadna model in real life.

Corbeau
Sep 13, 2010

Jack of All Trades

Cat Face Joe posted:

I don't think I've ever seen a not-USARF Ariadna model in real life.

I envy you.

Flipswitch
Mar 30, 2010


man i'm still sore over tankhunters from like 5 years ago

gently caress those guys

Corbeau
Sep 13, 2010

Jack of All Trades

Flipswitch posted:

man i'm still sore over tankhunters from like 5 years ago

Only because Spetz didn't exist back then.

Pierzak
Oct 30, 2010
I notice a distinct lack of Irmandinhos in the butthurt.

An 8pt impetuous smoke specialist with booty/scavenger and D-Charges? I'll take three!

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
The Onyx set looks amazing. It just might tempt me back to Infinity...

Flipswitch
Mar 30, 2010


Corbeau posted:

Only because Spetz didn't exist back then.
I think im gonna have a stroke reading this

fuuucklkk

Baron Snow
Feb 8, 2007


Hadn't seen anyone post this yet, so here it is:

Sir Teabag
Oct 26, 2007
From that picture I would have to say Onyx and Xeodrons confirmed 100% dope and jabroni free. This is the highest level of endorsement that I give to anything.

adhuin posted:

Do people actually pick move second, instead of just making opponent deploy first and getting play 2nd 99% certainly'?

Having to deploy 1st and giving opponent the 1st turn sounds brutal.

It's me. I'm the idiot who thinks "I want second turn - better take that instead of choosing deployment order and sides." But I think I've established my credentials as very mediocre at this game so far. I'm learning something new every battle though. Generally either something about my units and how good/bad they actually are, or about positioning. I think this game is definitely not one that you can walk into and expect to be good at or win right away.

I myself am definitely going to be skewing Kazak heavy vanilla Ariadna in the near future. I've got scouts, anitpodes, tank hunters and spetsnaz all in the painting cue. Dog warriors are what I want to pick up after I paint the Dozer I won and track down some Muls to go with him. Tomorrow I'm playing USARF versus MO, and that'll likely be a bit of a send off to sectorial play for me for a bit. Learning to play with USARF was a pretty good starting point, but I think it was a little bit like playing on hard mode because you don't have access to the best units in the faction. And as I was saying, they seem to want to be in a bit of a stand up fight but don't have the tools to do that as well. ARM3 is nothing to sneeze at, especially when in cover. But I'd much rather have an ability that helped prevent me from getting hit in the first place (such as camo/mimetism).

So anyway, 250 points of USARF versus MO. I know my opponent will be rocking Joan, and she'll probably be in a group with some hospitalers or Santiago knights.We're playing a 20x20 mission, so specialists aren't as much of a thing. Objectives are Seize high ground (four objective areas) and keep your troops alive. I think I've got a bit of an advantage on the primary objective because I can infiltrate camo markers and drop mines from my foxtrots. I'm also going to be bringing some AD, because playing that tournament without an AD felt like I was hamstringing myself a bit. And a suppressive fire AP Rifle is never a bad thing against an HI link. Going to try out some Lieutenant shenanigans too. See if I can't get my Minute Man into a place that'll be hard to dig him out of, then use my Lt order to put him in suppressive fire before bringing in Van Zant or something cheeky like that. So I'll have a pretty mobile group, lots of camo taking on objective and then mining the hell out of it. Move a grunt team onto another objective and hold that. Maverick has two jobs, one is to smoke where I want Van Zant to come in, so that he doesn't get killed immediately. Second is to use her Boarding Shotgun to mess up an LI link team if my opponent goes that way, or to try and put some hits on Joan and friends if he uses them. Devil Dog team is my distraction unit. I know my opponent hates it, and I know it's pretty good in combat. Plus if he has any camo tokens I'll use sensor to reveal them and possibly make him waste some orders re-camoing before he attacks.

The second objective, keeping my troops alive, is going to be the hardest part for me. Usually when I win with USARF it's against all odds and over a pile of my own dead. When my opponent has Joan (and nanopulsers) it gives me pause because he's going to be really good at killing me.

Games are much easier to plan for when you know your opponent and have a decent idea of what they are bringing....

I know that I just said this game is likely going to be a bit of a send off to my USARF play, but since they are almost fully painted now I will probably continue to use them until all my Kazaks are painted up. This game benefits so much from fully painted models and I haven't played with a fully painted force since I last played with my Icestorm models! I'll kind of grudgingly be the groups punching bag until I find an afternoon to just plough threw a ton of painting hahaha.

Ninja Edit: How bad does this list look?
Van Zant
──────────────────────────────────────────────────

GROUP 1 9 1 1
MINUTEMAN Lieutenant Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 22)
GRUNT Rifle / Pistol, Knife. (0 | 10)
GRUNT Rifle / Pistol, Knife. (0 | 10)
GRUNT Rifle / Pistol, Knife. (0 | 10)
GRUNT HMG / Pistol, Knife. (1 | 21)
GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30)
K-9 ANTIPODE AP CCW. (7)
VAN ZANT (Executive Order) AP Rifle / Heavy Pistol, AP CCW. (0 | 39)
FOXTROT Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 17)
FOXTROT Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 17)

GROUP 2 3 1 1
112 Light Shotgun / Pistol, CCW. (0 | 12)
MAVERICK Boarding Shotgun / Pistol, Knife. (0 | 21)
HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12)
GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)

2 SWC | 250 Points

Open in Infinity Army

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.

adhuin posted:

Do people actually pick move second, instead of just making opponent deploy first and getting play 2nd 99% certainly'?

Having to deploy 1st and giving opponent the 1st turn sounds brutal.

You choose who goes first after deployment is finished. So if they just assume you are going first and deploy in a way that would screw them if the turn order is reversed, then you pick that. In a three turn game, getting caught flat footed for one turn, and having who goes last switched can be a big deal.

Not a viking
Aug 2, 2008

Feels like I just got laid

Cyclomatic posted:

You choose who goes first after deployment is finished. So if they just assume you are going first and deploy in a way that would screw them if the turn order is reversed, then you pick that. In a three turn game, getting caught flat footed for one turn, and having who goes last switched can be a big deal.

Huh. Could've sworn you picked who deploys where and who started where before deploying.

E: this says you are wrong?

Not a viking fucked around with this message at 22:26 on Jun 1, 2016

Exmond
May 31, 2007

Writing is fun!

Cyclomatic posted:

You choose who goes first after deployment is finished. So if they just assume you are going first and deploy in a way that would screw them if the turn order is reversed, then you pick that. In a three turn game, getting caught flat footed for one turn, and having who goes last switched can be a big deal.

Nope.. Winner of Lieu roll picks to keep either initative or deployment. Winner then picks his choice. Loser gets the one that wasnt picked and resolves that. THEN you deploy.

tokenbrownguy
Apr 1, 2010

I"m not sure about neat stories, but I can give a cautionary tale:

Lost a game tonight because I got overconfident. Last post I wrote, "If I'm staring down a Hector-link backed by a second link with ODD that are rarin' to wreck into my frontline, this is the option I take. Hit first, take advantage of terrain, punch down your opponents ARO pieces, and move your impetuous forward before nasty formations of AROs start appearing."

Guess what I didn't do tonight?

Rolled initiative, called Deployment due to the Scenario choice of Armory. I wanted to hold the points on the last round. My opponent picked 1st Initiative. Exactly what I wanted. Until he had Phoenix and Achilles in the Armory by the top of turn 2. Against Steel Phalanx I need to hit first or I'm at the whim of 15 BS ODD in supfire.

Clawtopsy
Dec 17, 2009

What a fascinatingly unusual cock. Now, allow me to show you my collection...
Maybe it's because I mostly play YJ and some Haqq, but I'm yet to play a game where taking initiative isn't the right call. Throw in your kamikaze pieces, and ensure their first turn can't be as devastating as yours.

Exmond
May 31, 2007

Writing is fun!
I'm doing the Civilian Resuce mission in H3N3 and wanted some input on my list. Going from Ariadna I've been having a hard time making nomads list.


General strategy is to have Moran's lay down some crazy koalas and have the Salyut refuel them. My opponent will probably bring a MSV 2 sniper, plan is to lay down White Noise on Moira, Moira HMG gun it down ( or have tag gun down sniper). Im facing Haiqslam.

Gecko Crazy
──────────────────────────────────────────────────

GROUP 1 10
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
ZOE & PI-WELL . (0 | 47)
ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44)
SALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8)
REVEREND MOIRA HMG / Pistol, Shock CCW. (1.5 | 34)
RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
GECKO PILOT Assault Pistol, Knife. (0)
INTERVENTOR Hacker (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)

GROUP 2 1 1
MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (0 | 8)

5.5 SWC | 300 Points

Open in Infinity Army

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.
Huh, used to work that way in N2. Oh well. It was corner case even then.

Flipswitch
Mar 30, 2010


WAR FOOT posted:

Maybe it's because I mostly play YJ and some Haqq, but I'm yet to play a game where taking initiative isn't the right call. Throw in your kamikaze pieces, and ensure their first turn can't be as devastating as yours.
Taking initiative is pretty much always the right call, as you said, denying them (key) activations before they go is massive.

Genghis Cohen
Jun 29, 2013
To chime in on the Initiative/Deployment choice debate (after some really good analysis by tokenbrownguy):

I find that in the missions where going second is a real advantage (ie anything where objectives or zones are controlled by models' positions at the end of a round or the game), then choosing Second Turn is the mark of a strong player. I have often played such missions by choosing Deployment and letting my opponent struggle with the decision of exposing himself to an alpha strike, or having the advantage of objectives. I found that the really dangerous opponents chose to go second, being confident in their army and deployment to resist an attack.

Tokenbrownguy is right, there are some armies where you don't want to let them trample you on their first turn. (for me it's camo-heavy Ariadna, which is great because passively sitting in camo is also a great strategy for weathering a first-turn attack) I find that generally going second if the mission favours it will be a big, big advantage, and worth the risk. Conversely, my tactic if I am forced to go first in such a mission, is just to be super aggressive and smash the gently caress out of my opponent until he's just short of retreat.

Corbeau
Sep 13, 2010

Jack of All Trades
I'm going to a team tournament tomorrow with a faction I've never played for scenarios I've never experienced. I'm sure this will go well.

(Can't be that bad, I'm playing Neoterra.)

Flipswitch
Mar 30, 2010


how many auxilia did you take



did you take all of the auxilia?

Pidgin Englishman
Apr 30, 2007

If you shoot
you better hit your mark
Would 20 auxilia FOs work?

I really want to know.

Maybe enough to buy another 9 boxes.

Maybe throw in a peacemaker armbot to mix it up (with auxbot).

Genghis Cohen
Jun 29, 2013

Sanguine posted:

Would 20 auxilia FOs work?

I really want to know.

Maybe enough to buy another 9 boxes.

Maybe throw in a peacemaker armbot to mix it up (with auxbot).

Ha! Joke armies like that are an idea everyone arrives at in Infinity. The general consensus (I think) is that such an army, or 40 Galwegians+Wallace, or just 30 line infantry, or anything like that, might well be able to roll over a new player with weight of numbers, if the terrain was right and you knew how to use it. Then, against a good, well-rounded list, with a good player, it would really struggle due to lack of flexibility, vulnerability to some common things like templates, HMGs, snipers etc. The whole thing being a moot point, because no-one would agree to play against you more than once.

Corbeau
Sep 13, 2010

Jack of All Trades

Flipswitch posted:

how many auxilia did you take



did you take all of the auxilia?

I only bought one box. But it's only 200pts per player (400 per team) so I don't feel too inadequate.

Neoterran Capitaline Army
──────────────────────────────────────────────────

9
AQUILA HMG / Pistol, Shock CCW. (2 | 62)
LOCUST Hacker (Assault Hacking Device) Breaker Combi Rifle, D-Charges / Pistol, Shock CCW, Knife. (0.5 | 38)
FUSILIER HMG / Pistol, Knife. (1 | 18)
FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)

4 SWC | 198 Points

Open in Infinity Army

LordAba
Oct 22, 2012

by FactsAreUseless
Is it called USARF because it has dog people in it?

long-ass nips Diane
Dec 13, 2010

Breathe.

LordAba posted:

Is it called USARF because it has dog people in it?

Yes but also technically I think it's part of the fluff acronym, like us ariadna recon forces or something

Edit: Ranger Force, not Recon Forces

long-ass nips Diane fucked around with this message at 18:53 on Jun 4, 2016

Corbeau
Sep 13, 2010

Jack of All Trades
Oh god why.

This team tournament was intended to be chill and welcoming, and it more or less accomplished that, but... one of the rules was no time limits. So the two round tournament took eight and a half hours, no lunchbreak for games running late (including mine). Since each player brought 200pts, each game was effectively a 400pt game. And while it was likely helpful to the new players, especially with the amount of discussion there was, new players do play more slowly. Some had been playing for less than a month and Infinity has a steep learning curve. That much Infinity without a break is draining.

We went 1-1 overall with my Neoterra alongside my impromptu parner's vanilla player (my intended teammate went to the wrong store in the opposite direction :doh:). Might have won the other game, but I misread the scenario and as a result didn't prioritize objectives correctly. Neoterra was a lot of fun though - I like the style. My Locust did almost nothing in either game, but the Auxilia, Fusilier link, and Aquilla were all major factors at varying times.

Corbeau fucked around with this message at 05:26 on Jun 5, 2016

Flipswitch
Mar 30, 2010


Eight and a half hours? I would have shot every single one of you for that.

I haven't take my PanO out for much of a spin in N3, good to see the core poo poo is still great. :v:

Sir Teabag
Oct 26, 2007
It's probably just because I haven't played against one yet, but Locusts seem obscenely good. Yet they are a slightly less good Shikami - I can't wait to see what those guys look like.

So I played my send off to USARF this week, which I'll get to. I'll obviously continue to play them in the future, but am going to take a bit of a break from them because I'm not sure that I play them correctly. The tactics that I enjoy the most don’t seem to lend themselves very well to them. For what it's worth, after playing with them a lot here are some of the strengths and weaknesses that I think are the hallmarks of the faction. I'm still new to the game, so take this all with a grain of salt. I seem to gravitate towards the camo/smoke game and really like charging impetuous units up. These are all things that USARF does well, they are often a bit cheaper than Vanilla (at least Kazak) Ariadna for what they do. Though they are also bare bones by comparison, and even though you have ARM3 you don't have as much access to mimetism, camo, or some specialist skills. So here goes:

Strengths:
USARF has a lot of cheap units, even by comparison to Ariadna. Sure, we don't have cheap Line Kazaks or Volunteers but the humble grunt link team is sporting ARM3 and some of the cheapest HMG and Sniper units. Plus linking them mitigates some of their short comings from have MOV4-2 by providing order efficiency. You can back weapons in to cover your range bands pretty effectively, and they are decent back up specialists should your main specialists go down. Marauders are the big brother to the grunt link team, having slightly better stats, haris, more versatile load outs and the ability to go dogged. This is pretty huge because if you're relying on a marauder paramedic to grab an objective, you can get that one last WIP roll before he dies.

The impetuous units are all pretty good as far as fire and forget units go. I like to run bare bone desperadoes for fast smoke and chain rifles. They often die in the first turn, but I usually am pushing my luck with them. So I use the extremely impetuous order and then their irregular order immediately to try and get them to do something. The Devil Dog team is the clear winner when it comes to extremely impetuous units though. Total Immunity and a high PH mean that you're going to be getting smoke off with him. So unless your opponent has some MSV2+ unit looking at him you're getting that smoke down on a 19. Otherwise you dodge on a 16, which is not at all bad. The Maverick is a good, fast, and relatively cheap FO unit. She can spec fire smoke down to cover herself and others, and if you need to rush something you can use an impetuous order on her for a shot at it without spending a regular order.

Their camo game is the weakest of any of the Ariadna factions. Foxtrots aren't bad though - you just aren't going to be using them as aggressively as other camo tokens. They can be good for dropping a few mines in early turns, or just sitting tight until it is time for them to grab an objective. Mines and a rifle are all I've ever bothered to give them. Sniper rifle doesn't go to well with their infiltration due to range bands. A mine layer profile on them would have been nice, but even so, as your only source of regular order camo tokens you will be using them. The frontier hardcase is a nice irregular unit. I usually through him in the smaller of my two order groups and use him as a road block. No one likes camo surprises, so I put him and his ambush camo right up at a choke point to burn orders. I also like to put him around a corner so I'm in the 0-8 range band for his light shotgun or tactical bow (depending on the target). Situationally really good, but really just a nice thing to stick in if you have 12-14 points and not sure what else to do with it.

Weaknesses:
Their HI are typical Ariadna HI with only one wound. Never actually tried a link team of them, but having two light flamers has been pretty handy at times. They have good access to some nice weapons and profiles, but I used to play Imperial Guard and always have the mindset of more bodies over more expensive toys. My regular opponents are also MO/PanO and Haqq/Hassassins, so they either do the HI thing way more effectively, or else have some of the best tools for dismembering a 1W HI link. Maybe if they had NWI, but them going down almost as easily as grunts had me peg them as a pass largely.

Your camo game is just not nearly as effective as other Ariadna units. They really lack the teeth of say SAS, Spetznas, or Tankhunters. Don't even look at the Chauesser profiles if you're playing USARF.

Only one of your extremely impetuous units is really tough enough to survive taking on more than one ARO at a time. So you can expect your desperadoes to either get the smoke down, or die during their first extremely impetuous activation. Their S4 silhoutte is difficult to hide, and not the wide base makes them tougher to hide - not that these ARM1 badasses get cover anyway. I love 'em, but they die. Maverick is the best of the bikers, and is best used as a support unit instead of an attacker.

With your grunts you're not going to be winning many fire fights on the reactive turn with them. BS11 is pretty humble, and anyone that wants to take the fight to your grunts during their active turn is going to be packing the tools to do it. Even with a 5-member link bonus, your special weapons will generally be outclassed by much higher burst, better BS, camo/impersonation or simply bad range bands. I use them more as an active turn striker units because of this. I know from experience that an Aquila guard will take on an HMG grunt all day with little to fear on his active turn. For this reason, I use grunts as active turn strikers. Even so, it can be difficult to leverage the range bands for your HMGs and Sniper Rifles in your favour depending on your tables. I like to play on fairly dense and vertical tables so YMMV. Inferior Infiltrating grunts are awesome when you can get it. They have PH 11 you are sticking the landing on an 8 or less, so they aren't the most dependable infiltrators.

The general lack of mimetism, camo, sixth-sense, AD, and V: Courage/Religious makes it a bit harder to stick around in a fight than other Ariadna units. Plus you're lacking in certain skills that would make you hit harder like Marksmanship, sapper, mine layers. Overall, they feel like a slightly less deadly Ariadna that wants to get into a stand up fight. The lack of specialized skills as means you're going to be lacking certain tools relative to other Ariadnan factions. You've got great access to fire, and can take a bit more of a hit than other Ariadnan link teams. That still doesn't mean you want to though, and if you try and go toe-to-toe with other basic link teams you're probably not going to have either the BS or skills like mimetism/ODD to keep you in the fight. If you compare the airborne ranger profiles to the AD Spetznas profiles, you can kind of see what I mean by saying USARF is the discount version of Vanilla. Both are useful - but one has brings those extra killy/survival skills to the board.

They're a good jumping off point, because you get to try a lot of different tactics. You pretty much have to play it as the jack of all trades force because you're guys aren't going to be the best at any one particular aspect of the game. But you might be better than your opponent at 2-3 things, and you'll have to leverage the hell out of those to get the most out of your army.

Fake E: Holy crap I wrote a lot. Next time I'll try and get some pictures and a cool write up of my last game.

Genghis Cohen
Jun 29, 2013
Will write a real response to that interesting USAriadna stuff later, as I've just played against them and found it challenging in some ways!

:siren: Tournament Report :siren:

So, attended the tournament at the UK Games Expo at Birmingham today. Nice time, the venue was some sort of games convention, which isn't really my cup of tea, and jacks up the price of attending a fair bit, but at least it's closer than the desolate North.

300pts, no Spec Ops, standard missions, I took two high order Corregidor lists. Mostly my standard stuff but a couple small differences - will go over them where relevant, but critically, I eschewed the almost compulsory Intruder HMG for an Intruder Lt. I felt I was relying on the HMG and smoke-shooting too much, and also I just painted it, so superstitiously feared it would just get critted out 3 times running. Both lists had 16-18 models though. The terrain there was pretty good, and a really impressive spread of experienced players with some nicely painted armies (pictures at end).

Game 1: Antenna Field, against vanilla Yu Jing. I won the roll, so got to choose going second, which is an insanely important advantage in that scenario.

So, in my opponent's first turn he used an MSV2 sniper, a Bao Troop, rather indecisively to take out a Jaguar, then unleashed a terrifying Hac Tao with HMG, which had hidden deployed (and had Executive Order, making it a Lt).

This guy is a beast, and my only MSV2 and flamethrowers weren't in position to deal with him. He took out my Total Reaction bot easily enough and went to ground in the midfield. My opponent only went firm on one or two objectives though, using some of his cheapo backfield specialists and a Guilang FO. In my first turn, I tried to use a Wildcat Haris to get rid of the Guilang - failed, but my Intruder Lt got him. A Jaguar suicide-runned his TR bot, and my big success was to get my Alguacil link, consisting of an HMG and specialists, right into the midfield, hunting down his Hac Tao terrorbeast and one or two other models.

Second turn, he was therefore in bad shape - not in Loss of Lt due to a Chain of Command Pheasant troop, but he had only 2/3rds or so of his initial 11 orders left. Honestly my opponent was a bit of an arse here, starting to get really peeved about what he decried as bad luck but was pretty normal if you're making bad decisions or just at a disadvantage. He did apologise and say it was just his process though, so it's cool. I've been in the exact same position last tournament myself. He killed a few of my link with an AD Tiger Soldier who did good work, but couldn't really get onto many objectives. In my turn I cleared him right off them and set everything up - didn't really attack more because he might have gone into retreat.

Third turn, he was basically crippled. Lost the Tiger Soldier to a Jaguar I'd positioned to pin him down. Suicidal Celestial Guard boarding shotgun was quite lucky to take out 2 Wildcats and end up on an objective IMO! I had the final right of reply, killing his only objective holder and leaving him with only the Pheasant, now Lt, and a hiding Zhanshi line trooper, his original Lt, left tucked away. Then made a real error - I forgot that some big points are scored in Antenna field by controlling, specifically, the Centre and Enemy DZ antennae. So I used about 5 spare orders healing up unconscious Alguaciles for VP, when I should have just gone to those objectives! Cost me a few points I could definitely have picked up - my opponent simply had nothing left to stop me. Result: 7-0 Victory for Corregidor!

Game 2: Supplies against USAriadna. This was a guy I've met a fair few times and is really sound, knew I was in for a good game as I've beaten him and been beaten by him before now. We had previously discussed how he crushed his first round opponent, putting him into retreat in round 1, despite having second turn, something which I'd hardly ever heard of. He fielded about 16 models, including some dangerous Desperadoes with assault pistols, a full Grunt link, the normal Foxtrots and bloody infiltrating Grunts, 2 paramedic Marauders, who were excellent specialists for this mission, and a very cool Unknown Ranger conversion:

However I don't really rate that model tactically - there are better beatstick shooting options, and as a CC badass, he's got no forward deployment type skills, and no smoke. My opponent took him mostly for Chain of Command.

First turn, I was lucky enough to win again, I think, in any case I chose or ended up going first. My preference for that mission really. I proceeded to gently caress up my initial attack a bit. Wasted 2 orders Marksmanship-ing my TR bot and sending it to attack - it got killed immediately. Maneuvered a bit, planted Crazy Koalas, but somehow managed to kill only 1-2 models and only grab 2 of the 3 boxes despite deploying specialists within 1 order's reach of all of them. Stupid, can't even remember how I messed up so much. Broadly, by pursuing an inefficient attack instead. His first turn, his Desperadoes which I was so fearful of got killed on their Impetuous moves, a great relief, but I wept bitter tears for my unlucky Reaktion Zond as his HMG Grunt link bullied me something fierce, being revived by a paramedic once to continue doing so.

Turn 2, I fended him off, killed a couple guys, and got 2 objectives a bit further back. I still had a Moran next to the third - stupidly, stupidly, I tried to attack a link member rather than just taking the prize and running. Lost despite a big dice advantage. Died. Had to abandon the objective. One big hope was Lupe Balboa, who I was fielding with my Alguaciles. Had to take out a Marauder, he had no cover or suppression. We both ended up Dogged. Had a free shot in the back to his link leader, potentially critical casualty. He passed all 3 EXP/AP ARM rolls. drat. The dice scorned me. He managed to win through a stubborn Jaguar/Suppression defence to grab that third objective.

Turn 3. I held 2/3. Victory might yet be mine. I got both objectives back into my DZ. Deployed models to defend, and to take out some of his leading edge troops. In the last orders of the last turn of the game, he barbecued my Bandit holding one (was passing one Dodge, or 1 ARM roll, too much to bloody ask!?) but failed to kill the suppressing Alguacil holding the other. 1 objective each, 1 dropped on the floor.

He had both his classifieds, I had only one of mine. Result: 3-2 Defeat for Corregidor!

This was a really cracking game against a great guy and worthy opponent. He had me on tenterhooks for Van Zant to appear the whole time, but it was all a cunning bluff! I feel I had slightly worse luck (he made some great FtF wins and ARM rolls, and my god if that TR bot were alive from that first-in-the-game-FtF, it would have all gone so differently, but hey. On to the mid-ranking tables.

Game 3: Highly Classified against vanilla Ariadna. God dammit, I had to play my nemesis and his 20 order, 12 camo markers on the table spawn of satan list again. Guy is an excellent player (surprisingly he also lost his second game against a tournament newbie, really cool guy, who went on to take 3rd place overall and also won best painted - see pictures below) which is always good to practice against, but by god it's a harsh list to have to play. Camo is so insanely order-intensive to attack against, and he has the order to absorb a couple losses easily and still roll over you.

So, I lost the roll and he chose deployment. As can be gathered from the above statement, I don't have a great plan against his army. So I chose first, just to try and punish him, and try to get the objectives quick. He deployed as annoyingly as possibly, pinning my infiltrators down with his own camo markers, and superior infiltrating Uxia (passed the roll on a 16) right by a key specialist, my engineer. I cocked up my first turn completely. Did one or two classifieds, managed to get rid of Uxia, the rest was just a slog against passive camo markers. Frustrated, I lost a Moran Masai unluckily against a Hardcase, then very unluckily lost a full-linked Missile Launcher against a Cateran, then lost my head, tried to rely on Burst, and lost my linked HMG to the same Cateran. Having blown the game completely - my board position was hosed, I'd lost 3-4 critical models against his 1, and he had 19 models, full of camo, definitely including a Spetznaz HMG etc - I knew it was all over.

His first turn he got 2 or 3 of his classifieds and picked me apart a bit more. Clever play using his huge order pool very profligately to walk about in smoke in order to surely and safely do objectives.

My turn 2, I tried for the rest of my classifieds and ended up with 3/4, but the engineer I needed near his HVT to do the 4th was no-where near, and got killed in his next turn. I couldn't stop him taking off some more models.

Turn 3, more of the same. He had a fair few orders spare, it was in no way close. All in I'd killed 70 pts of his stuff. I had 3 central classifieds, and my secret one, he had 4 and his secret one. Result: 10-5 Defeat for Corregidor God drat I hate facing that army. The guy is perfectly sound and a very good player indeed, but it's a fun-destroying list IMO. Fortunately I have at least got plans to build and start using some FO/Sensor remotes and Sniffers. If this is the one army type that's my Achilles' heel, and I hear there are groups and scenes about where Camouflage-spamming armies are dominant, it is a very strong way to play, then by god I'll just build lists with MSV2, DTWs, and Sensor as priorities.

Here are some pics of the armies. First is the best painted winner, who did so well in the tourney as well.




Onyx Force - awesome!






Sir Teabag
Oct 26, 2007
Those are some really nice looking Yu Jing in there - God drat do I ever love the Monk models! I've got um....several boxes of JSA sitting beside me as I wait for some bases to arrive. Painting camo, greens and yellows has worn on my eyes a bit. That's another reason I decided to take a bit of a break from USAriadna.

Great trip report as ever. I love seeing what people have done with their armies. I've got a folder of pics that I've been collecting for inspiration. It's kind of funny, I feel like I can recognize some of your opponents from their models. There seems to be a lot more blogs out of the UK for Infinity than from the States and Canada and it sometimes feels like I'm eavesdropping on your meta. I almost went to the Lords of War this weekend in the GTA but my buddy had a CD release party in town here, so I had to go to that instead. And I'm glad I did, because their new album is blowing my mind. I think I have a painting sound track for the next few months sorted out now...

If you're in to experimental/proggy/metal stuff his band is on bandcamp (https://thenightwatch.bandcamp.com/).

Shazaminator
Oct 11, 2007
The power of Shazam compels you!
Am I right in thinking that the key advantage of Super Jump - other than the improved mobility - is being able to pop out of cover, shoot (possibly taking an ARO, I guess), and then falling back into cover, using only a single entire order? Even if you don't get a cover bonus for any ARO you catch that seems pretty cool, especially with, say, an entire link team of Rodoks doing it.

Sir Teabag
Oct 26, 2007
That is one of the best parts about it. The other being the insane mobility it grants you. If your path is fully out of LoF than you're going to have free range to get anywhere in much fewer orders.

tokenbrownguy
Apr 1, 2010

The downside is no cover. You'll never want to get in a real gunfight with a super-jumping unit. Conveniently, most super-jump models are already impetuous.

Ilor
Feb 2, 2008

That's a crit.
It's also great for using template weapons against people standing (or especially prone) on top of buildings.

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Not a viking
Aug 2, 2008

Feels like I just got laid

Shazaminator posted:

Am I right in thinking that the key advantage of Super Jump - other than the improved mobility - is being able to pop out of cover, shoot (possibly taking an ARO, I guess), and then falling back into cover, using only a single entire order? Even if you don't get a cover bonus for any ARO you catch that seems pretty cool, especially with, say, an entire link team of Rodoks doing it.

You can do this normally though. Peak around the corner, shoot and get back in full cover in one order. Not vertically though (unless there is a ladder which isn't too high).

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