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dataentity last won the day on October 15 2018

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  1. dataentity

    Sunday 1/20 - Ordo Game Night at WOW

    Oh right. I was supposed to say I'm planning on being there for infinity.
  2. dataentity

    Sunday December 30th

    Always down for Commander. @Jay
  3. dataentity

    New Book - Third Offensive

    I almost did that, but I preferred the TR bot having Assisted Fire over the Clipper, and didn't have the SWC or points to get another hacking device to provide the buff.
  4. dataentity

    New Book - Third Offensive

    Invincible Army ────────────────────────────────────────────────── 10 DĀOYĪNG Lieutenant L2 Boarding Shotgun / Breaker Pistol, Knife. (0 | 21) ZHANSHI Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 19) ZÚYŎNG (Fireteam: Haris, Tactical Awareness) Combi Rifle + 1 TinBot B (Deflector L2) / 2 Breaker Pistols, Knife. (0.5 | 34) SON-BAE Yaókòng Missile Launcher / Electric Pulse. (1.5 | 17) YĀN HUǑ (FTO) 2 Missile Launchers / Pistol, Knife. (2 | 52) ZÚYŎNG (Fireteam: Duo, Tactical Awareness) HMG / 2 Breaker Pistols, Knife. (1.5 | 38) TAI SHENG (Chain of Command) Breaker Combi Rifle, Chain-colt + 1 TinBot B (Deflector L2) / Heavy Pistol, Knife. (0 | 49) HǍIDÀO Engineer Combi Rifle, D-Charges / Breaker Pistol, Knife. (0 | 28) ZÚYǑNG Paramedic (MediKit) Combi Rifle / 2 Breaker Pistols, Knife. (0 | 29) PANGGULING FTO (Repeater) Light Shotgun / Electric Pulse. (0 | 13) 6 SWC | 300 Points Open in Infinity Army Pain train list. Definitely do not have much spread on the board because of fireteam core and fireteam haris being 8/10 models. You're going to be very concentrated. However, if there are good ARO lanes, the Yan Huo haris should be a powerful ARO piece. The Zuyong core has everything short of a hacker while still being scary to face and having a lot of staying power. Varuna Immediate Reaction Division ────────────────────────────────────────────────── GROUP 1 10 FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10) BIPANDRA Combi Rifle, Nanopulser / Pistol, Knife. (0 | 23) FUSILIER Missile Launcher / Pistol, Knife. (1.5 | 15) FUSILIER HMG / Pistol, Knife. (1 | 18) FUSILIER Combi Rifle / Pistol, Knife. (0 | 10) PATSY GARNETT Submachine Gun, Nimbus Plus Grenades, D-Charges / Pistol, Knife. (0 | 37) MACHINIST (Varuna Div.) (CH: Mimetism, Stealth, Aquatic Terrain) Combi Rifle, D-Charges / Pistol, Knife. (0 | 17) ORC (Varuna Div.) (Multiterrain: Aquatic/Jungle, Stealth) HMG / Pistol, Knife. (2 | 45) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 😎 FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18) GROUP 22 / 4 HELOT MILITIAMAN Shock Marksman Rifle / Pistol, Knife. (0 | 13) HELOT MILITIAMAN Shock Marksman Rifle / Pistol, Knife. (0 | 13) HELOT MILITIAMAN Shock Marksman Rifle / Pistol, Knife. (0 | 13) SIERRA DRONBOT HMG / Electric Pulse. (1 | 25) CROC MAN (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 6 SWC | 300 Points Open in Infinity Army Board control the army list. Core fire team (with some redundancy), 3 Neurocinetics guys, and a TR bot. You have all your specialists. Your primary push piece if the Patsy haris which is durable. And have that Croc man for the late game buttons. Wondering if it'd be good to maximize that board control by switching stuff out for Zulu Cobras for jammers.
  5. dataentity

    New Book - Third Offensive

    Any skill that draws LoF through a low vis zone is at -3. For a poor vis zone, like a nimbus plus, it's at -6. This includes dodging.
  6. dataentity

    New Book - Third Offensive

    Just one thing. Nimbus Plus really is not that good and is super situational. If you were listening to Mayacast, they didn't mention that the dodge for Patsy is also at -6. So not actually useful against that sniper who is probably still outshooting your dodge.
  7. dataentity

    Infinity Escalation League in January?

    I'd be up for a Narrative. It'd be nice to have an actual full army.
  8. dataentity

    Raindog's Rampage: 2018

    I hope courtesy lists aren't a requirement. I've literally tried 2 computers, 3 different browsers and I cannot get Army to print out a list to save my life. I mean, I guess I could make a plain text list of models but that seems not very useful.
  9. dataentity

    New Book - Third Offensive

    It's up in Army. Invincible Army sectorial isn't out but all the units are available now. Invincible Army I can see on mobile, but I can't see it on desktop. Weird. So who is bringing Varuna to Rampage? Huh. If anyone plays Morats. Sogarat has a Feurbach option with Full Auto L2. Thats interesting. Okay. Varuna is nuts. There are 3 wildcard options, Patsy, Kamaus and Clipper. The Varuna Machinist can join any core.
  10. dataentity

    Data Entry - An attempt at a blog thing

    That time of week again. The mission was the coin game. 10 coins are scattered in middle section of the board. +1 point per coin, +1 point per coin in deployment zone. My list: Jurisdictional Command of Tunguska ────────────────────────────────────────────────── 10 1 ZONDNAUT Spitfire / Pistol, Knife. (1 | 32) ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5) PUPPET MASTERS Submachine Gun / PistolKnife. (0 | 12) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) PUPPETBOT (Marksmanship L1) AP Marksman Rifle / Electric Pulse. (0 | 14) SECURITATE Feuerbach / Pistol, Knife. (1 | 22) SECURITATE Feuerbach / Pistol, Knife. (1 | 22) SECURITATE HMG / Pistol, Knife. (1 | 21) SECURITATE (Repeater) Boarding Shotgun / Pistol, Knife. (0 | 15) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17) SPEKTR Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 30) MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) 4.5 SWC | 250 Points Open in Infinity Army Goal of the list was to be fast and efficiently get multiple models per order to be able to pick up things. I played against Nick. (And I'm sorry. Spoiler alert, it was kind of the opposite of last week). I deployed heavy on my left flank with the Zondnautica and Puppet Troupe ready to push up. The terrain was a little bit lighter with a bit better fire lanes to shoot with my ranged weapons. Securitate defensive team was perched up high and saw a decent amount of the board. Right flank was light with Mary Problems prone behind a box and the Stemplar in the wings to potentially push up for a coin. Nick was playing vanilla Haqq and man if that list didn't look scary from my side of the table. Tarik and Al Fasid, with support from 4 Mutts. Other pieces included Spitfire Kaplan, Leila Shariff, a couple of Ghulams, a Barid hacker and (spoiler) a Bashi. I win WIP off and go first. First thing was impetuous for the Zondnautica. It screams up the left side of the table and just puts in work. It guns down a Kaplan that was on ARO duty. The Zondnaut then puts down a Mutt from mid-long range that was waiting in the middle of the board, before dismounting the bike. The Zondnaut pulls the classic sacrificial auxbot trick to chainrifle Leila and Mutt #2. Leila and the Mutt shoot. Leila misses her shot, and the Zondmate, unexpectedly, saves on it's armor roll against the chainrifle. Both the Mutt and Leila go unconscious to the chainrifle. The Zondnaut and Zondmate then are allowed to start crossing across, from my left to right, through the backlines in Nick's deployment zone. Spitfire knocks down the Barid from behind. This was then followed by another sacrificial run with the Zondmate in combination with the Zondnaut this time shooting at the Al Fasid. The Al Fasid AROs against the Zondnaut instead of the Zondmate, with a nearby ghulam getting a shotgun into the bot. The Zondmate also triggers the Al Fasid's mine. The bot this time goes down, but the Zondnaut outshoots the Al Fasid whom proceeds to go unconscious. I have 2 orders left, plus my hidden Spektre. I decide to just go ahead and reveal my Spektre who has deployed in the middle next to a coin which he picks up. I only realized once my turn was over that I left the Spektre standing. On a tower. In the middle of the field. And he's armed with a shotgun, the best long range weapon in the game. Whoops. I move my stempler up a smidge on the right, before deciding to just put the Zondnaut into suppressive with my last order. Now, onto bottom of turn 1. A Mutt impetuouses into the Zondnaut's face and dies (at this point I realized that the Spektre wasn't prone, so I tried and failed to dodge prone). Nick's Bashi walks in on my near, right quadrant but otherwise just doesn't have the orders to do anything. Then Tariks does Tarik things and punks my Spektre (Fatality Crit on 1) who fails to dodge prone again. Tarik then tries to shoot it out with one of my Feurbach Securitates. Securitate loses but passes armor save. Last thing is that the mid-field Hunzakut reveals to drop a mine. Turn 2, Zondnaut is impetuous so walks forward to fight the Ghulam who had shotgunned the Zondmate. Zondnaut wins the fight and takes another few steps forward to shoot a second Ghulam that was hiding. Then, pretty much the rest of my turn was spend on the Puppetbots running around and picking up 3 coins. They did stop to take a pot shot at the Bashi on my right flank but the only one they could see was a Holoecho and not the real body. They then run back into my deployment zone for potentially more points. I then put the Zondnaut, my Stemplar, and Mary Problems into suppressive with a coordinated order. Bottom of turn 2, Nick is now in loss of lieutenant. He has his remaining Mutt smoke for Tarik who can then safely grab a coin on top of a building. He hops back down in the mid-field, then tries to duel my Stemplar. The Stemplar crits Tarik, and would have gotten 2 other hits, but those wash with Tarik's shots. Top of 3, I have my Puppetbots walk back to the midfield to attempt to dislodge the Hunzakutie in the mid field. Being 2 structure, and with Hyperdynamics, they're the best thing to eat the mine. One bot sets off the mine, dodging on a 10 (+6 Hyperdynamics L2, -3 for REM, -3 for Perimeter weapon), but fails anyway. With the second wound though, it doesn't really matter. The puppetbots tag out for the second FO Puppet to fight the Hunzakutie, winning the duel. Zondnaut then is allowed to walk up and grab a coin. Last thing before the end of the game, I use my Securitate link. I am able to keep them in coherency with the HMG (the Feurbachs were high up on top of a crate with no ladders). The HMG dukes it out with Tarik who ends up taking 3 hits from the HMG. At this point, we called the game. It was 4 coins to 1 and I still had 2 orders left. So yeah. Definitely a turn around from last week. Nick handled the bad rolls much better than I did last week so that's a plus. We did talk about list building and things that could have been done different. Like the Mutt's could have definitely stalled that Turn 1 rambo push better. They were largely standing in the open, which allowed me to deal with them. Had they been pushed up against the wall, hiding from me, there would have been at least a couple of orders, if not more, on the route I took I'd have to be afraid of the jammer which would have ended that turn 1 push. I think only major thing on my side that I can think of was just being stupid and leaving up the Spektr instead of prone. That was just a dumb mistake. Other take away. This was my second time using the Zondnautica. First time it just got shut down by a Druze. This time it put in work. Having that extra impetuous order is actually quite useful, and it doesn't feel quite as bad as it usually does because it's made up for with the mimetism. I just have to remember they are still impetuous even when dismounted. --- As for a narrative campaign. I know I'd be up for trying it. But it's just about the interest in it. I don't know about having to roll a panoplies for loot just because things can either get ridiculous or just be completely awful. It doesn't feel like enough control. You can just keep stacking armor on someone which can get good. Or you could just get close combat weapons, adhesive launchers, D-charges, etc. stuff that just isn't usually useful.
  11. dataentity

    Data Entry - An attempt at a blog thing

    Thanks. I know it's something I need to work on. I was trying to do that, such as when the Su Jian was pushing my face in, I did just try and have my Spektr at least get some points. But, that didn't exactly help in this case. Anyway, just putting down some thoughts. Sunday night I was discussing with Raindog about narrative stuff. About how narrative isn't done much in Infinity given how ITS is so ingrained in Infinity. Specifically, we talked about zombie narrative. My idea would take inspiration from the Heralds of Ruin community for 40k Kill Team. Someone had made a campaign where you started with a band of survivors who could level up over time. More than just the Spec-Ops in say a Paradiso campaign. Just throwing out ideas, I'd probably say you start with a 50?/75?/100? points team of survivors that you carry over from mission to mission. Models that go down in the mission would need to roll to survive. If left on the table unconscious or dead, roll PH -6. If casevac, roll pH. If casevac with paramedic, PH +3 roll. If you have a doctor and they are casevac, can do doc does a WIP roll with a reroll. If they die, they're gone from your list. Missions could be a simple get to the exit, or perhaps you need to push some buttons to open the exit, or beat a boss monster. All the while, zombies keep spawning. For the zombies, probably 4-2 move for generic zombies because shambling zombies are the correct zombies. 1 W with regeneration. I'd probably say crits against them count as shock (headshotting a zombie). Each zombie would be played like extreme impetuous, irregular troop. ARO would just be dodging towards you. Perhaps Kinematika? Special zombies, basing off of Left 4 Dead specials because why not. A hunter equivalent that's 6-4? Super-jump, berserk, natural born warrior. Boomer could be a direct template weapon. Spitters then would be a circular template that might leave a template like old swarm ammunition. Smokers could literally explode as a smoke template. Tanks could be 3+ wounds? Moderate armor, with a ranged attack (throwing debris), EXP CC? You'd just need to get a solid play-by-itself list of how zombies act. The main thing that I think would need addressing would be how to control the pace of a mission. How do you prevent high order count just being the best thing? Perhaps all troops are irregular? If that is too slow, maybe every troop has that new skill tactical sense or whatever where they get an extra irregular order for themselves. Alternatively, as a model gets more expensive, it gets extra irregular orders for itself? So a base 10 point model (going by the cheapest profile) would get 2 order, but if you got a profile where the cheapest was 25 points, you'd unlock that 3rd order. Then say a 50 point model would unlock a 4th order? So 2 cheap dudes will still get more orders done than a 25, 2 moderate price models will, combined, still get more done than an expensive model. May need to slow movement down? I'd then say that the Lieutenant order could be a strategos order. If you brought a lieutenant with strategos or with Lieutenant L2 it'd be extra regular orders on top of that. Not sure about how to work in fire teams. They feel like it'd be too efficient moving up a cheap fire team to do whatever objectives in a mission. But then if it was no fireteams allowed, there would be no incentive to play a sectorial. Maybe at the start of a mission, you select which models would be in the fireteam. Rather than moving as a fireteam does in normal Infinity and instead of the usual bonuses, you'd get extra orders to spend on individual models in the team. Now what to do about AD drop. If you're in a survival situation, you don't have the liberty to jump back into a drop ship and jump back onto the battlefield (otherwise, why wouldn't you just escape?). Given that most AD drop units have a jetpack, maybe it's a limited use high speed movement instead? Like your 4-4 AD:Combat Jump model uses it's jump pack to instead move 8-4 with super-jump for a turn? I don't know. Just some ideas.
  12. dataentity

    Data Entry - An attempt at a blog thing

    @Natetehaggresar Yeah, I know. From an objective stand point, I know it's a dice game. I know dice can just say 'no, you don't get to play today.' I did not remember that the HRMC did not go to -3 outside of 32. I just always shortcut to just remembering HMG ranges. So that's good to know. And I know that TAGs should be trying to play the long range game. They are much more vulnerable close up, whether that's melee, hacking, etc. Most E/M weapons are even close range. I think the only long range weapon for E/M is the Blitzen? @Raindog Don't worry about it. I was just overreacting to a bad day. I shouldn't have tried to force a TAG. As you had said last night, in a tournament there'll be two lists. If that table isn't good for a TAG, it's not good for a TAG. I'm not worried about it. I should have made a second list that was more reasonable for the terrain we had for the day.
  13. dataentity

    Data Entry - An attempt at a blog thing

    Okay, I guess I'll right up tonight. Don't really want to because this was the most frustrating night of Infinity I've had. Played 2 games. Game 1 against Tyler, game 2 against Raindog. Mission was kill more army points (3 points), kill a lieutenant (1 point), open panoplies (2 points each, 3 panoplies). My list was a little bit greedy because I decided to try the Szalamandra again. I realized I should have had a Clockmaker but, honestly, it didn't end up mattering at all if I had one or not. 250 point lists. Jurisdictional Command of Tunguska ────────────────────────────────────────────────── 10 SZALAMANDRA Hyper-rapid Magnetic Cannon, Heavy Flamethrower / . (2 | 90) SZALAMANDRA PILOT Contender / Pistol, Knife. () TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) HECKLER Boarding Shotgun, E/Marat / Pistol, Knife. (0 | 19) SPEKTR Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Pistol, Knife. (0 | 34) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Feuerbach / Pistol, Knife. (1 | 22) SECURITATE Feuerbach / Pistol, Knife. (1 | 22) SECURITATE HMG / Pistol, Knife. (1 | 21) 5 SWC | 250 Points Open in Infinity Army From a paper point of view, it didn't feel that bad of a list. If the Szalamandra goes down, I still have a scary Securitate link. I also had the Spektr if it came down to it. --- Game 1 against ISS with Kuang Shi link, Sun Tze, Major Lunah, and Su Jian. Su Jian is a filthy filthy unit. I lost WIP roll which ended up costing me the game. I should not have used this list on the table we had as, due to relative flatness, there actually wasn't anywhere for the Szalamandra to fully hide on my defensive turn. Major Lunah reveals in the face of my two Feuerbach Securitates and splits burst. With dice advantage on both, I expected to win. But nope. Lunah crit ties the first Feuerbach, and passes armor saves against the explosive shot from the second Feuerbach. Su Jian then walks up the middle of the board, splats one of the Feuerbach. This allows Lunah to go up against the other Feuerbach and then Marksmanship LX's it off the field with her Viral Sniper. Su Jian then waltzes up and dukes it out with my Securitate link and the Szalamandra simulatenously. Some flamethrower attempts at my Securitates who somehow pass dodge saves, while the Szalamandra gets one chance to DA the Su Jian in ARO. Szalamandra fails. Su Jian then crits the Szalamandra with it's Panzerfaust. Okay, just need to pass one of the armor saves right? Nope, fails both and Szalamandra is unconscious. Su Jian then mops up the rest of the securitate link between fire, spitfire, and close combat. End of Tyler's turn 1, I'm out 6 orders, in LoL, and have lost my Szalamandra without causing a single wound back. My first active turn, I spend what orders I can and command tokens on my Spektr to open a Panoplies where he gets +3 armor. Great! But he can't get to the second Panoplies safely so ends up just recamoing. Top of turn 2, Su Jian casually kills both of my Transductors (for those counting, that leaves me with 2 models remaining) before trying to flame out the Spektre. The Spektre, with the surprising PHY 12, dodges some 4 flamethrower shots, before the Su Jian gives up and just close combats. Spektr somehow ends up not dying. Bottom turn 2, my Heckler walks out and plops down a cybermine for the inevitable death of my Spektre. Spektr attempts to dodge out but is dies. The Heckler, in the Su Jian's back arc, causes 2 wounds with it's combi rifle (the only two wounds I cause the entire game). The Su Jian then fails courage to get out of range of the cybermine. Top of turn 3, Su Jian easily wastes my Heckler and I've been tabled, with Tyler having 10 orders left to push as many buttons he wants. --- Game 2 against Raindog's OSS. I win the WIP off and, since I'm still playing a TAG list, I decided to go first. During deployment, I know the Raindog has a TO proxy infiltrator, but I don't know if it's the sniper or the hacker. Without anyway to find out until I try, I just had to try and hope I can survive whatever it threw it the Szally. Turn 1, Szalamandra walks forward and is immediately shot by the TO Proxy sniper. Just in the Szalamandra's bad range, the Szally is shooting 5 dice on 2's and, predictably, fails and takes a wound. Szally then gets into good range to put down the Proxy with shock rounds. Proxies, being proxies, means I have not taken out an order. Szalamandra then walks further forward to open a Panoplies, getting an adhesive launcher. Useless. A little further forward, she tries to duke it out with the Proxy forward observer with E/M grenades. I needed to get the E/M off the table as I had no engineer. Szalamandra wastes the proxy (again, still having not taken off an order from Raindog's order pool), but ended up in range of a repeater. I knew the repeater was there, but I wasn't thinking. Admittedly I was tilted from game 1 so was just playing sloppy. Raindog has 2 hackers visible on table and, through the repeater, Overlords the Szally. Given how the entire evening had been going, predictably, the Szallamandra was possessed via crit. I couldn't do the reset during this fight. Even if it had passed, it would have allowed Raindog to then just E/M the Szallamandra in ARO. She was in good range for the proxy after all. So it was just sloppy play that resulted in this happening. I was hoping BTS 9 meant something but it didn't. With plan A possessed, plan B was the Spektr. He reveals next to the Panoplies and, with 2 dice on 14's, fails on double 15's. Of course. The Spektr tries again and ends up getting an HMG. Normally a fantastic grab but the table was mostly tight corridors on ground level, with only real long range opportunities on roof tops. The Spektr keeps walking forward and stops just in range of the other repeater on the field. You'd think I learn. In addition to the 2 hackers hacking the Spektr through the repeater, a nearby camo marker reveals to be a Naga killer hacker. Because of course. With 3 hacks coming in, I try to Trinity my way out because I wanted to try and F2F all of them rather than leaving any of the rolls to be a normal roll. Again, predictably for the evening, the Spektr fails all 3 and has his head exploded then exploded again then exploded again. With my last couple of orders, I try to shift things around to hopefully hide from the possessed Szalamandra until my next turn so that I would be able to regain control turn 2 with a command token. Raindog's turn, Szally climbs a box and kills my Securitate HMG. Then, she climbs a tower and kills Feurbach one. Then, the Szally jumps off a tower to take fall damage into death because fall damage is based off current profile. Despite the Szally normally being able to survive a 9 inch fall (because 6 inch first movement), the possessed profile is only 4-4, resulting in a damage 30 fall. Being unable to roll a 23 on a d20 means the Szalamandra goes to dead. With Raindog having spent all of 3 orders, we call the game because I, really, would not have been able to do anything if we even got to my turn 2. Another game where I took 2 wounds off the table (2 proxy bodies) but end up taking 0 orders out of the opposing order pool of 11 orders because of strategos. So yeah. I don't even know. Typing this out has only made me more frustrated about tonight. Yes, I played sloppy game 2. But damn. Game 1 I don't know what I could have done different other than not run a TAG list. Dice just did not want to do anything for me. Game 2 I should have paid attention to repeater ranges. I don't know why I couldn't eyeball 8 inches. Playing this long you'd thing 8 inches would be the easiest thing to see. I'm probably not running a TAG again any time soon.
  14. dataentity

    Escalation League:Week Nine- Coin Game

    You forgot to include army points.
  15. dataentity

    Emerald City Incursion Mark II

    Does that mean that the restaurant Biscuit Bitch is doubly offensive?