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Natetehaggresar

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  1. @dataentity Acon was formally retired. (Miniature support dropped continued rules support). I haven't been following all the videos, but I don't think they announced a "retirement" for vanilla Tohaa. Though I'm a perennial optimist.
  2. Fwiw they're discontinuing the current skus. I assume recent sculpts like Sukeal commandos will get repacked into 2 model blisters. Older models are probably getting cleared out for resculpt.
  3. Everybody has different preferences, based on missions, factions, and personal play style. I like 10 orders in one pool and 1-2 regular orders in a second + some chaff in vanilla nomads. When I play vanilla Aleph I generally like 10 orders plus 1-3ish support models in group 2. On the other hand @Exile tends to run 10 + ~6 when I see him play vanilla aleph. CA is a on the elite in for sure, more like Aleph. Infinity games last 3 rounds, if you start with 10 orders and don't suffer any casualties, you have a cap of 30 orders. Realistically you're gonna loose guys. Having a few extra guys in the second pool to refill loses using command tokens helps you to retain the orders you need for your elite models to do their job. If you have a really small list, say 8 guys, go second and suffer a few casualties before you even start, you're going to be hamstrung. 10 orders is viable, and even gets some perks thrown at it in standard missions, but it requires you to keep a laser focus on the misson, and to know how to use all the extra gear and stats on your units optimally. As a new player its a steep learning curve. Even just a few extra guys really helps. I don't want to over emphasize list building, infinty is far less list dependant that other games I've played. I don't think you can really break the game or netlist in infinity, the interplay between mission, terrain, and your opponent is too complex, and I think you won't find a generally accepted list of good or bad armies or factions. BUT, like in any game you can list build yourself into an uphill situation, and since you're also talking about what you want to PURCHASE, I thought I should point you early on to some staples that you will find useful. (an extra pro of some cheap guys is that you can toss them in wherever, expensive models define your list). For instance the smoke and chain rifle, and to a lesser extent martial arts, will allow a daturazi to fulfill useful roles in the game, that other units you already posses can't. I would reccomend getting daturazi over say morat vanguard as an initial purchase because vanguard don't do much that something nastier with a HMG, like your tag, don't already do better. Vanguard have a place, especially in MAF where they can link, but as you currently are working with a vanilla collection, Dats would be very useful to round out points/orders. (as would the mentioned many times ikadrone/imetron blister). Both of those units are work horses in vanilla that would well support your heavier hitters, by watching their backs, and funneling them orders. Pretas/Gakis are really amazing chaff, but they are irregular so don't provide support to the order pool, they don't round out the list in the same way, but would be a good addition. I would also consider the regular Drones box (Q, M, and other letters) as a staple.
  4. By ablative armor I mean meat shields. A very common and useful way to deny access to an area is to place a model out of LoF watching a corner. If your opponent comes by blast him with a chain rifle/flamer etc. It's a very useful tool to deny your flank. Expendable dudes with direct templates are ideal for this, such as daturazi or ikadrones. 10 dudes producing orders is pretty much the bare minimum at 300 points.
  5. I wouldn't get too caught up on sectorials right now, just because your budding collection is already spread across all the faction. (Fwiw EI aspects don't work for any sectorials). Just play vanilla to start. You've got some good firepower right now, but you're seriously light on orders, and your also lacking in ablative armor/tools. The imetron blister is good for both, as would a box of daturazi. Smoke or camo are the two most powerful tools in infinity and daturazi are an excellent smoke platform. (Smoke and camo are incredibly powerful because they allow your to pick and choose when/if you engage something. Sometimes it's far easier to smoke a hall way and walk in to a room to score and objective, then to engage whatever is attempting to stop you.)
  6. Thats a pretty good start. I'd probably recommend 1 or even 2 blisters of Imetron/Ikadrones. The Slave Drone's don't provide orders (read G:Servant) so for 3 points you get a body that project's your med techs ability to engineer/dr across the board. (which is good but does not really provide "filler" at least as far as order pool is concerned) Imetrons are 4 points and they provide orders (and not much else). Ikadrones are very useful remotes, at 9 points they're still cheap and provide orders, but unlike imetrons they do work. Their repeater and flamer make them excellent at area denial.
  7. Oh and since you were asking about geckos earlier. If you have multiples OF THE SAME weapon you can dual weild during active turn only. Dual wield adds plus 1 burst, so geckos have burst 4 combi rifles.
  8. Versatility is correct. Having a machine gun that is good from 16 inches to 32, can be well supplemented by a heavy pistol good 0 to 8. You can pick the ideal weapon for the range. Flame throwers and similar are also very useful for their versatility. Direct templates auto hit unless your opponent dodges. This makes them very powerful defensive weapons. Think about the structure of an order. First short skill your opponent walks into lof to shoot your tag. You declare an ARO shoot with a heavy flamer. Your opponent can now waste their second short skill dodging or elect to trade shots with their weapons. Tags have high arm and wounds so your flamer will likely kill any 1 wound trooper and unless they're packing serious firepower may not even dent the tag.
  9. No I don't think anything is crazy over or under represented locally. I don't play at Ordo, but when ordo peeps show up to other events they seem to have a spread of things they bring. (Or when I show up to ORDO ones). A local @thediceabide wrote this, it's pretty help for picking a faction. https://www.thediceabide.com/blog/2018/8/3/infinity-which-faction-is-for-you One thing to keep in mind is that very few rules are omitted for very few factions. It's not like 40k or Warmachine where each faction has a lot of unique rules. What makes things unique is how they are put together on different units.
  10. SWC is a second set of points used to buy special equipment. Generally swc is an extra tax on top of points that buys: 1. Long range and/or powerful guns 2. Hacking equipment 3. Other powerful equipment or is an extra tax on things that are rare (or rare in a faction for fluff/design reasons). SWC costs prohibit you for example from fielding a list where everyone has a HMG. You do not need to spend any swc, but in effect you are leaving points off the table. Generally advice is to spend most if not all your swc. If you're clocking in below 5 (especially in nomads, I would at least reconsider). Infinity's mission system is very intense compared to other games. You actually have 3 opponents, the mission, the table, and finally the guy sitting across from you. To that effect it's hard to build an all comers list as what you need to accomplish missions can vary dramatically. (Tournaments and leagues generally publish missions to be used in advance). You of course don't know the table or opponent in advance, but you can try to do things like include weapons with a variety of ranges to account for different tables. Your list you posted might look intimidating, OMG lots of big stompy robots, but it isn't to an experienced player. Geckos can easily bully weak troops, they have a high armor to points and wounds ratio, but are noticably under gunned. Hackers and elite striker type models can mess them up, especially if the striker can engage at favorable terms, such as out ranging the MK12' 24 inches. (Active players burst advantage is very telling). The list also generally is short on orders. As a rule of thumb you want at least 10 at 300 points. Less than that and you'll probably find yourself struggling to complete objectives and fight your opponent since both will drain your pool. (My preference is around 12-14, Peter likes to push it even higher) Also your pilots are specialist operatives so generally they can complete most mission requirements, but to do so they have to jump out of the tag, and the pilots themselves are pretty vulnerable.
  11. Hey BB peeps. I'm looking for a spare pro elf or two. I have the contents of one box and need another catcher(don't we all). I converted a third from the passer by doing an arm swap in to a line elf body. If anyone has a passer they don't want and a spare line elf I'd be interested in picking it up. (Seeing as 2 boxes with 12 line elves, and 4 passers seems to be a bit of overkill).
  12. Technically only limited insertion fomat prohibits the strategic use of command tokens. A single combat group list prohibits being stripped 2 orders. Your opponent can still use a command tokens to limit first player to using one command token first turn.
  13. Thanks for the good time @Raindog!
  14. Hey I'm last minute trying to decide what food to bring.... Does Ordo have a microwave?
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