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rudra34

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Rule discovery of the day: sixth sense and deployable weapons!

I've believed for a long time that mines caused a -3 to dodge rolls because of the rule that a template from out of LoF forces a -3.   Turns out I'm a dumb, the rules state that deployable template weapons always force a -3 to dodging.  

The rules for sixth sense specifically allow you to ignore the -3 penalty when dodging a template from outside of your LoF but within your ZoC (for level 1), but says nothing about deployable weapons.   So, unless I missed something, any model with SS, including 4+ link teams, will still have the dodge penalty when trying to avoid damage from deployable weapons.   

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Got to play Quadrant Control with against Jay's Onyx last night, rolled out this list:

 

logo_301.png Ariadna
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png10  
logo_11.pngS.A.S. Chain Rifle, Light Shotgun / Pistol, AP CCW, Knife. (0 | 21)
logo_26.pngCHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
logo_9.pngFOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19)
logo_9.pngFOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19)
logo_4.pngGRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
logo_19.pngVOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
logo_20.pngMÉTRO Rifle / Pistol, Knife. (0 | 8)
logo_1.pngLINE KAZAK Rifle / Pistol, Knife. (0 | 9)
logo_1.pngLINE KAZAK Lieutenant Rifle / Pistol, Knife. (0 | 9)
logo_18.pngVAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)

GROUP 2sep.gifsep.giforden_regular.png7  orden_irregular.png3  orden_impetuosa.png3
logo_12.pngSCOUT Ojotnik, D-Charges, E/Mauler / Pistol, Knife. (0 | 29)
logo_26.pngCHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
logo_9.pngFOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19)
logo_4.pngGRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
logo_19.pngVOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
logo_2.pngPARA-COMMANDO Boarding Shotgun / Pistol, Knife. (0 | 22)
logo_49.pngKRAKOT RENEGADE 2 Chain Rifles, Grenades / Pistol, DA CC Weapon. (0 | 14)
logo_14.pngIRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
logo_14.pngIRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
logo_41.pngWARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3)

2 SWC | 300 Points

Open in Infinity Army


As you can see, I decided that the game needs more shotguns.   Jay was sporting an Overdron, Unidron link, Maakrep sniper, TR bot, E-drone, and some flamer baggage bots.  

I got lucky and landed both of my flamer grunts, setting up a solid first line of defense.   One of them was right next to a 4-point order beacon, so he knocked it out and stayed put.   The rest of the army moved forward to get into quadrants and hold some ground, the scout knocked out the Maakrep to get rid of the MSV threat.   Jay came back at me and knocked out a foxtrot, the scout, and one of the grunts.  End of the turn I held three quads to his one.   Next turn was more of the same, I moved up, knocked out the TR bot and one of the Unidrons, Van Zant dropped in behind the lines and killed an order bot then went into suppressive.   Jay brought on his own drop troop and spent a few orders dislodging Van Zant, then moved up his tag and link team to grab 2 quadrants.   End of that turn we tie at two-two.   Final turn I start going after his link with my last grunt, but miss a lot.  Jay gets his Nexus into b2b with my grunt through much dodging forward.  The paratrooper comes in behind one of the Unidrons and takes them out, then the Grunt gets a crit in a knife fight with the Nexus.  Jay called it was he was in LoL and had only a handful of models to work with.  7-1 for Ariadna. 

The list preformed well, and does not feel at all hindered by a lack of heavy weapons.  Being able to get up close fast and put those shotguns to work is a big boon, but in a scenario where more specialists are needed the list would need to change.

Anywho, thanks for the game, Jay!

 

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  • 2 weeks later...

Made a couple small changes to the list last night and played against Bermen's Tohaa in firefight.  I squished in some specialists thinking that it would be better for a scenario with two classifieds, then drew two that I still couldn't complete (damn you hackers and engineers!).

logo_301.png Ariadna
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png10  
logo_11.pngS.A.S. Chain Rifle, Light Shotgun / Pistol, AP CCW, Knife. (0 | 21)
logo_26.pngCHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
logo_9.pngFOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19)
logo_9.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_4.pngGRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
logo_19.pngVOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
logo_20.pngMÉTRO Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
logo_1.pngLINE KAZAK Rifle / Pistol, Knife. (0 | 9)
logo_1.pngLINE KAZAK Lieutenant Rifle / Pistol, Knife. (0 | 9)
logo_8.pngVETERAN KAZAK (X Visor) T2 Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38)

GROUP 2sep.gifsep.giforden_regular.png7  orden_irregular.png3  orden_impetuosa.png2
logo_12.pngSCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30)
logo_26.pngCHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
logo_9.pngFOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19)
logo_4.pngGRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
logo_19.pngVOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
logo_2.pngPARA-COMMANDO Boarding Shotgun / Pistol, Knife. (0 | 22)
logo_14.pngIRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
logo_14.pngIRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
logo_41.pngWARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3)
logo_20.pngMÉTRO Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)

2 SWC | 298 Points

Open in Infinity Army


I pulled out the win after being able to pin him back into his deployment zone and continuing to press the attack.  In later turns I had no small amount of luck, as my Vet Kazak scored a couple of crits and then proved extremely difficult to dislodge.   I still really like the way that this list operates and I don't feel at all handicapped by the lack of heavy weapons.  

Random thoughts:
-That Vet Kazak profile is so amazingly good that it hurts.  He is a good enough shooter to reliably score multiple hits, and T2 is devastating against all troop types.  He doesn't have the ability to immediately reach out and touch the enemy like Van Zant, but for the same points the vet gives him a hell of a run for his money.  
-Boarding shotguns up close are insanely good ARO pieces.   As long as you can move them up a bit and hold where the enemy has no choice but to engage you up close, then you are every bit as deadly as a sniper on the other end of the board.   
-Units with regular BS weapons and direct templates force hard decisions.   Units like the Vet and the chain rifle S.A.S. are a real headache for the active player.   If you can only engage me from within template range, then you have to accept that you could end up losing that model as a trade off.   The S.A.S. is more expendable in this case, but the Vet has the benefit of an extra wound to tank a hit and being able to hold his reaction with SS2.

Thanks Bermen for the game!

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I would honestly place the Vet Kazak above Van Zant. VZ is kind of a gimmick piece; he works a few times, but after a while, people figure out how to deal with him, and keep all their bases covered, making it hard to use him. Vets, however, never stop being amazing under any and all circumstances. If you can get him up the board and put him in suppressive fire or something, he will ruin anyone's day. The only issue is when he starts running into things like TO and ODD, because even in active turn, 3 dice on 7's isn't exactly a great proposition. If you opponent can stack mods against him, he starts to suffer. The X-Visor goes a long way towards mitigating that, but I'd rather have MSV1. Also, that heavy pistol has done some pretty good work for me... as you said, forcing someone to choose between the flamethrower template or a FTF roll against a heavy pistol is a really tough decision for anyone.

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The new Avatar coming out this year is really hurting me, as I would like nothing more than to jump onto the combined army wagon the second it hits stores.   But no!  Must resist!  Eyes on the prize!


I got the crappy premiered models stripped and re-primed in black so they should all be ready for painting.   Today's goal will be to get the other camo tokens painted, as about 40% of what I put on the table starts off that way.  After that I'd like to focus on some basic line troops and one of the Vet Kazaks.  

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1 hour ago, Kremmet said:

Love the shades on that dude. He's ready to play some beach volleyball with his best bro!

You know you could always buy the Avatar to make it your new Ordo avatar. Just sayin'....

Every model in the army that has shades has awesome shades.   The Avatar will be tempting, but I'm not really looking to put down a huge investment on a model for an army I don't collect.


Devil Dog on the way!  It will be nice to work on something a little different so that the work doesn't get stale.   I've decided to paint him like Uncle Vernon's red antipode rather than the pale-skinned ones that I have, should make for a very menacing look to the big boy.

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Using the new Soldiers of Fortune rule for season 9 ITS, this is a legal list.
 

logo_103.png Military Orders
──────────────────────────────────────────────────

orden_regular.png5  orden_irregular.png5  orden_impetuosa.png4
logo_11.pngSERAPH Spitfire, Nanopulser + AUXBOT_1 / EXP CCW. (2 | 82)
 sep.giflogo_11.pngAUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
 sep.giflogo_11_2.pngAUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
logo_11.pngSERAPH Spitfire, Nanopulser + AUXBOT_1 / EXP CCW. (2 | 82)
 sep.giflogo_11.pngAUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
 sep.giflogo_11_2.pngAUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
logo_23.pngJOAN OF ARC Lieutenant MULTI Rifle, Nanopulser / Pistol, DA CCW. (+1 | 50)
logo_28.pngBLACK FRIAR MULTI Sniper, Nanopulser / Pistol, CC Weapon. (1.5 | 30)
logo_27.pngWARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3)
logo_21.pngMACHINIST (Father-Engineer) Combi Rifle, D-Charges / Pistol, Knife. (0 | 15)
logo_18.pngPALBOT Electric Pulse. (0 | 3)
logo_18.pngPALBOT Electric Pulse. (0 | 3)
logo_1.pngYUAN YUAN Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 8)
logo_1.pngYUAN YUAN Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 8)
logo_1.pngYUAN YUAN Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 8)
logo_1.pngYUAN YUAN Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 8)

5.5 SWC | 300 Points

Open in Infinity Army


Freaking hilarious.

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*looks at hands, laughs maniacally


There are definitely powerful combos, but at least those combos are open to multiple armies.   Joan and Wallace definitely gain the upper hand for turning those irregular mercies regular, but there are plenty of other nasty combos.  Adam's September to Dismember will be allowing mercs, and it's pushed me into going back to pano to try some things out.  Besides, I need a TAG for some of the missions.


Not going to be bringing the list above, as 2 seraphs is more of a crutch than a bonus.   Still, I do own a handful of Yuan-yuan...

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Multiple armies having access to combos that they don't natively have doesn't exactly make it a good idea though. Maybe I'm a little overly cautious about allies due to them not being a great experience, competition wise, in other games not to mention the internal balance issues for certain units whose only saving grace is having no competition for their slot (less Yuan Yuans in PanO and more McMurrough in QK). That said, I do think SoF can add a little spice to smaller events and I look forward to trying them out. At least CA can finally have a Warcor this way! 

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