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dataentity last won the day on October 15 2018

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  1. Okay, so technically the mine is still there for you to minesweep. Remember, everything resolves at the end of the order. So the minesweep and the mine going off all happen simultaneously so if a mine is going off, it's going to go off and you can't stop that explosion. As for doctors and paramedics. It's just one of those things that you have to judge. Infinity is a resource management game. Your most valuable resource is orders. You can doctor people back up but then you're spending orders to do so. Is it worth spending, 2 orders to get a person back up? 3? 4? To use a medikit is rough because of the -3 PH roll that you can't reroll. For most troops, that's a 7 or less so you will be failing more often than not which means the unit goes straight to dead. Doctoring is a straight WIP roll and, if they have a cube (most units do unless you're in Ariadna), you can use a command token to reroll. Much better odds. But, yes. You have to consider what you are gaining out of getting them back up. Is it your big stompy model like a Kriza Boracs? Getting a Kriza up is generally more worth it than, say, getting an Alguacil back up. But, as you said, if you get that Alguacil up, and you reform your link to a 5-person link that could be worth it. Maybe you're about to be in retreat if you don't revive the person, even if it's a 10 point model, then maybe you do want to try. You just have to see if the order expenditure is worth it. Every order you're spending on getting someone up is generally an order you're not 1) Advancing the objective and 2) Stopping your opponent from doing the objective.
  2. To be honest, I think the Lunokhod is a reactive piece. It's hard to get across the board to use the shotgun. It protects your deployment zone and can quickly move to cover holes as they show up. Remember with mines you can always dodge. Lunokhods (and REMs in general) don't dodge well, but it's an extra chance. Also, I believe the Koalas can trigger mines. The other thing with mines is that you can aways throw expendable things at them to make way for a more valuable model. Throw a Jaguar at a mine. He'll have a decent chance at surviving the mine by dodging but, even if he fails, it's not a big loss when he dies. As you said, it's the team player move. Yes, you can Discover + Shoot or Discover + Minesweeper. However, you have to do it out of the trigger area of the mine because the mine will pop before it's yours. There really isn't a strictly correct option. It's always play style, list, situation dependent. Like having a Jaguar dodge the mine can be good, but if you're having to spend 5 orders to do that, it might not be worth it. Or if it was, say, a Mobile Brigada instead of a Lunokhod, well, you might just be better off tanking or dodging with the Mobile Brigada since they will have 2 wounds anyway. I will say, just like Sgt. Rock, I've never taken the time to do Minesweeper. Not to say it's bad, but I can't really say how 'good' it is.
  3. Puppetactica are very VERY good. They are cheap, fast wounds that are good at pushing buttons and surprisingly good at firefights. The way they work is the puppet master is placed somewhere. So long as there are active puppets on the field, the puppet master can only idle. Even if a guy is walking up to the puppet master to shoot him, the puppet master can only idle. The reason the hacker profile exists is because you must have a hacker (or TAG) to bring remotes, which includes the puppet bots. I suppose you can also use him as an actual hacker, but that's not really his strength. Smart Missile Launchers are half a trap. While in theory they can be very deadly, it is also very order intensive. One way to think about it is this: you have to make 1 roll to target someone, then another roll to actually do the guided fire. During this time, that first roll could have been actually shooting said target with a gun instead of targetting and they could already be dead after 1 order. Guided fire has its place, but you always have to consider that it's relatively order inefficient. ITS missions in general don't tend to care what type of specialist it is; Forward observer, paramedic, engineer, etc. Though there are exceptions. Then, if there are classifieds, then it does care. They don't care specifically what type of hacker typically except that some of the FO or Hacker ones require spotlight, which killer hackers don't have.
  4. Crazy Koalas are very good deterrents from anything. Anything is going to worry about taking a damage 15 hit. The issue you had tonight was in positioning. Your Moran was positioned in a place where the units that were going to run into the Koalas were 1) Expendable as in the opponent wouldn't really care if they die and 2) good against Koalas. Morlocs dodge Koalas fairly easily. As for the Bandits, it's entirely up to you. I like the KHD because while it can kill things, it's also a infiltrating specialist and has more tricks that it wants to use than the forward observer.They start closer to the objectives. It saves orders to just be there next to the objective. They're also safer being in a camouflage marker state instead of just being able to be shot at. For 'normal' games, camouflage infiltrating specialists will be among the best things you can bring for completing said objectives and Corregidor doesn't really have another option.
  5. KHD Bandit is the main Bandit I used. It gives you extra utility and, even with below average WIP, it still scary to other hackers. It's a specialist and comes with the weapon you probably want on the bandit as I think a shotgun works better for a bandit than a combi rifle. It's also very affordable. Moran are very good, but I feel as if you don't want bandits as your only hacker if you're going to be concerned about repeaters.
  6. I'll be there, but depending on numbers I can sit out. I have a dinner to get to around 6:30.
  7. dataentity

    IIL Scoring

    I'm on there twice.
  8. I'm assuming it's purely for the purposes of having a Silhouette 2 model on the table and that we're all going to have the same statline.
  9. Just for everyone else's information; I'm not able to make it Sunday because comic con. So good luck everyone that does go 😊
  10. Oh wow, I missed the Concilium watch. That's... a super derpy rule. And if they are going to use fluff as an excuse that O-12 get a pass because they are O-12, then, honestly, why would it work on the Combined Army or Tohaa? They actually got rid of several missions. Comms Center, Deadly Dance, Engineering Deck, Frostbyte, The Grid, Rescue, and Tic-Tac-Toe.
  11. Season XI just dropped. Army updated with new USAriadna. Changes are about as expected. TAGs, in addition to that Fatality L1 also get Tactical Awareness. It's, unfortunately, changed some prices (Anaconda is now even more expensive 🀣) Other extras (Bravery, Long Service, Landing Assistance) still there. RIP in peace, Xenotech, you will not be missed. Xenotech replaced by an O-12 Liason which is a forward observer model in non-marker state and is a non-rem. If they survive to the end of the game, you get +1 OP. I must say, this is a massive F-U to Spiral whose only forward observer is a TO infiltrator model. Also it makes total sense why the Combined Army has an O-12 Liason. Or even Tohaa. New ITS extra is Tactical Window. You cap out at 15 orders. Interesting choice, but okay. In terms of missions, only 1 change. RIP Deadly Dance, hello Countermeasures. Oh, apparently Doctor Worm is cheaper. He has a 22 point journalist profile with SMG instead of Combi. Still a doc-eng.
  12. Unable to make it tomorrow most likely. At least for gaming portion.
  13. Certainly has it's strengths and weaknesses. No regular camo, just expensive TO. Not much that are super cheap in raw points, but then they have very good value on the profiles.
  14. dataentity

    O-12 Is Here

    For those not chronically opening army, O-12 is up.
  15. Because someone asked me to poop out a Caladonia list. Caledonian Highlander Army ────────────────────────────────────────────────── GROUP 1 8 / 2 / 1 McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 32) WARCOR (360ΒΊ Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) WALLACE Lieutenant Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35) VOLUNTEER HMG / Pistol, Knife. (0.5 | 19) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) GROUP 22 UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27) CATERAN Sniper Rifle / Pistol, AP CCW. (0.5 | 21) CATERAN Sniper Rifle / Pistol, AP CCW. (0.5 | 21) VOLUNTEER (CH: Limited Camouflage, Inferior Infiltration) Rifle, D-Charges / Pistol, Knife. (0 | 11) VOLUNTEER (CH: Limited Camouflage, Inferior Infiltration) Rifle, D-Charges / Pistol, Knife. (0 | 11) SCOT (1st Battalion) (Fireteam: Duo) Missile Launcher / Assault Pistol, Knife. (1.5 | 27) S.A.S. Rifle / Pistol, AP CCW, Knife. (0 | 23) 4.5 SWC | 300 Points Open in Infinity Army
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