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dataentity

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  1. Oh right. I was supposed to say I'm planning on being there for infinity.
  2. Always down for Commander. @Jay
  3. 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. 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. 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. 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. I'd be up for a Narrative. It'd be nice to have an actual full army.
  8. 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. 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. 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. 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. @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. 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. Does that mean that the restaurant Biscuit Bitch is doubly offensive?
  15. The literal word 'Biscuits' is not okay? Or do you mean that other B word? Anyway, nice job guys!
  16. Another post for those not on the Tome of Visages (Iunno) Interesting that the Combat Sense irregular order will be allowed in the fireteam. NCO is nuts, such as for the Yadu pain train.
  17. So, some supposed new news from the Book of Faces.
  18. It's that time of week again. Mission was high ground. Person with the highest model wins. If you deploy outside of your deployment zone, you have to start on the ground. List: Jurisdictional Command of Tunguska ────────────────────────────────────────────────── 9 1 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN MULTI Rifle + Pitcher, Chain-colt / Breaker Pistol, Knife. (0 | 35) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) SPEKTR MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 39) SPEKTR Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 30) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) PUPPET MASTERS Submachine Gun / PistolKnife. (0 | 12) 4 SWC | 224 Points Open in Infinity Army I played against Chris' Combined Army consisting of a Maakrep HMG, Fraacta combi rifle, Unidron link (2 plasma carbines, a plasma sniper, and a spitfire), Umbra Legate (that was played with a nonlegal profile. It was played with a Spitfire and EI Hacking Device), and a Noctifer Missile Launcher. Chris is a newer player, so a lot of this was about teaching rules. Such as I knew he had a Fraacta and a Noctifer Missile Launcher (who was also deployed as a marker on the table. Not necessarily a bad thing, but did allow me to play around it). I lost the WIP off, but was allowed to go first. I was trying to lean more on Spektrs so it was weird going into this with only 7+1 orders. Turn 1, my goal was to try and shutdown the Unidron link, which was the main battery of orders. So I push up with the Hollow Men link. First couple of orders I knock the Spitfire Unidron unconscious as he was deployed largely in the open. After that, I pushed up in the shadow of a central tower (highest point on the table) to avoid any possible shots from the Noctifer. I then used the Hollow's pitcher to place a repeater in the middle of the unidron link. Mary attempts a hack, but then I learn that the Unidrons have BTS 6. It was extremely unlikely for a hack to go off with BTS 6 so I gave up after one attempt. With only a couple of orders left (since two of them were hidden), I got the Hollow Men into position for the reactive turn while the put some shots into the unconscious Unidron. Removing that Unidron from the table, the Spitfire Hollow Man was able to then see and duel the Plasma Sniper Unidron. Bottom of Turn 1, Chris attempts to move the Unidrons. Mary attempts more hacks while the bots attempt to get out of the hacking area. Again, with BTS 6, nothing happens, but it does eat up some orders. With the Unidrons not in a position to do anything, the Maakrep activated. Maakrep turned my Warcor into red mist then pushed to fight the Hollow Man spitfire. During the movement, my Spektr multisniper (hidden in my deployment zone) was able to get LoF on the Maakrep. The Maakrep split fire, 3 at the Hollow Man, 1 at the Spektre. I am only now remembering the Maakrep has MSV 2. Sorry Chris. Because of this, the Maakrep took took the -6 from the TO, -3 for long range (almost corner to corner), and -3 for cover. -12 to a BS of 12 meant an automiss against the Spektre. The Maakrep also fails their shots against the Hollow Man. Between the two, the Maakrep dies. After that, the Umbra Legate comes out to try and fight the Hollow Man with Spitfire. With the Hollow Man in cover, and still B 2 due to the link, the shots only manage to take one structure off. But, in the 2 orders the Umbra was given to fight, Mary was able to hack for free against the Umbra using Redrum (again, we were playing it as a Spitfire + EI Hacking Device). Between the two attempt, Mary was able to put the Umbra into NWI. After that, the Fraacta drops in on his side of the table, but no orders were really spent on her. Turn 2 My next active turn was unfortunate. The Hollow spitfire actives to take out the Umbra. He then gets on top of a crate to KO another Unidron. Then things get interesting. Given that Chris did not reveal his Noctifer while the Hollow was fighting the Unidron, I gambled that he wouldn't reveal as I jumped my Stempler Zond over the crate to get closer to the TO camo marker (to sensor / sat lock him). However, Chris does reveal, and shoots the Hollow Man. Since I had to declare jump to get the Stempler over, even if the Hollow Man didn't move, he didn't get cover. Noctifer is shooting at flat. Hollow is at -6 total, but with 5 shots. Noctifer crits, but the Hollow Man crit twice back and washes. Well, almost washes. It was still a successful template so the Stempler takes an EXP hit, saves two but fails one so goes down. So much for the plan. I attempt to brute force the problem now that the Noctifer is revealed and try to spitfire the Noctifer down. Noctifer crits again and the Hollow Man goes unconscious. WELP. At this point, I give up on the Hollow Man plan and reveal my Boarding Shotgun Spektre. He moves out of cover towards a ladder to get closer, crossing LoF of the Noctifer. Noctifer attempts to discover. Noctifer crit discovers. 3 rolls, 3 crits. This was the most annoying Noctifer. Spektre recamos since he ended out of LoS, and then pushes up, getting onto the building via ladder and gets into the Noctifer's face. The Fraacta can see as he crosses the bridge, but fails the discover. Spektre then shotguns the Noctifer in the face and finally puts him down. That's the end of my active turn. On the reactive, Chris is in loss of lieutenant (the Umbra I believe) and with 2 models left: the Fraacta and the Unidron. Unidron moves out to get line of fire on my Spektre. They duke it out and the Unidron kills the Spektre. The second irregular order is converted to allow the Unidron to get back into cover. Turn 3 With victory of the mission secured (my Securitate was on a tower in my deployment. There was no good way for the Unidron to get higher in 1 order), I just try to kill Chris' remaining models for fun. My remaining Hollow Man with MULTI Rifle runs and jumps to then duel the Fraacta, winning the fight. The Hollow Man does take a crit during the fight and to lose a structure. The Hollow sprints for the Unidron and dukes it out. The Hollow Man eats another crit and goes unconscious. With only one order, the Unidron just finishes off the Hollow Man, removing him from the table. So yeah. It was crit city towards the end of this game and the Noctifer was a huge pain in the butt. Hard to say how much of it is a Noctifer just being really good (which they are), or if it was just crits being crits. Thanks Chris for using up all the luck on my dice.
  19. Combat Jump is part of AD. AD refers to the overarching skill, Airborne Deployment, which AD:Combat Jump is one of the levels. http://infinitythewiki.com/en/Airborne_Deployment_(AD)
  20. @DustGod It just feels bad not having those 10 orders, even if one of those orders is using a command token.
  21. I haven't been running the full team because there just isn't enough points. We aren't playing full 300 points right now. Not quite sure how I'd run the pain train. While I would want the missile launcher, not sure if you can really fit it. I don't think I'd end up running the assault hacker; you have the Stempler who is a repeater and the Pitcher on the MULTI Rifle Hollow Man. They're only WIP 13, so not the best hackers. I think I'd rather just use them as a repeater delivery tool for Mary Problems or an Interventor since you'll be taking at least one of those most likely anyway. I'd probably end up just dropping the assault hacker. Actually, as long as you don't bring the missile launcher, you can reasonably bring that pain train at the current league points level. Jurisdictional Command of Tunguska ────────────────────────────────────────────────── 9 1 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN MULTI Rifle + Pitcher, Chain-colt / Breaker Pistol, Knife. (0 | 35) HOLLOW MEN Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0 | 31) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 3 SWC | 224 Points Open in Infinity Army Just don't know if I'd want Mary or if I'd want something else.
  22. With the way I build lists, Spektrs really aren't all that expensive. On the surface, yes, 30+ points for a one wound model. But then Nagas are considered one of the best camo infiltrators, yeah? Spektrs trade dogged and 4 points for TO. And for Clipsos, I haven't taken them because I like having the orders available. If they're hidden, then they're not giving that order. If they're revealed, they feel awfully vulnerable with otherwise poor stats. Tunguska has smoke on Perseus, yeah. Raoul also has drop bears. As for the Igao's stun grenades, spec firing them into a clump to let the Igao then move in to not immediately die to the return fire from non-stunned people. Alternatively, drop it on a normally good CC unit to then allow the Igao a guaranteed win on that. Like they'll probably still lose to Shinobu, but if you can stun her, the Igao can walk in and stab Shinobu easily. And yeah. I know I need to break away from my usual building strategies and try something else. Not that they haven't been working, but it's good to have multiple styles you can be comfortable with. Jurisdictional Command of Tunguska ────────────────────────────────────────────────── 9 1 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN MULTI Rifle + Pitcher, Chain-colt / Breaker Pistol, Knife. (0 | 35) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) SPEKTR MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 39) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 4 SWC | 222 Points Potential list for next week? I know I immediately went to Hollow Men, but they're very good for the mission of getting to the high ground. Alternatively Jurisdictional Command of Tunguska ────────────────────────────────────────────────── 10 GRENZER Spitfire / Pistol, Breaker Pistol, Knife. (1.5 | 30) GRENZER (Fireteam: Haris) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0.5 | 26) GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE HMG / Pistol, Knife. (1 | 21) SECURITATE Feuerbach / Pistol, Knife. (1 | 22) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) SPEKTR Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 30) SPEKTR Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 30) 4 SWC | 225 Points
  23. It's more that in general I don't use camo infiltrators much. I used Zeroes when I played vanilla Nomads because they are just crazy cheap. I used Bandits a little bit. But even with Tohaa I barely used the Clipsos. But yeah, I like to rambo a lot whether that's Kriza or Hollow Men which is something I should experiment not doing. E/M grenades are good. Having not really played Aleph, I forgot just how much good access to mines they have so I didn't consider the grenades much. The downside to the grenades is that they require rolls and can easily fail. Mines don't need that and are very good for controlling the board. If there's a mine covering an objective, that's a minimum two orders to get rid of it to then push the button if you want to do it safely (get into range then discover. Assuming that succeeds, then you shoot it.) at least for most lists. You don't typically bring a minesweeper. The alternative is an unsafe just walk into it and dodge at PH-3 which, even for good PH models is a 50/50 success. For bad PH models, you're passing on 7's usually. The less dice rolls you have to make, the more consistent your play is. This is why people walk on AD:Drop guys instead of risking the roll. The other thing is that besides smoke grenades / eclipse grenades, I basically don't use grenades. Tunguska has 0 grenades beyond a smoke grenade launcher. Tohaa has eclipse grenades out the butt on the Makauls. I never use the Kotail for E/M grenades. I basically never use Kamaels for the light grenade launcher. I never take Krakots so I've never used their regular grenades. I think I've used the Igao's stun grenades exactly once.
  24. Warning: Overly wordy post because two game write-ups, and I don't see a way of hiding them to make the post smaller. There is a final thoughts thing at the end that, for my own sake, is fairly important looking back at the games today. If anyone wants to read that part, I bolded the start of each section. Oookay, double games tonight. Same list as last week. Mission: 5 consoles in X formation in neutral zone. Anyone can push the buttons, specialists get 2 dice. Control more consoles and you win. 200 point lists. Game one was against Exile's OSS. It went as you'd expect if you know him. Lost WIP off so got deployment. Securitate link on my right. Kriza, Mary on the left of my deployment with the Spektre a bit further up on the left next to the button. Transductor hiding. Warcor up high to flash pulse things. As Exile told me after the game, I really hurt my chances of winning during deployment. Since I was going second, I hid pretty much everything but the Warcor. I should have left at least another ARO up as it left a free lane for Exile to walk up and get into good range. My other mistake was that I wasn't careful with my Spektre deployment. Where he would end up revealing was right in the face of Exile's Dakini multi sniper, which wasted another order. Deployment is probably the weakest part of my play. I just put things wherever that seems to kind of work for me, but I don't consider the opponent's potential attack vectors. Anyway, onto actual game for more context. Exile's turn 1 highlights. Proxy mk 5 FO pushes up that open lane on my right and is free to get into super close range for the SMGs to make me sad. Ends up knocking out 4 of my Securitates, including the HMG. Last Securitate lives somehow. Other then that, a Naga pushes a button and recamos. My turn 1, down 4 orders. Spektre reveals where I thought was safe. I did not check the view lanes under the piece of terrain which basically resulted in realizing that the Dakini is staring him in the face if he drops camo. So the order is spent backing up into safety. Second order to then push the button. Kriza then spends the rest of my orders this turn. He pushes out and guns down the Dakini multisniper (should have done this first), then goes on to KO the Proxy mk 5. Second proxy is still hidden and I know it's the TO infiltrator. I then try and get the Kriza back into relative safety and my turn is done. I didn't have the orders to put the Spektre back into cover. Round 2, camo tokens move up. Naga reveals again to put down a camo marker (definitely not a mine) next to the Spektre. Then, Dart comes around and shoots the Spektre with her SMG. Spektre becomes The One and crit dodges (which, incidentally, was the same number for the mine and for dodging Dart). PH 12 on Spektres feels weird. Another naga also pushes another button. At some point my Warcor dies (I forgot how). Bottom of 2, Spektre pushes his luck to try and kill Dart. Between active turn burst and TO, should be okay right? Nope, he get's punked and is dead. Kriza then tries to do Kriza things. He walks out to try and duel the Naga. Exile miscalculates and tries to double ARO back by revealing his TO sniper proxy. However, terrain was actually in the way. Sooo woops. Kriza shoots the Naga and the Matrix happens again where both the Kriza and the Naga crit, shooting each other's bullets out of the air. We fight again, Kriza puts the Naga into dogged. Kriza then pushes further up expecting one last duel with the Naga, but the Naga poops out a mine instead. So free to ignore that Naga, Kriza keeps walking to then out dice the TO Sniper Proxy. With only one order left, Kriza goes into suppressive. Top of 3, made me realize I should have asked which Dart was brought. Spec fire E/M grenade on the Kriza and the Kriza is out. Dart then backs up to push the middle button and remaining Naga takes the single button I pushed. Bottom of 3, I'm in Loss of Lieutenant. 2 irregular orders and a regular (surviving Securitate is veteran so ignores LoL). Only Mary is left to really be able to do anything (I've already lost at this point). Mary walks out to duel the Naga. Naga, instead of fighting, poops out a mine before dying to shock. Mary tries to keep advancing on the objective, tries to dodge the mine and fails. Game ends 0-4, for a game loss. Game two was against Inquisitor66's Yu Jing. Highlights in the list were Sun Tze and a Su Jian spitfire. Lost the Lieutenant roll. Inquisitor66 elects for deployment, so I get first turn. Unfortunately, with Sun Tze, I could not counter deploy either Mary or Kriza to take on the Su Jian. The Su Jian ended up on the opposite end of the table from where those two were. Again, need to work on deployment. I should have spread out my good-anti-HI units, knowing that he was playing Yu Jing. I even put the Transductor near-ish Mary. Again, should have spread them out better. Anyway, turn 1. Kriza does Kriza things. He stomps up, pushes the near left button and then goes full Ork and uses his Big Shoota to knock out 2 Zhanshi and works at Xi Zhuang. It took a few extra orders to kill Xi Zhuang who survived two seperate attempts on his life, allowing him to hide further behind the corner. Kriza then has to take the long route around a building to avoid the Madtraps. During his long trek, he kills another Zhanshi before finally killing Xi Zhuang. My reactive turn has the Su Jian move up, kill a Securitate, and then everyone else drops into suppressive fire. I didn't realize it very early on, but it was a 8 + 1 strategos order list. So knocking out those 4 orders really hampered the ability for the Su Jian to rambo me. During this, my Warcor is killed. Turn 2, with the Kriza very out of the way, this left me using my Spektr. The Spektr moves from his spot in the middle of the board. Pushes the near right button safely. He recamos and goes on a trip around a building to get into the Su Jian's back arc. I relied on everyone being in suppressive to not have anyone discover him while he just moved past the Zhanshi (or was it a Celestial Guard?) to not be discovered. My plan works and the Spektr gets into close range with the Su Jian. Spektr gets the surprise AP Boarding shotgun to the back off and takes a structure off the Su Jian. Despite hitting on 18's, one of the shots still miss. You had one job. Bottom of 2 has the Su Jian backing away from the Spektr, who, instead of shooting back at the Su Jian, drops a mine. Unfortunately, they don't continue to fight, and the Su Jian pushes up to try and kill my Securitates. Along the way, the Su Jian failed to push a button, but Inquisitor66 neglects to try again. A lot of fire fighting happened which resulted in no Securitates dying and one of them engaging the Su Jian, who has taken a wound. Turn 3, I try something fancy and get more Securitates into engagement with the Su Jian. Only was able to get one extra, resulting in Securitates fighting on CC13, B2 against the Su Jian's CC16. Su Jian wins and my HMG Securitate (who was the one engaging) dies. Giving up on that plan, my Spektr goes back around the building to push the far right button. With my last couple of orders, my Kriza tries to get back to a button to push, but doesn't have enough to get there. He only ends up smoking a Celestial Guard that was in suppressive. Bottom of turn 3, Inquisitor66 goes for objective points. Only possibility was to contest the button my spektr was next to. Spektr drops a mine instead of fighting the Zhanshi. Spektr is KO'd. Zhanshi dodges the mine on the way to the button and succeeds in pushing it. Game ends 2-1, victory for me. Lessons for the day: Deployment I need to work on. Already discussed. Need to think about how the opponent is going to play, not just stick things where they might be convenient for me. Something else I need to try with my list building. I've found that the way I'm building lists is that I find a key piece (Kriza. Hollow men. Szalamandra.) then try to build around it. I try to get the order count up, and then try to patch holes (Like building an EDH deck for M:tG). I should try lists such as how Exile appears (from my side) to build. Every piece has a specific job and is good at it. It doesn't need to be super amazing (like the Kriza is extremely good at killing) because to be that super amazing costs a lot of points. I rely on fireteams probably too much to do the patching, which limits my ability to be spread out across the board. I'm bringing Securitates for the sake of just filling out the fireteam and getting orders. Fireteams, while scary, also limited the board control. The power is concentrated into a smaller area, so the opponent doesn't have to take as much time, as many orders trying to push out. Against Exile, I didn't even get out of my deployment zone, really. The spread of nagas and/or Dart able to move up is very good for establishing a board position that can be hard to break out of. Of course, Tunguska has a hard time with that. Everything is elite. There aren't those super cost efficient low-mid cost pieces like Nagas. There aren't Proxys. Closest equivalents to a Naga are Spektrs. Spektrs are 4 points more for an equivalent profile (28 vs 32 for FO's). TO vs Dogged. Same BS. Same WIP. Heck, most of the stats are actually the same. Not a bad comparison now that I'm looking at it closer. And when theory crafting lists for OSS and Aleph, I didn't hesitate to just take Nagas. Why have I not been using Spektrs more? Maybe I was just too used to Zeroes when I was playing vanilla, who are absurdly good. 13 points cheaper for that FO profile. Yes, it's not as good, but 13 points is a lot of savings. Looking back, this might have been why I was better with Tohaa. Besides Tohaa just being on the strong side of things, just the natural way a Tohaa list is built, there is no over reliance on one thing. Yes, there are gun fighters. But then they will naturally have a specialist there too. Everything worked smoothly together and, with as many fireteams Tohaa has, spreading out wasn't a problem. When I first switched to Nomads, I explicitly stated that I was doing it so that I could play big stompy things like the Kriza, the Taskmaster, the Szalamandra, etc. Tohaa doesn't really have that, which is why i wanted to try Nomads. Ectros don't have that raw power behind them like a Kriza does. The Gorgos doesn't really compete with a Szalamandra in firepower. Yes, they have other benefits (Triads for Ectros. Gorgos has the Auxbot buddy), but they just don't punch face as hard as, say, the Nomads stuff does. So yeah. Need to re-examine how lists are built. There's no 'wrong' way to build a list, but it's definitely worth exploring other styles.
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