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dataentity

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  1. So if anyone wants to split the big bundle, I'm down for it. Wanting the ALEPH, Asura, Dart half. However, if no one else is wanting the TAK half, I'm still down for ordering the big bundle @Raindog. At worst, extra stuff for conversions and who knows what'll catch my interest in the future. Or, if anyone wants it down the line.
  2. Troop profiles dropped. Apparently, the Trench-Hammer is a close combat weapon (no surprise) AND you can throw it. You'ore MF'ing Thor. Oh, and if people are doing a big order to save on shipping, I'd totally be down for splitting the gencon bundle. Wanting the Aleph half.
  3. Man. Why did the other half have to be the Aleph sectorial? The two sectorials I wanted to do post-Tohaa were Tunguska and Vedic. I can't do both! Well, I can, but that'd be somewhat irresponsible.
  4. Okay. Trying to keep up. Game 2 with Tunguska was practice for OFCC. Played against Sgt. Rock doing the mission Doctor Doctor. For posterity: My list: Jurisdictional Command of Tunguska ────────────────────────────────────────────────── 10 PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33) SECURITATE HMG / Pistol, Knife. (1 | 21) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) VORTEX Spec-Ops (12 XP) (BS:13, WIP:15, Doctor, Engineer, CH: Mimetism) Combi Rifle / Pistol, Knife. (0 | 13) HOLLOW MEN Hacker (Assault Hacking Device) Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0.5 | 37) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 😎 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 😎 STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) 3.5 SWC | 200 Points KwBgLAPgzCIRBGKBSBCQOWcAOZBCTdHATmShIHZKCiRTySdNDV6yLKA2W2EVND2zVkIAFRIAXFPTTg0ySGlilCRQqWaVAQpC6xwKNrAltAJhw69IfGDYkzWWHlv3H2EMAJnHadE64XHwF/bEDaPDQQIWi7AAEEoA Sgt. Rock played vanilla Ariadna with some Kazaks, some chasseurs, and Voronin. Deployment: I won Lieutenant WIP off and chose to go first. Interestingly Sgt. Rock decided to deploy first in order to deny any infiltrators. With no infiltrators in my list, didn't harm me. Turn 1 Active: Hollow Men pushed up my right flank to take out a HRL ARO piece using the spitfire. Continued to be aggressive with the Hollow Men, taking advantage of the super jump to get on top of the central building (which had 2 civilians) to try and knock out the Zouave paramedic from Sgt. Rock. An unfortunate crit later from a DEP meant bye bye Hollow Man. As bad as that crit was, still think it was the right play to try and knock out a mission relevant specialist early on. After that, Securitate link pushed up. Knocked out the sapper Zouave sniper on my left flank. Full link HMG versus a sapper sniper was not too big of a contest. That left me able to forward observe some things with my stempler and medkit someone back up. Turn 1 Reactive: So I goofed with my link. I left Perseus, my Spec-op, and my HMG in a line behind a building. Then I didn't notice that there was a camo marker on the other side of the building. It was a Chasseur. Flamethrowers man. Luckily, only my HMG died to the fire. This was probably my biggest lesson. Double check where the markers are. Don't leave things in lines. Luckily my Stempler was able to KO the chasseur before it could kill anything else. Stempler went bye bye due to a Spetz with HMG. Don't know Ariadna stuff well. Probably shouldn't have left the stempler out quite that much, but I had been trying for objective points. Other then that, some civilians were FO'd and killed via paramedic rolls. Turn 2 Active: This was primarily a hollow man turn. My Assault hacker was still alive on the right flank. While I thought about using spotlight for the objectives, I really wanted to knock out specialists especially any doctors and paramedics. I probably went a little too aggressive with him, but jumped on to buildings and shot lots of things. He took a ton of AROs and lived... mostly. Jumping around he was able to knock out the doctor, though could not bring down the paramedic on the central building despite his best efforts. He did also remove the obvious lieutenant Voronin. Unfortunately, the Hollow man went down after just a couple too many AROs. But yeah, super jump is really really good. Left side of the board, Perseus was useful for smoke, allowing my spec op doctor to heal a civvie. Turn 2 Reactive: Not much defensively happened on my end due to Loss of Lieutenant on Sgt. Rock's half. He did end up killing another civilian, successfully healed one, and FO'd more. At this point I definitely could not beat him on the FO objective with both the hacker and my FO down. And, I was up only 1 civilian healed so I had to make sure he could not tie or beat me. Turn 3 Active: 6 orders. Pushed up with Perseus and the Securitate team. Smoke let me get into good range with Perseus to breaker rifle the Spetz down. This freed up the left side of the board for me to take out the paramedic Zouave. Luckily for me, the Zouave had stood up to attempt a paramedic heal. Had the Zouave been prone, I don't think I could have had LoF. But, I was able to then take out the Zouave with some long range breaker rifle shots. Lesson from this turn was to pay attention to the lateral fire lanes. While nothing of mine went down, there was a fire lane that crossed from the left to the right of the table that allowed free shots to happen against other members of my fire team. Turn 3 Reactive: At this point the game was over. Sgt. Rock couldn't heal anything to take that objective from me. He already had the FO objective. I didn't have any FO's left to kill and we were tied on the FO objective. I only had 1 doctor in the list, when I had already killed a paramedic and doctor on his side. It just left a half turn for gratuitous combat. Securitate spec ops died to the Kazak spec op. My lieutenant then died as well. Final score: 6-3. So far I am liking this list. 6-2 move with super jump is still absurdly good and is opening up a lot of attack vectors that just aren't possible otherwise. I had been concerned about the climbing mission for OFCC, and was wondering if I needed climbing plus. But, seeing super jump able to make it to the top of just about any piece of scenery removes a lot of my worries about that. This list does still have climbing plus in the Stempler, so smoking then climbing is still a valid option. Other take aways from this mission. Might need to work on the list. Having only the 1 doctor is iffy. A good assassination run could definitely ruin any chance of succeeding in this mission, which that Chasseur with LFT almost succeeded. I at least have semi-redundant source of FO with the assault hacker hollow man able to use spotlight. Options are to either drop the spec op from the link to then use zondbots to heal civilians or to bring a daktari and give her zondbots. WIP 13 is a bit painful when coming down from my WIP 15 spec op in this list. Paramedics are horribly unreliable as Sgt. Rock saw after killing 2 civilians this mission. Decisions decisions.
  5. @Raindog So just saw people talking about this, but army was updated. I think on release the Marksman Rifle puppets were 1.5 SWC. They are 0 SWC now. Which is much better.
  6. I had fun too. Just, still, sorry about the murderizing of all of the things.
  7. Okay, so I've been half meaning to maybe start a log of Infinity adventure-y stuff, but I've just kept putting it off. Good way to keep track of takeaways, stuff learned, etc. because dang has Infinity has a lot of depth. And so I figured now would be a good time to start one since I semi-switched to a new army what with Tunguska having dropped and today being official game 1 with Tunguska. I would have gone with Toh-Mads as a blog name, but just in case I start something else in the future. So, game 1. Today was a quiet day with just PaladinX and Jay being the only other people there. Jay, being the gracious Senator, let me play. So yeah. With no planned mission, ended up playing Annihilation. First time playing Annihilation and seeing the worst organized information table in existence. I mean, seriously, the table that shows how to earn objective points is the worst thing. Anyway, my list. Jurisdictional Command of Tunguska ────────────────────────────────────────────────── GROUP 1 10 / 1 ZONDNAUT Spitfire / Pistol, Knife. (1 | 32) SECURITATE HMG / Pistol, Knife. (1 | 21) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE (Repeater) Boarding Shotgun / Pistol, Knife. (0 | 15) SECURITATE Feuerbach / Pistol, Knife. (1 | 22) SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15) PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / PistolKnife. (0.5 | 14) HOLLOW MEN Hacker (Assault Hacking Device) Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0.5 | 37) KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) GROUP 24 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8 ) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8 ) Stupid 😎 face. 6 SWC | 299 Points Really wanted to try the Zondnaut, then secondarily the Hollow Men. Also it was nice having actual fireteams again after leaving Tohaa for Vanilla Nomads for a while, even if I never moved the Securitates and only had the Kriza-Hollow duo turn 1. PaladinX's list was Druze and bots, with Killer and Assault hackers making me cautious with my Duo. I won the roll off and went first. First lesson: Puppet Master as a cheerleader is really really good. PaladinX just declined to use a command token at all due to Counterintelligence. Makes the puppet master, regardless of using the puppets, almost an autoinclude. Deployment. Hold back was the Zondnaut, but because I deployed first, PaladinX dropped a Peacemaker midboard right in front of my Zondnaut. AKA if I used my impetous move, Zondnaut would then take a heavy flamer to the face. Not great. At least it was only regular impetuous and not extreme, so I could decline to use it and have my Kriza knock out the Peacemaker safely. Second lesson was remembering that I can decline the impetuous, as much as I want to use it. From there, wanting to try the shiny new thing, I moved the Zondnaut up. Used smoke to get into closer range with the Druze HMG (Data-tracker) in the opposing 5-man link to catch the Druze out of cover and in bad range. Too bad I forgot Druze have a chaincolt. Also, 3 armor on Druze is really good. Spitfire shots failed to wound and chaincolt to the face brought down the Zondnaut. What I should have done was use Auxilia-Sync bot shenanigans. Suicide the motorcycle in to chain rifle the lined-up Fireteam. But, since I forgot about the chaincolt, I thought I could out-dice the bad-range HMG and move on to just picking guys off. So lesson 3: remember to check / ask about equipment. Fourth lesson is, actually, basically the same thing. Read the rules. Remember what they do. I moved up my Heckler on top of the buildings into good range against the HMG druze DT. I then wanted to jammer them, but PaladinX was kind enough to remind me that Veteran L1 means they ignore isolated. So so much for that plan. Combi rifle still brought down the Druze, but chaincolt back knocked down the Heckler too. But, objective points are objective points and taking out an HMG from a 5-man link is not nothing. A bit more happened during turn 1 active turn, but not much worth mentioning. Turn 1 reactive taught me lesson 5. This was literally my first game with a full 5-person core link. Having fought against the 5-person links before, they certainly felt invincible. Since the offensive should have the benefit of choosing the fight (for range bands) and a dice advantage. The defensive properties of the 5-person link definitely felt like it took that away. With them always having +3 BS, and having extra burst, it at best felt even attacking the defensive link and, at worst, felt like I'm going into a losing fight. But yeah, my 5 securitate link lost the feuerbach to the Druze multi-sniper. Sniper had the range advantage and mimetism. This made me wonder if the Grenzer Missile Launcher would be better than the Securitate Feuerbach. Given the high number of good attack pieces, the link is going to be on the defense more than the offense, so it might be a good switch. .5 SWC extra, and 7 points for an extra BS and more survivability. MSV 1, depending on who you ask, might not be an advantage. Turn 2 was a mix of Hollow man and Kriza double team (technically not since I broke that link voluntarily). 6-2 move with super jump is really good. Combi-rifle still feels week, but don't know if it's worth dropping a pseudo-fast specialist to get a real gun when the Hollow man will start off duo'd with the Kriza. I hate combis. So this is already way too long. Most of the interesting stuff / learning points happened turn 1 anyway. Only thing worth reiterating is armor 3 is really annoyingly good. I would say 'darn Druze survivability' buuuuuut there may not have been much stuff left alive on the Druze side at the end. Let's just say 9-1. Sorry.
  8. The puppets are if proxies and Tohaa had a robot baby. Not great shooters, but efficient, tough, and absurdly fast. I'm excited to see the minis for these.
  9. Slightly higher order list for 300 points. Jurisdictional Command of Tunguska ────────────────────────────────────────────────── GROUP 1 10 SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE HMG / Pistol, Knife. (1 | 21) GRENZER Missile Launcher / Pistol, Breaker Pistol, Knife. (1.5 | 29) SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15) SECURITATE (Repeater) Boarding Shotgun / Pistol, Knife. (0 | 15) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) ZONDBOT Electric Pulse. (0 | 3) HOLLOW MEN Hacker (Assault Hacking Device) Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0.5 | 37) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) GROUP 24 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) 5.5 SWC | 300 Points Open in Infinity Army
  10. Man. These options are driving me nuts. I'm trying to make a list for OFCC and really want to try and figure out a way to have the puppetactica co. But 50 points for, while yes it is a 'fireteam' is hard to fill out the rest of the orders. Here's what I'm looking at at least for Seize the Data and Doctor, Doctor. 10 VORTEX Spec-Ops (12 XP) (BS:13, WIP:15, Doctor, Engineer, CH: Mimetism) Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) SECURITATE Combi Rifle / Pistol, Knife. (0 | 13) PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33) SECURITATE HMG / Pistol, Knife. (1 | 21) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN Hacker (Assault Hacking Device) Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0.5 | 37) 3.5 SWC | 200 Points Edit: Oh right. The Pupper Master can never move until they are disconnected. They're actually not good for the Mission:Escape as they'll die pretty much immediately in the last mission to the not-Biotechvore cloud.
  11. Holy [big bad swear word]. Just holy [big bad swear word]. Puppet Master with REM marionettes? LI / REM Motorcycles with an included synchbot along for the ride?? 2 Kriza + Hollow man Haris??? Mary Problems, Uberhacker with Assault Hacking Device + Icebreaker AND a Killer Hacking device + Lightning. Now that is a character. Oh, and Perseus, a rogue ALEPH myrmidon. Because why not? Stuff that still needs rules: Zapper (Mary Problems), Contraintelegencia (Puppet Masters), G: Marionette (Puppetbots), AI Motorcycle (Zondnautica) Huh, Puppetbots have Number 2 but no fireteam option. Rules just aren't up on the wiki. They're in a pdf on the Infinity site Dear god Hollow men core fireteam. Time to start theory crafting everything.
  12. I might have been biased, but I expected more hacker profiles since the only one they had teased so far was a hacker. But, I guess most of the profiles are very good at being annoying. Like Jammers 🤩 Now to wait and see what the cybermines do. Also weird to see Fast Pandas on a non-hacker model.
  13. To the best of my knowledge, I should be there.
  14. I'm assuming that next to no one was buying the old FRRM models so they're clearing space for new stuff, since the molds still take up physical space. But they just teased the new Chasseur today, so they're not letting them rot.
  15. Oh man. Called out. If no one else is going to take the slot then I suppose I can.
  16. I forgot to mention I wasn't going to be there this Sunday. I'm actually in California for the weekend. Good luck to everyone who plays.
  17. Why in the world was she ever .5 SWC in the first place? Also damn. I can't have Aelis be an impersonation marker in a fireteam. Booooo
  18. In case you didn't hear, like if you aren't on Bookface, Army just got updated with all the new lists and dire foes was updated. Looks like I'm getting Aelis Keesan. Killer hacker and cheaper too. Bye bye garbage defensive hacking device. Hello BS 12 Viral / K1, WIP 14 Killer Hacker. Tohaa has a real hacker now. Anyone have an extra? Looking through dire foes, so far the ones changed that I've found are Aelis: 3 points cheaper. Defensive hacking -> Killer hacking Hasht: 4-2 Move to 4-4, -1 Ph, -2 Arm, +stealth, +shock immunity, pistol->breaker pistol Bipandra: loses specialist operative (was already a doctor soooo?), +courage, -light shotgun, +nanopulser, -.5 SWC, -1 point Isobel: Defensive hacking -> white hacking Yuriko Oda: E/mitter profile +1 point, Panzerfaust profile -1 point That's a weird change on Yuriko. Unchanged: Constantinos, Lupe Balboa, Thrasymedes, Leila, Yasbir, Xi Zhuang, Anyat
  19. Are we doing soldier of fortune if we want extra hacker mercs?
  20. I might be having flashbacks to 7th edition 40k, but that note about Pan-O and predetermined lists... did we just get formations?
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