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Dang it... I'm hooked


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Okay so after the practice game I played during Saturday night at OFCC (thank you both by the way... enablers!) On Sunday i went and bought the Adriadna starters pack (from the game store in Sherwood, great little store!) so I got a squad of guys, a map and some buildings and counters. My son was really excited so sat down after I glued the guys together and played a quick game. Way too many questions I didn't understand. So Tuesday my son and I head to Glimpses of Wonder and Warfare and met a great group of guys. Danial loaned an army to Hayden (my son) and walked us through a full game. It answered many questions and since then Hayden and I have played a few more games (he beats me every time... never seen anyone so lucky with dice...).


Of course lots more questions, but we are getting the hang of it and I'm really enjoying the game and my son seems to be getting obsessed with it.


So lets start off with some questions.


First, How in the name of hell do you make a coherent army list. I'm using the official website's Army builder, but so much doesn't make sense. So where is it listed what i can and cannot take? Example, I want to take Grunts. Cost 10 each, so why if i wanted to (which I don't) can I not just take 10 of them for 100 points? I do more than 3 and I've broken some rule that I see nowhere. Some guys you can only take one of, but those at least have a SWC cost higher than 0. The rules don't explain much about it themselves so I just keep clicking things till it works.


Second, 300 points is what I'm working towards for Army size, but with the USAdriadna you can't do that with 10 models or less. So I'm suppose to take a second Combat group, and that is whee I get lost. How does that second group work? Do I need another officer? Do they go during a separate turn so i get two turns? Things like that.


I start with those and go from there. Looking forward to more games!

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I'm at work so this will be quick.

Welcome to the game, it's good to have you on board!

For army building there are a few main things to look at.  On the troop profile the stat AVA is the availability of that specific type of troop.   If it has total, you can take as many of that as you want.   The second thing is SWC.   The SWC number limits the amount of heavy weapons and such that you can take in a list.  Each 50 points allows for 1 SWC, so a typical 300 point list allows you up to 6 SWC points.   You also must make sure that you have a lieutenant in the army, or it will always show up as being illegal.   There are a few other things that limit what you can bring, but most are special cases that you will rarely see come up.

The combat groups are designed to that no one ever has access to more than 10 orders (11 with a lieutenant) in a single pool.  You do not need another lieutenant for additional groups, but when you use them in games each group can only use orders from their own pool.  They are all used the in same turn, but again, each group may only expend orders from their own pool.

Hope that's helpful, I'd go into more detail if I had the time!

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First, you need to always have an LT. for your entire force.


Looking at the US Ranger Force list, I see an Grunt LT cost 14 points and one SWC. He comes with a rifle and light grenade launcher.


Next, you can spam out a squad of like armed Grunts, but your force is more flexible than a 40K unit. More importantly, you want a group of Grunts with different roles. Think of an army Infinity is like a football team. You need people for different roles. You want a wide receiver, a running back, a tight end, in addition to your lineman. So having a few riflemen and flame thrower guys at 10 points is great, but you also may want a Forward Observer and a Paramedic. Both these guys are specialist troopers. Think wide receivers or kickers. Since they are specialists , they can push buttons and help directly accomplish missions. In Infinty, killing is rarely the mission. Missions involve setting up communication relays or raiding supplies. The forward observer can spotlight troops, to make it easier for other troops to shoot at them or do the same to High Value Targets for secondary mission objectives. A paramedics can heal down troops and bring them back into the fight! Next, the Infiltrator is cool. Think of a soldier sneaking up into a forward position, to get a better chance of ambushing opponents. since he is an inferior infiltrator, he cannot do it all the time, but with a flame thrower and light shotgun, he can make it very uncomfortable for an opponent to get too close. Then, we need to take about range bands. When you look at weapon profiles, you can see each weapon has a modifier at different ranges. Rifles have no modifier up to eight inches. From eight to sixteen inches, you can shoot them at a +3 bonus, but after that they suffer to hit a longer ranges. A Heavy machine gun, does not shoot well at short ranges, but from 16-32 inches it has a +3 to hit. A rifle is better than the HMG at short ranges, but the HMG is much better at longer ranges.. If you are try to achieve and objective by facing models at long range and you do not have a weapon meant to be used at long range, then you will not do as well as you need.

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About to try and iport my current 150 point list. i will delete if it doesn't work.


logo_304.png USAriadna Ranger Force



orden_regular.png7  orden_irregular.png1  orden_impetuosa.png2

logo_3.pngFOXTROT Lieutenant Rifle, Antipersonnel Mines / Pistol, Knife. (2 | 17)

logo_11.pngMARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23)

logo_10.pngMAVERICK Boarding Shotgun / Pistol, Knife. (0 | 21)

logo_2.pngMINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)

logo_12.pngDEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30)

 sep.giflogo_12.pngK-9 ANTIPODE AP CCW. (7)

logo_1.pngGRUNT Rifle / Pistol, Knife. (0 | 10)

logo_1.pngGRUNT Rifle / Pistol, Knife. (0 | 10)

logo_1.pngGRUNT Rifle / Pistol, Knife. (0 | 10)


2 SWC | 150 Points


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I would start a list like this


Group One:


Grunt, LT, 14 pts, 1 Swc

Grunt, flame thrower, 10 pts .

Grunt, rifle, 10 points,

Grunt, rifle, 10 points,

Grunt, forward observer, 11 pts

Grunt, paramedic, 12 points

Grunt, Infiltrator, 11 points, .5 swc

Grunt, Infiltrator, 11 points, .5 seconds

Grunt, HMG, 21 points, 1 swc

Grunt, Sniper, 18 points, .5 swc


That gives you a full command group for 128 points And 3.5 SWC.

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A fireteam means the Grunts are all in a sub unit. They must all stay with in 8 inches. The three of the can use one order and shoot. A team leader is nominated, the group all moves together, but the leader does the shooting. The team get bonuses for shooting depending on the number. A fire team of 3 get and extra shot increasingly their burst by one in the active and reactive phases. A teamof 5 ( the max) gets an additional + 3 to hit and the extra shot!


If the link leader goes down, the link is lost and the models move as individuals again!

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Group 2


Foxtrot, 17

Foxtrot, Forward Observer, 18 points

Marauder, Boarding Shotgun, 22 points

Devil Dog and Antipode, 30 points

Minuteman, AP HMG, 34 points, 1.5 SWC

Van Zant, 38 points

Maverick , Light Rocker Launcer, 22 pts, .5 SWC.


That gives you a total of 300 points and 5.5 SWC with a lot of tools and options

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