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Rudra's Super Special Infinity Blog


rudra34

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You don't need to change the colors, but instead the level of tonal contrast.  Even going a little deeper on the cloth (can't really go higher) would give it some nice pop next to that armor.

 

 

 

 

Crits are a 5% chance per shot and that assumes you're not over 20 on the stat (eg Neko Oyama crits on a 7+ with his AP+EXP swords),  An HMG or Spitfire has a 20% chance to crit every time it fires which is a far cry from the 5% you're quoting.  I'm also really not sure where you're getting that they're often not lethal as the vast majority of models in the game cannot take more than one wound and the guns with the highest chance to crit also have the easiest access to Shock ammo making resuscitation impossible.

 

Also, anecdotal evidence isn't exactly the strongest way to go.  Back when WHFB was a thing I faced off against those invulnerable units all the time and I had plenty of games where they did nothing at all.  Doesn't make them well designed.

 

I'm not saying that crits should be gone as they are an easy answer to a problem that could emerge from armor skewing, but that they're still too powerful.  I'd love it if crits did all the things they do now, but instead of an autowound just ignored armor/BTS that way you'd still have a chance to save against it.  This would also help differentiate gun profiles even more as a crit right now with a pistol versus a railgun do the same amount of damage.

 

Not to mention ya know DA, fire or explosive ammo crits.. which can down HI and even TAGs with one crit...
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Not to mention ya know DA, fire or explosive ammo crits.. which can down HI and even TAGs with one crit...

 

...But they can take down an HI or TAG with -no- crits, too, with a single hit. That just means the HI/TAG just gets one more save is all.

 

For an EXP hit - only the first save is an automatic wound - you still get to save for the other two. Just making sure you knew that. It's not three automatic wounds.

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As the thread starter, I would like to go on record as saying that the crit system does not necessarily bother me.  I do think you should get an ARM roll, but other than that they are a reward for the occasional lucky dice. 



Finished inking and a few layers on my engineer before going to work today.  I might get some done later if I can't sleep, otherwise I'm off to enjoy some couch time with the GF.

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...But they can take down an HI or TAG with -no- crits, too, with a single hit. That just means the HI/TAG just gets one more save is all.

 

For an EXP hit - only the first save is an automatic wound - you still get to save for the other two. Just making sure you knew that. It's not three automatic wounds.

um i know how it works... but it negates regular rolls that were better than it along with doing 1 auto wound and then potential of more.  i should have worded that better.  it already does a great thing which negates all other shots of your opponent, yet on top of that doing an auto wound plus rolling again then it just takes one failed arm.  a HI has a good chance of saving 1 of 2 but 1 of 1 with an autowound is a little silly for one lucky die roll.  whatever obviously this is going nowhere and just matters of opinion.  we play it as is and its not 'game wrecking' just kinda frustrating to me from both sides of the board...

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Engineer is coming along well.  The white+ink+color models are looking really amazing, and I kinda wished that I had started all of my models that way.  Now I have to decide between painting all of the others in this way, or sticking with the old color scheme. 



WIP engineer:

photo%204_3.jpg

 

 

Actually getting a picture at this point is nice, I can get a better idea of what spots need to be cleaned up.  I love the green though, so I'm really looking forward to seeing this guy finished.

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Had mixed results in last nights games due to some of the worst dice rolling I've had in my life.  Throughout the games I switched a few units back and forth from combat groups, but this is the list.

logo_13.png Military Orders
──────────────────────────────────────────────────

Group 1 sep.gifsep.giforden_regular.png 7 orden_irregular.png0 orden_impetuosa.png0
logo_26.png BROTHER KONSTANTINOS Combi Rifle, D-Charges / Assault Pistol, CCW. (29)
logo_2.png ORDER SERGEANT Combi Rifle / Pistol, Knife. (13)
logo_2.png ORDER SERGEANT Combi Rifle / Pistol, Knife. (13)
logo_2.png ORDER SERGEANT Combi Rifle / Pistol, Knife. (13)
logo_2.png ORDER SERGEANT Combi Rifle / Pistol, Knife. (13)
logo_13.png SIERRA DRONBOT HMG / Electric Pulse. (1 | 25)
logo_2.png SPEC. SERGEANT Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21)

Group 2 sep.gifsep.giforden_regular.png8 orden_irregular.png0 orden_impetuosa.png0
logo_1.png FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
logo_1.png FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (10)
logo_1.png FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (12)
logo_21.png MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (15)
logo_20.png TRAUMA-DOC Combi Rifle  / Pistol, Knife. (14)
logo_2.png SPEC. SERGEANT (Multispectral Visor L2) Spitfire / Pistol, Knife. (1.5 | 24)
logo_16.png BULLETEER Heavy Shotgun / Electric Pulse. (19)
logo_16.png BULLETEER Spitfire / Electric Pulse. (1 | 25)
logo_18.png PALBOT Electric Pulse. (3)
logo_18.png PALBOT Electric Pulse. (3)

4.5 SWC | 270 Points

Open with Army 5


First game was against Exile and his NCA.  He brought a very solid list with good units and a great toolkit for the scenario.  I had initiative, so I set up with some of my guys out in the open with the idea that I would move them to cover before his turn began.  Then that all went out the window.  I moved my spitfire TR bot up the right flank in order to try and take out his Aquila HMG before he could wreck my face with it.  I got into a good spot, and had really decent odds to take him down.  First shot, I get a crit to the face and the bot goes down.  I then send the other bot up and get below him, spend an order hacking and get him to IM1.  I figure that's good enough for now and try to take out some of his bolts under a bridge.  I fail 2-3 orders of shooting and then lose my bot in the last one *sigh*.   I now am out of orders to move my other models to cover, as I spent almost all of my time trying to clean up that god awful mess.   I Pete's turn he goes to town on me.  I lose the majority of my link team, and some other orders, he gathers some trash and holds position.  My turn starts, a few more things go wrong, and I concede.   I really hate to not give a full game, but between how tired I was and how [big bad swear word]ty things were going I just couldn't power through it.  Thanks for the match, Pete, I wish I could have given you a better fight.


Second game was against RD and his Nomads.  RD won WIP, so he made me set up on the same side and I chose to go first again.  In the first turn I got lucky, as he had accidentally left just a tiny window for my TR bot to shoot at his.  I got the magic one wound on it which allowed me to move up the board.  I ran my fusilier FO on a suicide mission to drop a repeater and try to expose one of his camo markers.  I know he has a tendancy to take camo'd hackers, and I needed to have him discovered or out of commission before moving up my bots.  Turns out he was just a normal guy, so my fusilier died in order to give me vital information.  My heavy shotgun bot moved up and dispatched the camo dude, then got his clock maker and one other model.  In his turn, he moved up and got 3 guys to grab trash for the scenario.  My ODD, supportwared, awesome shotgun bot got a crit to the face immeadiatly and was taken down (damn!) I had 4 ARO's with my multispec spitfire that turn against no shots back, and he missed every single one firing on 12s.  RD decided to take him out, and watched him get blown off the face of the earth by an intruder HMG.  I my turn two I started to move my link team of Brother K and the order sergeants up towards the garbage.  We took out a few key models, and got almost all the way to the can.  Eric spent his next turn taking shots at my link team, managing to take out only one, but also polishing of brother K.  In turn three I sent my HMG bot after him and took out a few models, then grabbed my 3 pieces of trash and finished up.  Eric was in retreat and LoL so the game ended there in a tie. 

Overall I learned that even a good list and a plan can come crumbling down in minutes, but I think the list itself is really solid and I plan to continue using it.  Important notes and things to remember:

-The ODD bots are AMAZING, but not unstoppable.  At 25 points for a spitfire and 19 for a heavy shotgun I don't think I can make a list without them anymore.  They wreck face and can hold positions well with their heavy weapons.  They can't always be used in suicide runs though, because just 1 lucky shot and they become expensive drop terrain.

-Having repeaters on the board is a big boon.  Hacking Pete's AG was a good back up when the chance to shoot him out when down, and just having the bot sitting there made it hard for him to move the other guard up immediately.  Just another useful way to use bots, and cheap, repeater-carrying fusiliers.

 

-As much as I hate named characters, Brother Konstantinos may be showing up in a lot of my lists.  His MSV2 and mimetism gives a lot of umph to an otherwise lack-luster link of order sergeants.  ALso in scenarios he is a specialist, so another button pusher is always nice.  The assault pistol is just the icing on the cake for high-burst action when you get up close.  He is good for his points, but not overpowered.  I like that.

Thanks again for the games you guys.  I will be missing next week for my restaurant's 5 year anniversary, but I will be back the next week.  If anyone wants to try to get in a game this week hit me up, I am always aching for more infinity.
 

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Yea exile was crit happy yesterday lol. He was on a tear yesterday. If it makes you feel better I didn't have a single crit in 2 games! I agree about the ODD bot. If you can clear a zone for him to run each game that heavy shotgun or spitfire can rage! That peacemaker bot is probably my fave though. Glad you like bro k. He seemed pretty good when I was going through reviewing(although I didn't talk about him I don't think). List looks fun and quite different from your normal knight destroyers. If you are looking for a game I might be able to do Thursday or Friday. But we should try an ITS mission of some sort!

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DP - I'll check to see if I'm free on those days.  We have a bunch of events at work this month so the owner is handling scheduling instead of me, and quite frankly she's dragging ass. 

Ind - That is correct!


I got a few coats on the father knight tonight and primed my new bots.  Hoping to get a lot of painting this week as I don't have much else to do other than clean and work.  

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As much as I love the peacemaker bot, I keep seeing more and more reasons why it doesn't pull it's weight.  It just doesn't have thestaying power needed to be a mobile weapon platform.  The auxbot is a huge bonus for mechanized deployment, but that's about all it's good for.  So the model will become a different kind of bot, and the aux will follow an order serg. around should I feel the need for more flames. 

Got a bit of work done on one bulleteer today and started working on a mini display board for the boys.  Some work will get done on terrain in the coming week, but between work events and visiting family I will be stretched thin.

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i dont think the point of the peacemaker is for 'staying power'. the only staying power it has is it can also cover two short areas reliably on sides of buildings just as long as you state it to your opponent where it can see from its location(intent when you deploy!).  also, thats the piece you hold back especially if you got first turn.  but lets be honest: its a rambo bot lol.  and with mech deployment you can get up the board in that plus zone very fast(generally 1 movement).  honestly id go with the shotgun.  spitfire i think is kinda a waste of points/swc for something that has a synched bot attached to it that you want to utilize.  when you have a heavy flame bot you want to use it how you would with devas/auxilias.  you come around the corner of something and blast it with flames and the high BS shots.  and you do this against a piece your opponent needs to survive like a fireteam/HI/ODD piece.  they really have little choice but to dodge when they take 2 heavy shotguns and flames.  generally speaking they will go down with one round as well.  thats a 23 point bot that can take out your opponents big weapon in one shot...  that thing can take out TAGs!  think of it how i use that garuda.  its not there for staying power.  its there to kill something that i want very dead very fast.  also its a flipping repeater dude.   so you can hack through it as well(although with Pan-O you dont hack very well lol).  it is eerily very similar to scylla with one flame bot yet over 10 points cheaper and has a heavy shotgun, isnt a hacker(but acts like one cause well its a repeater!) but can forward deploy.  i respectfully disagree.  it will pretty much be in all my acontecimento lists :P  although maybe it just doesnt fit regular pan-o/your style?  i mean i definitely have a few of those myself... asura comes to mind.

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Made a bare-bones building that is larger than the others i have.  I figured that I need a couple big ones to take up board space and make for more interesting setups.  Another bonus is that the smaller buildings can stack onto bigger ones giving more height and different options.   The only problem is I need to build more ladders and platforms to climb, and they are annoying to build.  Oh well, progress is progress.

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