Mothman

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About Mothman

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    Bakunin's Graffiti Artist

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  • Location Nottingham

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  1. Looking at them the plastic detail is better than expected New Masai girl is cool, will nab her Might convert her up to be a zoe and have the REM girl as PI-WELL I still think the outline dude looks like a mini gecko musashi is also a great mini, main one in core set I think is lacking is Max due to slightly awkward pose
  2. The french destroy and absorb USAriadna to take control, blackjacks get squatted few months after their release.
  3. I dont think we will see "siding" with combined, probably just a "look if you let us just do our thing we wont fight you" but then continuing to have small infinity skirmishes to steal tech from Combined. Though clearly ariadna will be the traitor, fed up with the sphere's constant encroaching on its rights and half the nations clearly wanting it to fall so they can take its land. What I actually want to happen is Svengali will hack the EI and take it over, giving Nomads control over combined army.
  4. I dont think shasvasti will be till atleast one of those "N" items on the calendar if I was to guess they will be March/adepticon-Tunguska May- Varuna Gencon- New icestorm style box with aleph vs combined (new starter which will be start of shasvasti) Nov-maybe terracota bois
  5. Guess thats when I have to get my custom nomad propaganda ready, already got 2 pieces saved away for it.
  6. Things I want is mainly the rounding off of Bakunin before they move to Tunguska Morlock box (new one outshines the old ones so much they look dumb together) spitfire riot grrl solo (please give her an active pose, like the running prowler, still feels wierd that the "fast" HI have less dynamic movements than taskmasters id even think a crouching and shooting pose would be really neat for this profile) zoe and Pi well Lizard resculpt resculpt of the old basic zonds that I refuse to use, this would also be good for Tunguska
  7. That and they are also deployed in warzones as part of the anti combined force, small fights might happen to and from there. Tunguska might need to get a person of interest out of a certain area, maybe one of their brokers is in the shit with the imperial service and needs an evac. Riot grrls were told to serve the Bakunin forces or be thrown out the airlock. Observance is already a functioning military and likely works as part of the bakunin military as part of its payment for the land they use, and so that moderators turn a blind eye to them probably. Since Aleph attacked Bakunin the locals got kinda nuts on defending themselves so there is likely a small volunteer army, and counter culture revolutionaries like to form military groups. But people signing up to military for Bakunin is likely either a. Nuts in their dislike for certain factions B. Its a job, Bakunin's pretty capitalistic in terms of paying for the module you use and you need the money (like Chimeras) C. Forced into it like Morlocks Out of all of the main ships militarise id imagine Bakunin sees least action offship outside of the observance and as a whole Bakunins proper military is likely formed more of smaller specialists (observance, riot grrl teams, zeros) than large units that other factions deploy, Id imagine most of their fighting is defensive or covert. So you are probably more likely to see Bakunin doing small infinity style engagements than the larger ones on paradiso.
  8. dunno giraldez colour pics but general advice for painting white from a general art perspective, dont use 100% pure white (same advice for black) outside of extreme highlights. pick a solid base colour and choose weather you want a warm or cold white. Start in warm creams for warm white and pale blues for cold, then slowly build up layers closer to white but stop slightly short of pure white and just use pure white for extreme highlights. My preferred method for whites is bugmans glow base, then Rakarth flesh mixed with flayed one flesh then I mix the flayed one flesh with pure whites for my highlights. Cold white going base- Caledor sky-fenrisian blue and blend that up to white Whites rely alot more on colour theory than ppl think.
  9. great video, though with the gun looks like bostria kidnaps ppl at gunpoint off the street to show them Corvus HQ
  10. what is the correct term for someone from Tunguska is it Tunguskan? or is it just Tunguska like "Tunguska interventors"
  11. For Nomads I dont think they have many strengths playing at 10 models, but I think they get good strengths going against 10 model lists as alot of their tricks work better against elite troops. Warbands- will likely be way weaker, normally I play 14 models, with 3 being morlocks in a 2nd group. Going to 10 orders means less access to smoke, and a shift from morlocks to jaguars to keep regular orders, and LIkely a max of 2 of them. This limit of smoke also has a knock on effect of a minor nerf to intruders due to less readily available smoke. Rems- with reliable fixing with a clockmaker combat remotes become quite valuable, ZOE and Pi well usage will likely go up (as well as mass zond bots everywhere as you can afford them) hacking game- due to lack of taking cheap repeaters the net wont be as strong or wide as you can have it in 2 groups, and the 2 interventors needed to be fully secure from KHD I can see hacking being a little trickier. Though with a meta going to 10 orders the amount of HI around and the lack of cheap hackers for fairy dust mean what hacking you can get done will likely get a return for the interventor costs. Also access to white noise will become more useful with factions bringing more expensive troops who likely have MSV. skirmishers- I can see the usual 2 zeros 2 morans being very hard to justify in some ways, but them being midfield already will free up orders that would be used getting specialists upfield can now be moved to the very expensive troops. Bakunin I think gets the biggest advantage on 10 order lists for nomads, by maxing link team usage to be very efficient. 1 moderator core 1 kusinagi haris 1 taskmaster duo fits in perfectly
  12. I like the rocket launcher guy out of the two overwall I love the s5 HI designs for nomads, but CB for 2nd Borac can we get a dude not stepping forward slightly. All together they look like they are a bunch of ice skaters. Preferably a pose as cool as the azrail HMG. Maybe a s5 crouching and shooting or something might be cool.
  13. climbing + should let you go through doors if they are 55mm tall sideways and wide enough. As Climbing + just treats all vertical ground as moving instead of climbing (so you can go horizontally) should be fine aslong as you dont stop on the frame which would make you float, similar to going over the top of the lips of the fencing that surrounds most roofs in infinity. Or I could see argument that once you cross the frame of the door you "fall" back to the ground inside. Or you could in theory I think be on the side of the wall and jump in as jump doesnt seem to mention resetting orientation to the ground when you jump just relative to where you start the jump. In general its worth remembering jump as 6-4 remotes can jump pretty far.
  14. as said PI well can do it, lunkhod can as well if have a flamethrower one and get into position well if you want a conversion for PI well and robo intruder get these and so some minor conversions, like swap out heads for zero or spektre heads
  15. Welcome you picked the best faction Only thing I might suggest is swapping out a tsyklon for a big attack piece, based on your list maybe an intruder, HMG or Sniper whichever takes your fancy. Though a Borac or a taskmaster would also work if you can free up even more space. Im not sure you need a tomcat and the clockmaker, if its just to keep bots alive the clockmaker will do the job anyway. Dropping the tomcat will free you up for upgrading a tsyklon. Only reason I bring up this is Bots are durable and good at attacking they suffer vs visability mods like ODD and TO, and are also very weak to msv+smoke combo without white noise. Looking at this list with some room to add more stuff in might help Nomads ────────────────────────────────────────────────── GROUP 19 INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) SALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8) SALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8) TSYKLON Spitfire, Pitcher / Electric Pulse. (1 | 31) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24) LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24) GROUP 23 1 1 CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) ZONDBOT Electric Pulse. (0 | 3) MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6) REAKTION ZOND HMG / Electric Pulse. (1 | 26) REAKTION ZOND HMG / Electric Pulse. (1 | 26) 5 SWC | 274 Points Open in Infinity Army For the PI well option which is more of a remote focus id try this, for PI well mini I just use a karakuri from JSA as Pi well and proxy someone as zoe (normally the druze hacker) Pi well is hard to use but is probably the strongest remote in outright fighting when buffed. Zoe also has a hacking device so can help you have more buff programs running. ────────────────────────────────────────────────── Nomads ────────────────────────────────────────────────── GROUP 19 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27) INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) SALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8) SALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8) TSYKLON Spitfire, Pitcher / Electric Pulse. (1 | 31) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24) GROUP 24 2 2 REAKTION ZOND HMG / Electric Pulse. (1 | 26) REAKTION ZOND HMG / Electric Pulse. (1 | 26) MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6) MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6) ZOE & PI-WELL . (0 | 47) ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28) PI-WELL Combi Rifle / Electric Pulse. (0 | 19) ZONDBOT Electric Pulse. (0 | 3) ZONDBOT Electric Pulse. (0 | 3) 5 SWC | 297 Points Open in Infinity Army 5 SWC | 297 Points Open in Infinity Army only issue I have with these two lists is lack of specialists Id personaly build this Nomads ────────────────────────────────────────────────── GROUP 19 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27) INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) SALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8) SALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8) TSYKLON Spitfire, Pitcher / Electric Pulse. (1 | 31) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24) GROUP 25 1 1 CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) ZONDBOT Electric Pulse. (0 | 3) REAKTION ZOND HMG / Electric Pulse. (1 | 26) REAKTION ZOND HMG / Electric Pulse. (1 | 26) ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19) ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19) MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6) 5 SWC | 300 Points Open in Infinity Army Two zeros will do your heavy lifting on pushing buttons, as well as give you some midfield presence, putting mines down and parking reaktion bots in view of them can heavily lock down an approach, extra jaguar will give more smoke for your intruder to use. For group building I normaly put clockmakers, impetuous(morlocks) and midfield troops into the smaller group pool as they often just either run on their own orders, or dont activate often enough to need large pools, while attack pieces tend to eat them. The reaktion zonds are in the small group as you will normaly only rambo one anyway so he can eat the 5 orders of the group that turn if needed, otherwise they just stand still. If you want to play REMs which I do alot, the intruder is 100% there just to remove problems, namely TO, ODD and mass camo troops. anyone doing MSV tricks use white noise to remove.