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About Hexa

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  1. Kill the enemy MSV first, anyway. I also find it surprisingly effective to reveal late in the enemy turn, when they don't have the orders to deal with it and finish whatever else they were doing. It seems to me that AdmiralJCJF should probably take Neoterra day one and vanilla day two for the infiltrators - painting considerations aside, anyway. As one of the other Aucklanders mentioned above, my opinions on lists and strategies for the scenarios are currently: For once there are no exclusion zones, so infiltrators will be common. Attrition: all the normal lists work, since attrition is usful in any scenario. Specialists don't matter though, and you'll want to kill stuff rather than just isolate/immobilise it (not a terribly important point for PanO). I also suspect the classified is important, since you score based on brackets rather than simply killing more. Frontline: If going first you'll want tough stuff which pushes forward and claims the centre zone, then sets up and dares the enemy to move them (heavies, TAG, bulleteers) and AROs to prevent your opponent bringing a unit across the table to deal with them. Basically copy Daboarder's playstyle. Second turn gets a definite advantage here, though. Supremacy: Same as Frontline, plus a few buttons as tiebreakers. You push one flank instead of the whole line; an enemy will have difficulty getting eighty-plus points into a zone if you clear it, even in front of their deployment. Supplies: Infiltrate specialists next to at least two boxes and pull them back to safety. Minimum two Iinfiltrators, and ways to protect the boxes (AROs, mine-layers, hacking). The fight in the mid-field will be vicious, so bringing units specifically to deal with skirmishers seems a sensible precaution. It could even be worth using Sensors to clear HD on turn one. Cold Sleep: TAKE INTELLCOM. Put a doctor/paramedic on each side. Probably Infiltrate a specialist on each side, preferably in hidden deployment as long as you can afford to. Engineering Deck: I've played a few times, but never really got my head around strategy for this one. Reading this thread has been of some use, thank you.
  2. I'd like it if the official model used this as a basis. It would also mean that people's conversions looked close to the official one.
  3. That's got potential. Why do people assume there should be a respawn mechanic? It doesn't seem like a key part of the unit concept to me.
  4. Yes, I can't imagine it would take much code to increase it to ten.
  5. Ok, it seems I should have made that clearer. You're supposed to be able to. Otherwise yes, too swingy against rambos. Ooh, some of these suggestions are pretty good, I'll edit them in. Do I need to add notes saying what each profile is based on?
  6. I suppose there's a limit to how many combat groups they can program in. It's not as if your likely need five groups for normal games.
  7. As I understand it, they don't. It's purely hypothetical, I doubt anyone's going to actually play any of these. I think most of the interest is because at some point everyone's idly wondered what would happen if they fielded thirty fusiliers, or equivalent. As for lists, what about Caledonia? Forty Volunteers.
  8. (I'm not certain this is the right spot for this, Modoraters go ahead and move it or whatever). I've been playing Titanfall 2 a fair bit lately, and I think pilots and titans could make interesting units for Infinity. Here's my initial version: The unit consists of one pilot and at least one titan, paid for separately. You can only have one titan in play at a time (per pilot, if you somehow have more then one). Dropping in a new titan destroys the unconscious one it replaces. Also, this means that if you deploy one titan normally, any others have to wait in AD. You MAY deploy with the pilot already mounted (and I recommend you do). The pilot is regular, but the titan(s) don't generate orders or take up slots in combat groups. I suppose that if the pilot changes group the titans are carried across too. Titans must deploy within ZOC of their pilot, though AD's scatter may take them outside this. This also means that once your pilot dies you can't drop any remaining titans. For a titan to drop in you have to spend an order from the pool, since titans don't generate an order they need someone else's to deploy by AD. If your titan is manned when dogged expires (either by the turn ending it taking another wound) the pilot dies too. G:autopliot: the pilot can mount and dismount, switching between manned (using the pilot's CC, BS and WIP) and G:remote presence (using the titan's). While on autopliot any movement the titan makes must be directly towards reaching the closest spot to the pilot which the titan can fit into. Also, mounting/dismounting a titan is a short skill (though not a movement skill). Self destruct: just before resolving an order (or ARO) on the titan, you may declare your titan is self destructing. The order still resolves, but the titan is destroyed at the end of it (ejecting the pilot) and any damage to it this order is ignored (none carries over to the pilot). Pilot- M6/4 CC16 BS13 PH13 WIP13 ARM2 BTS0 W1 S2 AVA1 LI Regular, non-impetuous Super jump, climbing plus. Profiles (all also have a knife): Combi rifle, panzerfaust, camo (automatically activates when you eject). 38/? SMG, breaker sniper, M6/10. 36/•5? Boarding shotgun, EM LGL, M8/4, dogged. 37/1? Marksman rifle, breaker sniper, holo2. 37/•5? Multi sniper, heavy pistol, sapper. 35/1? Combi rifle, breaker pistol, sensor. 32? Titan- M6/4 CC10 BS10 PH16 WIP 10 ARM7 BTS6 W2 S7 TAG V:dogged, AD3 (only three, not two), nano-screen, kinematica 1, G:autopilot, self destruct, ED: ejection system. Profiles: (Ion) Splitter Rifle (breaker marksman rifle), camo-less mines. 60/•5? (Ronin) Heavy shotgun, AP DA CCW, kinematica 3, MA3. 40? (Tone) Fuerbach, Sonar Pulse (pitcher which fires sniffers instead of repeaters), Tracker Rockets (GML which can only fire twice a turn). 56/2? (Scorch) Twin Fire LGL, Flame Trap (disposable3; entire order; place a circular template in base contact, lasting to the end of your opponent's turn. Anything is the area is shot by a heavy flamer when the template is placed, and again whenever they activate in it (whether by order or ARO). 64/2? (Northstar) Loses nano-screen, gains super jump, plasma sniper. 50/1•5? (Legion) AP HMG, ARM9. 68/2? Notes: The points costs aren't based on anything, just what felt about right at a guess. They are NOT balanced. Nano-screen is a generalisation of the titans' defensive abilities. What could phase-shift do? Longer cautious movement which may start OR end in line of sight? Maybe pilots should have NWI or something. I'm reluctant to give them specialist because then they'd just do everything. So... Any suggestions? Am I crazy? Is (insert ability here) completely ridiculous?
  9. @Eciu Spec. sergeants are sort of cheating though, aren't they? Otherwise I think they're probably the best. Simply because they get access to infiltration, camo, direct templates, etc.: most of the stuff this challenge normally denies.
  10. I'm afraid I don't see the relevance of this: playstyle doesn't have THAT much connection to mission system. In my experience kinetic force is one of the most elegant solutions.
  11. I can see you going either vanilla or MO from that. For vanilla: Remotes (and a support-ware hacker for them). Otherwise you've got a pretty good base. You may also want to take auxilia and the support pack. An iinfiltrator (croc). Perhaps a TAG once you know what you're doing. For MO: a full link of knights (Hospitaliers or Santiagos, more Magisters, maybe characters), and heavy weapons for your order sergeants in lists where that's the link (plus Konstantinos). Remotes would be a good option here too. Here's a 300pt list I'd make from just what you've got: PanOceania ────────────────────────────────────────────────── 10 1 BAGH-MARI HMG / Pistol, Knife. (1.5 | 26) NISSE MULTI Sniper Rifle / Pistol, Knife. (1.5 | 34) FATHER-KNIGHT Hacker (Assault Hacking Device) Combi Rifle, D-Charges / Breaker Pistol, DA CCW. (0.5 | 50) ORC MULTI Rifle / Pistol, Knife. (0 | 40) TEUTONIC KNIGHT Combi Rifle, Panzerfaust / Pistol, EXP CCW. (0 | 36) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, DA CCW. (0 | 23) ORDER SERGEANT Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15) FUSILIER Combi Rifle / Pistol, Knife. (0 | 10) KNIGHT OF THE HOLY SEPULCHRE Lieutenant Spitfire / Pistol, DA CCW. (2 | 56) FUSILIER Combi Rifle / Pistol, Knife. (0 | 10) 5.5 SWC | 300 Points Open in Infinity Army The Sepulchre hides as another Fusilier initially. I couldn't make an Akal fit, so I opted for mass heavies instead. Really your collection is only cheerleaders and major attack pieces: what's missing is mostly cheapish support troops (well, and the REALLY heavy stuff, but not everyone takes those). Hopefully some of this helped.
  12. My one broke there too, it's definitely a weakness. I've run a pin through it, but haven't got around to actually gluing yet.
  13. The same ones others have said. If I'm bringing any kind of Remotes in the list I'll always bring a fusilier support-ware hacker. They're also acceptable at making your repeaters dangerous. Since hacking lets you stack AROs I'd even consider taking three of them.
  14. Yip, that's the Exrah rule. I think it was fluffed as them being extremely fragile slug-creatures in sealed suits, though: they'd die to ambient radiation and the local atmosphere if their voodoo-tech "mech" was damaged.