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About Hexa

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  1. I've got a rough idea for a scenario: one side is a unit on a PR stunt, maybe escorting HVTs or some such. They're televised and have to follow the Concillium Convention (this player can include any unit, but can't use any banned gear or fire modes, because they left those in the armoury). Perhaps PanO, YuJing, Haqq, Ariadna... any faction which wants to be seen as benevolent. The other is a standard Infinity black ops team, with all the usual nasty stuff. Perhaps Hassassins, Combined Army, mercs, or a force with no insignias: some faction which doesn't care about Rules Of War. My question is: just how many extra points and/or how much scenario advantage do you think the Concillium-obedient force would need to balance the game? Oh, just in case, both players make lists knowing which side they're playing.
  2. Or you do what mine did in my first game with it: burn all three Command Tokens and still lose the azrail.
  3. Another option would be to have some obvious lieutenant like a naffatûn light flamer with units poised to counter attack after it dies - while your real lieutenant is a hafza hidden away as a naffatûn with heavy flamer or something.
  4. Here's my take on the team: Outrage──────────────────────────────────────────────────5 1 1INDIGO Spec-Ops (10 XP) (CC:15, WIP:13, BTS:3, Specialist Operative, MEDEVAC Plus) Combi Rifle / Pistol, Knife, Stun Pistol. (0 | 10)KNAUF MULTI Sniper / Heavy Pistol, Knife. (1.5 | 32)ANACONDA Spitfire + Light Flamethrower, Panzerfaust / CCW. (2 | 62) OPERATOR Spitfire / Pistol, Knife. (- | 0)SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39)McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31)WARDRIVER Hacker (Hacking Device) Boarding Shotgun / Pistol, Knife. (1 | 19) 4.5 SWC | 193 PointsOpen in Infinity Army I used an Indigo for Emily because, while I think she's technically a hexa, she's in "deniable mode" without her TO gear. She'd need houseruling into the lieutenant, but I don't imagine that would be a problem when you're running this. I took McMurrough rather than a dog soldier only because I was building this in Army. CB, any chance of an "all profiles" option to facilitate this sort of thing? Uhahu fits wardriver stats better than Valery I think: sixth sense as Section9 said above, she doesn't display a Pitcher (well, only Knauf's one later), and my general impression is that she's a good hacker but not exceptional like Valery (so no upgraded programs). The model for Valery on the other hand is close to perfect. Of course, for anything resembling a normal game you'd have to back them up with three cheerleaders and an HMG, or something.
  5. To the original question: yes, you can, I'm not sure why they thought it was a good idea. I think the best nerf for ghazis would be to lose either: Smoke, Jammer, Or my personal preference, lose their chain rifles. With lethal ammo limited to pistols and knives they'd be just as disruptive, but less able to actually kill things: I think they'd still be taken, but maybe not always at maximum AVA. Kuang shi, the other most powerful-for-it's-cost unit in the game, I think should lose dogged. Explode would then actually have the downside it's supposed to, and people MIGHT not automatically take the maximum number of them. And yes, warbands are killable: by MSV2 snipers costing a minimum of six times their price. Virtually anything else they just kill with templates or ignore with smoke.
  6. Of course this would be a good option. Ideally you'd be able to order individual pieces, especially loose weapons, but if it's necessary to make it economically doable then weapon packs are a very close second. I've voted for the "one of everything" pack, but would prefer individual pieces or a selection of smaller packs which between them cover every weapon such as, say: "Nomad warband weapons" with three chainrifles, a couple of swords, a pistol or two and a smoke grenade launcher; or "PanO small arms" with two combi rifles, a boarding shotgun, a light shotgun, a pistol, a breaker pistol and a breaker combi.
  7. Against haqq your can assume there will be 3-4 ghazis with jammers, so you'll want either stealth or veteran1 on your first wave of assault troops: krakots are excellent for killing them.
  8. Nice. Clearly a high painting. Yellow naffatun are a good idea, I may have to steal that for my otherwise largely black ones.
  9. Try highlighting through orange towards yellow rather than to white if you want a vivid tone. Shading with a little purple or blue helps with keeping a strong tone too.
  10. I prefer Dasaan's take to my original one, though I might drop the BS back to 10 to help weaken it against camo. Long range, but pretty similar yes. I put it as 1 originally to help stop it being an autoinclude. If it turned out balanced I'd be VERY happy to see it at •5. On a related note I think multi-snipers should also only cost 1. Wow, that's first time I've been called a Serpent Apostle. Thank you.
  11. I recommend you consider droping the palbots: being able to run your engineer up the field with the same order as what you'll need to fix is pretty useful, and the palbots are only helping if the bulleteers are a longway apart (though that is likely). Here's a take on the idea I just threw together: PanOceania──────────────────────────────────────────────────GROUP 17 3 MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15)JOAN OF ARC Lieutenant MULTI Rifle, Nanopulser / Pistol, DA CCW. (+1 | 50)BULLETEER Spitfire / Electric Pulse. (1 | 23)BULLETEER Spitfire / Electric Pulse. (1 | 23)PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)NISSE HMG / Pistol, Knife. (1.5 | 34)BOUNTY HUNTER Sniper Rifle / 2 Breaker Pistols, Knife. (0.5 | 19)CYPHER 2 E/Marat, E/Mauler / Stun Pistol, Knife. (0.5 | 19)SWITCH 2 E/Mitter / 2 Stun Pistols, Knife. (0 | 14)KNIGHT HOSPITALLER Doctor (MediKit) Combi Rifle / Pistol, DA CCW. (0 | 37)GROUP 22 HEXA MULTI Sniper Rifle / Pistol, Electric Pulse. (1.5 | 32)FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18) 6.5 SWC | 300 PointsOpen in Infinity Army
  12. Ok, in the order I have Army laid out, I almost always take MOST of these: Two Auxilia FOs: they can't coordinate, so I stick them in group two. Deployment zone defense, grabbing nearby objectives with group two's handful of orders... etc. Very versatile. Three Fusiliers, lieutenant, decoy, hacker. A cheap, efficient way to get a lieutenant and a hacker to make my repeaters somewhat scary and provide Marksman2. Hexa sniper: I almost forgot to mention this one, it seems the unit entry has thermoptic camo too. This unit doesn’t win games by itself like the Swiss, but is still useful for a dangerous ARO out of nowhere. She usually dies, but does enough damage and costs enough orders in the process to be worth it. Krakot SMG: PanO's pseudo-warband, pretty good for ramboing turn two after you've wiped out any AROs. A favourite use for mine is killing enemy hackers/repeaters to clear the way for my assault troops. Machanist and Trauma-doc: I like the resilience. Sure, ours might be 5% worse than most, but they're still worth taking. Palbots are actually a decision for me, losing the ability to coordinate severely weakens their potential as specialists. Nisse HMG or Multi Sniper: sweeper and ARO respectively, while being situatioally good at the other. I generally only field the sniper if I'm expecting smoke or already have a good HMG, while the HMG is my default sweeper. Quite affordable, and sometimes BETTER than an Aquila due to mimetism. Bulleteer Spitfire: an unbelievably cheap assault bot, give it Marksman2 and rambo away. It does have weaknesses, and it will die in reactive without support (once they bypass your suppression fire), but it's cheap enough that you might not care. Pathfinder: specialist, fast, sensor, support-ware - able if you're out of options, repeater... a toolbox in a faction which doesn't get many. Sierra: nothing surprising, good AROs and a surprisingly good backup attacker (with Marksman2 if you need it). Crocman FOs should be on this list, but for some reason I just don't field them that much. And now on to the fun and expensive stuff I cant take many of at a time: Any of our TAGs. I haven't tried them all, but they all look reasonably good. My favourites are probably Tikbalang, Jotun, Seraph, in that order. Any of them is entirely capable of dominating a game with good play and reasonable support. Aquila HMG: fair gunfights against anything, using the best BS in the game. DeFersen: an all-rounder, very good at everything though not quite the best at each. Montesa grenade launcher: the natural predator of bunched up link teams and horde lists, deploying as your reserve and dropping speculative fire on the deployment zone with the game's second order. The Sepulchre Knight Spitfire lieutenant is a troop I haven’t got around to playing since N2, but it served me exceptionally well then and has mostly got better since. Swiss. Any Swiss. Joan and Hospitalier doctors are units I think could be powerful, but haven't learned to use yet.
  13. NICE, this is really good. I would frequently field one of each. As you say, this whole design concept does risk making the Sierra obsolete if handled badly. We could combine the two and give the Sierra an MSV2 profile, but that would be stupidly good. My one concern is that the marksman rifle profile is so close to a Rui Shi, perhaps a little too good in active turn. Reduce the movement to 4/2 to discourage this? I don't think my original 2/2 works with anything but a sniper. Mechanically a bit random, but a nice touch for a unit called "heron".
  14. The MSV is really the biggest difference; I've had too many warbands covering eachother with smoke and preventing a single face to face. TRbots are good, but warbands can just choose not to fight them. Although now I think about it the combination of the two might be two good: a heron (ignores smoke and is good against camo) paired with a sierra (good against EVERYTHING ELSE). Note imagine if the terrain allowed you to stack the AROs on an important corner...
  15. This one I'm less sure is a good idea, but it's supposed to give PanO a disposable rambo to replace normal warbands (Auxilia give defensive templates, HERONs replace smoke, these fill the last role). K.I.W.I. Disposable assault unit M6/4, CC5, BS-, PH10, WIP10, ARM0, BTS3, STR2(!), S1, AVA2, Remote, regular. G:Remote Presence, berserk. Two chest mines (four charges total), EM CCW. 17/0??? As I said, I don't know if this idea's any good, but I thought I'd put it out there.