Regelridderen

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About Regelridderen

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  1. I say, Machaon is a grown boy, that can take care of himself. There really is no point in having a fireteam, unless it is capable of pushing buttons. And one of the strengths of the Phalanx is, that its specialists doesn't fold in a firefight. You do not need to put Machaon in direct LOF, and he adds the awesome eclipse grenades to the mix.
  2. Gearing up for a tournament, and I'm focusing on making a good 10 order list : ALEPH ────────────────────────────────────────────────── 10 ZAYIN Rebot HMG / Electric Pulse. (1 | 26) ZAYIN Rebot HMG / Electric Pulse. (1 | 26) PROBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8) PROBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8) LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8) LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8) ACHILLES Spitfire, Nanopulser / Pistol, EXP CCW. (2.5 | 75) ASURA Lieutenant Hacker (Hacking Device Plus UPGRADE: Redrum) Combi Rifle, Nanopulser / Pistol, AP CCW. (0.5 | 72) PROXY Mk.2 Hacker (Assault Hacking Device) Boarding Shotgun, Nanopulser / Pistol, Knife. (0.5 | 21) PROXY Mk.1 Engineer Combi Rifle, Nanopulser, D-Charges / Pistol, Knife. (0 | 10) MACHAON Combi Rifle, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0.5 | 38) 6 SWC | 300 Points Open in Infinity Army Was thinking about downgrading 1 or 2 Lamedh / Probots to net rods to give yud bots to the Machaon/MK1. And also whether the Asura really is the best choice for an Lt. among the three. Otherwise the concept is fairly simple- Achilles can kill anything, his weakness vs. MSV2 is shored up by White Noise and Eclipse – and abundant repeaters make sure, that he's got room to advance from the get-go. Zayin (with MML2) will provide the ARO firepower needed, and the relevant pieces of the army can be advanced / suppression fire via command tokens. What are your thoughts?
  3. Making the direct comparison between the 'lotsa-order-lists' and 10 order lists is a bit off in my book. They're very different tacticswise – and some armies aren't a very good fit for either of the extremes. Take my primary army Aleph, that is so filled to the brim with powerful models, and where quite a few of those can win you the game single-handedly, as long as they've got just a few orders to burn. The WIP is so high, that most specialist rolls succeed – saving you orders. The abundance of ODD and TO ensures, that most FtFs are won – again saving you orders. MOV 6-4 is readily available - which again saves you orders. Abundant V:NWI gives second chances – so you don't need to go back and bring a new mini into the firing line – and so it goes on and on- What the OP is also failing to draw in in his comparison is the use of Command Tokens – in the early days of N3, it was super powerful to have a second combat group to feed coordinated orders into Group 1. After that Group 2 mainly got to serve to shore up losses for the primary group. But with only one group you do not need to 'waste' to command tokens on 'shoring up losses', but can instead focus on mitigating your losses via Coordinated Orders – Suppression Fire etc.
  4. I'm quite happy just using Procreate on an iPad Pro for illustration/painting – I'd wish for a proper Wacom Pen instead of the Apple Pencil though. But my home Cintiq is mostly collecting dust these days – or just serving as a secondary monitor
  5. Sad thing is, that the basic myrmidons are completely overshadowed by the characters in the Phalanx.
  6. Any form of posthuman is great, but what the danavas brings is a wider range of utility- White Noise/Cybermask/Maestro + a pitcher. Thorakite are great. Thorakite FOs in particular, as they get to be specialists. But 360' visor, Suppression Fire and SMG is a great combo for defending your deployment zone. And in a pinch, they might snag an objective. The trouble is, they aren't very fast in Vanilla to be aggressive, but work great in Phalanx Fireteam in that role. Personally I'm not a fan of the asura – I like the hacker, when I can give her a nice complement of REM, and fire up a Samekh, but that stuff is such a waste of orders compared to just firing a gun – although it is good fun.
  7. You're not getting much out of the danavas, nor the myrmidon officer. The danavas should have some REM to support- she's a support tool, and a weapon that allows you to combat MSV2 via White Noise. The myrmidon officer is a great piece, but without CoC he is not a specialist, and just becomes an expensive myrmidon. A few points more gives you Machaon – who just happens to be the best specialist in the game, while being a good lt. choice. - I'd leave the danavas there (for the White Noise to combat MSV2) I'd dump the deva for a myrmidon spitfire. The Smoke/ODD gives you the edge vs. non-MSV2 and White Noise will let you beat MSV2 opponents. (+2 pt.) I'd dump the chain rifle myrmidon for a daikini paramedic, cause fast specialists and ranged guns win the game, besides you've got plenty of templates. (+1 pt.) I'd dump the MK5, he's nice but superfluous (+10 pt.) I'd dump the thorakitai for a zayin - as it has synergy with the danavas, and TR is just great (-4 pt.) I'd dump the Officer for Machaon (-8 pt.) Which would leave you at 199 pt. ( you could possibly consider downgrading the daikini, and give Machaon a yudbot ).
  8. If you can't do the time, don't do the crime - Sarcasm aside, I understand and do not condemn people for playing unpainted – but I much prefer playing with a group, that enjoy all aspects of the hobby, than just the part about spending money and making pew-pew noises. If not able to commit, then you really have to make up for it in personality.
  9. Seems like a good amount of violence I would probably Exchange the dactyl for the net rod in group 2 - as you can't transfer net rods, and you can always use two orders on getting a specialist into position. You don't specify how you divide your fireteams. I'd go with machaon+Ajax+Spitfire and leave the rest with Phoenix, so he's ready for ARO duty even vs msv2. Machaon can shield the first fireteam w b2 Eclipse. I'd try and scrounge up points for the myrmidon combi to become a hacker/BS Officer. So you can have a specialist in both links.
  10. You can't use unpainted models to get an advantage, as painted models fight so much better - That aside. Infinity is great in the way, that you can get away with just a handful of models. So I really find no excuse to play unpainted.
  11. Good : Rules : they're pretty tight, somewhat convoluted, but it's a system with a lot of detail. And they're free. + the support of the wiki and army builder. Fluff : it's got werewolves in space and mecha. And just about any tech level from current to hitek to alien superior stuff, theres something for everyone. Skirmish : unlike GW games, the game is much more dependant on terrain, so you're pretty much forced to build and play on a nice table. Bad : There seems to be a slight powercreep. Which is horrible in a game, that has a great balance otherwise. I can't seem to decide on a second army, they're all so tempting.
  12. it depends.. on a lot of things.. In many scenarios, going second is still preferable to going for the first strike, so nothing has changed there. And despite abundant WIP15 lts, we're still dependent on the roll of a single die to win the initiative. Sure, you now need to reveal, that there is a second combat group, but an opponent have no idea whether he needs to prepare for a TO specialist with mines, ekdromoi with hmg's or spitfire garudas - and a crafty opponent would recognize a missing 90-100 pts. anyway. So it hasn't changed my outlook on things - although I am less reluctant to fielding 10 order lists.
  13. I agree the MK2 is awesome, but in many cases I've grown to prefer the sniper - as I really like having a TO sniper. Although not unless I pair it up with one or two Dasyu killer hacker/forward observer. The dasyu can then wait it out in a separate combat group, and be brought in to do what specialists do and shore up losses, while still giving me the luxury of a full 10 order group.
  14. The yudbots will stop their specialist from joining a fireteam. You also lack an enomotarcos to make the thorakitai fireteam.
  15. VS all but the most dedicated CC combat monsters, myrmidons and their officers are plenty capable killing stuff in CC. When it comes to CC; MA3 and a CC of 21+ is the breaking point – anything less is insufficient and unreliable, and anything more is overkill. Ajax is unique, that he has a good chance to beat up the regular combat monsters, being able to survive the damage they cause, while delivering a massive killing blow himself– as they usually are quite squishy and rely on winning a FtF tipped in their favor. But Infinity isn't a game about rushing opponents with sharp pointy things, or about having epic duels across rooftops in the rain. It's about shooting people in the face, so they can't push buttons– CC is a nice backup tactic for those rare situations, when bullets aren't enough e.g. you're facing a Jotum with a combi rifle – and myrmidons in particular rule the shooting game due to their ODD. – although it does have a certain romance, thinking of Ajax hammering an opposing TAG into spare parts. Or seeing Achilles ram his little pointy poker up the behind of the opposing Lt.