Snozz

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About Snozz

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    Mayanaut
  1. Yeah, the Riot Grrls themselves look fine as does the tinbot. It's the box composition that's the problem, especially when it leaves a linkable unit with only 4 models available, meaning an extra blister is needed down the line.
  2. No problem ^^. I was gonna type out a response, then I just realised I was typing out what @Phlyk had said already . Agree with that 100%. On the whole buying models because they look cool thing: the answer is both yes and no. The key point is that almost every model in this game is viable on the table. So you can buy any model in the game and you won't find out later that it's rubbish and you'll never play it *Cough* Whirlwind *Cough*. However, you can't just put any models into a list and expect it to work well - list building is part of the game after all! This is exactly the problem with the initial list you posted - all of the models are good, but you've got too many expensive models with overlapping roles and not enough cheap models to provide them with the orders they need to get anything done. So you'll use all of them, just not at the same time! On balance: Yes Infinity is extremely balanced. But 200 points (well constructed, 10 order list) will perform better than 200 points (3 order list). If both lists are reasonably well constructed, then list composition will have much less impact on the game than player skill (and luck!). Is it the Aleph starter box you don't like or is it the Icestorm / Red Veil models that you're not keen on? Also, which factions were the other players looking at?
  3. That's fair. I probably used slightly more colourful language than needed - I was excited for the models and really disappointed in (most of) the sculpts. Definitely bitter! 100% agree on the tinbot. If I played Bakunin I'd be pretty mad about now. I know someone suggested before that CB just release a generic blister for each faction with two tinbots in so they didn't have to take up slots in 4 model boxes (maybe @Kanluwen?). Also, does anyone else not bother to assemble the tinbots? I never use them in games, so I don't see the point. This is a lot of my problem with them. They don't fit alongside regular models and the sculpt quality is a bit meh. Although I admit that they look slightly better with the higher quality pictures than I thought they did initially, I'm still pretty disappointed with the box. On the plus side - Danavas and Ayyar are out at my LGS today.
  4. Heya, welcome to Aleph! Your list is... not ideal. I agree with @Phlyks summary - not enough orders is your primary problem. I would also add that Knauf and Teucer are quite similar and you might be better served with a high burst weapon instead of one of the long range, low burst weapons. It sounds like (I apologise if I'm wrong) you've not played any games yet. Are the friends you're playing with also new? Either way, the advice I'd always give for new players is to start off with 3 v 3 line trooper fights to get to grip with the core mechanics (shooting, cover, orders) and then move on to starter box matches to learn some of the more advanced rules. I would strongly advise against jumping in to full games without trying out something more basic first. If any of your friends are interested in the armies in the starter sets (Operations: Icestorm and Red Veil) then those have scenarios in that are perfect for learning the game from the basics.
  5. That Outrage box is awful. I honestly don't know how those models even made it to production without someone going "wait a sec guys, half these models are fucking garbage". Domovi might actually the worst model CB has produced since first edition Ghazi.
  6. No Outrage box this month? Pretty good set of models though, looking forward to the Rodok in particular.
  7. No problem ^^. That's fine, you don't need a store to play if you know some people who do. Without intro boxes I think, as @Regelridderen suggests, try some small 100 point games and starter vs starter games. I'd recommend something like this: 1. The most common starting game is 3 line troops on each side, though this is slightly harder to do with Aleph as our line troops are a bit better than other factions! It's the best way to get a handle on the basics of order generation, BS attacks and cover. Bonus: if any of the people you know play Combined Army then Unidrons vs Dakinis would be a good start. Play a couple of these. 2. Starter box game. Take the core starter for Aleph, running the Naga as an FO rather than a hacker. Ignore the restriction on remotes that requires a hacker for now. This is a good intro to more advanced rules like camouflage. Play a few of these. 3. 200 points annihilation games. Try out some other new models here, maybe some Airborne Deployment (Garuda!). Start taking hackers if you want remotes now. 4. 200 points ITS scenarios. You should be familiar with the basics of most rules and unit types now, so try and put it all together in some objective driven scenario play. Don't forget your specialists! 5. 300 points ITS scenarios. The default game mode for many people! After this you could try other mission systems (YAMS, 20x20) or extra rules like Limited Insertion (Max one combat group - super fun!). 6. Become addicted to Infinity and start another faction (they're all so cool)! 7. Keep repeating step 6 until you run out of money or drown in unassembled miniatures.
  8. Welcome to Infinity! Not sure off the top of my head what was in the bundle, but I think they were designed to be playable 300 point lists. Regardless, I highly recommend starting at much lower points values. Infinity can have a steep learning curve, and jumping in at 300 points with advanced units will only make it harder. First things first, find a friend who is interested or head down to your LGS and see if you can find someone to help you learn. There are quick start rules in the download section (where you can also get the full rules for free!) which are a good place to start. Small 100 point games at the beginning, building into larger games and scenario play. If you can find someone with one of the starter sets for the game (like Operation Icestorm) then there are a list of scenarios in there that gradually introduce you to new rules using the models in the box (PanOceania vs Nomads) which is a great way to learn the basics. As for what to buy next - whatever you think looks coolest! Infinity is a remarkably well balanced game with very few poor units, so you don't have to worry about buying stuff that plays badly! That said, you can easily make poor lists with good models, but good list building is something you'll pick up as you learn. As for Posthumans, yup, they're both amazing models and powerful on the table. They do have a few extra rules to learn however! The Marut is cool, but I don't recommend it for learning the game, largely due to the massive point cost. Nothing to stop you painting it up for when you move on to 300 point games though!
  9. You can take up to 3 proxies taking up a single slot in a combat group. You only generate one order for all of your proxies (in fluff terms this is the posthuman controlling multiple bodies). You only ever have one active proxy at a time - when you declare an order or ARO with a proxy you move the active proxy marker to that proxy. The other proxies are considered inactive and can only perform limited AROs. If your active proxy dies you can move the active proxy marker at the end of that order to another proxy not in a null or isolated state. See the wiki for the full rules: http://wiki.infinitythegame.com/en/Ghost_(G)#Ghost:_Jumper_L1 I think what @Stiopa is referring to is the old N2 rules? As far as I'm aware under the new rules you don't need a Netrod to switch from a dead proxy anymore. The Netrod does however allow you to keep the order from the posthuman even after all the proxies are dead.
  10. First things first - welcome to Infinity! I've written this post assuming you're a beginner. I know you've read some articles and the rules, so I apologise if any of this is stuff you already know. It doesn't work . But that's to be expected, Infinity plays very differently to 40K and takes a bit of learning. Here are the main problems I see: 1. Lack of orders. Orders are your most powerful commodity in Infinity. More orders means more actions, and nine is a bit low, especially when you start taking losses. I would at least bump it up to 10 and try and squeeze a few extra models into a second group to move over and keep your first combat group at maximum efficiency. Specifically in your list, the models are all expensive. Cheap models provide orders for your expensive models and you never need to activate them (hence, these models are commonly referred to as cheerleaders). Consider Netrods, Dakini, Thorakitai and some of the remotes as cheap models to provide order support. 2. Lack of specialists. The most common game mode for Infinity is ITS. You can find the scenarios here. To complete the objectives in the majority of the missions you need specialist troops - anyone with the hacker, engineer, doctor, forward observer, chain of command or specialist operative traits. Without them you won't be able to scores points in many missions. I would never run without four at the very very least. And then only if those four were very survivable and mobile. 3. Overlapping unit roles. Redundancy is good in a list. But having multiple units that all fulfil the exact same role isn't. In 40K running lots of one unit type is a viable tactic, because each model only activates once. So if you want to shoot twice in a turn with a massive tank, then you need two of said tank. In Infinity, if you want a model to shoot twice you spend two orders on it. In your list, you don't need three drop units. In fact, those three units don't contribute any orders whilst they're off the board, compounding your order problems. Teucer is just a buffed up Agema - if your opponent has a counter to MSV2+ snipers, then they can just activate that model multiple times to deal with them. Fortunately this is quite easy to fix - drop some of the redundant and / or expensive units and use all the extra points to get more orders and specialists. Fire teams are a part of regular Infinity. Their rules are more complicated and I would frown very strongly at anyone running them against a new player. I highly recommend playing more intro and starter games before diving into 300 points. I would also recommend vanilla Aleph as a good starting point for learning the game - you can still take all the Steel Phalanx stuff but get access to more options for learning the game. On these questions in order: 1. I'd recommend major changes here . Drop the redundant units - lose either Teucer or the Agema, lose at least 1 drop unit (definitely either Diomedes or the HMG), middle group is probably fine, consider making Achilles your Lt. Spend all the saved points to get more orders and specialists. 2. Yeah, the Ekdomoi hacker is amazing for taking objectives and chain rifling back field cheerleaders. Also able to hack, though I find he mostly takes objectives. 3. IMO MSV2 is better than X-visor. Able to ignore smoke and camouflage modifiers is better than a little extra range. As a final note - the Infinity Army builder here has an export to forums button you can use. Aside for being a great army building tool, it makes it much easier for forum users to read and provide feedback. Hopefully this was somewhat helpful - if you have any other questions feel free to ask!
  11. Might I venture to suggest some kind of hacker? Good shout on using the models as Nomads proxies though, I think Nakadai would make a good Bran or Senor Massacre. Not sure what I'd use Domovoi as, but everyone else fits great. Might have to dig out those unassembled Nomads I have somewhere. Also, Rodok ML finally, yaay!
  12. I'm definitely on the Mk12 side of the debate for Diomedes. He isn't that great a gunfighter, and I find he functions better as a scalpel, clearing back lines of cheerleaders and taking unopposed shots. The extra range on the Mk12 gives him +3 to hit for 0" to 24" and handily allows him to out range rifles at 16" - 24". As @Loricus says, catching them in their bad range whilst keeping Diomedes at +3 is extremely powerful. DA ARO is nice, but I rarely have Diomedes outside of Suppressive Fire in the reactive turn, so I don't find the MR offers much that the Mk12 doesn't. That being said, if your opponent fields a lot of Dogged / NWI units, shock ammo could be amazing.
  13. This sounds really exciting, it'd be cool to see different models being more useful for different missions. BTS saves for interacting with some kind of biological / radiation hazard (like recovering radioactive material) would be cool. Might make Bolts useful :P.
  14. Pure wishlisting, but a Thorakitai box would be great. Feuerbach, HMG, Marksman Rifle, generic proxy. Would be good to get the last few Phalanx units that need sculpts out the way before we get onto Vedic.
  15. That's all fair, raising their points would also balance them. It is nice having 3 bodies be viable as opposed to the old N2 trend of Mk2 Hacker + Mk1 of choice. I now frequently take the third body for suicide objective grabs or assassinations. Hell, the Mk5 FO is so cheap you could just use the guy to clear a minefield and he'd be worth his points. They hardly break the game but it does bother me a bit that that they are strictly better than certain similar options within Aleph (MK2 Hacker + 10/0 Proxy of choice is cheaper than a Dasyu Hacker and boasts better stats with no real downsides). Also, I'm pretty sure their clock continues to count for each page you have open. The forums are my homepage on a bunch of devices so I think it's triple counting my time logged in or something...