Lightbulb

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About Lightbulb

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    Mayanaut
  • Birthday September 6

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ITS

  • ITS PIN M0541
  1. A varient of the above, adds some warbands for smoke and for chipping stuff up. Dropping some stuff for a Chasseur might be a good idea though. Ariadna────────────────────────────────────────────────── 7 3 2 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Lieutenant Rifle / Pistol, Knife. (0 | 9) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) CATERAN Sniper Rifle / Pistol, AP CCW. (0.5 | 21) 2 SWC | 120 PointsOpen in Infinity Army You could squeeze him in like this if you don't mind proxying or buying a lot of starters! Ariadna──────────────────────────────────────────────────7 2 1SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38)CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 19)VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)MÉTRO Rifle / Pistol, Knife. (0 | 8)MÉTRO Rifle / Pistol, Knife. (0 | 8)MÉTRO Rifle / Pistol, Knife. (0 | 8)HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)CATERAN Sniper Rifle / Pistol, AP CCW. (0.5 | 21) 2 SWC | 120 PointsOpen in Infinity Army
  2. I think the key thing are: Killer Hacker + Supporting Repeater net Engineer + Pal Bot(s) - Other stuff is useful though, or becomes more viable e because of the above such as: EVO Hackers - my Repeater net is usually REM based so buffing them and getting another Hacker to ARO is attractive. Assault Hacker - range as above but also used offensively and to take out our TAG if needs be. - Then you need all the usual list building stuff like specialists and ARO units, backup attack pieces, order generators etc.
  3. Sure why not? Make fast HI great again!
  4. It's been on my must try list for a long time. Be nice to see him buffed to 6-2 to retain the 'fast' HI movement...
  5. Wouldn't you be better off selling / trading? What is it do you think you'll enjoy in Shock Army more than Yu Jing?
  6. Plus Discover, and Alert can be really useful http://infinitythewiki.com/en/Alert
  7. I think a 'crutch' is something our lovers try to blame their losses on. - I would say that overeliance on a single aspect of your army can lead to losses if you opponent can counter it, or you are unlucky and lose it. For this reason learning to use other features of your list is a good idea. However do not let others dictate how you play.
  8. Never picked that up. Thanks.
  9. He said they should be working on the Kazaks by now but they've been doing this years releases instead.
  10. One option. Not 100% sold on Van Zant at 200 points but maybe people won't expect him. Kept him in as you have him in all your lists. I tried to make a list with Marauders but the SWC disappears quickly! USAriadna Ranger Force ────────────────────────────────────────────────── 9 1 2 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT HMG / Pistol, Knife. (1 | 21) GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12) GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11) GRUNT Lieutenant Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 14) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30) K-9 ANTIPODE AP CCW. (7) 3 SWC | 200 Points Open in Infinity Army ---- This one you swap hides Van Zant in the second pool so you can move him over when someone dies (with a command token). Ideally you'd have another Grunt to remake the link if you took casualties but 200 points is tight. Could change the Infiltrating grunt to a normal one to achieve this. There are some other easy swaps in this list. Could change the Marauder for the Boarding Shotgun + Mines profile. Maverick could be a specialist and squeeze in a WarCor in group 2. USAriadna Ranger Force ────────────────────────────────────────────────── GROUP 110 1 GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) GRUNT HMG / Pistol, Knife. (1 | 21) GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) MAVERICK Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 22) MARAUDER Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 21) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GROUP 21 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) 3.5 SWC | 199 Points Open in Infinity Army Also made this which is ridiculously in your face :D: Smash face ────────────────────────────────────────────────── GROUP 110 MARAUDER Lieutenant Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 21) MARAUDER Molotok / Heavy Pistol, Knife. (1.5 | 28) MARAUDER (Multispectral Visor L1) Sniper / Heavy Pistol, Knife. (0.5 | 29) MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26) MARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11) GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 21 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 4 SWC | 199 Points Open in Infinity Army
  11. Several things I'll say: You can have a 2 man Marauder Fire Team so either get a third one r drop the Harris model. You don't have any high burst guns like HMG's. Or sniper rifles for taking stuff out at long range. You should generally try to spend your SWC. On that note you don't really have anything to put out on ARO to prevent your opponent doing what they want on their turn. Your Devil Dog team is the sort of unit that wants a lot of orders to run across the board to take out their order generators but he's stuck with only 2 orders (his Extremely Impetuous and Irregular). Van Zant Executive order means when he dies you will be in loss of lieutenant which is really not good. I'll have a play around and post something I might use in a minute.
  12. I'll confess I didn't read the original post too closely. Not making a big point just pointing out there are many ways to pick lists, but I like to consider them as a pair. I got a bit confused when you said you'd use this list for Rescue, Supplies, Armory and the other for "Annihilation, Frontline, Firefight, Decapitation, etc." This made me think you were trying to make 2 lists for every mission. ---- On topic: I'd group the mission slightly differently. Supplies does not have an exclusion zone so infiltrating specialists are a bonus. 2 classifieds (1 point each) so specialist variety is valuable. Rescue has an exclusion zone, whilst camo is still useful Infilitration is less so. 1 classified worth 2 points so covering most classified probably a good idea. Firefight does not have an exclusion zone so infiltrating specialists are a bonus. 2 classifieds (1 point each) so specialist variety is valuable. Supremacy does not have an exclusion zone so infiltrating specialists are a bonus. Having markers already in zone helpful. Whilst there is only one classified and only 1 point a REM with baggage could be useful and there is a Hacker bonus. This quick analysis would lead me to run one list tailored for Rescue (a notoriously hard mission to score well in) and one list with plenty of forward deploying elements for the other three.
  13. What I like to do I when practicing for OTS is pick 2 lists with the next tournament missions in mind. Then roll for the mission on the day. That way you get practice list building and playing.
  14. It depends how you pick missions. In ITS I change my lists for pretty much each event. One option is similar lists with different types of specialists to suit your classifieds. Another is one which is good on open tables and one good on denser tables. Some missions are better with totally different lists. Some missions there is benefit in having lots of specialists, others not so much. Totally depends on what missions you'll play and how you decide which one to play.
  15. In ITS you get 2 lists so if you draw a hacking classified you can consider the hacker list. If not take the other list.