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About Triggerpuller9000

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  1. Infinity will likely provide you with a bit of culture shock. It did to me for two reasons, 1) Most unit names are based off of some historical or mythological thing, meaning that Googling it will pull up all sorts of hits not related to Infinity. 2) Most unit (names) have multiple profiles, some of which are vastly different. For example, a Spetsnaz HMG (camouflaged long-range murder machine) plays completely differently from a Spetsnaz Rifle (parachuting close-range murder machine). In 40k, units generally have very specifically defined roles - Assault Squads assault things at close range. Devastators devastate things from long range. In Infinity, the specific profile is almost more important than the unit name. My advice is to watch a few battle reports to get a feel for the game, then play a few demo games using the Quick Start rules to get the hang of it. The starter sets provide a great value for getting into the game. It's an incredibly rewarding game to play, so any culture shock is absolutely worth it.
  2. If this were true, then there wouldn't be missions where (1) some factions literally cannot get full points on the mission (TAG missions), (2) a game format that is nearly impossible for some factions to play outside of a couple very niche builds, whereas other factions can play it very comfortably (Limited Insertion, which I actually enjoy a lot), (3) missions that require anti-material weapons (Looting & Sabotaging; yes I know you can grab D-Charges from the boxes in Looting & Sabotaging, but any faction can do that. The distribution of these weapons is nowhere near balanced). As for alternative formats, we play 20x20, YAMS, Recon+ and homebrew missions. We play a lot of ITS too, but it's not the only way to enjoy Infinity, and I'd argue it's not the most balanced across factions for the reasons stated above.
  3. Fair, and agreed. To add to why some Classifieds are problematic - from a game design standpoint, the requirement that your own units take damage to satisfy an objective is simply poor game design. This is a problem with ITS in general (for example, the Retreat mechanic can easily screw you out of max points). Not to get off on a tangent complaining about ITS, but I find the factions are much more balanced, and the game is much more fun, using alternative mission formats.
  4. People who play ITS missions that require a TAG to get max points...
  5. Cheers! You could definitely run one. I avoid it because (1) I don't like ad: parachutist, (2) I prefer to order-mog my opponent and AD deprives me of orders to some extent and (3) the board is so small I can get there in an order or two with a camo infiltrator. That said, if you usually roll Paracommandos or Rangers then by all means go for it! They're great units just not my #1 pick personally.
  6. I've won a few Recon tournaments running something similar to this: Ariadna ────────────────────────────────────────────────── 8 1 1 CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 19) UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27) S.A.S. Chain Rifle, Grenades / Assault Pistol, AP CCW, Knife. (0 | 22) MÉTRO Lieutenant Rifle / Pistol, Knife. (2 | 8) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) SCOT (2nd Battalion) (CH: Camouflage) 2 Submachine guns, D.E.P. / Pistol, Knife. (0 | 22) 2.5 SWC | 150 Points Open in Infinity Army Vanilla Ariadna is insanely brutal in Recon. The play area is so small that taking HMGs and Sniper Rifles is a waste. Generally, across the board I prefer SMGs, Assault Pistols, Chain Rifles, Flame Throwers, things like that. You can mix and match stuff a little bit, but the basic gist is that you want your opponent to take first turn. Let him waste orders discovering your camo tokens, and for his efforts, light him on fire with your Chasseurs. If you take first turn, punish your opponent with Uxia (who is insane in this format). In the last 3 Recon tournaments I've played, Uxia is 6 for 9 for first turn LT kills. In a mission that emphasizes button pushing, obviously swap out for more Specialists.
  7. This. The biggest misconception about SMLs is that you need to hide them and fire Guided exclusively. When I run one, I set it up in a nice long-range ARO position and if I need to wack something on a rooftop, I have a unit set up Spotlight / FO / Satlock and fire Guided that way. People forget that the thing is BS12 and shoots a nice DA blast. It's great for direct firing into Fireteams. It's not quite as good as a purpose-tasked TR bot but it definitely has more tricks up its sleeve, and you can get SML + Daylami for the same price as the TR bot.
  8. Tarik by far. Post-update, he is literally obscene. The combination of Super Jump, 6-4 MOV, 2 Wounds, Non-Hackable, Bioimmunity, Grenades, DTW, and good CC make him incredibly powerful in the offense. Because of the way that crits work in this game, he is actually very survivable in gunfights because the likelihood is pretty high that he's going to crit out his opponent. After playing 10 or so games with him post-update, I'm basically done with playing him in friendly games. Tonight vs. Vanilla Ariadna, he spent 2 orders maneuvering, Super Jumping onto a rooftop. He flanked the opponent hard, and killed a Zouave (the Zouave actually crit him with his DEP, but he crit the Zouave in turn. See second point above). Then, he Super Jumps off the rooftop and my opponent reveals a Tankhunter AP HMG. He double taps the Tank Hunter (down), kills the Zouave, and also kills a Marauder. The next order, he jumps down to ground level, spraying a Line Kazak and a Moblot Engineer. Basically, in 4 orders (2 spent maneuvering) he killed 5 models, and rolled something like 4 crits during the exchange. Best part - even though he's S5, he can still go prone. Last order, he jumps back up on the roof and goes prone, pretty much impossible to attack reasonably during my opponent's turn. Next turn, he stamped a troublesome Spetsnaz and a Chasseur. Strong CC, Super Jump, 6-4 MOV, and Grenades also makes him great for taking out close pieces on suppression. For example, opponent on the other side of a wall on suppression. Spec fire a grenade onto them to force Dodge to break suppression, then super jump over the wall and CC them. He's stamped a Hac Tao, Interventor (he's non-hackable, remember), and countless other pieces this way that no other model in the game could reasonably attack in the same way. Tarik is literally the #1 reason I play Vanilla Haqq. #2 is having a good TAG for the ITS missions that require it.
  9. Post removed. Apparently calling Bit a Social Justice Warrior rustles people's fragile jimmies lol
  10. +1 for multiple layers of defenses. Your ARO pieces (TR bots, snipers, things like that) should be watching approaches. In the event you've chosen to deploy first and go second (this is usually discouraged but some ITS missions benefit turn order that much), you can hold a strong ARO piece as your reserve model. I've caught opponents off guard before using a Smart Missile Launcher bot - placed it in a very risky, suboptimal position where it would be able to see most of the WB on their impetuous move. Bonus points if you can nail a bystander when the WB activates. On BS12 and +3 range, you will probably be rolling 15s against their 16s or 17s which is actually not terrible. Terrain also plays a huge role. Warbands will feel extremely overpowered if you play with too much terrain.
  11. The best units deliver some serious pain, and I can't say it's particularly surprising. These include Uxia, Chasseur, Irmandinhos, Spetsnaz HMG, Antipodes, Tankhunter APHMG, things like that. Of the slightly less common units... The Vet Kazak T2 rifle (and Minuteman AP Rifle / X-Visor which fills a similar role on a budget - midfield control and suppression) is a standout star. When I first started playing, I really thought the Vet Kazak was overpriced - the rifle loadouts cost almost as much as a real HI with an HMG, and the HMG loadout costs as much as a light TAG or fancy HI. Despite the cost, they have a fantastic mix of gear and weapons that makes them incredibly dangerous. LFT + Heavy Pistol + Sixth Sense lets you chose the optimal response in close-range AROs. SSL2 + Suppression + X Visor + T2 rifle is so incredibly dangerous for anyone trying to pull smoke shenanigans on you within 24" - you don't have any negative mod from range or shooting through smoke, and one lucky crit or failed save and even HI are taking a dirt nap. The X visor, high BS, Shock Immunity and Mimetism allow him to win longer-range gunfights against opponents that, at face value, ought to be beating him (Sniper Rifles for example - I've cranked snipers from 30" away no problem, and it's not unlikely - 3 dice on 10s at up to 32"? Yes please). Scots Guard with camo and 2x SMGs. This is a great shooty loadout that gives you the versatility of shock or AP. He can also hide among a sea of midfield camo markers (some of which are mines). SAS/CRAP SAS. Great Archer to Uxia's Lana, if you're up for some Danger Zone action. The combination of the high B Assault Pistol and a Chain Rifle makes him incredibly dangerous to things with ODD. Need to remove a Bulleteer on suppression? Pop the corner - if he shoots, chain rifle him. If he dodges, Assault Pistol him. Stuff like that. Paracommando HMG. A 1 SWC HMG with Mimetism and BS12. Parachutist is garbage on units that need to get close (Spetsnaz, I'm looking at you). But, the disadvantages are somewhat mitigated when you plan to deploy him in a relatively protected position and work angles for cross-field shots. Very dangerous model.
  12. Recon+ is an adaptation of Guerilla Miniatures Games' Recon format. One of our local players did a hell of a fine job putting together the packet, rebalancing the missions, etc. and the missions are all heavily play-tested. In my local meta (Redcap's Corner in Philadelphia) we play Recon+ every other month.
  13. Honestly, I started with Ariadna and felt the same way as you do playing against Aleph. We top out at around BS13, and we don't really have any 2W HI apart from Wulvers. The rest of our HI are pretty poverty. If you think Sakiels are bad, look at Aleph Posthumans - they can take a 2W BS13 ARM5 BTS6 HI with a Heavy Rocket Launcher, SMG, and Nanopulser for 20 points. 20 POINTS. This thing is similar to an Al Fasid in Haqq but it has better weapons, smaller Silhouette value, and costs LESS than 50% of the points. Across factions, you're going to find apples to apples comparisons very exhausting, and little more than an exercise in mental masturbation. I've been playing Ariadna for a few years now and typically place in the Top 3 at local tourneys. You can't draw apples to apples comparisons. Only as I started playing more factions (Haqq, PanO, Yu Jing...) did I start to see how amazing Ariadna profiles are. I can't tell you how many times I've heard that Chasseurs, Uxia, Vet Kazaks, Spetsnaz, etc. are all OP. The truth is, in this game nearly every model has a profile that someone, somewhere has complained about at some point in time. So let's look at what Ariadna can do that Tohaa can not. - Drop Heavy Flamethrower Grunts onto your opponent's DZ line. - Van Zant (this takes finesse to pull off correctly) - Spam cheap camo specialists - Chasseur - SSL1 + camo state + template = an insanely brutal combination. For at least one ARO, you can get a free shot on an enemy model with zero risk to yourself. - 6 point Regular orders with LSGs and Chain Rifles. - 4-6 decent HMGs at 300 points. - Spetsnaz HMG. Take 2, drink tears. Once you get surgical with these guys (drawing fire through narrow lanes), your opponents will simply stop putting ARO pieces on rooftops altogether. - Uxia. The last 2 Recon+ tournaments I've played, she's 50/50 on first turn LT kills. In regular play, you can use her to punish link teams. - Antipodes. Last tourney my opponent had 3 Clipsos infiltrated into the midfield. With Irmandinhos to lay down the smoke, the Antipode team had a great time sensoring and mauling them lol - Irmandinhos - 8 point Impetuous specialists. Chop people up in CC, shoot them with Chain Rifles, laugh when you roll +4 ARM on the Booty table, or gat them out with the random Combi you just rolled. Their BS looks like trash but giving people the dodge vs. shoot ultimatum is a barrel of laughs. In short, read Bloodgod's post about Ariadna in the Ariadna forum. High MC camo spam isn't the only way to play Ariadna - I generally like a nice mix of heavy hitters, but I do play very heavy on the camo. At 300 points, I'm typically putting 12-15 markers on the table. You chose an army full of low-tech guerrilla warfare specialists, so you need to play them like straight up insurgents. Let them walk into ambushes with your mines, or make horrible trades with your Chasseurs. If they take first turn, punish them by blowing away all of their cheerleaders or important linked troopers with Uxia. That said, you don't have stuff like ODD/TO, fancy visors (generally speaking) and other technology for negating your opponents' advantages, so you really have to work to stack modifiers in your favor.
  14. Your opponent handled it poorly. In cases where I've accidentally given myself an advantage through rules ignorance / misinterpretation, screwing up a profile, something like that, I apologize profusely. It doesn't matter if it impacted the game - it's cheating, even if it's unintentional. No harm no foul, just warrants an apology.
  15. According to the Infinity rules, you must at least have 180 degree LOF marked on your base. So, assuming you do this with paint, that's at least *some* paint on the model. I don't necessarily have an issue with playing against unpainted armies, but it does make it far more difficult to differentiate models. For people complaining about lack of time - have you ever thought of swapping a gaming night for a painting night? With speed painting techniques, you should be able to polish off a simple 3-color minimum on 10 models in the amount of time it would take you to play a game. Once your models are painted, they're painted. I try to paint my Ariadna and Haqq to a high standard because I genuinely care about how they look - they were my first armies and I took my time with them. My Pan0 is a more recent purchase and as a rule I refuse to play *with* unpainted models as an inspiration to get them painted. I needed to get these guys done quick for a tourney. The basic template is zenith highlight with Walmart rattlecan paint (black, grey, and white, from the bottom, straight on, and top, respectively), black line, paint guns green, details, then base. Discounting assembly it's not hard to crank out 4 or 5 of these guys in an hour. You can substitute the grey and white for other color choices and it's still just as fast.