yoink101

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About yoink101

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  1. I'm not sure exactly what the proxy problems are, but I'll give you some of my thoughts on my favorite Acon units and why. Maybe it will influence your lists, or it won't. Either way, more information is a good thing, right? Regulars are amazing. The sniper in a five man link team is an incredible ARO piece that punches well above his weight class. Sapper allows him to be placed anywhere and still benefit from cove and mimetism. That mixed with BS 15 in a five man link and you have the best 22 points in your army. The hacker with the light grenade launcher and fast panda is also a fantastic toolbox unit. The spitfire is an awesome heap gunfighter. My personal favorite is the minelayer. It costs .5 SWC, but a 14 point minelayer is an awesome way to defend your deployment zone from AD troops and fast attack pieces. Bagh-Mari are one of the best link teams in the game. If your opponent can score a lucky crit or stack modifiers against them, they drop quickly. But it is tough to stack modifiers against bs 15, msv1, and mimetism. The hmg in a five man link can outshoot almost any other model in the game. The tikbalang is a bs 15 hmg with mimetism, a flamethrower, mines, climbing plus, 6-4 move, and 3 wounds. He is a power house. His speed lets him get to flanks and wreck your opponent. Make sure to support him or pull him back before you're done spending orders though. Assault hackers can take him down a notch without too much trouble. His biggest downside is that he doesn't have a scary ARO. The Dragao has an hrmc. That's five dice of Ap+shock at bs 15. There are very few units that he will not obliterate in one order. I've even seen him knock tags unconscious with one order of shooting. Nagas are the main objective grabbers for this army. Bringing a killer hacker and a forward observer will rarely dissapointment. Dogged means that they can eat an ARO and still grab a console in a pinch. Bulleteers, just like any other pano sectorial are fantastic. ODD plus marksmanship from your regular hacker makes either variety an amazing flanker. There are other Acon units that I find awesome, but the above are my staples. happy gaming!
  2. Oops...😳 I missed that joke...
  3. Group two refers to the combat groups. When you're assembling a list each combat group must contain 10 regular/irregular orders or less. Any troops beyond this must be placed in additional combat groups. Although you can have more than two, most lists stick to groups 1 and 2
  4. Maybe swap one of the tofos with the crusader? That way you can fuel him with orders from your main pool for an alpha strike.
  5. You can buy some silhouette markers from a number of different sites. Search for "infinity silhouette markers" and a bunch of options show up. I'd provide links, but I don't want to advertise something that I'm not familiar with. Silhouette 1 and 2 are on 25 mm bases. 3, 5, and 6 are on 40 mm. 4 and 7 are on 55mm. Here's a link to confirmation of what I put above.
  6. To address the op, I'd recommend using a bulleteer or crusader for your alpha strikes. They don't need as many orders because they are fast (bulleteer) or AD (crusader). Then, you can use your big link to punch your opponent when they push up to the table mid game. If they leave units out to stop your advance with your bulleteer or crusader, feel free to use any long ranged attack piece in a link tohim them first. If your opponent hides everything, well, a bulleteer with a heavy shotgun is murder on almost any link team and the spitfire variety is murder on just about everything. Bringing a crusader with multi rifle and flamethrower gives you a unit with tools to deal with almost any target (flame, shock, and AP).
  7. I started playing Neoterra recently. I can't quite get myself to use bolts though. It feels like fusiliers are a better link team to fuel some of the awesome attack pieces Neoterra has like the Swiss guard, hexa, and bulleteers. I had a conversation that got me thinking about them the other day. Veteran protects against isolation, which is awesome, especially against the combined army with their EVO hacker. It protects against retreat, which can be helpful in mitigating a loss, I guess. Veteran can also ignore loss of LT, which I think has some potential, although less in Neoterra than some other armies. It pairs well with an aggressive lieutenant. Using that lieutenant to make a strong alpha strike, then when you lose the Lieutenant, your bolts stay in a link and are able to still act aggressively. This tactic works much better with Morats or chain of command, but I thought it might be an interesting exercise. The big problem I see here, is that the lieutenants in Neoterra are: Auxilia. Not a great option with the SWC and generally low stats. Maybe a decoy? Fusilier. Awesome in a link team, but that defeats the purpose of a bolt link team. Also, a fusilier doesn't have the firepower to use the LT order in his own to be super effective. Bolt. Again, being in a link team means that it can't use the LT order and is a little less than an amazing attack piece on his own. The Aquila with hmg, if it could be your lieutenant would be amazing! Sadly, he can't. The multi rifle option has promise, but he's very expensive. This could be an option but I'd prefer a bigger gun. Deva. The LT options aren't quite what I want. If the spitfire or hacker could be an LT, that might be a good option. The deva has some potential though. Putting a decent gunfighter with a deva bot down the table isn't a terrible attack plan. Squalo. I like this idea, the bolts give you some insurance that even when your tag gets taken down, you're still a threat on the table. Giving the squalo the extra LT order is not a bad plan either. I'd rather have the heavy grenade launcher. ORC. The hmg LT seems like the best option for this plan. The hmg is a solid gun and the ORC is a solid platform, although it has no way to stack modifiers. BS 14 is still no slouch. If you can ram an ORC LT with an hmg or multi rifle down your opponent's throat and then put it in suppression fire with the LT order, your opponent will need to spend a handful of orders to dislodge it. I don't think it's a good plan. I don't like the idea of sending my lieutenant to die without chain of command. Maybe it'd be an interesting surprise though. This got longer than intended. Thanks for sticking with it this far. Is there another way to leverage the points spent on bolts?
  8. If your group is relatively new you'll find that things might start to evolve pretty quickly. If you bring heavy infantry and TAGs, you may crush your opponents. Then they'll figure out that assault hackers can stop your army in it's tracks. At which point, you'll bring killer hackers and engineers. Your opponent will counter with some kind of surgical tool, maybe AD troops or TO/Camo infiltrators to remove your killer hacker. In short, try your lists out. Pay attention to what does well for yourself and what works for your opponent. Look to see what you can do to counter your opponent's successes and bring something with that in mind next time. Trying to come up with a perfect list is an impossible endeavor, more so when you haven't yet established a consistent play style or fully grasped all of the complexities of the game. Keep your eyes and mind open and whenever your opponent brings something to the table that steamrolls you, just remember that there is something that can beat it, you just need to figure out what and how. Its like taking rock, paper, scissors up to rock, paper, water, sand, dynamite, clay, fire...I lost it. Something.
  9. I really like the bonuses to link teams. I don't think realism matters, but if you really want to break it down, I feel like all of the bonuses represent more eyes watching out for you. If you've got four guys at your back, you don't have to watch the corners as you bust around a corner because your teammates are watching it. This provides the extra focus and drive that manifests as burst and bs. The extra eyes watching around corners is ssl2. Game balance wise, I don't think they're too much. If you look at 5 medium infantry, you're probably spending around 120-140 points and 3ish SWC. If you want a solid tag plus four cheap orders, you're probably going to spend, about 120-140 points and 2-3 SWC. For example: Bagh Mari Link ────────────────────────────────────────────────── 5 BAGH-MARI HMG / Pistol, Knife. (1.5 | 26) BAGH-MARI (Minelayer) MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 28) BAGH-MARI Hacker (Assault Hacking Device) Combi Rifle + Light Shotgun / Pistol, Knife. (0.5 | 28) BAGH-MARI Paramedic (MediKit) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 24) BAGH-MARI (Number 2) Boarding Shotgun, D-Charges / Pistol, Knife. (0 | 19) 3.5 SWC | 125 Points Open in Infinity Army Dragao ────────────────────────────────────────────────── 5 DRΓƒGAO Hyper-Rapid Magnetic Cannon, Heavy Flamethrower / . (2.5 | 94) CRABBOT Flash Pulse / Knife. (0) MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8) MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 2.5 SWC | 126 Points Open in Infinity Army While these two sets of units are very different, they share some key similarities: high bs attack piece multiple wounds similar offensive output At the same time, the TAG: one wound doesn't give you diminishing returns, it keeps its high BS is less vulnerable to TO missiles because there is only one model to catch in the template only one model to maneuver around as opposed to the link team And the link team: is stronger defensively (often) because of SSL2 and B2 is more flexible offensively because you can bring five different weapon profiles is more flexible with objectives because it can bring multiple strong specialists every piece can be a threat, even the last man Other examples: ISS (I know they're LI but they play like MI) ────────────────────────────────────────────────── 5 PHEASANT IMPERIAL AGENT (Chain of Command) Red Fury / Pistol, DA CC Weapon. (1 | 35) BΓ€O TROOP (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 29) BΓ€O TROOP (X Visor, Multispectral Visor L2) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 27) BΓ€O TROOP (Multispectral Visor L2, Biometric Visor L2) Boarding Shotgun / Pistol, Knife. (0 | 23) BΓ€O TROOP (Biometric Visor L2) Boarding Shotgun, Contender / Pistol, Knife. (0 | 22) 2.5 SWC | 136 Points Open in Infinity Army Guija ────────────────────────────────────────────────── 5 GΕͺIJIΔ‚ MULTI HMG, Heavy Flamethrower / AP CCW. (2 | 88) GΕͺIJIΔ‚ PILOT Light Flamethrower / Pistol, Knife. (0) PANGGULING (Minesweeper, Repeater) Electric Pulse. (0 | 8) PANGGULING (Minesweeper, Repeater) Electric Pulse. (0 | 8) CHAΔͺYÌ YaΓ³kΓ²ng Flash Pulse, Sniffer / Electric Pulse. (0 | 8) ZHANSHI Combi Rifle / Pistol, Knife. (0 | 11) 2 SWC | 123 Points Open in Infinity Army Wildcats ────────────────────────────────────────────────── 5 WILDCAT Heavy Rocket Launcher / Assault Pistol, Knife. (2 | 20) WILDCAT Spitfire / Pistol, Knife. (1.5 | 24) WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25) WILDCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 23) WILDCAT (Number 2) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 20) 4 SWC | 112 Points Open in Infinity Army Iguana ────────────────────────────────────────────────── 5 IGUANA HMG, Heavy Flamethrower / . (2 | 71) IGUANA OPERATOR HMG / Pistol, Knife. (0) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) SALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8) SALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8) 2 SWC | 103 Points Open in Infinity Army Rodoks ────────────────────────────────────────────────── 5 RODOK HMG / Pistol, Knife. (1.5 | 27) RODOK Missile Launcher, Light Shotgun / Pistol, Knife. (1.5 | 28) RODOK Hacker (EI Assault Hacking Device) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 25) RODOK Paramedic (MediKit) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 21) RODOK Lieutenant Combi Rifle, 2 Light Shotguns / Pistol, Knife. (0 | 26) 3.5 SWC | 127 Points Open in Infinity Army Raicho ────────────────────────────────────────────────── 5 RAICHO MULTI HMG, Heavy Flamethrower / . (2 | 91) RAICHO PILOT 2 Heavy Pistols, D-Charges, Knife. (0) R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) 2 SWC | 125 Points Open in Infinity Army
  10. Now I really want a bagh-mari or hexa character with marksmanship...
  11. I'm exited for him! Also, I really like pano. Some of the recent changes they've gotten have been pretty cool.
  12. If this were Rao, I'd probably take him as more than an LT decoy/filler
  13. This sums up my issue in my mind. I can get 18+ orders if I try really hard in shock army or Neoterra, but if I'm buying an infiltrator it's a 30+ point model. Yeah, you can cover it with a fireteam, but a skilled opponent doesn't have much trouble avoiding that. Drop an AD troop to cripple the link team or use smoke to block lof from the link. Often, it's not hard to piece trade your infiltrator for a 5-8 point warband. Infiltration saturation can definitely be a strong move. Getting one or two infiltrating grunts on your opponent's side is awesome because if you lose a grunt, it doesn't hurt you that much, but the flame thrower can do some damage. I guess, in part with the way I play, I find that AD troops and remotes can often do an infiltrator's job better. Infiltrating up the table can save a couple of orders, but a pathfinder is fast enough to make up for those extra orders and cheap enough to bring with a fugazi or two. Trying to get an bsg infiltrator into favorable combat with a link team can be tricky. Getting a bsg AD troop into favorable combat with a link team can also be tricky, but there is no chance of losing your AD troop until you put it on the table. You don't have to rush, you can wait for an opportunity. Anyway, I really like infiltration. But I've found that you can do well without it, and sometimes just infiltrating even on your half of the table can put units in harms way that you could have avoided by pulling them back towards your deployment zone.
  14. Over in this thread, @Barakiel said: I know lots of folks like Infiltration, but I actually begin to see it as a liability more and more. Since both Guilangs and the Daofei are worth killing, it isn't hard for an opponent to put serious resources into removing them on Turn 1. Since the Dao Fei doesn't have a sectorial, it's hard to watch his back with a cheap link team too. This necessitates other expensive overwatch pieces to help protect the Dao Fei and help protect your investment, so I find he very quicly becomes a focal point of a list. This got me thinking about infiltration. I've been playing Acontecimento recently and I just started playing Neoterra. I know that Acon is not exactly known for having lots of infiltrators, but it does have access to AVA 2 Nagas and can use mechanized deployment on Montesa Knights and Peacemakers. I've come to value Nagas quite a bit, and while I didn't always take two, I can't think of a list that I've made which didn't bring at least one Naga. I've been thinking about why I like the Naga so much. At first I turned to infiltration making Nagas order efficient specialists, but I've been deploying my Nagas close to or within my deployment zone recently. Part of this is the one or two Regular minelayers that I bring in most lists. Have 2-4 camo tokens that can be mines or lurking hackers hidden in my deployment zone can put a stop to most attacks against my deployment zone. In fact, depending on my opponent or if I am able to activate first, deploying my Nagas on the midline often leaves them exposed. Although covering them with a Regular sniper or two in a link is absolutely viable. When I started playing Neoterra, I was worried about their lack of infiltrators. The Locust seems cool, but putting a lonely model up the table without a token state seems really risky. I've only played one game with Neoterra so far, but I found that I didn't mind not having infiltrators at all. In fact, when my opponent didn't have an assault hacker, I ran my Swiss Guard over to his side of the table, killed a couple of models and then dropped him into suppression fire. It cost one or two orders more than it would have if the Swiss had been able to infiltrate, but he was shooting almost every order that I used on him anyway. While I do think that something like an infiltrating Grunt can be a huge asset and throw a massive wrench in your opponent's plans, I feel like some infiltrators can be a liability for yourself because you've left points exposed. I don't think that this is always the case, but infiltrators are often killed off more quickly than other units. I think that overwhelming infiltrators (four foxtrots and a few grunts) can saturate the midfield, and the alpha strike potential of infiltrators can be huge. Anyway. I was just brainstorming. What are your thoughts?