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About yoink101

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  1. When running Achilles as your LT, I highly recommend chain of command. Achilles is awesome and he will wreck your opponent's day. He will also die, eventually. If he dies at the end of turn two and you don't have chain of command, you enter your third turn in loss of leiutentent and will be hard pressed to keep your fireteam in tact or contest any late game objectives. Achilles Limited Insertion ────────────────────────────────────────────────── 10 1 ACHILLES Lieutenant Spitfire, Nanopulser / Pistol, EXP CCW. (2.5 | 75) MACHAON Combi Rifle, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0.5 | 38) EUDOROS Mk12, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0 | 40) MYRMIDON OFFICER (Chain of Command) Boarding Shotgun, Nanopulser, Eclipse Grenades / Pistol, AP CCW. (1 | 35) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) DACTYL Engineer Combi Rifle, Flammenspeer, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24) YUDBOT Electric Pulse. (0 | 3) AGÊMA Marksman MULTI Sniper Rifle / Pistol, Knife. (1.5 | 30) THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13) THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13) THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13) 6 SWC | 300 Points Open in Infinity Army The short range in this list will only be a problem if you find yourself on a very open table or poorly deployed. Achilles can get up the table quickly, usually he can either muscle through an exchange beyond 32" or simply use one toss of eclipse smoke. I like to deploy the agema on the opposite side of my deployment zone as Achilles and have him overwatch the blond Titan without looking into my opponent's half of the table. The means that sending a warband under cover of smoke is not possible (unless it has eclipse) until the agema is dealt with, which will often take at least 5-7 orders. Achilles in suppression fire is not easy to dig out either. Be ware of fire and assault hackers in a token state though. They can make Achilles have a very difficult time.
  2. I've been playing neoterra and acontecimento for the past five or six months, and with Wotan and getting back to aleph/steel phalanx because I miss having badass MFers with swords. In my experience, pano has a pretty okay time going second. Between auxilia in neoterra, mines in Acon, and three fugazis in either flavor with a Warcore and a sweet defensive fireteam added to it all, I've always found that I can eat up an alpha strike with most of my main order pool in tact. Im struggling with this with Steel Phalanx. It didn't help that tonight I played against a guy who is very good and has a lot of experience playing against SP, but it's something I've noticed before. How do you weather the storm before you get a myrmidon link to the middle of the table or before you get Achilles into suppression fire?
  3. I have found that the Swiss guard has some ways to avoid exactly that. Namely hidden deployment and the camo state. With a high physique and a decent willpower, especially for pano, he is pretty reliable when it gets down to it. With to/camo and careful placement it canbe next to impossible to discover him without drawing serious AROs for other pieces you've placed. He needs to be supported should definitely not be left hanging out to get chewed up by a solid attack piece. Sometimes it's an awesome option in turn 3 though as he can eat up a ton of orders especially when some of the initial attack pieces have been cleared out. The hmg Swiss is arguably the best gunfighter in the game. If you protect him from warbands and ninjas he will excel in the role of gunfighter. The Swiss missile is the most reliable hidden missile launcher in the game. He can crush sloppy or even mediocre movement of link teams. The Swiss hacker is the toughest specialist that neoterra can bring. A phenomenal gunfighter and a very difficult target for killer hackers to get because of stealth and the to/camo state. He is a huge investment of points. If you take the time to practice with him and bring proper support (black Friars are actually great for this role with drop bears and msv2) he is outrageously fun to play and incredibly effective.
  4. I should be more specific, as a vehicle to get engaged. While a link with Santiagos will out shoot most light infantry, and even a lot of heavy infantry, without Multi Rifles they might struggle a little against TAGs. I can agree with that, depending on the situation. Forcing your opponent to have to make the choice is not bad. Also: Yes! I missed the IMM/2! That's fantastic! Isolating link leaders and immobilizing big attack pieces are fantastic tools for Santiagos to have. I'm in the same boat, without smoke to advance, I feel like the long range weapons are super necessary. I do really like the tool boxes that Santiagos have though. Their MA 1 is disappointing. I don't understand the rationale behind Pano knights not getting access to decent martial arts or other equivalent skills. If I were a ninja, I'd be worried about getting cut in half with a futuristic claymore. As it is, Knights are typically outclassed by impetuous rabble and any eastern sword wielder. I'm wondering if the panzerfausts/missile launchers from the magisters would be enough to close the range gap. With only BS 12 and no ability to add mods I worry about the efficacy and using magisters as a clutch part of my plan. On the other hand, with a two santiagos (spitfire and paramedic) linked with three magisters, there should be enough points and SWC for at least one TO MSR Order Sergeant. Or potentially a sierra bot that can be given marksmanship. I like either option, but with link teams being the most common threats I see like that, the Sierra actually holds my attention because of the burst advantage and shock. Something like: Military Orders ────────────────────────────────────────────────── GROUP 110 3 KNIGHT OF SANTIAGO Spitfire, Nanopulser, E/M Grenades / Pistol, AP CCW. (1.5 | 44) KNIGHT OF SANTIAGO Paramedic (MediKit) Combi Rifle, Nanopulser, E/M Grenades / Pistol, DA CCW. (0 | 41) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, DA CCW. (0 | 23) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, DA CCW. (0 | 23) MAGISTER KNIGHT Missile Launcher / Pistol, DA CCW. (2 | 32) FUSILIER Combi Rifle / Pistol, Knife. (0 | 10) TRAUMA-DOC (Father-Doctor) Combi Rifle / Pistol, Knife. (0 | 14) PALBOT Electric Pulse. (0 | 3) MACHINIST (Father-Engineer) Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8) SIERRA DRONBOT HMG / Electric Pulse. (1 | 25) GROUP 23 SPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27) FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) 5 SWC | 299 Points Open in Infinity Army It's definitely missing pieces. I'd definitely like a Fugazi, but the Mulebot is nice to have for the panzerfausts. Dropping the missile launcher for another panzerfaust wouldn't be a bad idea, although I do like the idea of having a missile and sierra for the opening moves.
  5. Is that only De Fersen? I thought it was both. Then I take it all back. I see no use for Joan at all...
  6. I'm painting my military order models and I haven't fielded them yet, but I have been looking at profiles and thinking of lists I'd like to run. I've always known that Santiago Knights have EM grenades, but I only just put together how awesome that is. A link team can speculative fire at a tag or hi at 13s if it's a five man link. That's pretty good odds to hit a tag and potentially neutralize it's heavy flamethrower long enough to get into base to base contact and proceed to rip the tag apart with ccws. Granted, I'd almost always rather have smoke than EM because it similarly removes an opponent's options except smoke does it better, for less points, is more likely to succeed, and can impact more models at a time, but still! Yay for Santiago Knights!
  7. I'm currently working on painting a bunch of military orders stuff, so I'm hoping soon to actually put my wild assumptions to the test. Please keep in mind, these are my wild assumptions. I don't get Joan. I know players who use her a do really well, but I don't get her. Shes 50 points, considering her statline, this is awesome. What I struggle with is the fact that bs15 and arm 5 aren't actually that good when you become frenzied. Effectively she is similar to a bs13 and arm 2 model that can hang on to cover. I know that the math doesn't actually work out that way and there are things she's way better at than a medium or light infantry. Taking her as a lieutenant seems good. She's a great LT with a sweet coordinated order. Except that I can't use her to attack early on because my choices for chain of command are not good. Unless I have the option for spec ops. That means I've spent 50 points on a unit that I need to keep in my deployment zone for the first turn or two because loosing her is not an option. I could have gotten two bulleteers and a fusilier LT for the same price. Granted, the SWC thing seems nice. If I take Joan in MO, I suffer the same thing. Or, I put her in a sweet knight link team and then her coordinated order is usually wasted because I'm burning a command token to reform the link team anyway. I have to admit, I prefer the idea of a link of knights and forgoing her LT order unless it becomes particularly advantageous. At that point though, I'd almost rather take her mobility platform with the spitfire and exp ccw because moving in with a bust 5 spitfire at bs 18 just seems like the greatest thing ever. I suppose the exp ccw would be worth leaving behind to get regular orders from a warcore, tech bee, and Switch though. With all of that in mind, the way that I think Joan looks most attractive is in a link like this for only 161 points. Joan Link ────────────────────────────────────────────────── 5 3 JOAN OF ARC Lieutenant Spitfire, Nanopulser / Pistol, AP CCW. (1 | 51) KNIGHT HOSPITALLER Doctor (MediKit) MULTI Rifle / Pistol, AP CCW. (0 | 41) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, DA CCW. (0 | 23) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, DA CCW. (0 | 23) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, DA CCW. (0 | 23) 1 SWC | 161 Points Open in Infinity Army It's a powerhouse. Couple it with the fact that the warcore, techbee, switch, fugazi, and minesweeper mulebot come in to complete the order pool just under 40 points, we have a solid combat group leaving enough room for four or five solid orders in the second group. Depending on the mission, I'd switch around the second combat group, but this gives me a solid variety of tools that I can use to support my heavy link team (a TO/sniper on overwatch and a TO minelayer/FO) One of the order sergeants could be swapped out for Konstantinos if MSV2 seems like a good idea. The Trauma Doc could be swapped out for a pathfinder if the Fusilier loses the FO status. Anyway, there are tons of options with an extremely aggressive link team able to hit hard from 0-32 inches. Joan Link ────────────────────────────────────────────────── GROUP 17 3 3 JOAN OF ARC Lieutenant Spitfire, Nanopulser / Pistol, AP CCW. (1 | 51) KNIGHT HOSPITALLER Doctor (MediKit) MULTI Rifle / Pistol, AP CCW. (0 | 41) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, DA CCW. (0 | 23) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, DA CCW. (0 | 23) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, DA CCW. (0 | 23) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5) SWITCH 2 E/Mitter / 2 Stun Pistols, Knife. (0 | 14) MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) GROUP 25 SPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27) SPEC. SERGEANT (CH: TO Camouflage, Infiltration) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33) MACHINIST (Father-Engineer) Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) TRAUMA-DOC (Father-Doctor) Combi Rifle / Pistol, Knife. (0 | 14) FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12) 2.5 SWC | 300 Points Open in Infinity Army I apologize for getting off topic, I know the op was about Joan and coordinated orders, but I couldn't help but have my thought experiment once I got started.
  8. The Regular hacker is great. Depending on how many hackers your opponent has, a Naga Killer Hacker can punish an overly expansive repeater network and clear the way for your guarda, bulleteer, or montesa.
  9. I love Fugazi in both Acontecimento and Neoterra. I think I like them even better in Neoterra because Acon has such a wealth of minelayers that can slow down all of those targets. For me, I love to shove two or three fugazi into the second combat group and leave them covering objectives out far enough that it takes an infiltrator or two or three orders of movement out of my opponent's deployment zone to engage. They are annoying enough that they need to be dealt with and a lot of people see them as easy targets to take out and less orders for me. So if my opponent takes out all of my fugazi and my fusilier missile launcher in their first turn, I'm in a good spot after that, because I can move something into my first group and I'm still at 10 orders to power my Swiss or Aquila Guard. I had a Swiss list, just in case. He never actually made an appearance for me. Probably because I didn't play against you.
  10. I absolutely agree. The Swiss is an incredible attack piece. Realistically though, white noise is rare enough that I don't need to worry about it during my active turn. If it shows up, I bring Bulleteers and a Fusilier link. The advantage of being able to reliably damage nearly anything on the table is a fantastic role for a Pano heavy infantry. Neoterra doesn't get smoke to cover their advance. Being able to reliably put aro threats down is a necessity. When you bring a bulleteer and give it marksmanship, it is a strong attack piece against anything except other units with camo/TO/ODD. That's where the aquila comes in. It's a counterbalance. I'd rather take the Swiss almost every time. If I had an msv2 remote and cheap smoke orders, I would always take the Swiss over the Aquila. But Neoterra doesn't have smoke. It doesn't have fast moving, flanking, msv attack pieces. The Black Friar and Deva are msv platforms, but bs 15 and 2 wounds gives the Aquila the ability to muscle through any exchange when it is on the active turn. The Swiss guard suffers against other units with TO and ODD because if both models are shooting at -6 it makes it more likely that both attackers will miss and that you will need to spend more orders or someone will get a stray crit. Not that 3 or 4 dice hitting on 9s is bad. The Swiss Guard is one of the best gunfighters in the game. You could make an argument that Achilles, the Cutter, and the Avatar are better because they're faster and can catch things out of cover more easily, but at that point you're basically looking at semantics. I agree. I'd rather have a cheap impetuous model to throw smoke for him, but Neoterra can't do that. So the comparison isn't really helpful. Looking at the Aquila in a sectorial that has some of the best TO and ODD platforms in the game. This means that opponents will use smoke, msv, flamethrowers, and warbands to counter those excellent attack pieces. This is where the Aquila shines, it counters most pieces that counter your pieces. Except eclipse smoke. But that's what dropbears are for.
  11. I have been playing nca for a couple of months and I recently (maybe ten games ago) started featuring the Aquila Guard in my lists. Previously I had put my effort into the Swiss Guard. I still get giddy when I put the Swiss Guard on the table. In a game of shooting, the Swiss Guard is one of the best gunfighters that you can field. TO/Camo plus bs 15 is a brutal combination. But this is about the Aquila Guard. My nca lists often feature a few key pieces: Two Bulleteers, one with a spitfire and one with a heavy shotgun. One or two hexas. Killer hacker is a go to specialist for me. The spitfire and sniper varieties are both fantastic. Using a Swiss Guard along with those, while awesome, does mean that I'm spending a lot of points on bringing things that instill a -6 modifier. That's all great, except when facing flamethrowers, warbands, smoke, chain rifles, msv2 or 3, or a handful of other threats. The Aquila deals with smoke tremendously. Even though it doesn't stack modifiers, msv3 along with bs 15 means that the Aquila rarely needs less than 12s. I don't know that I've ever gotten him into a situation where he's rolling less than 9s either. An hmg on the active turn with those numbers leads to a lot of gunfights that go your way. The Aquila has enough firepower to take on almost any target with confidence. Obviously, going up against something with an explosive aro can be risky, but that will always be the case. Puting the Aquila into suppression fire after you've taken out the big attack pieces is a wonderful tactic as well. I mean, I don't just put him into suppression where a missile launcher across the table will destroy him. I do take out big targets with the Aquila or my Bulleteers. Then I can move the Aquila up a little past my deployment zone and put him into suppression fire so that he's covering an objective or a specialist. He becomes a very difficult model to shift, because it is difficult to stack modifiers against his bs of 15. Warbands aren't able to sneak up on him (unless they have eclipse smoke) and he can eat templates that aren't fire and not worry too much. Anyway, I find myself really enjoying using an Aquila Guard. I want to try the multi rifle variant as Wotan get's going and we potentially see more tables with indoor/crowded terrain. Feel free to comment or ignore at your discretion.
  12. Medium Infantry fill an interesting role in infinity. In a lot of ways they are better than light infantry. At the same time, they have marginal physique and usually have a 4-2 move. Ideally, you are moving once and shooting with the second short skill, but that's not always practical or possible. Most medium infantry have armor 2 or 3, which can be good, but realistically with just 1 wound, they will drop with one bad armor role. Heavy infantry tend to be better at dominating the middle of the table because they have a higher physique to dodge mines and templates. They also have a second wound so that they can eat a template or mine if need be, and they have higher armor, usually 3-5, which is saves about 10% more armor saves. They are also hackable, which comes with other problems, like being vulnerable to any assault hacking skirmishers. I find that medium infantry tend to be great late game attack pieces or early long range attack pieces. Because of their single wound and higher cost they tend be a liability when used to aro. The warcore and 8 point flash pulse bots are awesome aro pieces, not because they win aros, but because they are cheap and waste enemies orders. Leaving a Nisse out to aro means that your opponent is choosing how to engage. Given the option, I'd use something with albedo, indirect grenade fire, a flamethrower, or a mine. All of those are things that mitigate a Nisse's ability to stack modifiers in its favor or force it to use its worst defensive stat, physique, to try to survive. On the other hand, if you use the Nisse on the active turn, you can choose to engage skirmishers with camo who don't have a good counter to your mimetism. Link teams can make medium infantry more effective, but they tend to be vulnerable to the same things I mentioned above. The Bagh-Mari link is one of my favorite link teams in the game. I typically find though, that unless it's a last turn objective run, by the time they pull out their shotguns, I've gotten them into a bad situation that they won't walk out of. I typically use them as a long range threat with the sniper and hmg, and then use Bulleteers for my early attack pieces. I highly recommend using bulleteers for that initial attack wave. They have weaknesses, but they are so cheap and so good at outshooting things that it doesn't really matter that they have serious weaknesses.
  13. Alright. Here is something: Military Orders ────────────────────────────────────────────────── GROUP 110 3 DE FERSEN Spitfire / Pistol, Templar CCW (AP + Shock). (2 | 58) KNIGHT HOSPITALLER Doctor (MediKit) MULTI Rifle / Pistol, AP CCW. (0 | 41) MAGISTER KNIGHT Missile Launcher / Pistol, DA CCW. (2 | 32) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, DA CCW. (0 | 23) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, DA CCW. (0 | 23) FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10) FUSILIER Combi Rifle / Pistol, Knife. (0 | 10) BLACK FRIAR (Albedo, Biometric Visor L1) MULTI Rifle, Nanopulser, Drop Bears / Pistol, CC Weapon. (0 | 28) MACHINIST (Father-Engineer) Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) PALBOT Electric Pulse. (0 | 3) PALBOT Electric Pulse. (0 | 3) MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8) GROUP 22 1 SPEC. SERGEANT (CH: TO Camouflage, Infiltration) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33) MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8) TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5) 5.5 SWC | 300 Points Open in Infinity Army I'd play this list with seize the antennas. It has a couple of very good specialists. You can use the missile launcher or the panzerfausts for an order or two at long range to get your link up to the midfield where they can lock down the button in the middle. The Fusiliers serve as LT decoys. I don't like the idea of using de Fersen as my LT for a couple of reasons: killer hackers can kill him pretty handily, it's not hard for players to isolate him because he is heavy infantry thus putting you in loss of lieutenant, also he's in a link so you'll only spend that LT order when you break the link to bring him out of it. This list has some gaps. I'd really like to fit the forward observer order sergeant, but having msv2 and drop bears if you're pressing buttons is really useful.
  14. Letting us know what missions you are playing for the tournament would be very helpful. One thing that I see right off the bat is that you haven't brought a link team. Two good reasons to bring a sectorial over a vanilla faction are higher ava of certain units and access to link teams and their bonuses. Your two options for a link team are order sergeants (including Konstantinos but not including specialialist sergeants) or Knights Hospitaller or Santiago. I've had ideas for running a couple of magister Knights on their own to operate like heavy warbands. In this case, I'd recommend picking either hospitallers of Santiagos and dropping most of the other Knights. Remeber that the link team composition can include three or four magisters, which is not a bad idea. I'll post a list in a moment, but unfortunately my phone is not good at importing lists from army.
  15. If your opponent isn't bringing antipodes, using a cutter or Swiss guard can ruin everything they've brought. Spending the last order of your turn to put these guys back in the Camo state is a necessity as it will protect them from those annoying anti-armor weapons you mentions. You still have to be wary of T2 and the auto cannon, but they lack msv2 and will have a hell of a time discovering you when they start at -9 because of to/camo and cover. Beware of infiltrating grunts with flamethrowers! Acontecimento regulars can bring mines. Mines are an awesome deterrent for midfield skirmishers. Drop bears are almost as awesome. Putting a mine just around a corner or by an objective so that your opponent has to get blasted by it to use his midfield skirmishers is awesome. Especially if you can place the mine so that he can't see it from his deployment zone. If you are playing acontecimento, they had a ton of options with mines. If you are playing Neoterra, you have a bunch of options with ODD or TO/camo. Use them to stack modifiers. Bring two bulleteers. Not everything in your opponents army will be a camo token. Go hunt those things and force your opponent to reveal some of those camo tokens to deal with the inmediate threat to his cheerleaders. If he doesn't reveal his foxtrots to slow down your marksmanship level 2 Bulleteer, then rejoice! You're going to clean out his back field and then he won't have enough orders to do anything with his camo tokens.