P-Chan

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About P-Chan

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  1. Kuang Shi provide regular orders, Monks don't.
  2. My first secondary faction was Tohaa. Then I branched out into Haqq. Primary is Yu-Jing.
  3. I have used DTWs with great success against AD units before. People tend to pause dropping close to unit that can cause a guaranteed hit, with no chance to respond!
  4. When I started, I found nested skills a little hard to remember. So, I wrote down each unit I was using and un-nested the skills. Sometimes I still find it convenient, but generally it's to the point now where I can remember all the nested skills. As a bonus, I have a better understanding and feel for the units I use, since not only did I un-nest their skills but I wrote down what each skill does. Bottom line, it is easy enough to write down all the skills on index cards until you can get a handle on what is nested. And, as a bonus, it helps players learn the units they use very well. As for listing each skill down, at the most extreme end you have WH40K eighth edition, where every skill is named something different (every example of Feel No Pain is named something different, for example). When I started, I found nested skills a little hard to remember. So, I wrote down each unit I was using and un-nested the skills. Sometimes I still find it convenient, but generally it's to the point now where I can remember all the nested skills. As a bonus, I have a better understanding and feel for the units I use, since not only did I un-nest their skills but I wrote down what each skill does. Bottom line, it is easy enough to write down all the skills on index cards until you can get a handle on what is nested. And, as a bonus, it helps players learn the units they use very well. As for listing each skill down, at the most extreme end you have WH40K eighth edition, where every skill is named something different (every example of Feel No Pain is named something different, for example).
  5. As a new player, I actually found it easier to wrap my head around sectorals, since there were less unit options available to me - made it easier to pick out units that I was comfortable playing with. Fireteams are similar enough to squads in many other games that keeping them in coherency was fairly simple. The issue that I find new players around here have the hardest time handling is picking the "best" units from vanilla, when there are so many, and it is hard to handle unit synergy and unit rules for such a wide variety. Sectorals takes some of that out of the equation.
  6. Nonono, you mean Yu Jing is the only good guy, the one, true benevolent power.
  7. Yu-Jing, for sure. Tohaa, there are some models I really like, and some I am just awkward with - I need to expand my collection there. Haqq, I am looking forward to exploring, they seem like they will force me to play in a very different style from my Yu-Jing.
  8. Yu Jing and Tohaa were my first two armies - I really wanted to play Yu Jing, and couldn't pass on the Tohaa army box. Now I am branching into Haqq, dabbling with the idea of expanding into ISS, and I have the Nomad and PanO forces from Icestorm. All in under a year of playing, no less!
  9. Here is my 2¢. 1) I wouldn't bother with the Kumotail. It's expensive, relatively speaking, and unless you need a doctor for some mission, it is better replaced with a paramedic and Kosuil. The Kosuil is actually a relatively decent fighter - BS 12 and K1 deals with a lot of threats, especially in a triad. 2) Dedicated ARO pieces are generally vulnerable, since the active player can usually pick engagements that are favourable to them and deal with your ARO piece. Our symbiomates and symbiont armor help mitigate that somewhat, but I would be a little leery of putting an expensive piece out. That being said, the HMG Chaksa is relatively inexpensive and the high reactive burst helps mitigate some of the problems ARO pieces have. 3) I love taking two Sudras. They are real effective and inexpensive. Don't forget, the Kerail has a weapon that causes shock! 4) Personally, I have had bad luck with the Gao-Rael sniper, but had decent games with the spitfire. That is my vote for a mid-range objective team. I usually use a Nikoul for sniper support. YMMV. 5) Symbiobombs on the Sukeul is real effective. Worth checking out!
  10. If you are primarily running a list to learn hacking try something like this. Group 1 - Saladin Lt. - Hunzakut FO with deployable repeater - Hunzakut FO with deployable repeater - Tuareg AHD - Barid KHD - Barid AHD - Leila Sharif KHD - Ghulam HD - Ghulam Doctor Plus - Azra'il AP HMG Group 2 - Najjarun Engineer - Warcor - Daylami with panzerfaust, limited camo and inferior infiltration - Daylami with panzerfaust, limited camo and inferior infiltration - Daylami with panzerfaust, limited camo and inferior infiltration - Daylami with panzerfaust, limited camo and inferior infiltration - Daylami with panzerfaust, limited camo and inferior infiltration This gives you a bunch of hackers to play around with, of varying types, a bunch of deployable repeaters, and some decent firepower.
  11. Best advice I can give is to get the Red Veil box (maybe split it with someone) and play through that. Then get the Beyond Red Veil box that is coming out soon and get the Dire Foes expansion for Red Veil. That will give you a good base to expand from. Other purchases I would recommend are the Muttawi'ah box and the support box. Also, download the ITS rules from Corvus Bellis website and the 20x20 rules - both are free and give you some scenarios to play with and read up on. Don't forget, in Infinity you pick the mission and army before you make your list, so you know what the objectives are and what faction your opponent is playing. Infinity is strongly objective based, rarely do you play "kill everything, last man standing" kinds of games (unless that is your thing, but then I feel you are missing a lot of the depth of Infinity). Also, just as an FYI, assault hackers are generally considered weaker to killer hackers, so unless you know your opponent and know what s/he favours, if you want a default hacker then either pick a KHD or HD.
  12. I think the 300 point list Section 9 built is based around Red Veil and the models the OP stated he had bought, not necessarily the best options available at 300 points. Yes, it would be better to buy some KS and a CG controller and some monks, but for starting out, until the OP decides what direction he wants to go, the list Section 9 gave is decent and gives some variety to try out.
  13. Personally, I like the Terracotta HMG Lt - only 1 SWC and it has an automedkit. You might also want to consider proxying in a Karakuri - you can get a Mk. 12 for 40 points and no SWC, and it is a FO. If you take both, that is around 70 points/1 SWC. Fill in with CG and KS to provide cheap orders and then add what you need. I also don't usually use Zhanshi - if I want a cheap cheerleader I use KS or Keisotsu and if I want a cheerleader who is able to do something, I take CG.
  14. Su-Jian ITS list──────────────────────────────────────────────────GROUP 18 1 1ZÚYǑNG Lieutenant (AutomediKit) HMG / 2 Breaker Pistols, Knife. (1 | 39)HSIEN HMG, Nanopulser / Pistol, AP CCW. (2 | 61)NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29)SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (0 | 14)YÁOZĂO Electric Pulse. (0 | 3)KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10)KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10)KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17)GROUP 26 1 5SÙ-JIÀN Spitfire, Light Flamethrower, Panzerfaust / Heavy Pistol, Knife. (2 | 59)SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13)KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) 6 SWC | 299 PointsOpen in Infinity Army Hac Tao ITS list──────────────────────────────────────────────────GROUP 19 4ZÚYǑNG Lieutenant (AutomediKit) HMG / 2 Breaker Pistols, Knife. (1 | 39)HAC TAO (Executive Order) HMG, Nanopulser / Pistol, DA CCW. (2 | 69)HSIEN HMG, Nanopulser / Pistol, AP CCW. (2 | 61)KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 40)CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13)KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)GROUP 23 2 2SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)YÁOZĂO Electric Pulse. (0 | 3)KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17)TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (0 | 14) 6 SWC | 300 PointsOpen in Infinity Army For both lists, I tend to spread out my HMGs, with the Hsien in the middle for better MSV coverage. I also have no problems failing guts checks and hitting the deck if I don't feel the reactive turn exchange is good. In both lists, the Terracotta tends to do a lot of work, as it always seems to be the lesser of all evils. On the first list, I usually use the first turn clearing out obvious threats, leaving the Su-Jian parked somewhere safe. Turn 2 usually sees the Battle Kitty™ running amok. The odd times I have run the Su-Jian up the first turn, I try to leave it protected - climb up on a roof, go prone, get in cover. Optionally, swap the Su-Jian with the Terracotta HMG if you want to feed more orders to it. Second list, I use the Terracotta more aggressively, since I have XO to fall back on. Generally I try to engage in long range gun battles the first turn, moving up as needed (sometimes using coordinated orders). Karakuri is often my turn 1 piece I am pushing up, as I want the HMGs elevated if possible.
  15. I seem to remember seeing something along these lines being covered in the Q&A part of the forum (it was about dodging off rooftops and taking fall damage) and the consensus being you can't use special movement skills like climb or jump, you have to keep your base against the surface you are standing on (so no dodging off rooftops).