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About Nurambar

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  1. This is true, and is precisely what I did. The hacker grabbed the objective before she and the officer were killed. The problem was that, in the escalation rules, losing that linkteam cost me more points than I gained with the objective. I take it, however, that scoring objective points solely for kills is a feature of the escalation rules that is not typical of most missions.
  2. Thanks for your help, guys. I plan on trying to make more effective use of my linkteam, and also trying to integrate the Thorakitai better. I may need to buy Alke or someone to link them when I need to. One difficulty I have is knowing when to hide a model behind total cover, and when to leaving them peeking out for an ARO. @Palomides mentioned to me that part of the reason his Naffutan can move with such impunity is too few AROs, but on the other hand, it's painful to get a strong offensive unit toasted on your opponent's turn. So here's how I understand it. A unit should be left in ARO position when: 1- Its LOF is at favorable range bands. 2- It has defensive abilities (Total Reaction or whatever) 3- It's cheap. 4- It has no offensive abilities (Assault, etc.) 5- It's slow. 6- You can put it in suppression fire. 7- A position or objective particularly needs to be defended. Does that sound right? I'm not really trying to establish rules as get a general feel for when to expose my units to enemy fire and when not.
  3. Oh, it's absolutely a matter of him being a better and more experienced player, no question about that. But it's also true that this Haqq list (and its earlier incarnations at lower point values), represent challenges quite different from the Pan-O lists @Palomides made, and certainly I've found more difficulty dealing with them. In our early games, it was a matter of me leaving firelanes undefended, so a Naffatun would sprint around from behind or the flank on the last turn and kill two or three units. This most recent game the Naffatun were strictly defensive. But you guys have given some great advice. I believe you, but I'm scared nonetheless. Here's an example from the game: I'm moving my fireteam of Ajax, Myrmidon Officer, and Myrmidon Hacker toward the objective (Hack the HVT). Between me and it sits a small but of cover with a Naffatun totally concealed behind it and maybe five or six inches of space to pass on either side. To the right of that is another Naffatun, again behind total cover. I move Ajax to where he can see Naffatun A, but is still as far away as possible. Alas, he's still within flamethrower range. Ajax kills Naffatun A, and then fails three armor rolls and dies, leaving my sad Myrmdon Office and Hacker to the mercy of Naffatun B when @Palomides turn comes around. (They did manage to Hack the HVT first, so points!). So I'm still scared of the Naffatun. Now, due to @pedrogzc's advice, I can use the nasty trick to get the nasty Naffy in CC. Sweet. But this is the most interesting to me: That's changing the whole way I think fireteams. Thank you so much @Regelridderen. I've been using the fireteam mainly to boost the leader, rather than for order efficiency with a smartly built force conscious of range-bands. Awesome. Quick question, what do you mean that the Myrmidon Officer gives "button-pushing"?
  4. Here's the list I used for our 200pt games. It beat a Pan-O team (Phoenix tore the place up) but petered out sadly against Haqq. Phoenix was in a link with the Chain Rifle Myrmidons, Ajax with the Officer and Hacker. Steel Phalanx ────────────────────────────────────────────────── 9 1 PHOENIX Lieutenant Heavy Rocket Launcher, Nanopulser, Smoke Grenades / Heavy Pistol, DA CCW. (2 | 40) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) AJAX 2 Combi Rifles, Nanopulser / AP Heavy Pistol, EXP CCW. (0 | 39) MYRMIDON OFFICER (Chain of Command) Boarding Shotgun, Nanopulser, Eclipse Grenades / Pistol, AP CCW. (1 | 35) MYRMIDON Hacker (Assault Hacking Device) Combi Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0.5 | 31) THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13) NETROD Electric Pulse. (0 | 4) NETROD Electric Pulse. (0 | 4) 3.5 SWC | 198 Points Open in Infinity Army I'm glad to hear that I'm on the right track with Ajax, who is a great deal of fun. I was able to drop some eclipse grenades to some effect. The flamethrowers were less of a problem charging me as sitting in complete cover near my mission objectives. My friend has a great eye for placing them right where they can't be hit from range, but exactly where I need to get (like I said, he's definitely a better player). I'm now learning about Zayin Rebots. Very intriguing. I also wonder if I ought to grab an Ekdromos to drop in the backfield? Might prevent those flamethrower-dudes from getting too comfortable.
  5. So I've just gotten into Infinity and am having a great time so far. I've picked up the Steel Phalanx starter and the 300pt box (and Achilles, because c'mon). My friend, who's been playing for about a year and is much better than me, plays Haqqislam and Pan-O, but mostly Haqq. We've been playing the escalation games, which is nicely introducing me to the more complicated rules. Here's my problem. ODD on all my pieces is cool and all, but my buddy, when he plays Haqq, basically just makes sure that every piece on his team has either MSV2 (something that sounds like Jamba-Johns) or flamethrowers. The result is that the cool ODD (and most of my smoke!) is all but useless. I've tried featuring Ajax more heavily (so as not to waste points on ODD), but today he was wasted by one shot from a heavy flamethrower. Typically, the Jamba-John will sit somewhere high up with an HMG, and the cheapo flamethrower dudes stay it total cover guarding key points or HVTs. I'm a bit at a loss with how to deal with them. More Thorakites? (Insert meme here: "Can't stop my ODD if I don't *have* ODD") tl;dr: What do you do with a force specifically designed to negate Steel Phalanx?