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Found 34 results

  1. Hello folks. The pictures are terrible, but I figured I'd share some of my Onyx Contact Force miniatures.
  2. Hello fellow alien commanders, so you looked at a couple of Corvus Belli’s excellent Onyx miniatures and want to get started? You enjoy playing with miniatures so big that they barely fit on their base? Or are you an experienced player looking for a place to discuss advanced tactics? Well, this thread is for you. I will shamelessly copy the tried and true structure of the various excellent tactics threads in this and other sub forums and use the following structure: Faction overview Unit discussion List building General strategies (WIP) Sample lists (WIP) Faction-specific strategies (coming soon or “mañana”) Mission-specific strategies (coming soon or “mañana”) This guide is aimed primarily at ITS play. While most of the things I will write here may be true for other mission systems please keep in mind that I use the ITS lens for my unit assessments. Usability of units and profiles will vary greatly on how specialist-dependent your mission system is. I will try to keep this thread up to date with profile changes and FAQs and I look forward to your, perhaps differing, thoughts on the matters I present. Faction overview Introduced with HSN3, the Onyx Contact Force is Infinity’s latest faction. The Onyx Contact Force is a task-specific sectorial, meaning it doesn’t limit you to one of the CA’s races but presents you with select options from all the races in the EIs repertoire. The Onyx Contact Force’s main strategy is crushing enemy resistance through sheer force - most tricks we have are ultimately aimed at killing stuff. Onyx’ style of play can be compared to PanOceania’s. Strengths Perhaps the best active turn shooting capabilities in Infinity. While Onyx’ BS ratings aren’t stellar, the vast amount of Assisted-Fire capable REMs, including lots of special weapons and even specialist options, secures them a top spot in this category. Great reactive turn shooting capabilities: With our excellent link teams, Q-Drone, Overdron and Noctifer ML, Onyx can form an impressive gun line. Just keep in mind that some of our units need to be buffed in order to operate at full capability, meaning they are at serious risk when your enemy gets the first turn. Excellent hacking. Specialist and Hacker Lieutenant options. The only Evo Hacking Device which can shoot. Cheap TAGs. Drop troops with more than 1W. Effective high order count lists are possible. Weaknesses Only one Doc option… and only one Engineer option… and only one D-Charge option… all on the same profile. Many good choices are vulnerable to hacking. No Killer Hacking Device, which can be a problem for REM-focused lists. No Smoke. No cheap infiltrating camo troops. No Mnemonica Lieutenant options and no dirt-cheap (10 points) Lieutenant profiles. Unit discussion Imetron Imetrons are AI beacons. At just four points, they provide Onyx with a regular order. However, they need to drop using combat jump and they can’t do anything by themselves (not even dodging). If Imetrons fail on their combat jump roll (40% chance) they suffer dispersion. If they disperse out of the game table, they are lost to you: Something you should avoid at all costs. This is why I would advise you to deploy your Imetrons in the center 16*16 area of the game table. This way, they can’t be lost due to dispersion. I’d advise to put them in places where enemy troopers will need two or three orders to reach them and away from mission objectives. This will make going for them an unattractive task for your adversary. Another interesting strategy is using Imetrons as traps: Put an Imetron at a rather easy-to-reach place, let enemy Infiltrators come near and then shoot them in the back with your Malignos in Hidden Deployment. You have a Malignos in hidden deployment, right? Imetrons are a good way to bring a solid list to 14-16 orders and if I use such a list, I will always have used two of them. If you go for a 10-11 order list, it’s better to leave them at home. With a rather low model count, having two models that can’t do anything won’t do you any good.
  3. This is my experiences from our recent tournament hosted by Tuomas Helminen at Alphaspel. Limited insertion, 200p no specops. Pre game though I wanted to branch out from my regular CA game style so I decided to try out ONYX. I have previously tried both Yu jing and a lot of JSA. My two lists were pretty similar, one having a Shrouded with missiles and the other a TR remote. Both lists had a Rodok link with an umbra, two Ikadrons and usually a imetron. Game day We gathered terribly early to manage to get four game in on just one day. 16 people playing, some new some very experienced. The organiser and my eternal nemesis Tuomas was playing his infamous vanilla ariadna. I offered a prayer to the EI that I would not have to face him today since I have never bested him. First game, Firefight vs Neoterra played by Arvid. Great game and great opponent. Arvid ran a fusiler link and a Squalo TAG with a heavy grenade launcher. He planned to just spend his 10 orders raining grenades in speculative fire if he got first turn. (Did I say great guy? I probably meant evil) Luckily, he did not. I won initiative and went first. I deployed fairly central with my link, ready to grab one objective on my way over to Arvid's force. My experience tells me you have to be aggressive with the Rodoks and at 200p most people sacrifice ARO capacity for offensive capacity. I sure know I did. Arvid had only left his fusiler Missillauncher standing on a building with the rest of his army prone on rooftops except for two CSUs who guarded the way to the linkteam. The evil TAG was hiding behind the linkteams building. First turn. Onyx turn 1 Activating my lovely monkey link I sent the first to the panoply where the umbra joyfully found a pair of Mimitism pantaloons. Suddenly everyone in my link had mimitism. Monkey number 3 placed a AP mine between the panoplys and then it was time to face the link. My umbra with spitfire jumped 6" up in the air and came eye to eye with the standing fusiler. I had burst 5 at 18 and he had bust 2 at 12 (thank you mimetism) Arvid then proceeded to crit my umbra in the face, first blood Arvid. Without my lovely spitfire and no five man bonus I lost a bit spirit but decided to see what four monkeys with shotguns could do at close range. The link advanced, gunned down the pesky CSUs on the way. Arvid decided to shoot combis instead of nanopulsars to get the ftf rolls. That suited me fine since my apes won all rolls and reached the house of fusilers unharmed. I was now running low on orders and decided to engage the TAG instead of his link. A brave Rodok peaked the corner with its shotgun and fought the TAG at close range. The TAG was tough though! 3 orders later the TAG was damaged but not dead! Funny how you can miss 1/3 shots on 18 three orders in a row. Must be a one eyed Rodok. I had ran out of orders, the tag was still alive but if it moved it would suffer severe wrath from my Rodoks. The rest of my link was spread out, covering the building with the fusilers as best I could. Pan O turn 1 Arvid was down three orders (yea, I killed a flash bot as well) but still had an intact link and a TAG. Luckily his tag only had longe range weapons and monkeys with shotguns right next to him. He started with a lean out and shoot with his fusiler with ML against the Rodok threatening his TAG but I won the ftf and his fusiler was pasted. He then moved his tag to fight all my Rodoks at once and split his multi HMG between all four. I won every roll (except for one but monkey number 2 passed his ARM save, this would prove to be a trend) and his TAG ceased to be. So far I liked my reactiv turn better then my active. The rest of his orders went to his fusilers where the leader engaged monkey number 2 in a prolonged firefight at close range. Monkey number 2 proved to be unable to fail ARM rolls even if he was pretty bad at winning ftf rolls. Onyx turn 2 With my link intact and at optimum range for shotguns I spent my turn carefully picking the fusilers apart. Better burst, mimitism and linkbonus is brutal in combination. 9 orders was more than enough to kill all the fusilers and the engineer hiding nearby on another rooftop. Rodoks may only be 4-2 but superjump more than makes up for that in a urban environment with buildings. Arvid never got to have a second turn and I scored 10-0. Great game but had he got first turn I dread what would have happened. My list is good for alphastrike but poor in ARO, this would prove true for most lists I faced that day. Game 2 decapitation vs Steel phalanx Decap is really hard in ITS 9. 16" deployment and a hwt at 20? How should I keep her alive? (Dragon lady) My opponent usually plays vanilla Aleph but wanted to try SF for limited insertion. Makes sense since they excel at few models and have great links. Luckily I face SF and Aleph a lot so I at least knew what to expect. Expected Phoenix, some myrms and many Ajax. Was not disappointed. I won the roll off and chose first turn, really crucial in decapitation. I planed on a strong alphastrike to reduce his orderpool and kill his hwt. Boy did I fail... I put the link in the centre, TR bot to my left on a building and everything else hidden like the cowards they are. My opponent put the one link with Phoenix to his right, nearly in los of my umbra (luckily my umbra was prone) his other myrmlink with Ajax was placed central in a building with a warcor in top. Some netrods scattered midfield. His datatracker was Ajax, mine was the umbra. Onyx turn 1 Alright, time to march up the field, kill the hwt and hide on a building in his deployment zone preferably protected by mines. Solid plan, but no plan survives contact with dice. I advanced forward and after several orders reached the building where the warcor was guarding the roof. And guard it he did.... The umbra jumped onto the roof to kill the reporter only to be critically flashpulsed witch made it impossible for it to kill the hwt. To add insult to injury the pesky warcor managed to flash another Rodok before Rodok number 2 turned the reporter to paste. So Thera I was, low on orders and unable to kill the hwt this turn. I had managed to destroy a Netrod but that was all I had to show for my "Alphastrike " I placed a mine close to the building with Ajax and then sent a monkey with boardingshotgun to take Ajax on. Ajax decided to dodge and did so with a crit, hiding him further inside the building. Curse my luck! (He got hit by the mine though and it damaged him) I was now nearly out of orders and out of luck. Nothing to do but laugh, position my apes on roofs, run supportware on my TR HMG and await the slaughter. Steel phalanx turn 1 My opponent had plenty of orders but I was fairly well entrenched with many shotguns to defend my newly occupied roof. He activated his linkteam to provide some smoke for Ajax when we realised my TR HMG actually had los to the smoke tosser. He got the smoke out but lost the myrm since he elected to not cover himself with the smoke, making it a normal roll for the remote. He now hade smoke to move Ajax in but some uncertainties in how smoke and buildings intermingle caused him to waste orders to little effect. He simply didn't have orders to reach my monkeys on the roof AND kill my hwt. He chose wisely to go for the hwt but since Ajax was already halfway engaged with the Rodoks, Phoenix had to do it and witch made sure he did not get the full points for killing her (and she survived a hit from his rocket launcher, tough customer) To reduce my orders he sent Ajax out of the smoke and into los of my HMG Rodok and monkey number 2. Some lucky dice rolls on my part now caused a crit and another hit from nr 2 while both Ajax and mr HMG failed to hit anything. Ajax failed his ARM and was dead! I was beginning to like my reactive turns. His last orders sent a lone myrm up against my TR bot while Dr Machaon and Phoenix stood bodyguards for his hwt. Chainrifle met HMG in mutual destruction. Onyx turn 2 Having only lost a bot made sure I hade plenty of orders. I now really just needed to not let my umbra die so it could kill his hwt. The link advanced closer to the bodyguarding Greek characters. Monkey number 2 with his shotgun took the lead and advanced into close gun range of Phoenix. ODD is a really good defence but Rodoks have mimitism and the +6 rangeband from shotguns. A fierce firefight took place, both Machaon and Phoenix traded shots with nr 2 but in the end only the monkey was left standing. Low on orders my umbra kills his hwt which means it was pretty much game over. In his second turn his last surviving myrm hits my umbra with a chainrifle (why does it always fails its dodges?) just for spite and that's game. 10-2 for onyx after a really intense game. After my failed first turn I thought I was doomed but other people can have crappy turns to. Decapitation is hard and I was surprised it had gone so well for me. Two solid wins placed me at the top end. This is usually where I meet Tuomas and fails horribly but not today. Game 3 vs Patrick's military orders Patrick had brought his military orders and had also scored two 10p games. It was time for a game of Frontline against Joan d'arc and her power armour buddies. Patrick claimed I had met his military orders previously but since I have the memory of a squid I just had to take his word for it. I expected a link of some kind and some cheap cheerleaders, possibly a TO sergeant. I was wrong on the TO but the rest was pretty spot on. He had a few flashpuls remotes, a FO remote and two knights, one with HMG and one with shotgun. He then of course had Joan, a fusiler hacker and a warcor.... I won the roll of (again!) and chose first turn. This was in the same board where I had just faced steel phalanx so I deployed pretty much the same. My opponent deployed his link in the house where Phoenix and Machaon had started. What is that house? A superhero clubhouse? His orderbots were hidden further back. His warcor was standing exactly where the last one had been standing. Many he was his replacement. He at least had gotten the memo, "they don't like flashpulses" Onyx turn 1 Scoring at the final round but still choosing first turn? I had realised that my list probably couldn't handle a strong opponent at long range. At close range with my cqb weapons I held a strong advantage. I knew Joan is strong and she was standing in cover so I decided to go for his orders and the rest of the link. I sent my Rodoks up the centre, my HMG trading flashes with the warcor and guess what, I was blinded.....(stunned actually, its HS3 now baby) Luckily my umbra had now learnt how flashpulses work by now and in the next order I killed the annoying reporter with the umbra spitfire (6-2 with superjump and a spitfire is crazy good) Further advancing my umbra got los to the knight with shotgun and started a firefight outside the shotguns favoured range. The knight folded like paper despite its high armour. I advanced further, low on orders now and engaged the HMG who now found it self in a simple duo, no burst bonus for you! It fell quickly to the umbra spitfire. I now got to cocky and spent my last order sending the umbra onto a roof to shoot down on the hacker. The hacker died of course but this left the umbra exposed since I didn't have orders to pull it back into total cover. My Rodoks also wasn't safe enough. Something that Joan would soon use to her advantage. Military orders 1 Patrick basically had Joan and a few orderbots (yeah yeah, one was a FO with combi) but Joan is no slouch! She walked out the door and vaporised my poor umbra in one quick order. She then hunted down one poorly placed Rodok and ended her turn in suppressive fire in cover. Onyx turn 2 Poor umbra, it usually dies and never gets to eat anyone! Well, with my link in pieces and no umbra I decided to hunt more orders and avoid Joan. My Ikadrons advanced, their baggage rule being crucial to my taking and holding. I sent the one on the right far inte Patrick's deployment zone to hunt down a flash bot who proved a master at dodging. After about 3 attempts with my flamethrower it finally died. The Ikadron on the left walked into the building where Joan just had been, catching her in its repeater range. My only hacker was a nexus with a regular hacking device, not really a great shot against her BTS and WIP but you never know. That ended my turn Military orders 2 A few less orders didn't stop Joan. She advanced to the centre of the board, killing a Rodok and my TR bot I had placed a bit foolishly. (Her stealth protected her from my repeater) She then couldn't really find anything to kill since my forces were either hiding or dead. She claimed the centre zone since she was the datatracker and this gave her as many points for the centre zone as the zone closest to my deployment. On my third turn I rushed some models inte zones and avoided Joan. On Patrick's turn not much happened. We counted points and waved intel com cards around. I held two zones and Patrick one. His intel com card gave him the middle zone with 2 points to spare!!! This gave me a narrow 5-4 victory. Wow, Joan is really good. When I had killed so much in my first turn I expected a easy reactive turn but nope! I'm just happy my poor monkeys can hide on roofs, swearing oaths of vengeance against the horrifying Joan d'arc! Time for the final game. But who will I meet? As it happens. Despite Patrick's just loosing a game he STILL had the second most points! So game four, grand finale was against Patrick's military orders again! Game 4 vs military orders I really didn't mind. Patrick is a great, fun player and we both decided to switch to our B list to not let the other one know all our secrets right away. My second list swapped the TR HMG for a noctifier with missile-launcher and traded a nexus hacker for BIT&KISS. B&K was by this time not updated so I used the old one with white hacking device. The new one is probably 1000% better but the old one gave me a cheap hacker and I had a great model I wanted to use (limited Druze hacker, thanks Johan!) So, last game. It was annihilation and we were playing on a great table that looked like a junkyard with piles of broken cars. Patrick's B list traded one knight and some remotes for a order sergeant link with constantinos and a HRL and a spec sergeant with MSV 2 and spitfire. The dreaded Joan d'arc was still leading the force. Patrick won the roll of and chose first turn! My only match where I was going second. This felt wrong and made med deploy as defensive as possible. I hid most models in my left corner, behind lots of broken cars. My plan was to use KISS as a disposable ARO piece and have my noctifier in hidden deployment on an ambulance where it had los on Patrick's linkteam, if they left their total cover. This was only the second game with the noctifier but the entire internet claimed they were good so I was hoping for success. My right flank consisted of a single Ikadron hidden behind an abandoned building. Patrick chose Joan as his datatracker and I chose a Rodok paramedic that I thought I had hidden particularly well. That would prove to be untrue. Military orders 1 As expected the linkteam got the first order and 3 of them walked into los of my hidden noctifier. Death or glory I figured and revealed my hidden noctifier. Patrick decided wisely to dodge but my roll beat all of his so the three sergeants including the HRL was vaporised. Great start! My noctifier was now revealed and Patrick sent his spec sergeant with the spitfire to get rid of him. It took a few orders but the sergeant got the job done. Had I been able to put the noctifier in cover I might have made it but cover and los to the link was impossible. With his last orders Patrick sent his hospitaler knight with HMG onto a roof on the centre of the board, from there he had great view of my deployment zone and would really prevent me from advancing. He also managed to gun down a Ikadron, my datatracker Rodok (only unconscious!) and KISS. He then used Joan's lt order to put the spec sergeant and the knight in suppressing fire. Tough start. Onyx turn 1 I was under suppression from two angles and my datatracker was bleeding out behind a car. The sergeant wasn't so bad since I was fairly certain I could use my HMG at greater range than 24" but the knight was a real problem. Luckily I had my lone Ikadron on the right flank! I fed it orders and it advanced towards the knight who luckily was looking the other way. It hosed the knight with fire but the hospitaler made his dodge change facing roll. Ok in my book since he lost suppression when he did so. Now, with the knight a lot less dangerous I sent the umbra at the knight. The umbra easily won the firefight and I was now free to engage the spec sergeant with my HMG. Patrick decided to dodge but my reliable Rodok HMG cut the sergeant to pieces. I was a bit low on orders so I tried to revive my datatracker with a medkit but the poor Rodok did not survive the rough medication. Shame, I really prefer my linkteams at full strength. End of my turn. Military orders 2 Patrick was also rather low on orders but he sent his two surviving sergeants forward onto his right flank and once again used Joan's order to put his entire force in suppressing fire. Onyx 2 I spent my orders sending my link after the last two sergeants, using my HMG at good range to break their suppression and neutralise them. Somewhere along the line Patrick's warcor also got gunned down. This game it proved less of a nuisance luckily. Military orders 3 Joan was once again last women standing but that hardly slowed her down, she advanced into cover midfield and suppressed shouting "Fight me!" Foolishly I tried.... Onyx 3 Not really taking the time to realise Joan is only 49points so I would gain very little by killing her (she was the datatracker so 2 points perhaps) I sent my link led by the HMG out on my left flank to try to once again outrange suppression and force her to fight me on my terms. Unfortunately it was a bit late in the day and my power of estimating range failed. We was at 22" and Joan got to roll 3 dices at my Rodok. She rolls a critical and my poor HMG gets shocked to death. That gave me a wake up call and I realised I really didn't need to kill Joan (and I don't think I could have either) I washed my last orders and we shook hands. Not really sure of the score but somewhere about 7-4. I know I lost at least some point for loosing my HMG in the last order. Didn't matter though but Joan has now cemented her place as enemy number one for my Rodoks. It was a great game, it really felt like I always had the right tools for the job. Linkteam advancing - noctifier Suppressing knight - Ikadron with flamethrower Pesky humans in suppression - HMG at 25"+ Never had a solution to Joan though Four victorys gave me first place and first pick from the prize table. I quickly grabbed Jethro from the outrage box (great proxy for Knaus since they have the same Cube) Reflections and afterthought Limited insertion 200p is rather tough. Most list struggles to fit both offensive and defensive pieces in. The trend seams to be to go for offence and sacrifice ARO to some degree. I didn't face a single TR remote! Most people preferred sectorials for the links and the combination of better ARO and active turn boost. Going first also seams to help. A quick show of hands revealed that 6 of the 8 winners from the first and second match had chosen first turn. I wonder how a strong ARO list would have fared? Maybe next time. Thanks to Tuomas Helminen for once again hosting a tournament in Stockholm. Thanks to all the great players who makes playing so much fun. And thanks for reading. Leo, proud servant of the Evolved Intelligence
  4. I'm new to CA and am giving Onyx a go. I've searched around and it appears that if anyone is going to run a sphinx in Onyx, they're using similar lists with a unidrone plasma sniper link in support. Has anyone tried them with a Rodock link and a Q drone filling the overwatch role? Think of this list for missions like show of force and looting and sabotage: Sphinx + Rodocks ────────────────────────────────────────────────── 10 SPHINX Spitfire, 2 Heavy Flamethrowers / EXP CCW. (2 | 106) SCINDRON Flash Pulse / Knife. (0 | 0) Q-DRONE HMG / Electric Pulse. (1 | 26) E-DRONE Combi Rifle / Electric Pulse. (0.5 | 28) RODOK HMG / Pistol, Knife. (1.5 | 27) RODOK Paramedic (MediKit) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 21) RODOK Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) RODOK Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) NEXUS Lieutenant (Specialist Operative) Combi Rifle / Pistol, Knife. (0 | 16) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23) SLAVE DRONE Electric Pulse. (0 | 3) SLAVE DRONE Electric Pulse. (0 | 3) 5 SWC | 300 Points Open in Infinity Army
  5. Write up of my last game of the summer - Pulpibeer Fest!
  6. Anybody successfully convert their Overdron to wield an HMC? I love the TAG, but the tiny plasma snipers just don't do it for me. I really wish CB had released the box with more than one weapon option.
  7. Decided to try out my Maakrep Tracker HMG in the last couple of games I've played and he's ended up not doing very much at all. First game I went second so left him prone, and when it came to my turn I had no targets, with my opponent ducking everything back into cover. I ended up leaving him prone for the rest of the game. Today I went first but my opponent deployed everything prone so the Maakrep ended up doing nothing first turn, dropping prone at the end, and again did nothing second turn. Third turn he got a kill but by no means made his points back. So, in my active turn he's often starved of targets, and in reactive turn he's too valuable to leave hanging with B1, which negates his ability to see through smoke and snipe out camo. His only real use has been to dissuade my opponent from attacking up his side of the board, but that seems a lot of points and SWC to pay for that. What am I doing wrong? Should I switch weapon to a sniper rifle? Should I leave the HMG standing in my reactive turn and hope for the best with B1? Should I ditch him?
  8. This scenario seems rough for Onyx - Umbra and Rodoks can't move for shit in rough terrain, Unidrons can't synch with civs. Any tips?
  9. I'm proud to say that I'll be attending Interplanetary this year, competing in the tournament. This is going to be my second time. Like last year, I'll be bringing Onyx with me. Unlike last year, I have played Onyx to death since it's release, I'm now at the point where I know every single stat for every single trooper in the sectorial along with point and SWC cost. A lot of information important to both my professional and social life has been pushed out to make way for it. Because of this however, I like to think that I've become as integrated with my lists as I can, with every possible strategy I can use experimented with, and every enemy advance predicted. (I will get proved wrong and pay for it) As we approach time to fly out to Vigo, I'll be posting my thoughts and strategies here. I'll likely refrain from posting my lists until after the tournament has started as you never know who's reading Also, like last year, I will be asking where the Combined Army KHD is. If/when any exciting CA news is revealed I'll try my best to post it here in good time, but please appreciate that with Pulpibeer available at the venue, I may forget how to type ^.^
  10. Man, the Suryat sculpts are so good, and the whole idea behind them in a strike team is awesome - but apparently they're just not very good? What were some awesome Suryat moments in your games? What do they excel at?
  11. 300 Onyx GUESS WHO!──────────────────────────────────────────────────GROUP 110 UNIDRON K1 Combi Rifle + 1 TinBot A (Deflector L1) / Pistol, Electric Pulse. (0.5 | 17)UNIDRON Missile Launcher, Light Shotgun / Pistol, Electric Pulse. (1.5 | 20)UNIDRON (Forward Observer) Plasma Carbine / Pistol, Electric Pulse. (0 | 15)UNIDRON (Forward Observer) Plasma Carbine / Pistol, Electric Pulse. (0 | 15)UNIDRON Spitfire / Pistol, Electric Pulse. (1 | 18)E-DRONE Combi Rifle / Electric Pulse. (0.5 | 28)M-DRONE Combi Rifle, Sniffer / Electric Pulse. (0 | 17)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)GROUP 25 UMBRA LEGATE Lieutenant K1 Combi Rifle, Flash Pulse / Pistol, DA CCW. (0.5 | 40)OVERDRON 2 Plasma Snipers / . (2 | 69) STALDRON Flash Pulse / Knife. (0 | 0)MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23)SLAVE DRONE Electric Pulse. (0 | 3)ÍMETRON . (0 | 4)ÍMETRON . (0 | 4) 6 SWC | 299 PointsOpen in Infinity Army Gah didn't mean to post can I not delete this? Either way, been struggling a bit with Onyx and wondering if this would work - obviously you'd fiddle with it based on scenario and whatnot.
  12. Write up of the second half of the Garagefinity II mini-tournament as Onyx and USAriadna fight it out for the overall honours. Enjoy!
  13. A write up of the first game of the Limited Insertion mini-tournament played this weekend. Thanks for looking!
  14. I'm posting this for entertainment value only, hopefully we can enjoy ourselves with this thread. I'm not going out to buy a whole bunch of unidrons and actually play this list, nor would I recommend others do so. Let's just enjoy the sentimental side of imagining this list doing well, in the situations where it would work. Waves of Unidrons ────────────────────────────────────────────────── GROUP 110 UNIDRON Spitfire / Pistol, Electric Pulse. (1 | 18) UNIDRON Plasma Sniper Rifle / Pistol, Electric Pulse. (1.5 | 24) UNIDRON (Forward Observer) Plasma Carbine / Pistol, Electric Pulse. (0 | 15) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) NEXUS Hacker (EI Hacking Device) Combi Rifle, Nullifier / Pistol, Knife. (0.5 | 24) R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) Q-DRONE HMG / Electric Pulse. (1 | 26) 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) GROUP 210 UNIDRON Spitfire / Pistol, Electric Pulse. (1 | 18) UNIDRON (Forward Observer) Plasma Carbine / Pistol, Electric Pulse. (0 | 15) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) UNIDRON K1 Combi Rifle + 1 TinBot A (Deflector L1) / Pistol, Electric Pulse. (0.5 | 17) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) NEXUS Lieutenant Hacker (EI Hacking Device) Combi Rifle, Nullifier / Pistol, Knife. (0.5 | 24) UNIDRON (Forward Observer) Plasma Carbine / Pistol, Electric Pulse. (0 | 15) ÍMETRON . (0 | 4) ÍMETRON . (0 | 4) 6 SWC | 300 Points Open in Infinity Army We've got 20 orders across two battlegroups without taking any warbands (Onyx doesn't even have them). I tend to think of imetrons as half an order since they're so easy to kill and sometimes don't deploy onto the table as planned. Unidrons are the theme here, obviously. You'll point out that only 5 of them can be in a fireteam at a time. This is true--but we're taking a surplus of them because we want some of them just to be plain cheerleaders. Also, when we do form our fireteam, we're allowing ourselves the luxury of hand-picking the best 5 models from our large unidron crop to move out with. Let's go through the strategy. If we're taking first turn, we can look at our opponent's deployment once ready to move out, and evaluate the chances of an "all-in" direct assault. This means a decision as to whether or not we can inflict crippling casualties with a push and claim an easy win, by moving in with all 20 orders aggressively (minus a command token to subract two orders, minus imetrons that fail deployment). There's a link team already ready to go in one of the groups. This includes a plasma sniper for engaging enemy ARO pieces that may be watching the table. Then the team just moves straight for the enemy DZ and starts unleashing B3 plasma with BS14, and maybe ignoring cover if we cast assisted fire again. Note that you can use one of the nexus operatives to add assisted fire to your link pointman initially, even if the other nexus is part of the team going on assault (but there's usually no need to send him along). Once you've burnt your orders for that group, spend a command token to form another link from the other battlegroup and move those 5 models into the enemy DZ to attempt the same thing. Any survivors will have to contend with a mass of unidrons near or in their zone, some of with a full fireteam:core advantage. Try to kill threats that will handle the encircling ring of 'drons, so that they are forced to fall back on weaker kinds of retaliation when it's their turn. Attacking in this way requires that we take advantage of dogged/remote presence. The enemy will be well defended with DTW, don't be afraid to just run into hits--you can take two STR points on your team leader and still keep going. It's okay to lose some drones by the end of the turn in this way. Try to set up chances to use plasma impact templates. If they are hiding a heavy TAG, bring in your K1 combi for that push and see if you can make a favourable trade for it. But we may not get first turn. Going second, we could use the Q drone and plasma sniper as long range AROs, but we can also hide--between the ikadrons and linked plasma carbines, it will be difficult for an enemy rambo to achieve a lot. Our opponent might try to move in with a KHD and take out our LT through one of our own repeaters, but it's risky because both nexus can sucker punch in reply, and they won't know which of the two of them actually is the LT. There are some issues reliably completing some objectives with this list. On terrain where models need to go prone in order to gain total cover, we're in trouble. The list isn't great against lots of camo tokens spread around in hard-to-get spots. We get hacked as soon as we go into ZOC of a repeater, but unidrons are BTS6 and we could bring our tinbot along. It's a bit gimmicky. But if you have a solid knowledge of infinity tactics, a list like this would actually net you some very hilarious wins. Sometimes it's more about how you win, more than whether you win.
  15. Hi all! Playing Infinity intensively during its second edition and painting loads of miniatures on the way, I've been very stoked delving into the new edition some weeks ago, with updated rules and story background as well as a lot of new sculpts! At the moment, the game really has me in its grip and I totally fell in love with it, again. What I do like most about this game? Besides the complex and elaborated rules, the fast-paced action, the interesting story, and art, it is by far the miniatures! The sculpts are without comparison, so much detail, such great design! Because of my passion for the hobby, I'd like to share my work with you and can't wait for your feedback! After finishing my Shasvastii Haiduk with Multi Sniper Rifle, I took some time taking pictures of all the Infinity Shasvastii models I've painted so far. Hope you like it! I think I'm going to add a Gwailo with Heavy rocket launcher long term because I would love to play a fireteam of Cadmus-Naish Agent Sheskiin with 2 Gwailos Next projects will be Onyx! Can't wait for it! I'm pretty excited playing the Morat Rodoks Fireteam with one Umbra Legate Hacker for support. Have you tried it and what's your experience? Btw: If you are on Facebook, check out my page: Cheers from Germany!
  16. Hey folks, I've painted up a pretty decent amount of Onyx and would like to take part in an upcoming ITS but the points cost is only 200 points, (Plus 12 Exp Spec-Ops) and I'm actually struggling to justify getting anything in that will work, (I think) With a link team at this points cost, as I am just handicapping myself if I can't fit in a link (Obvs, Vanilla being better without link.) The missions are mostly smash face one's, with LZ and baggage bonuses. A few ideas I've had. 1st list, one that's centred around an aggressive Rodok link, The Spec ops is a cheap Doc Worm replacement with chain of command. Onyx Contact Force ────────────────────────────────────────────────── GROUP 19 NEXUS Lieutenant (Specialist Operative) Combi Rifle / Pistol, Knife. (0 | 16) NEXUS Hacker (EI Hacking Device) Combi Rifle, Nullifier / Pistol, Knife. (0.5 | 24) 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 Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) RODOK Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) Treitak Spec-Ops (12 XP) (Engineer, Doctor, Chain of Command) Combi Rifle / Pistol, Knife. (0 | 14) SLAVE DRONE Electric Pulse. (0 | 3) SLAVE DRONE Electric Pulse. (0 | 3) ÍMETRON . (0 | 4) GROUP 22 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) 4 SWC | 200 Points Open in Infinity Army 2nd list one centred around a defensive Unidron link, then an offensive Spec ops, Suryat & Spec Ops is an offensive hacker with mimetism. Onyx Contact Force ────────────────────────────────────────────────── 10 UNIDRON Plasma Sniper Rifle / Pistol, Electric Pulse. (1.5 | 24) UNIDRON Missile Launcher, Light Shotgun / Pistol, Electric Pulse. (1.5 | 20) UNIDRON (Forward Observer) Plasma Carbine / Pistol, Electric Pulse. (0 | 15) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) Treitak Spec-Ops (12 XP) (CH: Mimetism, EI Hacking Device) Combi Rifle, Spitfire / Pistol, Knife. (0 | 14) NOCTIFER Lieutenant Combi Rifle / Pistol, Knife. (1 | 24) MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23) SLAVE DRONE Electric Pulse. (0 | 3) SLAVE DRONE Electric Pulse. (0 | 3) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) SURYAT Combi Rifle + Light Flamethrower / Pistol, CCW. (0 | 37) 4 SWC | 200 Points Open in Infinity Army What do you guys think? Morray.
  17. Back after a loooooong absence with a write-up of the first of the Tagline narrative missions. Can Toni Macayana survive this time?
  18. Hey all, started infinity about a year ago, loving the game, and really enjoying the Onyx releases! Here are a couple minor conversions I've been working on in the last few weeks. Hopefully these photos work, having trouble with the file upload so doing BBCode. The Chartontids (cut and reposed the "high five" hand, and cut and reposed the wide leg pose, remove the stomping victim) Overdron with HRL (Heavy Rocket Launchers made from T Drone arms - I sawed off the dangling arm, and moved a fin from one side of the gun to the other to make an opposite side version). Hard to be impartial about your own work, but I like the overall proportions of this mini over the plasma sniper rifle stock version. R drone with two claw arms (took the dangling lower arm from the T Drone arm, and combined it with the shoulder joint of an Extra Q drone plasma rifle) Hope these inspire some of your own conversions. Thanks for looking, Ron
  19. Hi all With the Overdron promised for September I'm trying to figure out how I feel about them compared to the Xeodrons. In-game I mean, both models are beautiful. Gameplay-wise, what I see is that the Overdron seems to be a 'guardian' piece, with heavy weapons with relatively low burst being the 'preferred' profiles (at least on the forums), and sort of made to be a lane guard/overwatch unit. And of course the HRMC profile allows it to take that role in the mid-field. Comparatively, the Xeodron seems to be, essentially, an assault unit or a beefier HI model to attack enemy positions directly (especially with their weapons' range bands). In a Harris with a Samaritan this is even more feasible. Unfortunately at their points costs I think it would be REALLY hard to run both a Xeodron Harris link + Overdron. You could probably pull off a good 1 + 1 list though. Which means that most of the time if I want the Harris I'm not going to be taking the Overdron and vice versa. So what are your guys' thoughts? Will you stick to one over the other? Or will you just switch them out depending on the type of list you want to run/mission needs?
  20. ı like onyx minis so much and planning to get involved in the mighty invaders train. however a few things make me worried. dcharge problem :there is only one engineer. i might be ok with that but dcharge in only on solo engineer right now. this solo engineer is also has large base and might be hard to reach opponent deployment. only one infiltrator (malignos), only one Ad troop(fraacta) , only one paramedic(rodok), only one engineer(mechanoid) etc. there is almost one option on every field gives less option for you when creating your lists. no minelayer, no smokes, no grenades, no grenade lunchers, ofcourse there are many sectorials there without some stuff. but there isnt some much equipments too. like deployable repeater, pitchers etc. ( there is hacking device plus, ok this is great ) Hackers are cool with 13,14 wip values. 12 on fraacta. but there is almost no repeater except standart rems. you have to march your rems without smokes to forward for better hacking coverage. units that offering one type of style. i am not sure that to bring other variants of maakreep other than sniper. there is no haris here. cant see my self bringing 4-2 movement units with 30 points for only having msv. what i see is a strong fist army to kill aro threats first and do some stuff later. the things you can do here is to attack with buffed rems, or with rodok link to kill the aro threats. and action afterwards. Am i missing something here ?
  21. Hey folks....been playing a friend recently in rounds of escalation. I've been playing awhile but new to onyx. He is completely new to infinity but quick to learn! My question is if you have any advice for list building here...the first game I was too excited about my xeodron models and brought the multi rifle version. Ended up being a mistake due to too many points in a model with too limited range. His linked spitfire crane destroyed me (I forgot about trying a blitzen). Second game I took a different tack and brought a unidron link backed up with just a rodok and ikadron. Again I made a messy mistake at he was quick to capitalize on. I had deployed my plasma sniper and ML on a rooftop as over watch but failed to make sure a lower approach was guarded properly. Once again the damn crane came out ahead (even though the unidron link had 6 aros!). My rodok managed to Rambo up behind the crane for revenge but it was too little too late. so now we go to round three; 200 pts. I have no idea what to do. A couple notions though: Sphinx? Not many orders and would be pretty hurt by any Msv troops, but if he doesn't invest in Msv at this point in the rounds it could rampage Overdron backed up by an umbra spitfire/unidron FO link and evo hacker? Could flash aro anything that advances and then try to destroy them with hrl or spitfire Unidron link with a noctifier ml and legate hacker as some aro and attack pieces? Samaritan in a rodok link wit ha noctifier and robots? Something more basic with a unidron link, maakrep HMG, q drone and legate hacker I think part of the problem is at this point level I've been having a hard time using the synergies that onyx has available (hacking wasn't allowed in the first 2 rounds). Meanwhile I'm terrified of just about everything I see on ISS list (hsien, sun tze, su jian...) Any help or ideas would be much appreciated !
  22. Some recent peices. Figured not everyone sees the WGC FB page I'll post more as I finish them
  23. Link to complete batrep here: Armies: Map: Action Shot: Enjoy!
  24. CB pretty much just slapped us in the face with a full playable list of the Onyx sect containing the full starter kit, Rodok set, and Drone remotes! What else is going to be on this list, when will the list be released? I've been excited for Onyx since it features CA with all of the pretty models and excluding all of the ugly ones