Sign in to follow this  
Followers 0
Kiwi Steve

Defining Aspects of Factions

82 posts in this topic

I'm trying to get a few friends into the game and want to know defining aspects of each faction; what makes each faction different from the others. I would like to know people's thoughts on this. 

 

As an example, from my little experience:

PanO - higher BS than other factions, lots of types of TAGs, good access to HI.

Yu Jing - tons of options of HI, higher CC stats than other factoins. 

Aleph - lots of NWI models. Lots of ODD.

 

Can anybody help me with better descriptions for what to expect for these and the other factions?

0

Share this post


Link to post
Share on other sites

Well you habe to distinct between the secorials too. They play quite  opposite (the only exception imo is PanO)

Tohaa resilence, most 2 wound models and fireteams

Ariadna camo faction with werewolves

Nomads especially good at hacking 

CA can do nearly everything but for higher point cost

1

Share this post


Link to post
Share on other sites

here's a quick breakdown of the factions I did to some friends a while back. This was originally done in Portuguese so a lot of the funny words will be less funny in English.

Pan Oceania: The rich boys faction. Usually pays a bit more for their models than the average, but to compensate gets to shoot better than most and has an awesome selection of toys to play with. PanO is the 'I shoot you' faction, favoring direct conflict over uisng their skills, and even most of their toys work more to shut down other people's shennanigans than making their own. They're rock solid, but do have lower than average Willpower, which leads to their specialists being mediocre at best, if not actually bad.

Yu Jing: The not so rich boys faction. They get less raw power than PanO, but compensate with a bigger bag of tricks and acess to pretty much all kinds of good stuff. Yu Jing is often called the Heavy Infantry faction, and while they do have the largest selection of them, it doesn't mean they have all the best stuff. That being said, YJ is very good at building any kind of list, from low count, high power lists to high number of models with competent specialists. The only thing keeping them back is the Asian aesthetic, which isn't for everyone.

Haqqislam: The sexiest faction in the game, while also not being as vulgar as the sexy boys and girls from other factions. Haqq is generally seen as a low cost, highly efficient army and it is exactly that. However, their cheap and efficient doctors and engineers mean you can actually play Haqq like you'd play YJ or PanO and beat them at their own game. Versatile, sleek, good lucking and with a truckload of dirty tricks up their sleeves, this is probably a harder to start with faction than the two above, but they are very rewarding and give you the chance to adapt and try more playstyles with the same army.

Nomads: The Internet as a faction. Nomads never, ever play fair. If you're shooting at someone and you haven't stacked at least a -6 in their ass, you're probably doing it wrong. This is a faction of dirty tricks, dirty fighters and dirty people. This is for those who want to feel either like a creepy terrorist or a badass freedom fighter. Aside from the two last ones, nomads has the biggest bag of tricks in the game, and like Haqq can play any style they want because of that. Flexible, badass and cool looking is the reason why nomads is one of the most played factions (The most played in Brazil!)

Ariadna: The faction of Manly, Hairy, Macho Men. Yes, everyone in Ariadna is super macho, even the ladies. While everyone else gets super special tech and skills and stuff, Ariadna gets guns and cammo. lots of guns and lots of cammo. It can play in a 'we have more bodies than you have guns' style of play, but also works as an elite, glass canon style kind of play. You get werewolves that can punch out TAGs, you get MEN that can punch out TAGs, and a lot of attack vectors for your big, scary guns.

Tohaa: Tohaa is an odd one out. It's more of a sectorial than a full army, and it shows. They have some limitations and if you look at their profiles they're all kinda meh, even with the simbiont armor avaliable to them making most of them 2 wounds. What they do have in spades is sinnergy. Sure, a sukeul is kinda cool, but paired up with a Makaul for close support and a kosuil to cap objectives, it feels stronger than a 'real' heavy infantry. Tohaa is the perfect army for those who like to minmax and extract the best of their models, as the sum really is greater than its parts

and now we put the game on hard mode for the last two factions:

ALEPH; Yes, welcome to infinity on hard mode. People will tell you that ALEPH is broken and overpowered and stuff, but that's because they don't know how to deal with ODD and proxies. But truth be told, ALEPH is hard as fuck to play. You will always be outnumbered unless it's limited insertion, but you won't be outgunned. Proxies allow you to be at up to 3 places at the same time, and you shoot, fight and push buttons better than most. However, you need to protect your little dudes and dudettes, as they still die to bullets like everyonelse, even your highly armored, heavily armored supermodels.

Combined Army: Because you want to be the bad guy. Combined is the faction that gets several unique tricks, just like ALEPH, but our tricks are made to be scary as shit and putting the hurt on people. Mnemonica on the aspects means we never get into Loss of Lieutenant, and plasma guns mean even our lowly troopers will make heavy infantry models sweat. It's an army that, like ALEPH, will always be outnumber, but if you play well, you'll feel like you have a solution for any problem, and also have access to all the tricks of all the factions.

2

Share this post


Link to post
Share on other sites
35 minutes ago, DaRedOne said:

but that's because they don't know how to deal with ODD and proxies

Oh boy, I'm dying to hear how to deal with proxies, please do enlight me ^^

4

Share this post


Link to post
Share on other sites

I sort of don't agree with some of your assessments, @DaRedOne. Here's a different take on it.

Pan-O: The faction with the biggest guns money - but that's all they bought. Pan-O is a faction where everything is to the point and that is a bullet point. There's less extras to everything and what extras there are tends to be entirely geared towards shooting high quality shots. Needless to say, this means they suffer a bit in the hacking and versatility department, but on the other hand this doesn't seem to hold them back at all.

Yu Jing: An elite faction mostly geared towards pushing specific key models around with low-life lackeys more than most factions acting cheerleaders. Yu Jing elite troops tend to be versatile, excelling only in close combat, and while they can literally do everything (most often while clad in power armour) their drawback is that they're very average at any one aspect.

Haqq'Islam: The above average faction. Everything is above average, above average skill, above average willpower, and above average cost. Haqq'Islam tends to be second or third best at literally everything - fantastic hackers, good snipers, high amounts of camo, very good close combat, decent (if low-tech) shooting, solid heavy infantry. Haqq is also home to some very rare unit abilities that makes them very difficult to grasp and makes mind games the only area where they are the masters.

8 minutes ago, Eciu said:

Oh boy, I'm dying to hear how to deal with proxies, please do enlight me ^^

Convince them to play Steal Phalanx, obviously!

5

Share this post


Link to post
Share on other sites

Describing Ariadna without mentioning Camo, and calling ALEPH "hard mode".

Ah, perspective is a funny thing.

3

Share this post


Link to post
Share on other sites
18 minutes ago, Barakiel said:

Describing Ariadna without mentioning Camo, and calling ALEPH "hard mode".

Ah, perspective is a funny thing.

I mentioned cammo four times. Maybe it's because I wrote 'cammo' and not 'camo'. 

45 minutes ago, Mahtamori said:

I sort of don't agree with some of your assessments, @DaRedOne. Here's a different take on it.

I think your PanO Assessment and mine are similar, but I do agree the YJ and Haqq ones are better. Mind you I wasn't gunning for objectiveness, although I'll probably use some of the stuff you've said in the future.

As for the people complaining about proxies:

They are very powerful cheap and versatile, yeah. But my point was less 'If you can't deal with proxies you're a noob, git gud' and more 'Aleph needs this stuff to compensate how expensive everything is and how top heavy the army ends up being'. You can only take 3 of them, ever, and while they do come into a lot of benefits I just don't see them as the game breakers as a lot of people see them.

And really, playing ALEPH or Combined is a lot harder than other factions. You either pay more for slightly the same or in some cases more for less (Unliked Unidrons, Vanguards or Seed soldiers aren't quite that good to justify their points cost). 

So far I've played Nomads, Combined and Ariadna, and while all three of them feel balanced and strong on their own right, Combined always feels like they're with their backs to the wall, fighting a little bit harder than the others. Maybe it's less orders, maybe its relying too much on 3-4 key models, maybe it's me. But I do feel Combined is a harder army to play, so I said it feels that way.

Hard is not bad, though. Some people like a challenge.

4

Share this post


Link to post
Share on other sites
1 hour ago, DaRedOne said:

Aleph needs this stuff to compensate how expensive everything is and how top heavy the army ends up being

Oh boy when will MO get any compensation for 13 pts line trooper and lack of smoke in sudo melee faciton ?;P 

Plus werent the netrods a "fix" to low order count for Aleph in general ? 

Proxies are broken atm. (please do mind its still possible to win against them, Infinity is obviously a game when dices and players skill are heavily waging on result of a game and it is possible to even with a major point differenece - I've won a tournament game without dropping my Swiss HMG out of HD -  so for a whole game I was playing ~70pts behind my enemy and still won). 

1

Share this post


Link to post
Share on other sites

@Eciu no one wants to argue with you man just drop it.

0

Share this post


Link to post
Share on other sites
2 minutes ago, Loricus said:

@Eciu no one wants to argue with you man just drop it.

He's right about proxies though. Not as bad as symbiomates but w/e. 

2

Share this post


Link to post
Share on other sites
20 minutes ago, Loricus said:

@Eciu no one wants to argue with you man just drop it.

Well then probably it's not necessaryy to point out broken piece and just comment "git gud" ^^

1

Share this post


Link to post
Share on other sites
1 hour ago, Eciu said:

Well then probably it's not necessaryy to point out broken piece and just comment "git gud" ^^

I will say again, this is not what I meant, and I have pointed it out on my reply post to your comment. If you don't agree with it, fine, we don't have to think the same about the game. But please do not distort my arguments like this.

This topic is about defining characteristics of factions, and Proxies are a big, if not the biggest draw of ALEPH. They work fine, and add flavor as well as an extra punch to a faction that, at least the way I see it, needs that extra punch a lot. 

1

Share this post


Link to post
Share on other sites

Well, the first thing is that the defining aspects of the different factions are almost never in game play.  Every faction can do every army build, some are just better at a given build than everyone else.

But lemme see what I can come up with...

PanO - The faction that specializes in shooting.  Any given model is the best at whatever it's supposed to do (usually shoot), but has almost no capabilities outside that specialty.  They have the most choices in TAGs, and all the TAGs are very good.

Yu Jing - Not quite as good at shooting as PanO, but makes up for this by having other things each model is good at.  YJ profiles are better team players, and lots of them can fall back on the "shank you very much" if they're getting out-shot.  Where PanO has a TAG, YJ has a Heavy Infantry to do the job.  big freaking railgun?  PanO mounts a cut-down naval gun on a TAG, while YJ builds a railgun small enough for a big power armor to carry.  YJ wanted a power armor faster than everyone else's, so they ended up using a Remote Presence rig that usually gets used for TAGs to be able to squeeze all the goodies they wanted into an HI frame.

Ariadna - lower tech than everyone else, but don't think they aren't as deadly.  Ariadna can easily play the "I deploy no models, everything is in camo" game, and they have big guns under that camo!  They tend to have lots of skills, usually terrain.

Haqqislam - Jihad is bad for business.  Not quite as high-tech as PanO or YJ, not as low-tech as Ariadna.  Tend to have very good soldiers (high stats and skills), and really specialize in asymmetric trades, sacrificing a cheap model to kill one of the opponent's expensive models.

Nomads - Yeah, the Internet as a Nation.  Kinda like Israel and South Africa in the real world, somewhat isolated and surrounded by people who don't like them, they build some of the best gear in the game and will turn out-of-date surplus junk into top-line weapons.  Where Haqq has highly skilled light infantry, the Nomads tend towards highly skilled medium infantry.  Anyone who says they're not afraid of an Intruder needs their head examined.

Combined - the Evil Invading Aliens.  Made up of a variety of species, the CA player can pick the best troop for the job.  But that means they're generally more expensive than their human counterparts.

Aleph - All hail your Friend, the Computer!  something of the human version of the Combined Army, Aleph has the best troops and gear the Human Sphere can offer.  But that means they're expensive.

Tohaa - Our friends, come to us in our darkest hour... Or so they want Humanity to believe.  Tohaa are biotech masters, most of their troops are freaking Guyver suit-wearing badasses.

5

Share this post


Link to post
Share on other sites

Aleph : the new chapter in human evolution.

PanO : the guys who brought on the next chapter in human evolution, because they found thinking too bothersome, and just wanted to spend time on the shooting range, so they funded the biggest computer.  Has a fraction of LARPers running around with shiny swords.

Yu Jing : cheap knockoffs of PanO. Make up for lack of equipment by compensating with numbers and ninjas.

Haqqislam : a bunch of Dune fanboys living a quasi-mystical life selling an out-of-body experience. 

Nomads : humanity on fun mode. An army for the sexually deviant trolls living under bridges or in their mothers basements and trekking among the stars.

Ariadna : when you’re not really into sci-fi, Ariadna is the choice of the stars. Also great for nationalists who like to roll on their Rodina-rs or chant U.S.A. They ignore half the rules and challenges of the game, and compensates by focusing on the aspects that matter; cheap orders and marker states.

Tohaa : good for target practice, as they’re pretty tough.

Combined Army : they’re Aleph on hard mode. 

1

Share this post


Link to post
Share on other sites
4 hours ago, Regelridderen said:

Has a fraction of LARPers running around with shiny swords.

LoL

1

Share this post


Link to post
Share on other sites
13 hours ago, Section 9 said:

Tohaa are biotech masters, most of their troops are freaking Guyver suit-wearing badasses.

Why had that analogy never crossed my mind?

2

Share this post


Link to post
Share on other sites

Pano's advantage is having the most efficient cost units. Compare the Nisse to any other MSV 2 units and while not the best it is certainly the most cost efficient. You can make that comparison with a lot of Pano units.

I wouldn't describe Pano has having the biggest guns or the most expensive units because neither is true. Other factions have better gun selection like AP HMGs, autocannons, plasma guns, etc. And Aleph and Combine Army are the most expensive high tech factions. 

Really, the generic armies play very similarly so, to me, what really separates the factions are their visual aesthetics and their sectorials (Which have significant game play differences). It might be better to descibe the factions based on themes. Such as knights/appleseed style in Pano.

0

Share this post


Link to post
Share on other sites
33 minutes ago, Death said:

I wouldn't describe Pano has having the biggest guns or the most expensive units because neither is true. Other factions have better gun selection like AP HMGs, autocannons, plasma guns, etc. And Aleph and Combine Army are the most expensive high tech factions. 

Agreed. I was struggling to find a better way of expressing it other than "big guns".

"Best optics"? That sort of catches both scopes and ODD :P 

0

Share this post


Link to post
Share on other sites
4 minutes ago, Mahtamori said:

Agreed. I was struggling to find a better way of expressing it other than "big guns".

"Best optics"? That sort of catches both scopes and ODD :P 

Like I said, their units are just streamline and cost efficient. The faction has a balance of good LI, MIHI to pick from. Most factions focus on one troop type but Pano has good choices all around. Because of this Pano can do anything with can make it feel unfocused but thats what the sectorials are for (much more focused gameplay).

0

Share this post


Link to post
Share on other sites
1 hour ago, Death said:

Like I said, their units are just streamline and cost efficient. The faction has a balance of good LI, MIHI to pick from. Most factions focus on one troop type but Pano has good choices all around. Because of this Pano can do anything with can make it feel unfocused but thats what the sectorials are for (much more focused gameplay).

And like I said, very good at one thing, but suck ass outside that role.  PanO is pretty much the epitome of "CC the shooty ones!" faction design.

0

Share this post


Link to post
Share on other sites
19 minutes ago, Section 9 said:

And like I said, very good at one thing, but suck ass outside that role.  PanO is pretty much the epitome of "CC the shooty ones!" faction design.

I don't think Pano is anymore susceptible to CC than any other faction. If a unit doesn't have CC skills, they suck in CC regardless of faction. Even a unit like the Locust that has a base CC 20 would rather shoot most enemies than risk CC.

2

Share this post


Link to post
Share on other sites
6 hours ago, Death said:

I don't think Pano is anymore susceptible to CC than any other faction. If a unit doesn't have CC skills, they suck in CC regardless of faction. Even a unit like the Locust that has a base CC 20 would rather shoot most enemies than risk CC.

Agreed. For any unit to be relevant in cc, they’d need a CC21+ and MA3+. And even then you’ll need consider targets. .

0

Share this post


Link to post
Share on other sites
18 minutes ago, Regelridderen said:

Agreed. For any unit to be relevant in cc, they’d need a CC21+ and MA3+. And even then you’ll need consider targets. .

So in the end PanO has 2 CC uniy both being special characters...

0

Share this post


Link to post
Share on other sites
14 hours ago, ItsUncertainWho said:

Why had that analogy never crossed my mind?

We say "deploying bio-suit Gorgos!" all the time. So cool when you think of them that way. Gorgos is one of my favorite all-time units.

36 minutes ago, Regelridderen said:

For any unit to be relevant in cc, they’d need a CC21+ and MA3+.

You're wrong.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0