Sign in to follow this  
Followers 0
Vaynom

Steel Phalanx - First Infinity List

5 posts in this topic

So, this is the first list I've built on my own. Played sample games and watched some videos. Trying to do something a little different than the 2x4 Team builds that it seems like everyone is running. Thus, the list: 

logo_702.png First Try
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png9  
logo_32.pngHECTOR Lieutenant Plasma Rifle, Nanopulser, Stun Grenades + 1 TinBot A / Heavy Pistol, EXP CC Weapon. (0 | 71)
logo_30.pngACMON Combi Rifle, Panzerfaust, Nimbus Grenades, D-Charges / 2 Breaker Pistols, Knife. (0 | 27)
logo_2.pngDACTYL Doctor (MediKit) Combi Rifle, Adhesive-Launcher, Nimbus Grenades / 2 Breaker Pistols, Knife. (0 | 23)
logo_18.pngPHOENIX Heavy Rocket Launcher, Nanopulser, Smoke Grenades / Heavy Pistol, DA CCW. (2 | 40)
logo_6.pngMYRMIDON OFFICER (Chain of Command) Boarding Shotgun, Nanopulser, Eclipse Grenades / Pistol, AP CCW. (1 | 35)
logo_5.pngMYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
logo_1.pngEKDROMOS Hacker (Assault Hacking Device) Chain Rifle, Nanopulser / Pistol, DA CCW. (0.5 | 26)
logo_27.pngTEUCER (X Visor) Feuerbach, Nanopulser / Pistol, Knife. (1.5 | 41)
logo_1.pngEKDROMOS Chain Rifle, Nanopulser / Pistol, DA CCW. (0 | 20)

5 SWC | 299 Points

Open in Infinity Army

My intended tactics: 

Ekdromoi Contingent - Backfield threat and support. Has a specialist. Would prefer to have diomedes or the other one equipped for a different range band, but chain rifle fit, and will make it harder to outflank/hunt down my one guy. Between MA:3 and super jump, should hopefully get some work done hunting cheerleaders and snipers and/or forcing my opponent to spend orders in her own backfield. 

Myrmidon Contingent - Phoenix/Officer/Chain Rifle Fireteam - Have something for most of the range brackets, this would be the higher risk team with smoke/eclipse/ODD and can claim objectives and/or counterforce enemy units in the midfield. Has some good active turn platforms and utility. 

Dactyl Contingent - Hektor/Acmon/Dactyl Doc - Again, something for most range brackets, what seem like solid active turn platforms, specialists. Options to disrupt opponent's strategy. 

Teucer - 'nuff said? Overwatch with real potential on active turn

 

--------------

Questions:
How do ODD and fireteams interact? Phoenix doesn't have one? 

Effectiveness of Ekdromoi? 

Myrmidon officer vs Myrmidon hacker? I want a specialist in both teams and CoC counts/has good utility, and I like eclipse grenades, BUT I also don't really know much about hacking as a strategic choice. Esp w Steel Phalanx.  

Are 10 orders [9 + Strategos 1] enough for a build that will have 4-5 units competing for them? 

0

Share this post


Link to post
Share on other sites

Right on, welcome.  You've made a great start with some solid units. 

-Phoenix does have ODD!  It's what makes him a staple of most Steel Phalanx lists, nearly as common as the 2x4 Enomotarchos teams you alluded to.  Maybe you're thinking of Hector?  Hector is indeed without ODD, but it's still possible to just win gunfights the old fashioned way.  His burly defensive stats mean he can survive some bad dice luck and keep fighting, unlike your typical 1-Wound trooper.

-Ekdromoi have their place.  Taking 2 is difficult, just because you don't gain their Order for the Order pool very quickly.  They have to use their Order to enter play, meaning it doesn't get added to the pool, so you're going to be playing virtually every turn with ~7 orders.  More on that below.  The Hacker's fine, a decent Specialist, but you may find a simple Combi Rifle is going to help you get work done more easily.  It's hard to initiate Close Combat without smoke to block the Line of Fire of your intended victim, so you may find yourself spending a lot of Orders to maneuver your Ekdromoi, only to have them get shot before they get into the action.  

-Looping back to the point I hinted at, you probably want 10 Orders, and you probably want at least 9 Orders that start on the table.  Link Teams will add to your movement efficiency, but since Steel Phalanx has no Infiltrators, you have a long way to walk if you need to reach a hidden enemy or achieve a midfield objective.  If your opponent steals your Orders with a Command Token in Turn 1, you're starting with 5 Orders on the table.  That's rough.  

-Choices like Netrods and Sensor may not seem very glamorous, but the more games you play, the more you might come to appreciate them.  Discovering Camo Tokens is a serious chore, and Sensor is very helpful in this regard.  Also, Netrods exist specifically so you have the option of running this kind of elite force while still topping the pool to a full 10 orders.

I hope you enjoy your first games!

 

0

Share this post


Link to post
Share on other sites

Right on, welcome.  You've made a great start with some solid units. 

-Phoenix does have ODD!  It's what makes him a staple of most Steel Phalanx lists, nearly as common as the 2x4 Enomotarchos teams you alluded to.  Maybe you're thinking of Hector?  Hector is indeed without ODD, but it's still possible to just win gunfights the old fashioned way.  His burly defensive stats mean he can survive some bad dice luck and keep fighting, unlike your typical 1-Wound trooper.

-Ekdromoi have their place.  Taking 2 is difficult, just because you don't gain their Order for the Order pool very quickly.  They have to use their Order to enter play, meaning it doesn't get added to the pool, so you're going to be playing virtually every turn with ~7 orders.  More on that below.  The Hacker's fine, a decent Specialist, but you may find a simple Combi Rifle is going to help you get work done more easily.  It's hard to initiate Close Combat without smoke to block the Line of Fire of your intended victim, so you may find yourself spending a lot of Orders to maneuver your Ekdromoi, only to have them get shot before they get into the action.  

-Looping back to the point I hinted at, you probably want 10 Orders, and you probably want at least 9 Orders that start on the table.  Link Teams will add to your movement efficiency, but since Steel Phalanx has no Infiltrators, you have a long way to walk if you need to reach a hidden enemy or achieve a midfield objective.  If your opponent steals your Orders with a Command Token in Turn 1, you're starting with 5 Orders on the table.  That's rough.  

-Choices like Netrods and Sensor may not seem very glamorous, but the more games you play, the more you might come to appreciate them.  Discovering Camo Tokens is a serious chore, and Sensor is very helpful in this regard.  Also, Netrods exist specifically so you have the option of running this kind of elite force while still topping the pool to a full 10 orders.

I hope you enjoy your first games!

 

All great advice except for the command token use to remove orders for single combat group lists . At least for this year we don't have to worry about that.

Sent from my SM-G920V using Tapatalk

0

Share this post


Link to post
Share on other sites
On 6/12/2017 at 11:18 PM, Vaynom said:

Are 10 orders [9 + Strategos 1] enough for a build that will have 4-5 units competing for them? 

You don’t really have 10 orders, you’ve got 7(8) for a first turn, which isn’t much - especially if you don’t go first, and your opponent gets the drop on you, and strips you of a few models. Your low model count also means, that you have a hard time countering any alpha strikes - just imagine the havoc an ekdromoi could wreak on your own fire teams, or something cheaper like an 8pt yuan yuan. Just killing the chain rifle myrmidon would seriously damage the effectiveness of that fireteam. You of course compensate for the low order count with fireteams containing capable specialists, but still..

Teucer is nice, but he won’t do much to keep you safe, when he’s facing a HMG in the reactive turn with no smoke to cover him (and no MSV2 to deny smoke and camo). Burst is king, and if you want something dead in the active turn of Infinity, odds will always be on your side.

The low order count and the chance of losing specialist will probably mean, that you’ll need to play your ekdromoi very aggressively- first turn suicide runs, so you get in quick to reduce your opponents orders or grab an objective - which means you’ll be relying on opponents having poor defenses, so you’ll need to set up Teucer, Phoenix and Hector to scare opponents to keep troops hidden, giving the ekdromoi room to land. Basically reducing your expensive troops to be cheerleaders to the less expensive. This is counter to any normal use of AD, which is mid-to game surprises and objective grabbing. And again cheap mercenaries could do this much better.

To sum it up, you’ve gone too elite, and if you last beyond turn 2, then it will only be at the mercy of your opponent.

-

Pointers :

Don’t leave home without a full 10+ order combat group. Just don’t. So if you want cool surprises like AD or HD troops, keep them in your second group and spend command tokens to bring them in to the first, when you’ve sustained losses.

Consider which troops will be your active pieces and reactive pieces - a 13pt Thorakites FO can do wonders on SF in your backfield, while generating orders for a myrmidon Fireteam. Without roadies your rock stars won’t be able to put on a show.

There is no such thing as ‘overwatch’. Certain troops work in reactive turn, they’ve got Total Reaction, are placed in confined spaces in SF, or they’ve got the security of Hidden Deployment. The rest is cannon fodder, when left out in the open.

Fireteams are easy to dismantle. Their true power is order conservation, moving specialists while firing big guns - with the exception of Phoenix, who needs that +1B. 

You choose, when your troops will die. Plan for this, not for their survival.

0

Share this post


Link to post
Share on other sites

Well, a single group that includes an AD is perfectly viable too - but no more than one AD (or HD, but since it's Steel Phalanx ...). And it's also perfectly viable to wait for second turn and lose an order, if there is a reason to. For example you are going first, and you know your opponent will move forward with many troops (ex quadrant control), thus he will create holes in his defense.

I don't see why AD should be left on a second group, especially when your opponent can remove 2 orders because of that AND it will cost you a command token as well. I mean, if you have a perfectly fine second group, ok, but if your second group has only AD, your loss are greater than your gains.

AD are a high risk high reward choice. I can very well understand why you would advise against them, or at least, minimize the risks. But i think advises like "always have a 10 order full group, never take AD in it" is overboard. What's more, in SP, since we don't have HD, if the opponent see a single group with 9 orders, he will know an AD is coming. That's not a problem either, because the opponent will be wary of a surprise attack and will have to be cautious about it. He may use orders to set suppressive fires, he may let troops to cover his rear instead of putting them in front ... Your AD is already useful even if it still hasn't showed up.

1

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