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Made in us
Been Around the Block






Hey everyone, I was just introduced to Infinity a few days ago, and I've already read a majority of the rules along with a few tactics guides and decided to go with a PanO list. I'm trying to avoid my typical 'field shiney things' approach I developed playing 40k, and as much as I want a Cutter TAG right this instant, I'm going with a list that is smaller while I learn the games tabletop mechanics. I've built this list to be a combination of order-generating units, support, adaptability, and firepower.

PanOceania 150 list

-Lieutenant Fusilier- C:10

-Combi-Rifle Fusilier- C:10

-Forward Observer Fusilier- C:14

-Kamau Hacker- SWC:0.5/C:22

-X Visor Kamau LGL- SWC:1/C:23

-Heavy Shotgun Bulleteer ARMBOT- C:25

-Spitfire Hexas- SWC:1.5/C:31

-Trauma-Doc- C:14

Totals C:149/SWC:3

My Fusiliers, Doc, and Kamaus will form my rearguard, dispersing in my deployment zone to improve my ZoCs and avoid being abused by speculative fire. My Forward Observer will spot for my LGL who will strike at advantageous targets with his own spec fire, benefiting from his X Visor as well. The use of my ARMBOT and Hexas will depend on my opponent. I will either use my ARMBOT to press my enemy early on or hold him back to use his MOV to rapidly counterattack. My HEXAS will use his camo to move up the board, typically in close proximity to my ARMBOT, to either halt an aggressive enemies advance or utilize any momentum generated by the ARMBOT. My Hacker would be used in a defensive role, as PanO WIP doesn't seem to be their shining point. My Doc would focus on keeping my Lt. alive to avoid LoL situations, and maintain my rearguard.

Let me know what you think. I would like to have something solid before I invest in the minis. All C&C welcome. Thanks

   
Made in us
Combat Jumping Ragik






Beyond the Beltway

Well, the Kamau Hacker is 28 points, not 22. The bulleteer is tricky to play. But, your list has a lieutenant, so it is playable. But for a learning list something like the following might better serve you

PANOCEANIA
──────────────────────────────────────────────────

GROUP 1 7 0 0

FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (10)
FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (14)
ORC MULTI Rifle / Pistol, Knife. (40)
FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (14)
KAMAU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
HEXA Spitfire / Pistol, Electric Pulse. (1.5 | 31)
FUSILIER Combi Rifle / Pistol, Knife. (10)

2 SWC | 147 Points

Open with Army 4

7 orders will be plenty in a 150 point game. The Trauma Doc is, well, very good at killing its own troopers. Not so good at healing. The hacker probably won't be of much use in the game, but it is never too soon to learn about them. You should get used to using heavy infantry, so the ORC trooper. The FO fusilier can stay because it has a deployable repeater (2 actually) The list is missing some longer range firepower (a heavy machine gun or the like) but the spitfire makes up for it.

No plan survives contact with the enemy. And once your Lt goes down-- the doc cannot doctor as an ARO-- you are in LoL at the start of your next turn, and this means you have 2 regular orders to spend. Spend both to get a new Lt, or spend one to get a 60% chance of reviving your current Lt, knowing that if you fail, you will only get 2 orders again next turn. Order reserves are calculated at the beginning of the turn, so reviving your Lt does not get you any more orders for that turn. Not a good bet using the Trauma Doc.

You can also proxy minis too. This is a good way to get an idea of what you like to play. And that is the important thing. Trust me when I say your first game will be unlike anything you've ever played. So please set aside any pre-conceived notions you have and just have fun. And use the scenarios instead of just playing kill 'em all, after you've got an idea of what's what.
Have fun, and don't forget about the army builder and the wiki, accessible from the Infinity home page.

 
   
Made in us
Been Around the Block






Thanks for the pointers there, I am not sure how I messed up the Hackers pnt value. I have rewritten my list a little based on your input. I really like the idea of fielding a remote so I am willing to take a sharper learning curve to do that. This is what I am work ing with now.

PanOceania New 150 list

-Lieutenant Fusilier- C:10

-Combi-Rifle Fusilier- C:10

-Paramedic Fusilier- C:14

-Forward Observer Fusilier- C:14

-Kamau Hacker- SWC:0.5/C:28

-HMG ORC Trooper- SWC:2/C:41

-Heavy Shotgun Peacemaker ARMBOT- C:31

C:148 /SWC:2.5

My Internet is down on my laptop for the time being, so downloading the army list builder is challenging. This list is based on multiple sources, so correct me if any of my point values are wrong. What are your thoughts?

This message was edited 1 time. Last update was at 2014/02/27 06:09:25


   
Made in us
Combat Jumping Ragik






Beyond the Beltway

That'll work fine. Beware of the semi-obvious Lt though. It can only be one of the 2 models your opponent will see-- the combi-rifle fusiliers. In the list I showed, It could also have been the ORC trooper. But for starting out it's not a big deal. Just don't bunch the 2 potential Lt.s together where they can be hit at the same time with a template of any sort.

If you load the army builder via Chrome, and then copy the swf file out of the cache (it's a ~23mb file ) you can have it even w/out internet connectivity.


 
   
Made in nl
Zealous Knight







I would ditch the Kamau hacker for something cheaper (it's not *that* awesome, it's not really supported, and at 150 pts for a starter - just don't go there) and upgrade the Peacemaker to the spitfire variant - that thing is a lot scarier and I've had good experiences with it in the few low pts value games I play.
Taking a CR Hexa instead of the Kamau hacker frees up 4|0.5 so you'll stay put at 148 pts.

CRs aren't all that good (what with being a basic weapon et al) but on TO models they get pretty scary simply because of the negative mods to shooting back/taking them out.

...Then once everyone's gotten used to that (proxied, for now - nobody will mind in infinity!) Hexa, freshen things up a bit and change it out for something with a bigger gun, also under a TO marker (we have plenty ).
   
Made in nl
Parachuting Bashi Bazouk





You know you can't take the peacemaker without the kamau hacker? Besides, it's not ENTIRELY unsupported... Peacemaker has a repeater, and the FO fusilier has 3 deployable versions of them IIRC.

Soldiers you kill today won't annoy you tomorrow
- Khalid Ibn Walid, muslim strategist

Nope! Denied! 28mm Mini's are endlessly reborn! 
   
Made in nl
Zealous Knight







...oh fair 'nuff, didn't think about that requirement (God I should start playing lists without TAGs again sometime )
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

The thing about the peacemaker is that you want to take advantage of that mech deployment, but without some sort of support-- infiltrators or other mech, it is going to get blasted. I would say take a camo marker of some sort. That would have been the Hexa in the first list.

But, the best way to learn is to play what you want/like, and figure out what works best for you. It is always interesting to see people get use out of units that I thought were marginal. Part of the beauty of the game.

 
   
Made in nl
Zealous Knight







Depends on the amount of scenery on the table; I find there's usually an alcove I can hide it.
And really, even if you can't, so what? it's one order to get to that centre of the table (almost) and storming one of those things into a deployment zone often causes so much havoc I don't mind spending that extra order. Does depend on scenery and opponent, I suppose.
   
Made in us
Been Around the Block






I appreciate all the good feedback gents. Really looking forward to getting some minis for my first game

bahzakhain wrote:Peacemaker has a repeater, and the FO fusilier has 3 deployable versions of them IIRC.


I don't have any tabletop experience with the game, but from my reading the rules I can see that Hackers are more effective with Repeaters, but I still don't grasp their use entirely. Do they do anything to benefit defensive hacking? Or are they more of a tool for aiding attack?

Red Harvest wrote:The thing about the peacemaker is that you want to take advantage of that mech deployment, but without some sort of support-- infiltrators or other mech,t it is going to get blasted. I would say take a camo marker of some sort. That would have been the Hexa in the first list.


I definitely took notice of the mech deployment advantage. Even if I don't place it far beyond my deployment zone it gives early momentum.
If I want to take a Hexa, should I drop the HMG ORC in favor of a Spitfire Hexa and use the spare points on a Fusilier? I like the Hexa mini a little more than the ORC. Though this would leave me without any Heavy Infantry I get an additional order and another unit to mask my Lt.

Bolognesus wrote:Depends on the amount of scenery on the table; I find there's usually an alcove I can hide it.
And really, even if you can't, so what? it's one order to get to that centre of the table (almost) and storming one of those things into a deployment zone often causes so much havoc I don't mind spending that extra order. Does depend on scenery and opponent, I suppose.


I see the flamethrower auxbot making this Rem extra nasty on an assault. Plus, IIRC, I can use it to root out camo markers without discovering them.

This message was edited 1 time. Last update was at 2014/03/03 04:03:20


   
Made in nz
Camouflaged Zero





Auckland, New Zealand

 Red Harvest wrote:
If you load the army builder via Chrome, and then copy the swf file out of the cache (it's a ~23mb file ) you can have it even w/out internet connectivity.



Ok I've seen this a number of times but have never been able to get it to work. Every time I go to the cache, it only has the option 'save link as...' and its a 104ish MB file, not 23. And I've never been able to get that file to open on anything. So frustrating... How did you do it?
And soz, its a bit OT from this thread.

This message was edited 1 time. Last update was at 2014/03/03 08:26:00


If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in nl
Zealous Knight







That flamebot is great. Dash around a corner with the aux and template as much as you can, while the peacemaker spitfire shoots from cover. That peacemaker is pretty damn hard to aro on low pts and if they shoot the flamebot you're guaranteed a second spitfire salvo. Win/win
And really, it's quick enough to get there from your own deployment zone, mechanized is fun but you don't *have* to deploy 20" out
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

Auxbots are alot of fun. And if you only deply a few inches forward, you can deploy a mine via minelayer to protect the bots. Lots of tricks there. The Knight of Montesa, one of the HI choices for Acontecimento, has mech deployment. He makes a nice friend for the peacemaker In ASA, he also gets Nagas (2), so in theory, you could forward deploy the bots, the knight, and a pair of nagas-- at least one of which is a mine layer so 3+ camo markers at midfield. A very rude deployment.

@ Rahxephon: as I wrote, go to the cache and find the file. It is indeed ~23mb and an swf file --shock wave flash, not 104mb... you've got the wrong file if you're looking at a 104mb file right click it and select copy. Then paste it wherever you need it. But you'll need to open it with a browser later on, and Firefox is prissy about opening it. So use Chrome, or Comodo Dragon which is Chrome without the Google snitchware.

First clear your cache via history>clear browsing data. Now load the Army Builder. Then open a new tab and type the following chrome://cache. Hit enter. You'll see a file called army4.swf. That's what you want, but you cannot save it from there. You need to go to Users>*yourname*>AppData>Local>Google>Chrome>User Data> Default> Cache. It will be 22.702KB and named something like f_*numbers*. Once you move it you'll have to set it up to run in Chrome. Windows makes you jump through a bunch of hoops for this. I rarely use Windows. Anyway, once moved, rename it Army4.swf or whatever. Enjoy.

 
   
Made in nl
Parachuting Bashi Bazouk





Xysis wrote:
I appreciate all the good feedback gents. Really looking forward to getting some minis for my first game

bahzakhain wrote:Peacemaker has a repeater, and the FO fusilier has 3 deployable versions of them IIRC.


I don't have any tabletop experience with the game, but from my reading the rules I can see that Hackers are more effective with Repeaters, but I still don't grasp their use entirely. Do they do anything to benefit defensive hacking? Or are they more of a tool for aiding attack?



In active turn, you can only hack within 8 inches (ZoC). There are no range limits on defensive hacking. A repeater, however, gives you another 8" to hack in. So basically you could the Peacemaker behind a corner, hack his HI, and THEN do all the fun remote assault team stuff. Also, when traversing a repeater ZoC, you get a free hacking ARO. Great area denial in higher points games with board control. I might be going too hard there...

Soldiers you kill today won't annoy you tomorrow
- Khalid Ibn Walid, muslim strategist

Nope! Denied! 28mm Mini's are endlessly reborn! 
   
 
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