Switch Theme:

A few questions about the game  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Thermo-Optical Tuareg





California

If you've read my other thread, you'll know that I'm planning on actually playing a very basic version of the game on Thanksgiving as opposed to just painting up the models. While we're going to be playing something very basic with no abilities or anything, I've got a couple questions about the game for later, when we actually try the more complex rules.

So, my first question is, are medics actually worth taking? I know that there are basic infantry units that have the medic skill and then there's full on doctor units. I've also been reading up on the rules and I see that medics have a much harder time of actually reviving a unit and a much greater chance of just outright killing wounded troops. So, when I eventually get around to building a proper force, should I really even bother with having medics?

My other question is, how do I choose who to use as my lieutenant? As I understand it, you must have 1 lieutenant in your force. How do I pick the person to fill that role? Should I be choosing one of the weaker figures, like a basic line infantryman, or should I take something that can take a hit or two?

Also, remotes. Should I even bother with them?

While looking at army lists, I noted that the Dragoes and the Armored Cav TAGs have pretty similar stats if you go with the cheaper Armored Cavalry. Besides overall looks, would there be any reason to take a Dragoe over an Armored Cavalry?

Final question (for now) and this one isn't game related, but rather modelling related. Which TAG is going to be the easiest to assemble? Some of them look like a real pain in the ass to build, like the O-Yoroi while others seem like they might be easier. Which one would be best for someone who doesn't want to fight with lots of fiddly little bits and pieces?

   
Made in au
Norn Queen






 Barzam wrote:
So, my first question is, are medics actually worth taking? I know that there are basic infantry units that have the medic skill and then there's full on doctor units. I've also been reading up on the rules and I see that medics have a much harder time of actually reviving a unit and a much greater chance of just outright killing wounded troops. So, when I eventually get around to building a proper force, should I really even bother with having medics??


There are two kinds of medics - Doctors and Paramedics.

Doctors are strictly better - they roll against the Doctors WIP, while Paramedics use their medkits which requires a PH roll at -3 by the patient. So Doctors will pretty much always have a better chance than a Paramedic. A fail means the outright death of the patient by either.

That said, if you have the points to spare to throw in either, I think they're worth it. It's situational, but if you find yourself in a situation where you have a KO'd model and a spare order to spend on a chance to bring it back, it's better than not having the chance at all.

Personally, My doctor in my first few games was a star - failed one out of many rolls. My last few games? She's been more lethal against my own guys with that hypo than against the enemy with her rifle. But I always bring a doctor, because I find the chance worth it.

 Barzam wrote:
My other question is, how do I choose who to use as my lieutenant? As I understand it, you must have 1 lieutenant in your force. How do I pick the person to fill that role? Should I be choosing one of the weaker figures, like a basic line infantryman, or should I take something that can take a hit or two??


You will find in certain troop profiles a Lieutenant profile - that's how you chose him. Remember, he's not going to be some absolute combat badass you want in your front lines. Loss of Lieutenant is game losing in a lot of cases (sometimes it's a victory condition), so when starting pick something you won't miss on the front line, like a standard grunt, and sit him in a bitch hole and leave him there. Personally, I like using a Ghulam, basic line infantry, with my Haqqislam, because it has two ways to hide - in his hole, and also by shell games since I have 2 other Ghulam with rifles. You're not required to tell your opponent exactly which model it is, so it lets you play shell games if you have multiple profile the same as the Lieutenant. Just be honest if they do get him.

 Barzam wrote:
Also, remotes. Should I even bother with them?


Remotes are good. They tend to be a bit cheaper for what they bring and still generate an order, but require a hacker in your list, the death of whom also kills your remotes. Baggae remotes are popular because they add to the amount of points you need to lose before you fall into Retreat mode.

A baggage remote with Total Reaction and a combi rifle holding your backline is never a bad thing.

 Barzam wrote:
While looking at army lists, I noted that the Dragoes and the Armored Cav TAGs have pretty similar stats if you go with the cheaper Armored Cavalry. Besides overall looks, would there be any reason to take a Dragoe over an Armored Cavalry?


Look at the special rules. I'm not familiar with PanO, but if something looks similar but has a higher cost, there's going to be something there to justify it.

 Barzam wrote:
Final question (for now) and this one isn't game related, but rather modelling related. Which TAG is going to be the easiest to assemble? Some of them look like a real pain in the ass to build, like the O-Yoroi while others seem like they might be easier. Which one would be best for someone who doesn't want to fight with lots of fiddly little bits and pieces?


TAGs are all a bit difficult to assemble. The combination of all metal, large parts and sometimes small joins makes pinning a necessity. I'm working on a Maghariba Guard, which isn't too bad. The only parts I need to pin are the guns.

This message was edited 6 times. Last update was at 2013/11/25 06:40:35


 
   
Made in si
Charging Dragon Prince





 Barzam wrote:

Also, remotes. Should I even bother with them?

While looking at army lists, I noted that the Dragoes and the Armored Cav TAGs have pretty similar stats if you go with the cheaper Armored Cavalry. Besides overall looks, would there be any reason to take a Dragoe over an Armored Cavalry?

Final question (for now) and this one isn't game related, but rather modelling related. Which TAG is going to be the easiest to assemble? Some of them look like a real pain in the ass to build, like the O-Yoroi while others seem like they might be easier. Which one would be best for someone who doesn't want to fight with lots of fiddly little bits and pieces?


1. REM are amazing. Short answer would be, fast and flexible. The long answer:

 Bolognesus wrote:


...Okay, as for the dronbots: there's four types (sure you managed to figure out by yourself so far )
First of all, the pathfinder. A sensor remote is something I generally don't see the need for (though this does depend on your meta). In any case, it's on the bottom of the list, priority-wise. If you're anything like me you'll have drones in the double digits within a year (I'm getting there ) or so anyway, so put it off for now. Too many better options.
The Sierra. now *this* puppy is one you'll want _at least_ one of. I have two, and not a hint of regret. using two of the bastards with mono mines is a bucket of fun, depending on what you're fighting especially since having two can basically shut down any attack from above (at least one not taking a round full of orders, which means it's a win either way!). These puppies are fun. General Dronbot caveats apply, but we'll get to those in a minute (and really, those go for all four so not much of an issue when comparing them).
Fugazi: the obligatory repeaterbot. Any faction with hackers and remotes has one of those in the list, and they just do what it says on the tin. bog-standard repeater, 8|0, not much of interest. Cheaper for orders than a fusilier but really? I'll take the CR and small base for 2|0. The repeater is useful - or it was, until CB released the Mulebots. More on those in a minute.
Lastly, we have the Clipper. 34|1, and a GMLBot so again, it does what it says on the tin. Now often, for scenario/tournament play you'll be bringing FO models as cheap(er) specialists, since the next best thing is an engineer (ava 1; useless aside from specialist/engineer) or a hacker (more expensive), but that doesn't *really* go for MO as much as for vanilla PanO or NeoTerra (Auxilia FO are mean. Just, like, really mean) and your 14pt FO Fusilier doesn't have the tricks up it's sleeve those auxilia do, while your TO FO Sergeant costs a fething 29pts. Still 0SWC but at that point, meh. You'll have to positively want it for some reason. OTOH, bringing hackers isn't cheap either so you'll often be stuck using at least one or two FO for specialists. Now generally, those aren't good enough (IMO) to warrant the missile bot unless you really, really want it so in MO or ASA I'd skip it, really. Not our strong suit, if you can't take Auxilia.
However, it's great fun if you do bring that TO FO Sergeant, once in a while.
For variety, I'd go with one sierra, and either a second sierra or a clipper.

As for other remotes, well, I understand me telling you to buy a bunch of extra boxes at ~€30 a pop is not going to sit well with you, and rightly so. However, for 5|0.5 extra for an EVO Mulebot compared to the fugazi, you don't just get the ARM2, but you get an _EVO_ repeater. Good for taking down Guided Missiles, great for f*cking with enemy TAGs. Even a lowly fusillier with one of these toys will (at least psychologically) put the Fear of Dog© into your opponent - remember, no line of sight needed for hacking so deploy inside that building without doors (yes I make lots of friends at tournaments, why do you ask? -- really, don't do this unless you can otherwise be a really cool opponent to play against, even when your TO allows it --) or just behind that wall he can't quite move around without getting within 8 inches - and it's great area denial. What's even better is that it's baggage rule can often prevent retreat, and in some scenarios help score points. I love those bastards. Even without a hacker, just play them as the 8|0 minesweeper variant. Still good, for baggage. And those really outperform the Fugazi as cheap orders with little use.

Now if we're getting into bots anyway, I'd say you're going to want to get an Auxbot for with one of your sergeants sooner rather than later (and I don't think I'm the first to mention this, either). Now either you get Shae-Konnit to sell you two separate auxbots (I'll take two more auxilia, come to think of it ) or you just get some stuff that uses them. If you are patient, wait for the Seraph TAG, which will have one in the box. you won't always play the TAG so that will leave one spare. That's not enough, IMO, but then I bloody love auxbots
Next option (auxilia aren't available to you, neither is the GdA), and last option as well, is the Peacemaker Armbot. Now in my experience, this thing can positively wreck face on its own. at thirtyish points, depending on kit, and potentially very, very cheap on SWC (31|0!) I've wrecked face with this thing lots of times. it's fast, it does mechanical deployment, and it has the auxbot. Good as guaranteed to take out an order or two when you dive in with it. Probably more This baby will teach your opponents to make sure their flanks are covered, and they're covered well. It still does, as all REMs, suffer from the general bot drawbacks I mentioned earlier. ...Yeah, getting to that... some time soon.

While we're at Armbots anyway, let's not forget the Bulleteers. ODD is __MEAN__ if you can avoid MSV. 25|0 make the HS variant *seriously* nasty while cheap enough to add as an afterthought. for 4|1 extra you get a spitfire instead, which makes for a truly nasty machine indeed.
...No auxbot though. Still, very nice to have.

Okay, long story short: build a sierra, and either a second sierra or a clipper (though you could go pathfinder if it appeals to you, Dog knows why, or even fugazi if you're sure Mulebots aren't ever going to be in the budget); get a peacemaker either to use the auxbot (then use the peacemaker as a bulleteer, I think most opponents will be happy to accept this) with your sergeants. Next up, Mulebots and Bulleteers, followed by more dronbots. ...But maybe that's just my sickly obsession
One thing to keep in mind: those drones work with MO, but equally well with not just vanilla PanO, but ASA and NCA as well (particularly well, in some cases!). Something to keep in mind, perhaps (and really, I was convinced I'd just play ASA when I started - that didn't last long )

Now bots have drawbacks. Large bases make for large targets, and sometimes awkward maneuvering. BS11 (DRON) or BS12(ARM) is... not stellar, to say the least. add to that ARM 1 and STR 1, combined with sh*tty engineers, and you'll learn to use them carefully soon enough. Even for infinity, they can be a bit fragile. The damage potential is humongous, though. Be careful with them until your opponent makes a mistake - then go for the kill. I love them This basically goes for all REMs, so take it as a general tutorial. Conversely, make sure opposing REMs either don't get that shot, period, or make sure they're dead, dead, deadity double-dog-dead before they become a bother. Again, they're fragile so it's often an order easily taken out, if you get the drop on them.
They're _not_ for holding down the fort. Okay, the Sierra does well enough at it to severely discourage silly attempts, but sufficiently persistent enemies will punch through. Use like a scalpel, not a brick

...Feth, you made me go and buy more REMs to paint now, again.


Automatically Appended Next Post:
...okaaay, that was more of a wall-o-text than I'd imagined...


2. Dragoe and Armoured Cavalry fill different niches. Dragoe is the artillery, an anti-TAG/HI. Armoured cavalry is flexible, the difference in weapon's burst (hyper magnetic cannon versus Multi-HMG) is what tips the damage output into Dragoe favour. If you're looking for exceptional damage dealing unit, Dragoe is your unit. Armoured cavalry can be selected for lieutenant without any needles swc tax, heavy grenade launcher can also open an interesting decision during the game.

3. Have no idea. Dragoe was a pain to put together, waiting for a re sculpt on armoured cavalry in hopes it will be more friendly to assemble.

This message was edited 2 times. Last update was at 2013/11/25 10:28:27


 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

As far as paramedics v Doctors ...
With panO, a Fusilier paramedic and a trauma doc COST the SAME points/SWC.

14 pts.

The Doc uses unmodified Wip, the medic is a modified PH roll. Point for point, you would NEVER take a paramedic.

It is your opponent's job to kill your mandollies, not yours. Why make it easier for them? Let THEM spend the orders to kill them.
I don't take drs or medics unless I HAVE to because the mission specifies I must. I play PanO. We shoot, we don't "DO" the WIP thing.

As for the Armoured Cav model being hard to assemble?

Those ball/socket arms were the best part of it. NO other tag has arms that go on THAT easily. I had to resculpt the top rail on the MHMG (and a new hand for the left), but those arms made reposing it soooo much easier.

I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in nl
Zealous Knight







Armoured cavalry is exceptionally easy to assemble. Dragoe is... not a beginner's project. Not that extremely difficult eiher but I was extremely glad for havig a dremel, to put it mildly. The pins... the horror...
   
Made in us
Thermo-Optical Tuareg





California

It sounds a bit like I should make the Armored Cav my first TAG purchase then. How is the Guijia in terms of difficult to assemble?

   
Made in nl
Zealous Knight







TBH if you have a bit of modeling experience and can handle a pin vice the Dragao is a fine model to start with just the same.

I like it more ingame, tbh. FWIW.


Automatically Appended Next Post:
Oh, the Cutter is pretty easy, too.
...though I hope you don't get too many inexperienced opponents with that - it can lose you friends

This message was edited 1 time. Last update was at 2013/11/25 18:16:34


 
   
Made in us
Zealous Sin-Eater



Chico, CA

 -Loki- wrote:
 Barzam wrote:
Also, remotes. Should I even bother with them?


Remotes are good. They tend to be a bit cheaper for what they bring and still generate an order, but require a hacker in your list, the death of whom also kills your remotes. Baggae remotes are popular because they add to the amount of points you need to lose before you fall into Retreat mode.

A baggage remote with Total Reaction and a combi rifle holding your backline is never a bad thing.



Umm.... wait I'm sure I'm reading it wrong but it sound like your saying if you hacker dies you lose your remote. If so, that really wrong hackers are needed to take a remote on a list, they keep working even if the hacker is dead.

This message was edited 1 time. Last update was at 2013/11/25 21:00:09


Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
Made in au
PanOceaniac Hacking Specialist Sergeant




Lake Macquarie, NSW

Noir wrote:
 -Loki- wrote:
 Barzam wrote:
Also, remotes. Should I even bother with them?


Remotes are good. They tend to be a bit cheaper for what they bring and still generate an order, but require a hacker in your list, the death of whom also kills your remotes. Baggae remotes are popular because they add to the amount of points you need to lose before you fall into Retreat mode.

A baggage remote with Total Reaction and a combi rifle holding your backline is never a bad thing.



Umm.... wait I'm sure I'm reading it wrong but it sound like your saying if you hacker dies you lose your remote. If so, that really wrong hackers are needed to take a remote on a list, they keep working even if the hacker is dead.


Indeed (source).

"Going to war without France is like going deer hunting without your accordion."
-Norman Schwartzkopf

W-L-D: 0-0-0. UNDEFEATED 
   
Made in au
Norn Queen






Noir wrote:
 -Loki- wrote:
 Barzam wrote:
Also, remotes. Should I even bother with them?


Remotes are good. They tend to be a bit cheaper for what they bring and still generate an order, but require a hacker in your list, the death of whom also kills your remotes. Baggae remotes are popular because they add to the amount of points you need to lose before you fall into Retreat mode.

A baggage remote with Total Reaction and a combi rifle holding your backline is never a bad thing.



Umm.... wait I'm sure I'm reading it wrong but it sound like your saying if you hacker dies you lose your remote. If so, that really wrong hackers are needed to take a remote on a list, they keep working even if the hacker is dead.


You might be right. I might have gotten that confused with G: Servant.
   
Made in ca
Huge Hierodule






Outflanking

Yeah, the G abilities you lose the 'bot, but I believe remotes are programmed for independent combat, and the TAG/Hacker is just the specialist responsible for them or something...

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in au
Norn Queen






Right, I'll chalk that up to my brain being jelly from doing 5 peoples work today.

This message was edited 1 time. Last update was at 2013/11/26 05:57:33


 
   
 
Forum Index » Corvus Belli (Infinity)
Go to: