1) How is proxying/count as regarded? For example, I really don't like the raver clockmaker model is it [i]normal to use another model from the range?[/i]
In my experience the Infinity meta is lenient on
WYSIWYG, if you convert something else and make it clearly a "Nomad technician that's not immediately confused with another unit" then you should be OK. I've seen proxies on tournament whose only "conversion" was repainting them in the target army scheme.
2) I have no problem jumping in the deep end--I keep hearing that beginners shouldn't start at 300 immediately. How hard and fast is this rule? I mean, is it the same as running 40k at 500 pts vs. starting at 2000?
Don't know about
40K, but starting at 300pt is a good way to get yourself splattered full-speed against a wall. Not only because you won't know what your force can do or does, but the opponents will start to bring lots of nasty toys at this range.
3) Are there some general principles for list building that I should consider? Specifically, are there things one must never leave home without? I assume most games will focus on missions.
Yes. (
BTW, you'll see forces violating these rules, but they know what they're doing and what risks they take. If you feel confident, feel free to break them.)
- have enough regular orders: 6+ for 150 points, 8+ for 200, 10 in one group or 16+ in two groups for 300. This can include 1
TO or
AD unit that does not give an order to the pool from the start, all others count as extras.
- know what each of your unit's role is. You have to be able to point at any entry in the list and say if it's the main attacker, secondary attacker, fire sup[port for the main attack, harasser/terror units, designated specialist, backup/flanking specialist, enemy order pool removal, own DZ defense, etc. Plans can and will get modified, but you don't want to assign these roles during combat.
- for ITS "clicking" missions (the ones where you have to activate consoles/antennas) have at least 3 specialists. Even better if some of them are camo infiltrators (FOs work well for this).
4) My main opponents will be Aleph and Ariadna. I'm going to run Nomads myself. Any notes on these match ups?
- Infowar/hacking is gonna be a big help against Aleph - a Reverend Custodier with a marker will give you that in one package and also be a great LT (even if somewhat obvious). Bring an Intruder or two, Aleph has a ton of
ODD. Or maybe a flamer Tomcat
- that said, your
ODD will infuriate Ariadna, Revereds are not exactly liked there

leave your
EW department at home and watch out for chain rifles.
5) Can engineers repair remotes or just TAGS? I notice that a TAG like the iguana has STR 2 whereas remotes have a 1 for that characteristic.
Yes, they can repair remotes.
6) How important is the concept of hiding your lieutenant?
Extremely. If you start second with an obvious weak LT (that is, not a
TAG LT, not
NWI/ 2 Wounds and
ODD/camo) you're risking a lot. You have 3 options: hide LT in a bunch of grunts (requires 3+ identical grunts), have a visible but hard to kill LT (
TAG or Intruder, remember that TAGs ar not THAT hard to kill) or protect the LT so the enemy will likely lose the assassin (difficulty varies depending on opposing faction).
7) Any problems having a list with 2 order pools (i think thats the term)?
Nope, but get 6+ orders in each group. 10 in one and 3 in the other isn't good unless the second group is like an EVO bot and 2 reaction bots.
Interventor Lieutenant | Lieutenant, Combi Rifle, Pistol / Knife (0.5 | 26)
Interventor Hacker | Combi Rifle, Pistol / Knife (0.5 | 26)
Clockmakers Engineer | Combi Rifle, Pistol / D-Charges, Knife (18)
Intruders HMG | HMG, Grenades, Pistol / CCW (1.5 | 44)
Moran, Maasai Hunter Observer | Forward Observer, Combi Rifle, CrazyKoala (2), Pistol / Knife (0.5 | 24)
Iguana Squadron | HMG, Heavy Flamethrower (2 | 73)
Lunokhod Sputniks | Heavy Flamethrower, CrazyKoala (2), Boarding Shotgun / Electric Pulse (29)
Reaktion Zond E/M LGL | E/M Light Grenade Launcher, HMG, Antipersonnel Mines / Electric Pulse (1 | 35)
Stempler Zond Combi | Combi Rifle / Electric Pulse (22)
Zondbots | Electric Pulse (3)
Looks OK. You have firepower, you have hackers, you have orders, your LT is kinda hidden. What do you have against TAGs from afar (they're not gonna come to your repeater range and will focus on killing the remotes before you advance them) and assassins like Oniwaban/Speculo Killers (I know I'd use one to kill one of the Interventors, likely the more protected one - higher chance of LT and if he's not, it'll be easier to recamo and eliminate the easier one)?