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Made in jp
Sinewy Scourge






USA

Hi guys, title says it all really:

1) How is proxying/count as regarded? For example, I really don't like the raver clockmaker model is it normal to use another model from the range?

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?

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.

4) My main opponents will be Aleph and Ariadna. I'm going to run Nomads myself. Any notes on these match ups?

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.

6) How important is the concept of hiding your lieutenant?

7) Any problems having a list with 2 order pools (i think thats the term)?

I'm becoming more familiar with the various special rules and I saw the BoW videos back when infinity was a recently introduced game, still very much a newbie and would appreciate any input.

Here's a list that I put together, any feedback appreciated.

--
Nomads - Untitled Roster (300/300 | 6/6)

Group #1 | 9 Models | 9 0 0

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)




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Made in us
1st Lieutenant





Klamath Falls, OR

I'm very new myself but I'm learning that several things are very important in infinity:

1) specialist troops are crucial to victory in most missions
2) DON'T start at 300pts. Build up to it as you learn because unlike 40k there are no really worthless or must have units


To answer your q about the Lt losing him in 2nd edition is critical so he needs to be kept hidden. N3 on the other hand if you lose your Lt it simply means in the next turn your troops are irregular so their orders can only be used for them.

   
Made in us
Zealous Sin-Eater



Chico, CA

Hello and welcome to the game.

1) I'm not of fan of the Clockmaker myself, but that way we have the 10x better Tomcats.

2) It is more like learning 40K and then playing WHFB.

3) Don't take to many Orders that start off the board; their are no auto-takes.

4) MSV and fire will be your friends vs. ALEPH and Ariadna. Tomcats are nice for fire.

5) They can repair any unit with STR.

6) In N3 it shouldn't really matter as using your Lt. Order will reveal the Lt., this is becouse CB want the Lt. to have a more active roll. Will see how that work out a couple month after N3 hits.

7) 2 Order Pool is just fine, but the less Orders in a Order Pool the less options you will have.

Happy hunting.

This message was edited 1 time. Last update was at 2014/09/07 06:21:22


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Man #1: Bob, there's nothing you can do.
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Made in nl
Zealous Knight







Starting your first game at 300 is not going to work out well for you; however, going to 300 after a few games (3-4 or so) can work out fine, IMO.
Nasty AD, or to a lesser degree, TO troops at 150 make for a much, much steeper learning curve than somewhat less subtle forces at 300. Keeping the really funky special rules out of the equation and asking your opponent to do the same for the first 10 or so games is much more important.
Maybe keep the TAGs to a minimum for a while, too - countering a TAG rush is perfectly doable but it does take some finesse. No fun in the first few games. (If your opponent is okay with it, fielding a TAG yourself is fine if you feel up to putting that many eggs in one basket ).
   
Made in gb
Sniping Hexa





SW UK

1. As with many things it depends on your local meta but in generally infinity is quite laid back about proxying, especially with an all metal range with very limited conversion opportunity. As long as you make it clear what is what you should be fine.

2. Start at about 150 and work up, you will work out want other units you need/want after a few low point games.

3. No auto takes but with objective based games you will want a good amount of specialists. Also try to maximise your order pool depending on the points limit. Some more expensive armies however don't tend to benefit from spilling over into two combat groups.

4. As said MSVs will be your friend, lots of regular camo for ariadna, lots of ODD for aleph.

5. Can repair most things including EMP'd weapons and equipment I think.

6. In 3rd ed it wont matter as much with the more lenient loss of lieutenant rules, and spec lieutenant orders. Try not to make it ultra obvious though.

7. Two pools is fine for larger 'horde' type armies (ariadna, JSA ect), can be a detriment for more expensive armies (Pan-O, ALEPH ect). If you are going for two try to have as many units in the second pool as possible to fill up the orders.

Im relatively new myself so take with a grain of salt.

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Made in pl
Morat Paramedic





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)?
   
 
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