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Made in us
Frightening Flamer of Tzeentch






Hi, I am completely new to Infinity. In all honesty, havent even cracked the rulebook yet, it seems like an imposing ruleset.

I really like the Nomad models (Or Combined Army, havent decided yet) and I have been looking around to buy some. I would describe myself as "Competitive" in that I don't really want to be buying models I won't end up using because they are unoptimal choices compared to other in army choices.

Can I get a small list of things that any Nomad player should have? I will probably start cracking into the rules and making these decisions myself when finals are over, but I have seen some rather tempting deals.

Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in us
Longtime Dakkanaut





Nomands are so freaking spread out in whats Viable after N3

What I mean is, the things that weren't viable (Moira's) received huge points reductions, that they are actually fairly good now.

Honestly I would say choose a sectorial and personality. Then build towards it.

Are you in your face? Are you sneaky & sinister? Are you tactical or decisive? Do you value mobility or control?

Corregeidor tends to be faster and brasher
Bakunin tends to be more tactical and clever


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Frightening Flamer of Tzeentch






Lol, honestly I still don't know much about all of the factions besides fluff and the models.

I have been watching battle reports and the game overall seems really awesome.

Do you have any links to a guide that is a short and sweet description of each armies sectorial/playstyle? That would be very helpful.....


Automatically Appended Next Post:
I would rather strike hard and fast and be less durable than the opposite,

I really like the idea of messing with my opponent, and I hear nomads are good at that. I want at least one sniper because I find it tactically appealing, having at least one of the large robots (I hear the Iguana is good, maybe GECKO?)

I also generally like the idea of having dedicated assault and shooting units. I dont like having a mixed utility unit in that regard. But I definitely want both present in my army.

This message was edited 1 time. Last update was at 2015/04/30 08:05:08


Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in si
Charging Dragon Prince





Nomads are top army, incredibly spoiled with choices. Most of the army composition will come down to scenario, infiltrators are sort of redundant on missions that have exclusion zones, different mission will have different bonus that you'll want to take advantage.

With Nomads I'd advice to avoid Geckos, Riot Grrls, Hellcats, Securitate, Mobile Brigada and TAG choices. There simply are better choices. Alguacil, Tomcat (doctor, engineer), Reverend Custodier (hacker), Grenzer are solid core choices that can be used regardless of the mission. You're rather flexible afterwards.
   
Made in us
Frightening Flamer of Tzeentch






Grenzers are the sniper ones right?

So no cool suits are good options? Not even that Iguana thing? All of those models look really cool, so I am not exactly complaining.

Any recommended starter sets?

Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in gb
Roarin' Runtherd





Nottingham

Seeing as I only had my first games this morning I'm definitely not an expert but I've been told the guys in the Operation Icestorm boxed set are quite good so if you can find somebody who wants to play PanO you could split the box.
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

Definitely, Operation Icestorm is a great place to start with Nomads (and actually, even if you don't want to start with Nomads)

 Lord Commissar wrote:
Grenzers are the sniper ones right?

So no cool suits are good options? Not even that Iguana thing? All of those models look really cool, so I am not exactly complaining.

Any recommended starter sets?


Having been toasted by an Iguana (and then the little guy that pops out after you disable the TAG) I can safely say that they are not useless!

Even the humble Lizard is a force to be reckoned with. I think it's the same with Mobile Brigrada really, even though they don't have some of the bells & whistles of other faction's HI, they will do the job they need to in your army list.

Arguably, you can also protect them much better with Nomads, hackers are a scourge with TAGs now, you can protect them with firewalls thanks to your plentiful hacker options.


Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
 
   
Made in au
Norn Queen






 Lord Commissar wrote:
I really like the Nomad models (Or Combined Army, havent decided yet) and I have been looking around to buy some. I would describe myself as "Competitive" in that I don't really want to be buying models I won't end up using because they are unoptimal choices compared to other in army choices.


This doesn't really happen in Infinity. Very, very few models are considered sub-optimal, probably less than 5 units per faction. And those units considered sub-optimal are still absolutely fine to use, they tend to mostly be more situationally good. Even units some peoples espouse as 'bad' are used effectively by others.

This isn't 40k where half of your options will actually lose you the game because you took them.
   
Made in us
Frightening Flamer of Tzeentch






I noticed sectorals really limit my options (no grenzers, can't have an iguana and good Baku nin hackers etc)

Are fire teams that much of a benefit?

Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in us
Longtime Dakkanaut





Beaumont, CA USA

They can be, a single order to move with 3~5 people, only generating a single ARO response is a SUPER efficient way to move models into position, set up good vantage points, and get specialists where they're needed to accomplish objectives. It all depends on playstyle, my nomads, PanO and Haqqislam are all vanilla, but my Aleph and Morats are sectorial.

It's not so much about link teams being more/less viable, it's about how you use them. Link teams used properly can be devastatingly good, used poorly and unsupported and it's a big limit for not a lot of benefit.

Mostly, I recommend choosing 3 or 4 figures you REALLY like the look/fluff/playstyle of, and then 3 or 4 figures you'd really like to use if possible, then fill the rest with alguacils or moderator medics & forward observers. If the models you chose fit mostly in a sectorial, drop the few that wouldn't fit and go sectorial. If they're really all over the place, go with Vanilla.

I'd say plan on buying about 15 figures , at least 4 of which are basic guys with combi rifles (alguacils or moderators) 2 of which are snipers, an HMG and a spitfire and a combat shotgun or 2. 2 or 3 of those models should be hackers capable. Preferably get 1 or 2 of them as either infiltrators or AD: Combat jump capable. That will cover 90% of what you need to accomplish ITS mission objectives/secret objectives.

~Kalamadea (aka ember)
My image gallery 
   
Made in gb
Yu Jing Martial Arts Ninja




North Wales

 Lord Commissar wrote:


I also generally like the idea of having dedicated assault and shooting units. I dont like having a mixed utility unit in that regard. But I definitely want both present in my army.



That's one pattern of thinking that you have to unlearn. It took me a while to realise that I was thinking in old ways, but Infinity doesn't tend to work like that.

You go shooty. Shooty with big guns, shooty with little guns, shooty with long range stuff, shooty with close range stuff, shooty with visors...

Then you make sure that you've got some utility guys in the mix (medics, engineers) and maybe one or two close combat monsters.

You can do the odd pack of close combat troops (like the Morlock Gruppe), but the CC guys tend to be precision scalpels rather than charge in and cause carnage walls of death.
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

Lord Commissar wrote:I noticed sectorals really limit my options (no grenzers, can't have an iguana and good Baku nin hackers etc)

Are fire teams that much of a benefit?


They're really useful if you plat a lot of mission/objective games from the ITS rules and the like. Quite often these relate to 'get to point x, do y' and it really helps if you can move a squad of guys with less order expenditure, then your 'Specialist' (engineer, hacker etc.) can do their bit with the rest of the squad backing them up.

But, then of course you have the penalty of being more restrictive in your movements (trying to keep all of the team within 8" of whomever you have as link team leader, which can be harder than it sounds, if you want the full bonuses) and then of course the restrictive army lists.

The army I'm working on at the moment is primary sectorial (Qapu Khalqi), but I like to use other miniatures from the Haqqislam range from time to time, so there is nothing to stop me occasionally just using them as a standard list if I want to. You do have that versatility, it just means you might not have quite as high availability with certain choices.

Kalamadea wrote:
I'd say plan on buying about 15 figures , at least 4 of which are basic guys with combi rifles (alguacils or moderators) 2 of which are snipers, an HMG and a spitfire and a combat shotgun or 2. 2 or 3 of those models should be hackers capable. Preferably get 1 or 2 of them as either infiltrators or AD: Combat jump capable. That will cover 90% of what you need to accomplish ITS mission objectives/secret objectives.


That's some really good advice actually, and what I have said to some friends who are just starting the game; try and get a mix of stuff from which you can build the 300pt list. Ideally you need: An HI or TAG, specialists of each type (hacker, engineer, doctor, forward observer), drop troops, sniper, HMG/Spitfire, rocket launcher, camo troops, remotes. You can then mix and match a combination of these throughout games.

It's important to note about Infinity that it was playtested for 4 years before going on sale originally. New rules and units are playtested exhaustively and get a lot of feedback on the forums and from tournaments, and CB are constantly fine-tuning that balance. This is why you won't get any units that are just a poor choice and dust gatherers on your shelf. What you can suffer from though is having the wrong balance in your force - if you have too much of one thing (from that list I have written above) at the expense of others. It might work and be fun for a game or two, but your opponent will easily be able to counter it once they realise what is going on.

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
 
   
Made in si
Charging Dragon Prince





 Lord Commissar wrote:
Are fire teams that much of a benefit?


They are. Particularly, if they allow more than one link team to be taken. Snipers have a place in link teams, not that odd to consider taking two of them. Sniper on its own needs something else going for him to be considered taking, for example camouflage, REM, TO. Sectorials also bump certain AVA of units. Min/max is rather common to see, generally this makes sectorial play more obvious to understand but harder to counter or rather it is obvious who has the advantage in certain match ups. Typically you'll want your army to focus on capturing objectives and having elements that will force your opponent to spend orders on something he wouldn't want want to be doing.

This message was edited 3 times. Last update was at 2015/05/01 07:57:50


 
   
Made in us
Frightening Flamer of Tzeentch






Icestorm seems to be a mix of both factions, and I think I would rather follow one than a mix as fireteams seem cool.

I like the idea of using the Vertigo Zond+ a hacker to do that missile trick, and I also like the idea of using Hackers to back up an Iguana so it seems corregidor is my only option if I want an Iguana,

Are Bakunin hackers really that much better? What are the "good" hackers Corregidor has, and what makes them worse? Which Catbot should I use?

Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in us
Cosmic Joe





 Knight wrote:
Nomads are top army, incredibly spoiled with choices. Most of the army composition will come down to scenario, infiltrators are sort of redundant on missions that have exclusion zones, different mission will have different bonus that you'll want to take advantage.

With Nomads I'd advice to avoid Geckos, Riot Grrls, Hellcats, Securitate, Mobile Brigada and TAG choices. There simply are better choices. Alguacil, Tomcat (doctor, engineer), Reverend Custodier (hacker), Grenzer are solid core choices that can be used regardless of the mission. You're rather flexible afterwards.


I use Geckos, Riot Grrls and Hellcats and they work just fine.
I'd also suggest looking at the Chimera as that unit's a whole lot of fun to use.



Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. 
   
Made in us
Frightening Flamer of Tzeentch






Chimera does look pretty cool, its a CC based assault squad with smoke as cover and a viral CCW? That does seem fun.

Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in us
Cosmic Joe





 Lord Commissar wrote:
Chimera does look pretty cool, its a CC based assault squad with smoke as cover and a viral CCW? That does seem fun.

And the pupnicks that are linked to the Chimera have an insanely high dodge and Double Action ccw's.



Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. 
   
Made in us
Longtime Dakkanaut





Chimera is godly but has a lot of rules specific to her

WIP and BTS are usually what you look for in Hackers.

Gomez is probably Corr's best hacker.

Having Hacker support in your army can assist the Hacker gameplay, for example Repeaters, Markers and Deployable Repeaters. To extend how much and when you can hack.


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in si
Charging Dragon Prince





 Lord Commissar wrote:
Chimera does look pretty cool, its a CC based assault squad with smoke as cover and a viral CCW? That does seem fun.


Zero-V smokes. It's very powerful profile.
   
Made in us
Frightening Flamer of Tzeentch






Choosing between COrr and Bakunin is getting more and more difficult........

I am going to end up with both aren't I :p


Automatically Appended Next Post:
So, zeroes use anti-personnel mines, they seem neat.

My question is, what squads are traditionally good "Linked" together?

It mostly seems as though people mostly just link together the grunts. Is there anything else that is linked often?

This message was edited 1 time. Last update was at 2015/05/01 20:33:26


Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in us
Longtime Dakkanaut





 Lord Commissar wrote:
Choosing between COrr and Bakunin is getting more and more difficult........

I am going to end up with both aren't I :p


Automatically Appended Next Post:
So, zeroes use anti-personnel mines, they seem neat.

My question is, what squads are traditionally good "Linked" together?

It mostly seems as though people mostly just link together the grunts. Is there anything else that is linked often?


Bakunin is more likely to have Camo and Penalties to enemies
Corr is more likely to cheaper units or more accurate

Personally I am wondering when they are going to release the 3rd faction Tunguska
Bakunin isn't meant to be the strongest Hackers in Bakunin, Tunguska is.

Bakunin has the black labs, which provides awesome techs.
Tunguska is meant to be master of information and money.


Automatically Appended Next Post:
 Lord Commissar wrote:

Automatically Appended Next Post:
So, zeroes use anti-personnel mines, they seem neat.

My question is, what squads are traditionally good "Linked" together?

It mostly seems as though people mostly just link together the grunts. Is there anything else that is linked often?

Zeroes are really awesome
Camo, Mines, Can do Objectives, Infiltration and are insanely cheap!
In my Bakunin list I always use 3, most often with E/M's because I find them more effective against heavy units.

DAM13 is awesome against maybe low armor weak troops. However against high armor stuff they can more or less ignore it.

E/M mines can heavily disable or weaken the unit hit. They will still be alive but would be pretty much fodder at this point.

This message was edited 1 time. Last update was at 2015/05/01 22:00:33



6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Frightening Flamer of Tzeentch






E/M mines seem cool, but you can't lay them out during deployment, you have to physically place them. Right?

Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in si
Charging Dragon Prince





 Lord Commissar wrote:
My question is, what squads are traditionally good "Linked" together?

It mostly seems as though people mostly just link together the grunts. Is there anything else that is linked often?


Depends on what you want to do. Every type of infantry becomes better in a link team. Light and (cheap) heavy infantry are typically the most common types that will be linked. Medium infantry tends to be specialised or sits in the middle of the road and is often too expensive to run as a link.

This message was edited 1 time. Last update was at 2015/05/02 04:42:27


 
   
Made in us
Longtime Dakkanaut





 Lord Commissar wrote:
E/M mines seem cool, but you can't lay them out during deployment, you have to physically place them. Right?


Correct, Minelayer skill only load out has has Anti Personnel. However at the same time, Minelayer skill costs an SWC.

However, yes. Minelayer is amazing for tricking opponents. Tho E/M mines are still stealthed, so the opponents will likely know it's a mine. However they likely won't know it's E/M. Even if they do figure it out when you place a Deployable Repeater, its still an extremely dangerous target to come near it.


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Frightening Flamer of Tzeentch






I like the idea of mines. I also like the idea of having the guided missile from the Vertigo Zond, the Chimera, The HMG wielding Sin Eater, and plenty of hacking options.

The problem I am running into when building a list is my SWC cost is too high, and I am having trouble getting past 200 points, I I just dont know what supports these things properly.

Do you think you can show me a balanced list that implements the above would look like?

Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in us
Longtime Dakkanaut





I don't mind - However I want to see you make a list first before I cloud your head

http://www.infinitythegame.com/army/

Tho if you're playing 200 points, I would just give Sin an Mk12

This message was edited 1 time. Last update was at 2015/05/03 07:39:02



6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
 
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