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Made in us
Airborne Infiltrating Tomcat




Winchester, VA

Hello everyone, I'm completely new to the game and could use some advice/opinions. I played my first demo game at our local store and was immediately drawn in. the mechanics and system are unlike any other miniatures game I've played thus far. After looking through what I'm assuming was a rather limited selection at the store I decided the nomads stood out from the rest of the factions in my eyes. I picked up the Corregidor Jurisdictional command starter pack as well as a Gecko squadron. I was leaning towards the other starter that included a mobile brigada and a grenzers but after talking with the associate they mentioned my tags would fit within the sectoral of the CJ command starter if i wanted to run a pure sectoral list. Due to being heavily invested in battletech, warmachine and AoS as well as just buying a house my purchases need to be a little more scrutinized for infinity so im looking for suggestions on what to add to this collection and competative 300point lists i could make with it, On a side note I really love these gecko models!
   
Made in us
Dakka Veteran




Illinois

First thing I would think about is if you want to run the pure sectorial list or just vanilla nomads. The difference is that vanilla gives you access to using any nomad model, and the sectorial list gives you access to a smaller set of models to choose from but you get to use fireteams. Fireteams can be very powerful but not being to able to have access to the whole nomad range can be very limiting, so it is a trade off.

As far as purchases go, the nomad support pack would probably be a good buy. It gives you some cheap specialists that heal your troops and fix your geckos. The zondbots are also good as they let your doctors/engineers work from relative safety. Intruders with the HMG and/or mutli-sniper are good. Beyond that it would depend on whether or not you want to run a sectorial list or not.

Edit: Also the moran with the combi rifle is good, especially the forward observer option, and can be used in both the sectorial and vanilla.

This message was edited 2 times. Last update was at 2017/06/18 16:16:43


 
   
Made in gb
Yu Jing Martial Arts Ninja




North Wales

Just as Blood Hawk said, it comes down to whether you want to run Fireteams or not.

If yes, you stick with Corregidor and include a team of Alguaciles, Jaguars or Mobile Brigada. You lock yourself out of some really cool Nomad units, but you'll still be able to use those Geckos (as a Fireteam: Duo, no less!).

An Intruder and a Jaguar or two are well liked for their shooting through Smoke shenanigans and a Moran can be a really annoying so-and-so.

If you're not fussed on Fireteams, then you get to avail yourself of all the wonders of the Nomads: Interventors, Sin-Eaters, Zoe and Pi-Well amongst others.
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

Take advantage of the Army Builder here https://army.infinitythegame.com/ (Under options, once you close some of them, an option to download appears. It is also available for Android. It's on Google play) And all the very useful downloads here http://infinitythegame.com/archive.php

My knowledge of CJC is weak, so I cannot give specific advice. The Nomad starter has 3 Alguaciles and a Mobile Brigade that are useful in CJC. It also has a Spektr and a Grenzer, which can be used in the regular Nomad army. I would consider getting it. There is a size differential between the CJC box minis and the Nomad Starter, so be warned. Between the CJC starter, the regular starter and the gecko you will easily have enough to play while you figure out what else you want to get. Proxies are readily accepted in Infinity, so don't worry too much about making the minis WYSIWYG.

This message was edited 1 time. Last update was at 2017/06/18 18:14:43


 
   
Made in gb
Longtime Dakkanaut






St. Albans

Firstly, welcome to the game, great to have you on board. Corregidor is a really popular sectorial with loads of good options.

5 man Alguaciles link is a great backbone, so I would suggest the vanilla Nomad starter plus the 4 man Alguaciles special weapons box.

One really strong tactic is dropping smoke in front of a model with MSV2 that can see through it, with Jaguars the go-to option for smoke shenanigans, and you can proxy your combi-rifle Intruder as an HMG.

Moran Masaais are great options too, with their Crazy Koalas able to lock down whole sections of the board.

Finally, one of the best things about this game is that nearly every option is viable, so I would suggest having a look at which models float your boat, throwing a few lists together in Army, and making your choices based upon that. You'll end up buying everything in the end anyway

 
   
Made in us
Airborne Infiltrating Tomcat




Winchester, VA

Thank you everyone! I really appreciate it! As it stands ive been skimming through the wikis and rules during my spare time trying to get a better grasp of the different units etc. I ended up splitting the icestorm starter with a friend so im looking forward to trying out those models as well. Ive got a few random questions though. With the tags and pilots, its my understanding that once they loose the last str point the models removed correct? So in what situation would it ever be beneficial to have the pilot ditch its tag prior to removal? Is cramming as many specialists in a list really a typical way to play or do people have success with say 4-6? And could someone elaborate on the krazykoalas? Im having a hard time understanding what makes them so good without actually seeing them in action.
   
Made in us
Combat Jumping Rasyat






 naxium wrote:
With the tags and pilots, its my understanding that once they loose the last str point the models removed correct? So in what situation would it ever be beneficial to have the pilot ditch its tag prior to removal?
Once the TAG loses it's 3 Structure it goes unconscious with the pilot inside. It can still be repaired or spend an order to dismount the pilot. If it loses another structure, then the TAG is removed completely. For the Iguana, the pilot immediately ejects after the TAG loses its 2 wounds and the model is removed.

Most TAG pilots are specialists, so there's an option to dismount and score objectives. The Szalamandra pilot is a killer hacker, useful for dismounting to kill an enemy hacker locking your TAG in place.

Is cramming as many specialists in a list really a typical way to play or do people have success with say 4-6?
Most lists run 4-6, horde lists tend to cram higher specialists counts to make up for the lower average quality of troops. Your specialist count will fluctuate if your designing for specific missions, not going to want to bring as many if one of the obj. is to kill specialists, right? A decent take all comers list expecting ITS style mission will usually have at least 4.

And could someone elaborate on the krazykoalas? Im having a hard time understanding what makes them so good without actually seeing them in action.
Don't require LoF to trigger, deal DMG 15 Shock, which is basically a free 2nd wound on single wound models. Since it autohits, there's a high chance of taking a wound if you ignore it. Triggers in ZoC of the Koala, which is an 16 in" tall cylinder (extends above and below the model 8") with an 8" radius. You can cover most roofs and every floor just by placing the Koala next to the building.

That being said, it's relatively easy for some profiles to avoid since you can dodge it on a unmodified PH roll or running suicide chaff in to trigger the koalas. Where it shines is area denial against Airborne deployment, and with interlocking AROs. For example, the Lunokhod Sputnik REMs have built in repeaters and Koalas. If you run something hackable into the ZoC of the Lunokhod , you're taking two AROs, The Koalas Boost ARO and the hacker's ARO through the repeater, if you also move into LoF of the Lunokhod at the same time then a potential 3rd BS attack ARO from it. There's no skill that will allow you to avoid all of the AROs, so you're just going to be eating a hit and hoping your ARM/BTS saves.

This message was edited 2 times. Last update was at 2017/06/29 22:52:00


 
   
Made in us
Airborne Infiltrating Tomcat




Winchester, VA

Thank you for the breakdown! Ive been proxy battling different lists to tryout all these various tactics and i think the koalas are definately going to take a bit more practice. Im loving my geckos though, they always seem to perform solidly regardless of the situation, the m12 in specific. I've wanted to ask peoples preferences in specialist units? With so many different options for healers/hackers/engineers and zonds to go with, what options seem to shine amongst each category or pair better with certain units? Also how do most of you support your tags or mobile brigadas?
   
Made in gb
Been Around the Block




Good CJC specialists are Tomcats, Bandits, Morans, and Stempler. Wildcats are good toolbox units with Fireteam options with D-Charges, Hackers and Engineers.

Good support for TAGs are protection units. Killer hackers, Koalas, Warbands all good. Geckos are cheap enough that you can have other heavy hitters which take take the heat off by themselves.

Gaming in Kent
hydragamingclub.freeforums.org
twitter - bobmanRN - wargames rambling 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 naxium wrote:
Hello everyone, I'm completely new to the game and could use some advice/opinions. I played my first demo game at our local store and was immediately drawn in. the mechanics and system are unlike any other miniatures game I've played thus far. After looking through what I'm assuming was a rather limited selection at the store I decided the nomads stood out from the rest of the factions in my eyes. I picked up the Corregidor Jurisdictional command starter pack as well as a Gecko squadron. I was leaning towards the other starter that included a mobile brigada and a grenzers but after talking with the associate they mentioned my tags would fit within the sectoral of the CJ command starter if i wanted to run a pure sectoral list. Due to being heavily invested in battletech, warmachine and AoS as well as just buying a house my purchases need to be a little more scrutinized for infinity so im looking for suggestions on what to add to this collection and competative 300point lists i could make with it, On a side note I really love these gecko models!

Are you okay with scale weirdness?

Because CJC's starter pack and the Tomcats, Wildcats, and Hellcats are all on the tiny side compared to the current range of stuff--which started with the vanilla Nomad Starter and Alguaciles.

With that said, what you are starting with gives a fairly solid 250 point list:
Jurisdictional Command of Corregidor
──────────────────────────────────────────────────

8
WILDCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 23)
WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19)
INTRUDER Combi Rifle + Light Flamethrower, Adhesive Launcher / Pistol, CCW. (1 | 36)
HELLCAT Combi Rifle / Pistol, Knife. (0 | 22)
ALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25)
GECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53)
GECKO PILOT 2 Assault Pistols, Knife. ()
GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
GECKO PILOT 2 Assault Pistols, Knife. ()

2.5 SWC | 250 Points

Open in Infinity Army


   
Made in au
Norn Queen






 Chillreaper wrote:
If yes, you stick with Corregidor and include a team of Alguaciles, Jaguars or Mobile Brigada. You lock yourself out of some really cool Nomad units, but you'll still be able to use those Geckos (as a Fireteam: Duo, no less!).


Small point - you can run Geckos as Duo in a vanilla list. You just need an EVO Repeater to link them.
   
Made in us
Combat Jumping Rasyat






Yeah but it's ridiculously inefficient to run TeamPro in a vanilla list.

Spending your opening command token to fire team two models, leaves yourself open to your opponent having an unfettered first turn for zero defensive improvement.
   
Made in gb
Been Around the Block




Depends if you need that Command Token for anything else. Or simply spend an Order in the first turn.

I agree I'm not a fan personally, but Geckos are one of the times I could see this being a thing.

Gaming in Kent
hydragamingclub.freeforums.org
twitter - bobmanRN - wargames rambling 
   
Made in gb
Worthiest of Warlock Engineers






preston

You cannot go wrong with Mobile Brigada's. Now, whilst the MB is only the 'basic' HI of the Nomad army it is still very good when compared to equivalents in other armies as it has V:Courage which means it can choose to pass or fail Guts! roles (basically a morale check). Now, what is good for you is the fact that they are linkable, and can form a 5 man core team. Be warned that this will take up most of your list, but a 5 man Mobile Brigada link will terrify a lot of things, especially as it is so good. Multi Rifle and LFT for basic work, a Hacker to crack doors and immobilise enemy TAG's and HI, a Boarding Shotgun for that point blank blast and your choice of flavourings. I do not advise 2 heavy weapons though, you would be wasting points.
Tomcats are a great choice if you are going CJC, and really add to that punch. As AD specialists with good WIP they can be really useful for capturing objectives, repairing/healing your stuff and clearing out annoying enemy models.
Gecko's are where it is all at though. Essentially filling the role of the SWAST in Bakunin and the Kriz Borac in Tunguska these 'light' TAG's are amazing for what they cost and can clear out enemy infantry like no tomorrow whilst packing some emergency back up weapons to deal with heavy units. The best thing is, though, that they are so cheap you can include a second TAG or big thing as well, essentially scaring the hell out of your opponent. And if that was not good enough just remember that twin Combi Rifles is 6 shots on the active turn and potentially 6 again if placed in Suppressive Fire. In all honesty these are really good TAG's.
Finally do not forget Intruder's. Intruder's are great Camo MI and come with MSV2's. If you need an ARO piece the Intruder MSR with the X-Visor is an amazing piece.
Hellcats are also good as well, allowing for some cheap drop infantry that can survive a shootout and deal with those pesky snipers and ARO units.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in gb
Camouflaged Ariadna Scout





Leeds, UK

 master of ordinance wrote:

And if that was not good enough just remember that twin Combi Rifles is 6 shots on the active turn and potentially 6 again if placed in Suppressive Fire


Having two of the same weapon gives you plus 1 burst, so twin combis would be burst 4. And pretty sure you can only use 1 weapon at a time in suppresive fire so you would be using that profile without any burst bonus.



Link to my Gallery. 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

Yup, the Two-of-the-same-weapon rule is ACTIVE turn ONLY (says so in the rules).

So twin-combirifles is B4 ACTIVE turn, no bonus in ARO (and B1 at that).


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 au
Norn Queen






 avantgarde wrote:
Yeah but it's ridiculously inefficient to run TeamPro in a vanilla list.

Spending your opening command token to fire team two models, leaves yourself open to your opponent having an unfettered first turn for zero defensive improvement.


Then use a Regular order? It's just a hacking program. It doesn't have to be done with the command token, that's just an option.

If you were planning on moving both models even once, then using a Regular order for TeamPro wasn't a waste. At the least, it was just a risk of a roll which would have wasted the order if it didn't go off. If you plan on moving them more than once together, it's a net gain in efficiency as you're using less Regular orders to move them both around.

It's definitely situational, you need to be planning on sending both models in the same direction (which is the same for any linked team), but as soon as you move the models together twice you're gaining the benefits of spending half of the Regular orders.

This message was edited 2 times. Last update was at 2017/08/02 02:29:38


 
   
Made in us
Airborne Infiltrating Tomcat




Winchester, VA

If the Team Leader of a Fireteam from the same Army as the user enters a Null or Isolated state, TeamPro allows any other member of that Fireteam to automatically become the new Team Leader, placing the Team Leader Marker beside him.
Even if the original Team Leader recovers from his Null or Isolated state, the trooper that became the Team Leader, thanks to TeamPro, will continue to be the Team Leader until the player decides otherwise.
With this wording wouldnt i have to have a null or isolated leader first? Or is there some workaround?
   
Made in gb
Been Around the Block




TeamPro also allows use of fireteam Duo in vanilla lists.

Gaming in Kent
hydragamingclub.freeforums.org
twitter - bobmanRN - wargames rambling 
   
Made in gb
Worthiest of Warlock Engineers






preston

bantha_beast wrote:
 master of ordinance wrote:

And if that was not good enough just remember that twin Combi Rifles is 6 shots on the active turn and potentially 6 again if placed in Suppressive Fire


Having two of the same weapon gives you plus 1 burst, so twin combis would be burst 4. And pretty sure you can only use 1 weapon at a time in suppresive fire so you would be using that profile without any burst bonus.


chromedog wrote:Yup, the Two-of-the-same-weapon rule is ACTIVE turn ONLY (says so in the rules).

So twin-combirifles is B4 ACTIVE turn, no bonus in ARO (and B1 at that).


Well that seems kind of lame :/

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
 
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