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Made in gb
Regular Dakkanaut





Decided to try Infinity and the nomads (Bakunin command in particular) jumped out at me. I've got the Bakunin starter and the support pack. Is there anything thats an auto include. Was thinking I'd add some zeros, taskmasters and the zondbots box to give me a start. Any advice would be awesome.

Only the Insane have strength enough to prosper, Only those who prosper may truly judge what is sane. 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Riot Grrls are pretty much a "must have".
   
Made in us
Longtime Dakkanaut





Riverside, CA USA

Yup, Riot Grrls are one of the main strengths of Bakunin, especially a core or Haris link team. The only problem is the models aren't amazing, especially the spitfire which is an old style sculpt and only available as a separate blister. Rules make up for this, they're very solid HI and very cheap for HI

Beyond that, you will always want at least a couple of Morlocks in your list. They're cheap, drop smoke grenades, and get a random ability that is sometimes useless, sometimes amazing.

Bakunin also does very well with the attack remotes like the Lunokhod and Tsyklon. I often take 2 Moderators w/ hacking devices so that each can buff the 2 Tsyklons in a list, giving them Marksmanship lvl 2. The Tsyklons are very fast, have climbing plus and are armed with a spitfire with X-visors that now have shock and ignore cover. With remote presence they get 2 levels of unconscious before they die, so they lose an attack and go down then your Nomad engineers has a good chance of reviving it.

Invest in some Zeros. They're relatively inexpensive infiltrating camo units that can lay mines and can also take cheap hacking devices which also makes them specialists, good for pushing buttons in scenarios. Bakunin can take 3 and it's often worth taking all 3.

Bran Do Castro is one of the best units in Nomads, he is a super zero that can start right outside of the enemy deployment on a roll of 16 as a camo token. He has super jump and climbing plus and a boarding shotgun (I don't recomend his specialist combi rifle profile). If you go first and keep him as your reserve model you can place him in a good position to easily jump behind the enemy cheerleader units and wreak havoc with his boarding shotgun. He'll probably die, but almost always makes up for it before he does

~Kalamadea (aka ember)
My image gallery 
   
Made in gb
Worthiest of Warlock Engineers






preston

Okay, for starters be prepared fr the learning curve. Bakunin are not the hardest to learn but they are not simply a 'smash into the opponents face' faction. You need to understand your units, and where they slot in and what they can effectively do before you really put them to major use. For starting up, this is what I advise:

>>Bakunin Starter box
This is the obvious starting point and it gives you a nice mix of six different models, all of which have their uses, and most of which will find a solid place in nearly every list
-Sineater Observant
The single best ARO piece in the entire game, set him up in cover with a good line of fire and watch your opponent tear their hair out in frustration as they try to deal with him. Just never move him at all if possible, or if you have to then do so under the cover of smoke or eclipse. This version comes with a HMG for maximum rage.
-Riot Grrrl with Multi Rifle
Grrrls are going to be a solid core in your starting army, and are a really good cheap lighter HI, although the downside of Frenzy can be a bit of a problem. The Multi Rifle is not the best profile, but she has her uses, and will allow you to complete that dreaded core link team, where she does find a small niche as a versatile piece.
-Moderators
You get two of these mooks in the box. These are your basic cheerleaders and come armed with a Combirifle and a pistol. For some odd reason they have Shock immunity, which they would honestly be better off without a all it does is bloat their points. Still, at 9 points they are cheap and cheerful, just dont expect too much as ou get what you pay for.
-Morlock
This is your standard Very Impetuous smoke dropping warband model. He is great in CC and comes with a special rule that allows him to roll on a table at the start of the game for a boost, which can either be a flop or a major buff depending. The one in the box comes with a Combirifle with a Light Grenade Launcher, ditch it as you never want to get him into a shooting match. Greenstuff over the coat hole and sculpt some detail in, and run him as a Chainrifle equipped Morlock. Get a 2nd one as well when you can, they are really useful.
-Reverend Moiras with Multi Rifle
Ahh, the Moiras. I have a hard time using these as they are a bit of a tricky unit. the ODD and ARM 3 make her a useful figure to have in a gunfight, but the BS of 12 does somewhat let her down, as does the complete lack of any BTS and the appalling PHYS stat, which makes justifying her rather high points cost hard. Still, in the right circumstances she can be really useful, just dont be expecting miracles, and avoid template and BT weapons like the plague. And always use cover and never be in a position whee you have to dodge. The Shock/AP CCW is just bloat really, Moiras never want to be in melee.
On a side note, she can make an okay LT, or at least she would if you did not have to pay 1 SWC for the honour.

>>Riot Grrrls box
Right off the bat this should be our go-too box set. As a beginner you will want that sweet sweet core link, and they will most likely be a staple of your army for some time to come. This box gives you 3 out of the 5 Grrrls you will need for the link team.
-Combirifle and Blitzen
Your standard Grrl. Always run her as a Specop to allow your team to complete objectives and add some versatility into it. The Combirifle is only a basic gun but the Blitzen can be a nasty shock for enemy TAG's and HI, effectively neutering them if it works. Just be wary that it only has 2 shots.
-Bording Shotgun and Tinbot
THIS THIS THIS. You ALWAYS take the Tinbot into the link, no matter what. The Shotgun provides some nice short range defence/hitting power and has a choice of AP ammo or a shell that explodes into a teardrop template when it hits. Lovely, and it is cheaper than a Combirifle to boot. The downside is the lack of range, but the rest of the team covers that. The Tinbot is also really good as it essentially provides Hacker defence for your Grrrls, putting enemy hackers at a -6 before any other modifiers, and really spoiling their day.
-Missile Launcher
Useless on her own, essential in a link. This Grrl is guaranteed to ruin your opponents day, especially with all those lovely link bonuses. Comes with two munition types, an AP round that also has the EXP attribute and a template dropping missile. Oh, and it is one of the hardest hitting weapons in the game, what is not to love?

>>Riot Grrl with Spitfire
An older model on her own, but an important one. She carries a Spitfire which is essentially a GPMG, and can provide a good high burst piece for your link, making her useful for clearing out softer targets and the like.

>>Zeroes
This blister pack comes with two Zero models in it. Always run them as Forward observers unless you need a hacker in which case run one as a hacker. Zero's are your cheapest infiltrating piece and great objective grabbers, mine droppers and general interference pieces. Just be careful as they have rather weak stats and no armour at all, but you should always have a couple in your army. Two of them once won me a tournament game by, along with a Spectre, filling the entire middle of the board with mines. My opponent could not get past them, and they eventually crippled Achilles enough for my Reverend Healer to take him down.

>>Nomad Support Box
This contains a doctor and an engineer, both vital for your army, and it also has two helper bots.
-Daktaris
A WIP 14 Doctor with a combirifle. Baring her high WIP she is pretty average, but cheap. Take her and give her a Zondbot for more coverage.
-Clockmaker
A engineer with a good WIP and D-charges. Less vital than the Daktaris, but important if you are running REM's, TAGS or lots of HI

>>Taskmasters
If you can fit one then take one. The Red Fury profile is the best, and it has enough firepower to cover all ranges, plus Krazy Koalas. ARM 5 and BTS 6 make stopping you hard, your BS of 13 is good and your CC of 19 plus ML level 1 with a DA close combat weapon is hilariously good if the enemy tries to close (got me some Dogfaces with it before now), assuming they survive the Koalas and Pulzar though. Push up the board and become a major headache for your opponent to have to deal with. If you cannot afford the Red Fury then the Boarding Shotgun variant is cheaper but you will have to convert it yourself as there is currently no official model. NEVER take the HMG.

>>Reverend Healers
A beast of a nun with amazing stats, and a doctor to boot. Sadly her price does let her down a bit, but she is a good alternative to the Daktaris if you want a more combaty doctor. Not to mention that CC of 19 and EXP close combat weapon. Ironically despite being a support nun for the mainline Moiras fighters the Healer actually has better combat stats than the Moiras.


This should be enough to get you started. Boxes/blisters are listed in order of priority but I recommend getting the starter box, riot Grrrls(box and blister) and Zero's all at once in order to have a decent fighting force. The support box should be pretty high priority too, everything else is secondary.
If you need any more advise on where to go after this/specific units then feel free to ask.

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
Regular Dakkanaut





Been trying to make your advice in to a list but not really been making headway. This was my attempt at a list.

Moderator lt, combi rifle
Moderator, combi rifle
Sin-eater, hmg
Zero, fo, combi rifle
Zero, killer hacking device
Daktari
Zondbot
Clockmaker
Zondbots
Riot grrl, spec operator, combi rifle
Riot grrl, multi rifle
Riot grrl, boarding shotgun, tinbot b
Riot grrl, spitfire
Riot grrl, ml

Morlock,chain rifle
Morlock, chain rifle

300pts 6swc

Also how important are the groups?

This message was edited 1 time. Last update was at 2018/07/17 18:16:49


Only the Insane have strength enough to prosper, Only those who prosper may truly judge what is sane. 
   
Made in us
Utilizing Careful Highlighting





Order group management is in many ways the core of translating a list onto the table--you can only give orders generated by an order group to people in the same order group without burning very very limited command tokens, and order management is key--having say, 4 actions for your key peice at the moment (whether thats a face smasher, or an objective grabber) vs. having 8 can make a big difference, or more realistically, having 1 spare order token to set up the three order run of that key peice, vs having 5 to make the job more likely to succeed. I'm mediocre and out of practice, but the rules of thumb I got where "try to keep the main group as close to 10 orders as possible" and "don't put too many impetuous orders into the same group, ideally not more than one." The second is because frequently your opponent will put you in a position where those impetuous troops will be forced by the impetuous order to do something risky and you'll have to burn an order to restrain them, reducing the groups effective count.
With the setup you have, 14 order producing models if I'm reading it right, my arrangement would go something like

Moderator Lt,
Daktari w/zondbot (or clockmaker)
sin eater
Morlock

Moderator
Zero x2
Riot grrl x5
Clockmaker (or Daktari if not in other group)
Morlock

Reasoning being the sin eater is primarly an ARO peice and doesn't eat many orders, and the three regular models (Sin eater, moderator, and Daktari) can then feed orders to the smoke-bombing morlock, or the Daktari/clockmaker as needed, while you do everything else with the other list's 8-9 effective orders (depending on if you've got to restrain the morlock that turn.) Basically, each model is a tool in a toolbox that serves a purpose in the list, whether active like your Riot grrl team, or passive like the sin eater (or just 'cheap order token' like your moderators), and then think in terms of "how am I going to feed them the orders I need to get them to do that role vs how often and when am I going to need that done?"

This message was edited 1 time. Last update was at 2018/07/18 11:36:22


 
   
Made in gb
Worthiest of Warlock Engineers






preston

 brochtree wrote:
Been trying to make your advice in to a list but not really been making headway. This was my attempt at a list.

Moderator lt, combi rifle
Moderator, combi rifle
Sin-eater, hmg
Zero, fo, combi rifle
Zero, killer hacking device
Daktari
Zondbot
Clockmaker
Zondbots
Riot grrl, spec operator, combi rifle
Riot grrl, multi rifle
Riot grrl, boarding shotgun, tinbot b
Riot grrl, spitfire
Riot grrl, ml

Morlock,chain rifle
Morlock, chain rifle

300pts 6swc

Also how important are the groups?


Its a decent first attempt but try something more like this:

Brute force
Spoiler:
Jurisdictional Command of Bakunin
──────────────────────────────────────────────────

9 1 1
RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
RIOT GRRL MULTI Rifle, Stun Grenades / Pistol, Knife. (0 | 32)
ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24)
TASKMASTER Lieutenant Red Fury, Pulzar, CrazyKoalas + TinBot A (Deflector L1) / Heavy Pistol, DA CCW. (1 | 53)
CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
BAKUNIN ÜBERFALLKOMMANDO . (0 | 23)
CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 20)
x3 PUPNIK DA CCW. (0 | 3)
ZONDBOT Electric Pulse. (0 | 3)
ZONDBOT Electric Pulse. (0 | 3)
ZONDBOT Electric Pulse. (0 | 3)

5.5 SWC | 300 Points

Open in Infinity Army



Spoiler:
Jurisdictional Command of Bakunin
──────────────────────────────────────────────────

10
SIN-EATER HMG / Pistol, CCW. (2 | 33)
RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
RIOT GRRL MULTI Rifle, Stun Grenades / Pistol, Knife. (0 | 32)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44)
ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
ZONDBOT Electric Pulse. (0 | 3)
ZONDBOT Electric Pulse. (0 | 3)

6.5 SWC | 299 Points

Open in Infinity Army


Sneakier
Spoiler:


Jurisdictional Command of Bakunin
──────────────────────────────────────────────────

9 1 1
RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
RIOT GRRL MULTI Rifle, Stun Grenades / Pistol, Knife. (0 | 32)
ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
TASKMASTER Lieutenant Red Fury, Pulzar, CrazyKoalas + TinBot A (Deflector L1) / Heavy Pistol, DA CCW. (1 | 53)
ZONDBOT Electric Pulse. (0 | 3)
ZONDBOT Electric Pulse. (0 | 3)

6 SWC | 299 Points

Open in Infinity Army



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
Regular Dakkanaut





First up, that list is based on what i own and can afford to get.

Second. what are the most important bits to try and focus on learning for Nomads? Got my first practice game on Wednesday.We'll just be going through the rules and knowing my friend he'll have us play a game to do the learning.

Only the Insane have strength enough to prosper, Only those who prosper may truly judge what is sane. 
   
Made in gb
Worthiest of Warlock Engineers






preston

 brochtree wrote:
First up, that list is based on what i own and can afford to get.

Second. what are the most important bits to try and focus on learning for Nomads? Got my first practice game on Wednesday.We'll just be going through the rules and knowing my friend he'll have us play a game to do the learning.


Firstly, consider the stuff I suggested, if not now then in the future.

Secondly, Nomad are not a direct anything army. We are annoyers. You have to think like a 4chan troll. You are become annoyance, master of disruption, destroyer of logic. You have to get under their skin, hit them with surprise chainrifle blasts and use those Morocks to get smoke coverage early on. Position them so that they can see the enemy or their line of advance, and then dodge towards them/drop smoke and laugh. If you have any short lanes of fire then dropping them near those will ensure your opponent has a headache, risking chainrifle blyats to get through.

Your zeros are Minelayers and forward observers. use the former excessively and weave a web of mines throughout the midfield. Always position them so that each mine has its lof blocked by another in at least one direction, so one lucky dodge or sacrificial mook doesnt waste all of them. Drop them in ARO if the enemy is close. Try to avoid directly engaging in shooting matches though, you need your zeros to grab objectives (hence why you pay the point for FOO's) and lay mines. and threaten. Remember that until you reveal them your opponent does not now what that marker is.

Your Sin Eater is your ace in the hole. Position him in cover and covering at least the major line of advance (if not the half the board) and giggle as your opponent cries whilst trying to combat a minimum of -6 (cover plus Mimetism) against a BS13 Burst 4 monster. I have had opponents dedicate two entire rounds to killing it and even then failed to. Always ARO to shoot unless your being surprise/speculative chainrifled or flamered though smoke/at close range.

On your active turn advance with the Grrls. Be aggressive and dont be afraid to get into shooting matches. Use the ML for long range and big things and the Spitfire for smaller things, the BSG for point blank shootouts and the Blitzen on the specop to lock down enemy TAG's/important HI. On the reactive turn set them up so that multiple grrls can cover an area.

Apart from that, good luck.

This message was edited 1 time. Last update was at 2018/08/19 20:11:30


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
Regular Dakkanaut





 master of ordinance wrote:

Your Sin Eater is your ace in the hole. Position him in cover and covering at least the major line of advance (if not the half the board) and giggle as your opponent cries whilst trying to combat a minimum of -6 (cover plus Mimetism) against a BS13 Burst 4 monster. I have had opponents dedicate two entire rounds to killing it and even then failed to. Always ARO to shoot unless your being surprise/speculative chainrifled or flamered though smoke/at close range.


We only played 150pts, as all i have right now is the starter and the nomad support. But yeah the Sin eater chewed up half his army (he even killed one with normal shooting). Then my Moira killed the other two. that ODD makes her a pretty good troll. I misunderstood the impetuous order and got my Morlock killed. :(

This message was edited 1 time. Last update was at 2018/08/23 09:24:26


Only the Insane have strength enough to prosper, Only those who prosper may truly judge what is sane. 
   
Made in gb
Worthiest of Warlock Engineers






preston

Hehehe, ah yes the Sineater shredder. Watch it or youll end up always taking him. Nicely done, getting a kill with regular shooting. That is one hell of a risky shot you took but it payed off.
Word of advice though, try having a backup ARO piece incase the Sineater goes down and have a plan in case he does. It happens and if you are not prepared it can throw your whole plan.

Dont worry about your Morlock, they are cheap and throw away - you should expect him to die by turn two and consider it a blessing if he survives. All you want is for him to lock up an annoying target or chainrifle ARO a link team a few times, and possibly drop some smoke to cover your guys advance. If he does anything like that then thats great, but if he dies like a punk then so be it, no loss.

Moiras - you actually got her to work?! I tend to find them overpriced for what they do but if you can get them running (especially in a 150 point game where the bigger fish are rare) they can be nice.

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
Regular Dakkanaut





 master of ordinance wrote:


Moiras - you actually got her to work?! I tend to find them overpriced for what they do but if you can get them running (especially in a 150 point game where the bigger fish are rare) they can be nice.


well -9 to being shot at makes a huge difference (OOD being -6 and keeping her in cover another -3), Plus arm 5 models hate multi rifle AP when there in +3 range. Plus i think i was getting a lot of beginners luck on my rolls.

Only the Insane have strength enough to prosper, Only those who prosper may truly judge what is sane. 
   
 
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