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Made in us
Lurking Gaunt




I'm the type of player that likes to read every rule and every unit before deciding what path I go down. That and I usually decide what army or faction I use based off my swarm play style. After looking at all the models and rules, I can't get over how awesome the T.A.G.s and Remotes are for Nomads. Normally I like playing unhumanoid aliens, but those robots stand out too much to avoid.

That being said, I want a 150 to 200 starter list of nomads. Below is a list I want to learn to play the game with, but the deeper rules don't make sense to me. Do zondbots have to be taken 1 for 1 with a doctor and engineer, or can I have 3(with the limitation of controlling one per order). Second, I'm not certain if I should trade the Salyut for a Lunokhod Sputniks(with Koala) and drop the Zondbots till I've had a few games under my belt.

Wildcat Lieutenant
Gecko Mk12
Salyut Rifle
Tomcat Engineer
Daktari Doctor
Alguacil Combi
Zondbot
Zondbot

I'm completely open with being told the whole list should be tweaked until I'm more experienced. The one and only thing I don't want to trade in, is that Gecko. If TAG's should be avoided at 150 points then I'll work around it. I figured the low cost was easy to work into 150 points. I will also get rid of it, if it will make me seem like TFG; I don't want to wreck the people I'm learning to play with or make them seem like it's hopeless.

Finally, is fitting an Iguana into a 200 point list logical? I like the mini-TAG popping out of a big TAG.
   
Made in us
Hacking Proxy Mk.1





Australia

I don't know much about Nomads but I can tell you infinity is not a game where you can accidentally become a TFG because you brought a unit that is too powerful.

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
Made in us
Leaping Khawarij





Baltimore

In beginning games, when everyone is first learning and they don't have a solid grasp on all the rules, TAGs can seem like they are really really strong. They tend to steamroll people who aren't used to playing against them.

That being said, as lethal as they are, they its not like bringing a Land Raider to Kill Teams.

TAGs are expensive in terms of points. But they are awesome models, and are fun to paint and play with. If that is your main draw to using a faction, then use them! That's what they're there for. If you can fit an Iguana into a 200 point game and still have points left over to 'power' it with orders? Go for it. Just don't short-change yourself on orders.

Chem's Infinity Blog - Dat Fiday - 7/31/14
Chem's 40K and Assorted Hijinx
CC Paints Endless Fantasy Tactics - Second Wave Assemble!

"-and all that time in Paris, when you were wallowing in debauchery with your doxies, tarts and pirates... you were trying to convince me you were a disgusting, swinish, lecherous, drunken sot... Well I want you to know it worked.

Well done." 
   
Made in au
Norn Queen






The main thing with TAGs that makes them tough to deal with is their high ARM and 3 structure points. Regarding the Gecko, there are actually a couple of Heavy Infantry tougher than them, like the Sogorats.

Don't be afraid to bring a Gecko. It's a glorified heavy infantry with a huge model, making it easy to see and shoot at. No one will call you a TFG for bringing one.
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

About the only thing I can see in this game that would launch you into "TFG" territory is really heavy abuse of the Combined Army tricks. I'm thinking that because that's the army I want to run, and a couple of the things they can do would be really annoying to face up against.

Sepsitors and the Coma skill...

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in us
Leaping Khawarij





Baltimore

 dementedwombat wrote:
About the only thing I can see in this game that would launch you into "TFG" territory is really heavy abuse of the Combined Army tricks. I'm thinking that because that's the army I want to run, and a couple of the things they can do would be really annoying to face up against.

Sepsitors and the Coma skill...


Unless of course... you're playing against Ariadna. Then it is just wasted points. >.< The Dangers of Sepsistors.

I guess a good part of Haqq is immune to em' as well. Though usually the lower end of the badass spectrum.

Chem's Infinity Blog - Dat Fiday - 7/31/14
Chem's 40K and Assorted Hijinx
CC Paints Endless Fantasy Tactics - Second Wave Assemble!

"-and all that time in Paris, when you were wallowing in debauchery with your doxies, tarts and pirates... you were trying to convince me you were a disgusting, swinish, lecherous, drunken sot... Well I want you to know it worked.

Well done." 
   
Made in au
Norn Queen






 Chemical Cutthroat wrote:
I guess a good part of Haqq is immune to em' as well. Though usually the lower end of the badass spectrum.


The super annoying thing is CB felt that Ragiks should have a cube. Even though the fluff says Hassassin abhor cubes (to the point that Al Djabel undergoes archaic memory recording before a mission) and no other Hassassin has a cube, but Ragiks do.

So just be careful ADing that HMG Ragik near a Sepsitor armed unit.
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

People be responding to an offhand comment about TFG and not the main point of the thread....

Well that lot can all fit comfortably in the Corrigedor sectorial. The main question is do you want it to be fielded as one? The only reasons to ever go sectorial are to either take advantage of:
- link teams
- unit AVA
- mercenary availability
From what you have it looks like you may as well go all the way and enter corrigedors halls. Link teams have the possibility to be a bit confusing but that's really when you try to field tactical ones that will move about and do stuff. But a defensive one is easy as piss, plonk 3-5 cheerleaders down and dont do anything with them and they're just better. Whats the catch? They have to be with 8" of a designated leader. But it can make crappy cheer leaders potent in the reactive turn. You really need 4 for a defensive link to get the Sixth Sense Level 2 bonus. This allows you to react simultaneously to camo attacks which will otherwise make piecemeal of you. Just like Total reaction bots.

For what you have at the moment its legal so can be fielded, but I'm not feeling the salyut or the daktaris bots. Total reaction is nice but with only a combi rifle its a bit of a joke. With a reaktion zond normally only camo attacks will try to engage it. But with a comb rifle even a regular guy with an HMG would easily come out best. The reaktion zond has no armour, but the greatest protection is high burst and good range bands which it has plenty of. (Ill mention that nothing is useless in infinity, and the salyut could be situationally better, but its too easy for the opponent to avoid that situation).
Generally I dont get around to healing, and I dont think the zondbots will be necessary in this case.

For example you could take this:
JURISDICTIONAL COMMAND OF CORREGIDOR
──────────────────────────────────────────────────

GROUP 1 7 0 0

ALGUACIL Combi Rifle / Pistol, Knife. (10)
ALGUACIL Combi Rifle / Pistol, Knife. (10)
ALGUACIL Combi Rifle / Pistol, Knife. (10)
ALGUACIL Combi Rifle / Pistol, Knife. (10)
ALGUACIL HMG / Pistol, Knife. (1 | 19)
INTRUDER (Lieutenant) Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (36)
GECKO Mk12, Chain-colt, Blitzen / . (1.5 | 55)
GECKO PILOT Pistol, Knife.

2.5 SWC | 150 Points

Open with Army 4

Its pretty one dimensional and useless for ITS but has a few interesting points for starting with. Theres camo options with the intruder and his slowness it relatively offset by a lieutenant order, the defensively cheer leader link and of course the TAG. You have lost the Tomcat and they are really nice, but a TAG and AD troop in under 150pts leaves little room for orders.

With regards to your other questions:
Yes you can have multiple zondbots per doctor or engineer. So in the case of your original list you could have the two bots connected to the daktari doctor or tomcat engineer or one each. There is a catch with the Tomcat however if you choose to use his AD2 ability (it is optional). The remote will still be deployed in you deployment zone at the beginning but is inactive and cant be used. When your tomcat engineer comes on from a table edge, the remote becomes live as well so in the subsequent order the tomcat can use it. There is also an option in the tomcat profile to take a zondcat. This has a funky deployment option. From my understanding the remote and engineer can come in together under one order but is has to be on the same table segment. Or the zondcat can come in by itself before or after the tomcat if you wanted them on different table segments but this will use an extra order.

I would agree about exchanging the salyut and zonds for a lunokhod. My thoughts on the Combi Salyut were outlined before and the lunokhod is a very good option. Crazy koalas are a good defensive measure by themselves and the lunokhod also packs a heavy flamethrower for an extra deterrent. The other boat for Koalas is the moran which could also be fit in if you dropped just one zondbot. The moran is better defensively if you go second due to its infiltration and has the option to be a forward observer specialist. They are fragile however and do not have much offensive output themselves so normally would be used to get an objective and booby trap it with Koalas. Similar to other specialist infiltrators with mines.

That's rambled on a bit and I'm sure if I made an error on anything Ill get flamed for it soon enough.


If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in us
Lurking Gaunt




It went okay. The engineer didn't do much other than shoot. I actually removed the zondbots and the wildcat and got two more alguacils. The doctor was my mvp, for the most part. We didn't notice his guns had shock and were putting my guys down as unconscious. Doc picked someone up, who then proceeded to kill my opponents lieutenant.

I lost my TAG too soon, due to poor rolls. I could have saved him, but I misread the rules to how STR points worked. The engineer could have easily repaired him.
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

Unseeablething wrote:
... The engineer could have easily repaired him.


...Or broken it even more It happens more than you think.

This message was edited 1 time. Last update was at 2014/06/04 19:18:26


 
   
Made in us
Lurking Gaunt




 Red Harvest wrote:


...Or broken it even more It happens more than you think.


At least I'd have a chance to repair him I thought they just die after meeting their STR. I later read they go broken\unconscious if there's an engineer on the board.
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

Unseeablething wrote:

Do zondbots have to be taken 1 for 1 with a doctor and engineer, or can I have 3(with the limitation of controlling one per order). Second, I'm not certain if I should trade the Salyut for a Lunokhod Sputniks(with Koala) and drop the Zondbots till I've had a few games under my belt.



Finally, is fitting an Iguana into a 200 point list logical? I like the mini-TAG popping out of a big TAG.


With regards to zondbots:
You can take up to the AVA of the zondbots. A doctor or engineer MAY have up to this many (NOT each). So you could have a doctor and an engineer, and 3 zondbots, with 2 controlled by the doc and 1 by the engineer - for example, or all 3 controlled by the doc (or engineer). Once attached to their controller, they can't leave his control. So if all three were on the doc, and he went unconscious (or dead) the engineer couldn't take control of them. The other limitation of only controlling one at a time per order is correct.

I'd take a TR remote over a remote with servant/slave/huggybot until you have worked out the various interactions if you are so new.

Is fitting an iggy into 200pts logical? Yes, it can be. Bear in mind that they aren't as heavily armoured as other TAGs (PanO Swiss Guard also has A5, and it's a HI) - treat it as a glorified HI that can't do certain things, and you'll be fine. It doesn't spit out a mini-tag, it spits out a HI with HMG (and 1w). Stay away from monofilament, though. As if the TAG dies, so does the operator (who is ejected dead as per the FAQ.)

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.
 
   
 
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