A few people have been curious about some of the lists I run in INFINITY, and the general thread was getting a little crowded, so I was encouraged to start a new thread. I thougth I'd share one of my "fun" lists.
Here is a 200-point list I called "Blind", because it can be played by drawing minimal line of fire (
LoF). Basically, you can have all your units with Forward Observer mark their targets and let the guided missiles do most of the work. The WEI-BING is especially good at this task, as the sensor +
FO combination means he does not need any
LoF to mark targets. Remember that once a target is "marked", the only way to counter guided missile is by either counter hacking, electronic countermeasures (ECM) or E-Maulers.
BLIND
KEISOTSU (Forward Observer) // Combi Rifle // Pistol, Knife // 0 // 12
KEISOTSU (Forward Observer) // Combi Rifle // Pistol, Knife // 0 // 12
ZHANSHI // Combi Rifle // Pistol, Knife // 0 // 11
ZHANSHI // Combi Rifle // 0 // 11
Celestial Guard (Hacker) // Combi Rifle // 0.5 // 25
ZHANSHI GONG-CHENG // Combi Rifle // 0 // 15
ZHANSHI // Combi Rifle, Light Grenade Launcher // 0 // 16
YAOKONG WEI-BING (Forward Observer) // Combi Rifle // 0 // 21
YAOKONG SON-BAE // Guided Missile Launcher // 1 // 34
KARAKURI (Forward Observer) // Mk12, Chain Rifle, D.E.P. // 0 //43
This list is really fun, because people often do not expect it fighting an army that does not need to see to shoot. So you can occasionally take out your opponents who hide their order monkeys together in tight quarters. By simply moving the
REM with "sensor" and "
FO" into position to mark enemy units within buildings and blast them to pieces with guided missiles. The grenade launcher enables speculative (aka indirect) fire, and any enemies that is effectively marked by your forward observers will not suffer from the -6BS speculative fire penalties. Unfortunately, marking and guiding shots can be very order intensive, which is why this list is not quite as competitive, but it tears some lists apart who depends heavily on Rambo's. As the
FO "flash pulse" ability prevents them from reacting, and enabling you to mark with impunity.
Remember, you can only fire five guided missiles per turn. In all honesty, if you manage to fire 5 missiles (Damage:14,
AP+
EXP) a turn, the game's probably already over.
Enjoy!