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![[Post New]](/s/i/i.gif) 2011/04/10 03:25:58
Subject: Infinity and Sectional Armies...
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Combat Jumping Garuda
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Hey, I'm newly looking at Infinity, but I have a quick question regarding the Sectional Armies.
Is there ever a real reason that the sectional armies of the same group would fight each other?
IE The Yu Jing Imperial Service versus the Yu Jing Japanese Sectorial Army
I'm thinking no, but curious as we have a bunch of players wanting their "own" teams.
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![[Post New]](/s/i/i.gif) 2011/04/10 05:50:17
Subject: Re:Infinity and Sectional Armies...
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Longtime Dakkanaut
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Training? there is nothing saying that you aren't doing a training mission, but using simulated ammo
As for a solid reason, I can't see a reason why some of the sectorials would fight within the same sectorial. the sectorials were brought about to give a more diversified way to play with the same models you already have and make the typical low cost peons, uber with linked teams.
So also rumor that sectorial link teams are testing rules for Infinity at a larger model count scale and squads, but that is VERY speculative.
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![[Post New]](/s/i/i.gif) 2011/04/10 13:38:19
Subject: Infinity and Sectional Armies...
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Combat Jumping Garuda
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Thanks, I figured "training" mission or maybe even small subgroup that has gone rogue.
I'm still reading through the rules, but can you summarize the linked teams? I don't recall seeing that, but have seen it mentioned many times here.
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![[Post New]](/s/i/i.gif) 2011/04/10 18:04:36
Subject: Re:Infinity and Sectional Armies...
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Longtime Dakkanaut
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Let me introduce you to infinity wiki, the greatest thing ever http://infinitythegame.wikispot.org/Home
The specific section your looking for is here: http://infinitythegame.wikispot.org/Fireteams:_Link_Troops?action=show&redirect=Linked+Team
Secorials have access to linked teams, a 3-5 man team of models that gain a huge bonus. It takes basic otherwise weak models and makes them very powerful.
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![[Post New]](/s/i/i.gif) 2011/04/10 18:27:06
Subject: Infinity and Sectional Armies...
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[MOD]
Anti-piracy Officer
Somewhere in south-central England.
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Specifically the Yu Jing armies might fight each other since the Japanese Sectoral army could be a rebellious unit.
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![[Post New]](/s/i/i.gif) 2011/04/10 22:18:09
Subject: Infinity and Sectional Armies...
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Camouflaged Ariadna Scout
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valthonis wrote:Thanks, I figured "training" mission or maybe even small subgroup that has gone rogue.
I'm still reading through the rules, but can you summarize the linked teams? I don't recall seeing that, but have seen it mentioned many times here.
Basically, when you have a linked group of miniatures you can move all of them spending just one order.
They have to stay always 8 inches close to the leader of the group.
In active turn the leader of the group executes the actions while the rest follow him, in reactive turn everyone reacts.
The more miniatures are in a linked group, the more bonuses they have:
- 3 miniatures: +1 to burst. This means thta they use one more dice at shooting even in reactive turn.
- 4 miniatures: they all get the hability "Sixth Sense L2" that makes them "unsurprisable", they can ARO even cammo markers who attack them.
- 5 miniatures: they get a +3 to their BS values, so, they shoot better.
So, that makes easier to move troops through the table, makes everyone, specially the basic troops, more efficient, adn it suposes the big difference between playing a generic army and playing with a sectorial army.
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This message was edited 1 time. Last update was at 2011/04/10 22:20:57
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![[Post New]](/s/i/i.gif) 2011/04/11 15:16:00
Subject: Re:Infinity and Sectional Armies...
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Longtime Dakkanaut
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Bobba, that walk through was full of win.
The +1B makes a huge difference, but it can take weapons that typically only have 1 shot liek a missile launcher and make it two shots. It can also make ammo combos from MULTI weapons and make is two shots like a multisniper rifle can do two AP+ DA shots... ouch.
This hands down biggest thing is this linked team becomes a beast in ARO because every last member gets the bonus at that point. I've run a TAG up to a linked team with 4 combi's and a HMG and was gunned down due to all the combi's being 4 shots, the HMG being 5 shots, and everyone having a +3 BS :(.
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This message was edited 1 time. Last update was at 2011/04/11 15:17:54
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![[Post New]](/s/i/i.gif) 2011/04/12 18:52:21
Subject: Infinity and Sectional Armies...
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[DCM]
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The Combis get full burst + 1 in ARO in a link?
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![[Post New]](/s/i/i.gif) 2011/04/12 20:13:12
Subject: Infinity and Sectional Armies...
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Camouflaged Ariadna Scout
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Alpharius wrote:The Combis get full burst + 1 in ARO in a link?
In a fireteam, in active turn, the team leader with combi rifle has a full burst of 3+1 (he will roll 4 dice) if he has a HMG it will be 4+1.
In reactive turn every mini in the Fireteam has a burst of 1+1 (every miniature with Line of Fire will roll 2 dice).
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![[Post New]](/s/i/i.gif) 2011/04/12 20:24:37
Subject: Infinity and Sectional Armies...
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[DCM]
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It seems to be in the reactive turn where Link Teams can really shine too.
People sometimes only focus on the 'move (x) with 1 order, cause only one ARO too' aspect... I think!
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![[Post New]](/s/i/i.gif) 2011/04/12 20:33:13
Subject: Re:Infinity and Sectional Armies...
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Camouflaged Ariadna Scout
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The cool aspect of the fireteams is... in your turn you advance with the team, the miniatures reach and take positions, in reactive turn they defend that conquered zone pretty damn well.
If you are playing an scenario where the main objective is "conquer the room in the middle of the table." Fireteam is a MUST.
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![[Post New]](/s/i/i.gif) 2011/04/12 21:44:45
Subject: Re:Infinity and Sectional Armies...
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Longtime Dakkanaut
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Yeah ARO is where they shine if you have at least a 4 man team. AROs from weapons that normally only have a B1 (like missile launchers or ADHL) but get a B2 normal become VERY powerful.
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![[Post New]](/s/i/i.gif) 2011/04/15 19:36:07
Subject: Infinity and Sectional Armies...
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[DCM]
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I thought certain types of weapons and ammo could NOT benefit from this link advantage - do you have a list?
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![[Post New]](/s/i/i.gif) 2011/04/15 22:41:41
Subject: Re:Infinity and Sectional Armies...
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Longtime Dakkanaut
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The only restriction that I know of is limited use weapons. A one shot disposable weapon can't benefit because well... it only gets one shot.
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![[Post New]](/s/i/i.gif) 2011/04/16 01:08:23
Subject: Infinity and Sectional Armies...
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[DCM]
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I was pretty sure I read somewhere that the AP+ DA "Integrated Special Ammunition" didn't get the bonus?
Ah, here it is!
http://infinitythegame.wikispot.org/Support_Bonuses
Infinity Wiki wrote:
Note about the +1 Bonus to Burst:
-With MULTI weapons the Bonus is applied to the corresponding B of the type of ammunition being used.
Example: a MULTI Sniper Rifle, in an active turn, will have B 3 shooting AP or DA Special Ammunition, but only B 2 shooting Integrated Special Ammunition (AP + DA). A MULTI Rifle shooting Normal Ammunition, in an active turn, will have B 4, when shooting Special Ammunition B 3, and when shooting Integrated Special Ammunition, B 2. Applying the Bonus in ARO, the MULTI Sniper and the MULTI Rifle have B 2 to shoot Special Ammunition, but they still cannot shoot Integrated Special Ammunition.
-With Direct Template weapons (Chain Rifles, Flamethrowers…) thanks to this Bonus they act as if they have B 2, allowing their Template to be placed twice, against different enemies if desired. If the figure would normally have 2 Direct Template weapons, this Bonus is considered to give it the equivalent of B 3 (3 templates). In ARO, a figure armed with one or two of this weapons can place the Template twice.
-With limited ammunition weapons (Blitzen, D.E.P. Panzerfaust...) the B can never surpass the quantity of ammunition available (The B of aD.E.P. is always 1, for example).
-It is not allowed to use this Bonus when the attack is a Long Skill which consumes a complete Order (Intuitive Attack, Speculative Shot…).
I think that's what they're saying...?
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![[Post New]](/s/i/i.gif) 2011/04/16 03:59:39
Subject: Re:Infinity and Sectional Armies...
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Longtime Dakkanaut
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Ah correct, sorry I may have been misleading on that. You can never use interted special ammo in ARO. You will hardly ever find yourself using intergrated special ammo though. MULTI wepons can use normal shots, or special ammo shots at B2 AP or DA on a multi-sniper rifle for instance. You can orderwise choose in your active turn and not in ARO to use "intergrate special ammo" which is a mix of both types of ammo at B1.
With the linked teams wahtever you fire gets a +1 B for these but you still can't use the sepcial intergrated in ARO
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