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Made in gb
Worthiest of Warlock Engineers






preston

Okay, just to forwarn you lot, I am a new player.

After my fifth game so far I have come to the conclusion that the Grenzer with the MULTI sniper rifle is largely over costed and relatively worthless taking, and the same goes for the Mobile Brigada.

The Grenzer, as I was told, is supposedly an amazingly good sniper, and yet in every game I have used him in thus far he has done very little - in fact all he has done is kill a basic Aridnan rifleman in one game and kill a Onyx drone thingy armed with a Spitfire in a second game. All in all, when I am investing that many points and all of my SWC into one model I would actually like to see some form of return. Especially after the last game where he was jumped by a Fiday on turn one and still managed to miss his pistol shot despite being within optimal range.
I usually set my Grennzer up in cover on a rooftop in a position where he can cover as many avenues of approach as possible, in the general hope that he will shoot my opponents models when they try to move closer, but despite being somewhat of deterrent he has yet to actually kill more than one model during ARO, and he is almost always killed himself. Simply put, am I better just melting the model down and forgetting this embarrassment of a 'sniper ever existed?

Secondly, my Mobile Brigada.
In all nut one game I have played he has proven unable to pass a single armour save, even when he needed a '6' or higher (in cover against a rifle shot). All he has ever done is die, fail to kill anything except, once when he killed an Umbra, and eat up my points that I could better spend else where. After the last game when he was critted on the first turn by a ghulam infantry man with what was apparently a missile launcher but hit harder than a mini nuke I am honestly wondering why I bring him - an Alguacile could be my Lieutenant instead, cost less, and still do a better job of it. And with weapons such as that over powered chunk of rape that is the chain colt, not to mention the stupidity of the Plasma weapons I do honestly wonder why I bring him, especially when Onyx seem to be able to do everything he does, but better and cheaper and in a fireteam to boot.

Up till now I have only played at 120 and 150 games in my local clubs escalation league (round's 1 and 2) but I am already fed up with losing and I honestly think that both of these models, especially the Grenzer, are dragging my list down. Am I right, or is this just a flukey run of bad luck (I will admit that in the Haqquislam game my opponent managed to role a hell of a lot of criticals) that I am overreacting too. My next game is at 180 points and I have already dropped the Grenzer from my list. Should the Mobile Brigada follow it?

Free from GW's tyranny and the hobby is looking better for it
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Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Memories of bad dice rolls are no substitute for statistics.

Budget heavy infantry are well worth the price. What I say to be true for your Mobile Brigada is so because it is true of my Jannisaries.

Heavy troopers with specialist gear worth SC points may not may not be worthwhile. Everything is killable and if it has a nasty tool, skill or gun it will be worth shooting until it is dead. Hence why heavy infantry with regular long arms are such good value. Most things are in the kill range of a basic assault rifle.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

It would help to post your overall list.
   
Made in gb
Worthiest of Warlock Engineers






preston

As army builder is being extremely uncooperative:

-Mobile Brigada LT - 39/0
-Alguacile Paramedic - 12/0
-Alguacile Paramedic - 12/0
-Grenzer with MULTI Sniper rifle - 32/1.5
-Spektr with Combirifle/Mines - 31/0
-Uberfallkommando + 3 Pupniks - 23/0

Total = 149/1.5

My 120 point list did not have the Uberfallkommando, and the Alguaciles where just regular Combirifle variants.

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 us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 master of ordinance wrote:
As army builder is being extremely uncooperative:

-Mobile Brigada LT - 39/0
-Alguacile Paramedic - 12/0
-Alguacile Paramedic - 12/0
-Grenzer with MULTI Sniper rifle - 32/1.5
-Spektr with Combirifle/Mines - 31/0
-Uberfallkommando + 3 Pupniks - 23/0

Total = 149/1.5

My 120 point list did not have the Uberfallkommando, and the Alguaciles where just regular Combirifle variants.

Nomads
──────────────────────────────────────────────────

5 1 1
MOBILE BRIGADA Lieutenant MULTI Rifle + Light Flamethrower / Pistol, Knife. (0 | 39)
SPEKTR Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 31)
GRENZER MULTI Sniper Rifle / Pistol, Breaker Pistol, Knife. (1.5 | 32)
ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
BAKUNIN ÜBERFALLKOMMANDO . (0 | 23)
CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 20)
x3 PUPNIK DA CCW. (0 | 3)

1.5 SWC | 149 Points

Open in Infinity Army

Alright, so this is your list yeah?

Were you running double Alguacile Paramedics just for the sake of having a Paramedic?

Can you kind of walk me through your thinking/reasoning? Is it just based upon the models you have, or what's going on?

   
Made in gb
Worthiest of Warlock Engineers






preston

It is pretty much based on the models I have. I have only just started playing, so my collection is small and I needed to make the points p. I have since got a pair of Moderators and a Reverend Healer.

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 us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Ahhhhhhhhhhhhhhhhhhhhhh.

It makes a lot more sense now.

Okay, so. Big thing to make clear now? Vanilla armies(non-Tohaa at least) v. Sectorial, especially a Sectorial like Onyx that has ridiculously synergistic elements and is played by someone who understands their rules, is going to be an uphill battle.

If you want my advice?
Invest a little bit more into a few boxes to bring the collection up. The Mobile Brigada box and the Alguacile box might not be a bad idea. Hackers are kind of a defining feature for Nomads and having none of them is like playing IG with no Orders being issued.

Alternatively, play the "Let's fill the board" game. Really not sure why you guys are at such a low points value but it's not a place where armies beyond Ariadna or Haqqislam can excel.
   
Made in gb
Worthiest of Warlock Engineers






preston

Thanks, I do know that I need more orders (hence the moderators). The Alguacile box is a bit of a turn off for me as it only contains specialist weapons, things that I really do not need right now.

As I mentioned before we are playing an Escalation league. Last round was 120 points, this one was 150 and the next will be 180. Likewise, the advanced rules have been dropped, along with hacking, for the past two rounds, but should be making appearing in the next round.

One thing that I have noticed is that everyone has a lot more orders than me, although they are not using any Heavy Infantry. And with weapons like the K-1 Combi floating around (not a Chain Colt, beginners mistake) I can see why.


Automatically Appended Next Post:
Oh, and my next list is dropping the Grenzer for two Hackers and a Pitcher armed Moderator.

This message was edited 1 time. Last update was at 2016/12/09 23:12:32


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
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

I would find points for a Total Reaction unit. Your heavy is your Lt, so the enemy will try to kill him, and they will succeed if you are using him. Protect your Lt by keeping him out of LOS, not with armour. It makes sense to make your hacker your Lt, as both work well when hidden. A regular Mobile Brigada will serve you better, he might be too much trouble to kill.
Your Grenzer reminds me of 'all eggs' and 'basket'.

This message was edited 2 times. Last update was at 2016/12/10 02:16:56


n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in gb
Yu Jing Martial Arts Ninja




North Wales

Your situation sounds pretty similar to my early days!

Bought Op:Icestorm, played through it, got used to the Nomads. I knew the rules, I had my BAMF crew lined up and ready for an Escalation League.

Unfortunately, knowing the rules and my troops was only part of what I needed. Analysing the terrain, deployment, initiative, knowing what to send up against what and dice rolls resulted in things really not going according to plan.

Case in point: first shots fired in anger in my first proper game of Infinity? Didn't go too well.

Mobile Brigada Lieutenant is ready to show the pathetic Ariadna primitives how it's done and lays into a Veteran Kazak with his Multi Rifle...

Veteran Kazak gets a crit in ARO on him... with a T2 Rifle...

My first dice rolls in Infinity and I'm in Loss of Lieutenant!

Lesson learned? Dice are random and bullets hurt!

Having played dozens of games since then, I've learned to play the odds better, but sometimes crazy stuff still happens.
   
Made in us
Martial Arts Fiday






Nashville, TN

Sounds like the low points game might be the issue. The heavy expensive hitters may not shine well without much support. I'd take one or the other at low points and build a plan around them. I also wouldn't make my Lt so obvious and vulnerable. Regardless of high armor, everything in the game will die if your enemy focuses enough on it. The key is to make them expend too many resources (eg Orders) to make it worthwhile.

"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

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 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


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Made in de
Hacking Interventor





Germany

 master of ordinance wrote:
Thanks, I do know that I need more orders (hence the moderators). The Alguacile box is a bit of a turn off for me as it only contains specialist weapons, things that I really do not need right now.

As I mentioned before we are playing an Escalation league. Last round was 120 points, this one was 150 and the next will be 180. Likewise, the advanced rules have been dropped, along with hacking, for the past two rounds, but should be making appearing in the next round.

One thing that I have noticed is that everyone has a lot more orders than me, although they are not using any Heavy Infantry. And with weapons like the K-1 Combi floating around (not a Chain Colt, beginners mistake) I can see why.


Automatically Appended Next Post:
Oh, and my next list is dropping the Grenzer for two Hackers and a Pitcher armed Moderator.
The lack of orders your're complaining about roots in your troop choice. A Spektr might be awesome with its TO camo and so on, but a Zero can fulfil the same task almost as efficient as the Spektr does by costing about a half of its points. Also the Grenzer is the worst sniper option you can get in the Nomads faction, for only two points more you get a reverend Moira which carries an ODD (-6 to the opponents BS), the Grenzer excels as a forward observer though. On the other hand the Mobile Brigada can be a tough piece to swallow for your opponent if you deploy it with an HMG.
With this in mind I'd suggest you following list (I think you can proxy most of the Troops with your current Operation Icestorm miniatures), it's still not order heavy but keep in Mind that you can always spend a command token to convert one irregular order into a regular one:

Spoiler:
Nomads
──────────────────────────────────────────────────

7 2 2
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
BAKUNIN ÜBERFALLKOMMANDO . (0 | 23)
CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 20)
x3 PUPNIK DA CCW. (0 | 3)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) <-- rev. Healer
GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27)
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) <-- female Alguacil
MOBILE BRIGADA HMG / Pistol, Knife. (2 | 42)
MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10) <-- other Alguacil
MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6) <-- no clue
ZERO Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 17) <-- Spektr
ZONDBOT Electric Pulse. (0 | 3) <-- also no clue

3 SWC | 179 Points

Open in Infinity Army


This message was edited 1 time. Last update was at 2016/12/10 19:11:44


   
Made in gb
Worthiest of Warlock Engineers






preston

 Tristan228 wrote:
 master of ordinance wrote:
Thanks, I do know that I need more orders (hence the moderators). The Alguacile box is a bit of a turn off for me as it only contains specialist weapons, things that I really do not need right now.

As I mentioned before we are playing an Escalation league. Last round was 120 points, this one was 150 and the next will be 180. Likewise, the advanced rules have been dropped, along with hacking, for the past two rounds, but should be making appearing in the next round.

One thing that I have noticed is that everyone has a lot more orders than me, although they are not using any Heavy Infantry. And with weapons like the K-1 Combi floating around (not a Chain Colt, beginners mistake) I can see why.


Automatically Appended Next Post:
Oh, and my next list is dropping the Grenzer for two Hackers and a Pitcher armed Moderator.
The lack of orders your're complaining about roots in your troop choice. A Spektr might be awesome with its TO camo and so on, but a Zero can fulfil the same task almost as efficient as the Spektr does by costing about a half of its points. Also the Grenzer is the worst sniper option you can get in the Nomads faction, for only two points more you get a reverend Moira which carries an ODD (-6 to the opponents BS), the Grenzer excels as a forward observer though. On the other hand the Mobile Brigada can be a tough piece to swallow for your opponent if you deploy it with an HMG.
With this in mind I'd suggest you following list (I think you can proxy most of the Troops with your current Operation Icestorm miniatures), it's still not order heavy but keep in Mind that you can always spend a command token to convert one irregular order into a regular one:

Spoiler:
Nomads
──────────────────────────────────────────────────

7 2 2
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
BAKUNIN ÜBERFALLKOMMANDO . (0 | 23)
CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 20)
x3 PUPNIK DA CCW. (0 | 3)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) <-- rev. Healer
GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27)
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) <-- female Alguacil
MOBILE BRIGADA HMG / Pistol, Knife. (2 | 42)
MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10) <-- other Alguacil
MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6) <-- no clue
ZERO Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 17) <-- Spektr
ZONDBOT Electric Pulse. (0 | 3) <-- also no clue

3 SWC | 179 Points

Open in Infinity Army



Thankyou for this list, I like it. However I will be keeping my Spektr if for nothing more than that he has consistently done extremely well in all my games thus far. Apart from that the Tunguska looks like an amazingly good catch - a hacker AND an lieutenant in one?! She is most definitely a must, especially when combined with a pitcher.
However in all honesty I still cannot see a use for Grenzer's. After the last few games they just seems a waste of points, and likewise the Mobile Brigada, for all it is cracked up to be, just seems really squishy for very little return.

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 de
Hacking Interventor





Germany

Well, a Hacker + Lieutenant without chain of command troops is not the best option since there are killer hackers around (but still the best option availablein this format). An Interventor could cope with them thanks to it's high BTS and WIP though.


Grenzers in general have to compete with all the other MIs and are often worse than the others. BUT I still have to advertise for the FO+Sensor loadout. It stands out regarding the possibilities of its use:

  • it's a Specialist

  • the Sensor provides the Grenzer with a +6 for discover rolls (thus you'll regularily discover camo markers on a 16. Under optimal conditions even on a 22 thanks to it's MSV1)

  • Triangulated Fire: shooting on a sure BS 10 (TF ignores all MODs to BS) with your Combi Rifle up to 48" is awesome

  • with Sat-Lock you can tag even camoed enemies as targeted outside LOF in your Sensor Area, making him a real threat for camo troops

  • That dude has also a light flamethrower

  • This message was edited 3 times. Last update was at 2016/12/11 15:34:52


       
    Made in gb
    Highlord with a Blackstone Fortress






    Adrift within the vortex of my imagination.

    This is the best fix:

    INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
    I would add the FastPanda for +2pts

    Get your hacking in, Tunguska style, and hide your leader at the same time. Fething bargain.

    Downgrade your Grenzer and turn the Mobile Brigada into a doorstop to waste anyone trying an assassination run.
    Fit in a Total reaction unit of any kind and you are set.

    This message was edited 1 time. Last update was at 2016/12/11 16:44:15


    n'oublie jamais - It appears I now have to highlight this again.

    It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
       
    Made in us
    Longtime Dakkanaut






    Both units are very good, you just need to learn how to use them properly. Watch some of Ash's battle reports on the Guerilla Miniature Games Youtube channel, and Owen's batreps on the Gaming with the Cooler channel. Pay attention to deployment and where they place their ARO pieces (like the Grezner) and bullies (like the MB). A few things on each unit:

    The Grenzer - if he can see everything on the board, everything on the board can see him. Rather than trying to cover ALL avenues of approach, focus on covering a small number of them in ways that force unfavorable confrontations for your opponent (for example - you are in optimal range, your opponent is at -3 or -6). Regarding Fiday assassination, that can happen to ANY piece. Fidays are great at removing problem pieces. The Grenzer is a problem piece. The Fiday is a level 3 Martial Artist surprise attacking you, probably critting on a 16+ and you were probably shooting back at a -6 (-6 for surprise, +3 for range, but -3 for MA). With the modifiers the way they were, are you really surprised the Grenzer lost?

    FWIW Infinity is incredibly lethal, and crits do kill people. I had an ORC troop crit Al Djabel (a super-Fiday) in ARO with his pistol on the first order of the game. That ORC was my opponent's LT and that assassination attempt would have made a win super easy for me to clinch. Talk about crap luck, but it happens.

    The Brigada - They're 30-40 points HI with a great weapons loadout. The Flamethrower allows him to counter camo very well and punch well above his weight class, and the Multirifle lets him fire either Shock or AP bullets. Arm 4 is also very respectable. You're saying that he's dying when he fails saves - everything dies when it fails saves. Nothing is 40k-level invulnerable with Invisibility and a rerollable 2++ and FNP, it just doesn't work that way in Infinity.

    Tier 1 is the new Tactical.

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    Made in au
    Norn Queen






     NuggzTheNinja wrote:
    The Grenzer - if he can see everything on the board, everything on the board can see him. Rather than trying to cover ALL avenues of approach, focus on covering a small number of them in ways that force unfavorable confrontations for your opponent (for example - you are in optimal range, your opponent is at -3 or -6).


    This is the biggest mistake I see new people make with Sniper Rifle models. They put them in some high sniper nest with a view of everything and think 'hahaha I can ARO everything you do'. All that tends to happen is the opponent shrugs, and either overwhelms the sniper with a full burst from a HMG in cover (and maybe in a full Core link for added power) or does a coordinated order to force an ARO choice while you eat unopposed shots from the models you didn't ARO. This mental image of a sniper locking everyone down from a bell tower like so many World War 2 films sadly just doesn't often happen. Remember, line of sight is reciprocal. If you can see them, they can see you.

    As NuggzTheNinja says - use your snipers to lock down narrow paths. Their benefit of range works fine on the ground as much as it does in a perch. With that range, you can set up nasty diagonal ARO's that make crossing the board dangerous without risking your sniper to everything on the board. The Grenzer works better as a forward observer with his MSV 1 and higher ARM benefitting a close quarters model, but they work fine on a sniper as you'll likely be in cover, giving you even higher ARM, and MSV 1 means Mimietism and Camo passive effects are negated or reduced in TO camo's case, and its high BS means with positive range modifiers you could be hitting on a really high value.

    However, never forget Burst is one of the strongest stats in the game. Every roll to hit you make is a chance at a critical hit and a chance to beat your opponents roll. In ARO you get one shot outside of Suppressive Fire (which Sniper Rifles can't do) and linked team bonuses (which is unlikely for a static sniper). So always leave yourself room and orders to move about and take burst 2 shots at isolated models. Never take an expensive sniper to simply sit in ARO and not do anything.
       
    Made in gb
    Yu Jing Martial Arts Ninja




    North Wales

     master of ordinance wrote:


    Secondly, my Mobile Brigada.
    In all nut one game I have played he has proven unable to pass a single armour save, even when he needed a '6' or higher (in cover against a rifle shot). All he has ever done is die, fail to kill anything except, once when he killed an Umbra, and eat up my points that I could better spend else where. After the last game when he was critted on the first turn by a ghulam infantry man with what was apparently a missile launcher but hit harder than a mini nuke I am honestly wondering why I bring him - an Alguacile could be my Lieutenant instead, cost less, and still do a better job of it. And with weapons such as that over powered chunk of rape that is the chain colt, not to mention the stupidity of the Plasma weapons I do honestly wonder why I bring him, especially when Onyx seem to be able to do everything he does, but better and cheaper and in a fireteam to boot.



    I've never considered to Chain Colt (or even the Chain Rifle) to be overpowered, myself.

    It's a great little weapon when you have a model in the right place, but it has to moved up into position to be able to do anything. Half the time, its victim will pass the armour save and if dodging, pass that half the time too. This means that for every order spent, your opponent has a 25% chance of doing a wound to you (assuming that you Dodge as ARO). Against a Mobile Brigada, that's closer to 20% and those guys have 2 wounds, so statistically, that's a lot of orders to take out the Mobile Brigada on top of the ones spent to get the Chain Colt guy into range.

    They're a very situational weapon that do well if you can catch multiple targets with them, but that's what happens if you bunch up! I've used 4 Kuang Shi (the kings of Chain Rifles) in every list I've used over the past year. Good? Yes. Situational? Yes. Intimidating? Sometimes. Overpowered? No way.

    Plasma weapons, on the other hand definitely raise my stress meter a couple of points every time I face them!
       
    Made in gb
    Highlord with a Blackstone Fortress






    Adrift within the vortex of my imagination.

     -Loki- wrote:
     NuggzTheNinja wrote:
    The Grenzer - if he can see everything on the board, everything on the board can see him. Rather than trying to cover ALL avenues of approach, focus on covering a small number of them in ways that force unfavorable confrontations for your opponent (for example - you are in optimal range, your opponent is at -3 or -6).


    This is the biggest mistake I see new people make with Sniper Rifle models. They put them in some high sniper nest with a view of everything and think 'hahaha I can ARO everything you do'. All that tends to happen is the opponent shrugs, and either overwhelms the sniper with a full burst from a HMG in cover (and maybe in a full Core link for added power) or does a coordinated order to force an ARO choice while you eat unopposed shots from the models you didn't ARO. This mental image of a sniper locking everyone down from a bell tower like so many World War 2 films sadly just doesn't often happen. Remember, line of sight is reciprocal. If you can see them, they can see you.


    This. A commanding rooftop position is for a Total Reaction unit, and you tend not to want to do that unless you want to intimidate and can heal or repair it.

     -Loki- wrote:

    As NuggzTheNinja says - use your snipers to lock down narrow paths. Their benefit of range works fine on the ground as much as it does in a perch. With that range, you can set up nasty diagonal ARO's that make crossing the board dangerous without risking your sniper to everything on the board.


    Mimicing a historical sniper frankly. I remember an SPI squad level wargame which gave bonuses to snipers and overwatch fire dependent on how narrow an arc of fire you cover. Snipers in clock towers tended to have no greater actual field of view than one at ground level as you see most of reality through the scope. he only advantage is the ability to radically change covered angle without relocating, and generally not too clever an idea at that. Infinity doesnt restrict sniper LOS arc, its a complex game but not that complex. ARO only favours snipers due to range and the single shot high powered gun works well for ARO.

    n'oublie jamais - It appears I now have to highlight this again.

    It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
       
    Made in gb
    Worthiest of Warlock Engineers






    preston

    Chillreaper wrote:
     master of ordinance wrote:


    Secondly, my Mobile Brigada.
    In all nut one game I have played he has proven unable to pass a single armour save, even when he needed a '6' or higher (in cover against a rifle shot). All he has ever done is die, fail to kill anything except, once when he killed an Umbra, and eat up my points that I could better spend else where. After the last game when he was critted on the first turn by a ghulam infantry man with what was apparently a missile launcher but hit harder than a mini nuke I am honestly wondering why I bring him - an Alguacile could be my Lieutenant instead, cost less, and still do a better job of it. And with weapons such as that over powered chunk of rape that is the chain colt, not to mention the stupidity of the Plasma weapons I do honestly wonder why I bring him, especially when Onyx seem to be able to do everything he does, but better and cheaper and in a fireteam to boot.



    I've never considered to Chain Colt (or even the Chain Rifle) to be overpowered, myself.

    Not the Chain Colt - the K1 Combi. I made a mistake
    The K1 is just too good for what it costs - ignoring armour AND forcing BTS saves for no SWC? That is powerful.

    NuggzTheNinja wrote:

    The Brigada - They're 30-40 points HI with a great weapons loadout. The Flamethrower allows him to counter camo very well and punch well above his weight class, and the Multirifle lets him fire either Shock or AP bullets. Arm 4 is also very respectable. You're saying that he's dying when he fails saves - everything dies when it fails saves. Nothing is 40k-level invulnerable with Invisibility and a rerollable 2++ and FNP, it just doesn't work that way in Infinity.

    Its not about him dying when he fails his saves, its about him NEVER passing them. Even when he needs a 6+.

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     master of ordinance wrote:

    Its not about him dying when he fails his saves, its about him NEVER passing them. Even when he needs a 6+.


    That's a dice problem, not a problem with the model. If your Jotum always fails his ARM save, does this mean that ARM 10 Jotums are weak?

    Another thing I'd like you to consider is that Infinity allows you to counter bullets by way of your own bullets. If you force favorable matchups, you shouldn't be having to roll too many ARM saves. Very generally, Infinity is a game where armor should be viewed as a last resort. For the MB, with 2 wounds, he has a bit of padding against one failed ARM roll. If you take a hit and you know you're going to take another, fail your Guts! voluntarily and retreat into cover.


    Not to say "L2P" but until I L2P'd I thought Veteran Kazaks and Spetsnaz were overpriced.

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     master of ordinance wrote:
    The K1 is just too good for what it costs - ignoring armour AND forcing BTS saves for no SWC? That is powerful.
    The K1 ammunition ignores ARM which means that troop has to succed a roll against S 12 with ARM 0 per hit. There are no BTS rolls involved. Maybe you confused K1 with Plasma?

    Infinity Wiki wrote:Roll
    After a successful attack using K1 Special Ammunition, the target must make an ARM Roll.

    Effects

  • K1 Special Ammunition ignores the armor of the target, treating his ARM Attribute as 0.

  • K1 Special Ammunition has a fixed Damage value of 12, regardless of the weapon used to fire it. This Damage 12 can never be altered by bonuses or Modifiers (MODs) from Special Skills (such as Martial Arts L2), Equipment, scenario rules, etc., unless otherwise specified.

  • Each ARM Roll failed against K1 Special Ammunition causes the target to lose one point from his Wounds/STR Attribute.

  • [...]
  • This message was edited 1 time. Last update was at 2016/12/14 00:04:22


       
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     Tristan228 wrote:
     master of ordinance wrote:
    The K1 is just too good for what it costs - ignoring armour AND forcing BTS saves for no SWC? That is powerful.
    The K1 ammunition ignores ARM which means that troop has to succed a roll against S 12 with ARM 0 per hit. There are no BTS rolls involved. Maybe you confused K1 with Plasma?

    Infinity Wiki wrote:Roll
    After a successful attack using K1 Special Ammunition, the target must make an ARM Roll.

    Effects

  • K1 Special Ammunition ignores the armor of the target, treating his ARM Attribute as 0.

  • K1 Special Ammunition has a fixed Damage value of 12, regardless of the weapon used to fire it. This Damage 12 can never be altered by bonuses or Modifiers (MODs) from Special Skills (such as Martial Arts L2), Equipment, scenario rules, etc., unless otherwise specified.

  • Each ARM Roll failed against K1 Special Ammunition causes the target to lose one point from his Wounds/STR Attribute.

  • [...]



  • K1 ammo is good, but against lightly armoured stuff, no real improvement. It starts to get more useful when the target has ARM 3 or 4, but it really shines when it's used against TAG levels of armour - ARM 8 (give or take a point).

    The problem with the K1 Combi is its completely average range bands; once you've identified it as a threat, you have to take steps to stop it chewing up your big stuff. Put light stuff up against it, they'll die just as much as if a regular Combi Rifle was used on them, but at least your TAG isn't getting easily chewed up.
       
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    Adrift within the vortex of my imagination.

    Lets try a different track.

    Is the Mobile Brigada worth taking?

    Take a look.


    The Grenzer looks good, the Mobile Brigada looks awesome. You just gotta find a way to get it in your list.

    This message was edited 1 time. Last update was at 2016/12/19 19:58:03


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