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Nomad Jaguars

Jaguars are possibly my favorite Nomad unit. On the surface Jaguars may look like a lot of other warband, but they have the noticeable addition of being regular and frenzy (as apposed to extreme impetuous). This means Jaguars won’t have the additional impetuous order to get up the table, but does mean they are a lot easier to control plus they can make use of cover. Jaguars also have the great benefit of being dogged, which makes putting them down tricky!

Nomad Jagguars

The cheapest profile may be what you expect from warband (i.e. smoke grenades and chain files or shotgun), but the other panzerfaust/Adhesive Launcher wielding profile is more eclectic. This profile misses out on smoke grenades, but offers a cheap and deadly ARO model (dogged really helps with in this role!). It’s worth noting that between the pistol, panzerfaust and Adhesive Launcher this is one of the few models in Infinity that can get a plus 3 to hit from 0 – 32.

For this trade off the Jaguars cost more than you might expect, but in my opinion are well worth it. Personally I use the chain rifles/shot guns for back board guard duties whilst the panzerfaust profile acts as an ARO model. Of course Jaguars work incredibly well with the Nomad signature model, the Intruder by providing reliable smoke.

Nomad Jagguars

My personal favourite, this model looks great with two close combat weapons. I painted the skin tone using my typical purplish hues.

I love the studs on this model, it has a real gang like feel to it.

Panzerfaust wielding Jaguar.

A shotgun wielding Jaguar, with a cool mow-hawk haircut!

This was a weapon swap so I could field two panzerfaust without model duplication.

Again another wepaon swap in case I fielded more shotgun armed Jaguars. This is more for my own benefit, as it makes it easier to identify which Jaguar has a chain rifle and which has a shotgun.

Nimbus Zone – Mission Analysis

My gaming group have been warming up for the upcoming Infinity National Team Challenge being held in Exeter. In fact we have managed to put together two teams of three gamers! The selected missions include Nimbus Zone, one of the odder and stranger missions in the ITS pack and as such we have all started practicing it.

the fog preacher

Watch out for the fog! Sorry, I mean Nimbus…

Mission Overview

The give a quick overview of the mission, there are 4 antenna which emit the Nimbus Zone, which covers 8” either side of the central line along the table’s width. In addition there are three antenna along the central line of the table. The aim of the mission is to discount more antenna than your opponent, extract data from each consoles (which can not be done until the 2nd game round), and end the game controlling more consoles (by having more specialist in base contact with a console) as well as two of the usual classified objective. The mission also has an exclusion zone which restricts infiltration, aerial deployment etc.

The defining factor of this mission is of course the Nimbus Zone itself, which is an area of low viability and saturation. This makes all skills that require LoS suffer a -3 (such as shooting, discovering etc), as well as reduce the burst of weapons by 1.

 

Nimbus and Shooting, the odds!

For those interested in an odds in practice, here is an example of an Alguacile shooting another Alguacile. Imagine the Alguacile are within 16” of each other, in cover and both elect to shoot. In these conditions there is ~47% chance that the attacking Alguacile will shot and wound its rival. As soon as you factor in the Nimbus Zone the odds of causing damage drop to only ~30%, which gets worse if the targeted Alguacile decides to doge instead of shoot, as the odds drop to ~27% of inflicting damage! All stats are taken from http://inf-dice.ghostlords.com/n3/.

Thoughts on the Nimbus Zone Mission

  • Shooting in the Nimbus Zone is tough, but any negative modifier to hit soon adds up to make shooting even harder. I try to use models with some types of camouflage and use suppressive fire where possible. Even more so than usual I try to take models with some form of MSV, to try and counter my opponent capitalizing on this.
  • Within the Nimbus Zone selecting dodge as your ARO may be preferable to shooting, so worth considering more than usual.
  • Combat is unaffected by the Nimbus zone, so it can be more worthwhile than usual.
  • Splitting burst can be useful to reduce the impact of the Nimbus Zone, especially for burst 2 weapons. This is because the burst is first split and then reduced by 1 for the saturation zone.
  • Although defensive ARO-ing models (such as snipers) are less threatening (as they don’t hit as easily) they are harder for your opponent to remove (as the odds of nothing happening from a firefight are higher than usual). Personally I find this makes ARO-ing units more useful as they often can’t be ignored, which forces your opponent to potentially waste orders dealing with the ARO model.
  • The Nimbus Zone does not cover your deployment zone, so you can still do some good old fashion “rambo-ing” with Aerial deployment troops or those with superior infiltration. The exclusion zone does however restrict standard infultration, so these units are harder/riskier to use offensively.
  • Anti-material weapons can be very handy, as they give you the option of destroying antenna, denying them to your opponent. However it’s worth noting that the antenna are resilient with an armor value of 4 and 2 structure points (so require three wounds to be destroyed), plus being in the Nimbus zone this option can be hard to achieve.  I have seen combat units (with explosive CCW or DA weapons) work better than shooting units, but it’s very army specific.
  • Engineers and hackers are of course useful, as both have a bonus to WIP rolls within this mission.

The Plan

Like many ITS missions, I think the focus of your depends if you go first or second. below are my general thoughts and plans, but of course this is very theoretical as terrain load out and army list changes my tactics massively. Still I like to go into the game with some sort of plan in mind!

A-Plan

Going first

If going first I’d try to concentrate on disconnecting the antenna, ideally disconnecting the two nearest antenna and destroying/disconnecting a third antenna. This would bag you 3pts on the first turn, which the opponent could not contest latter in the game. In my second turn I try to focus on getting the data from the consoles. In the third turn I’d try and get any remaining data from the consoles and then protect my specialist that are trying to capture the consoles as best as possible, setting down mines and/or suppressive fire. As there is a lot to get done I would probably not go out of my way to attack my opponent, any more than required to get the objectives done (i.e. I would not spend a turn “rambo-ing” models).

Going second

If going second I try and set up good ARO threats to make it hard for my opponent to disconnect the antenna. In my first turn I’d consider if it’s order efficient to go after the antenna (if they have not already been bagged by my opponent). If its is not order efficient, I’d just try and damage my opponent’s army and get into a good position for turn 2. In the second and third turn I’d go after the data in the consoles and try to control them by the end of the game.

Final Thoughts

Before trying Nimbus Zone I strongly believed going first was preferable, as you can discount antennas before your opponent and therefore hopefully secure 3pts straight away. After trying the mission a few times I think this is balanced out by how tough it can be to get those 3pts, compared to going second which allows you to concentrate on controlling the consoles at the end of the game (even if that is worth 2pts rather than 3pts). Now I think going first or second is fine, it just changes on how I play the mission.

Overall the mission is very interesting and I am looking forward to playing it more. I’d be really interested in knowing what other people’s thoughts on the mission are and how then tackle it!

Well this is quite an awesome month for new models, including at least four new profiles! As in previous months I will rate the models using the “Schreiber scale” (basically between 1 and 5, with 5 being the highest).

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I am going to start with my personal favorite for this month, the Mobile Brigada box set! There are two new profiles added by this box, the Mobile Brigada with Missile Launcher and the Mobile Brigada Hacker. Both of these are fantastic options for these dependable, even if not flamboyant, heavy infantry. The missile launcher is going a add a very resilient ARO option for Nomads, even more so when linked with other Mobile Brigada.

The Hacker however is even more interesting in my eyes, as it’s the first truly resilient Nomad specialist i.e. one with 2 wounds and good armor. This is something I have always felt missing from Nomads, so it’s great to see that gap filled. Interestingly the Mobile Brigada Hacker is the first Hacker (to the best of my knowlegde) that can benefit from a Tinbot (as part of a link). This makes the Mobile Brigada Hacker extremely well protected in the cybernetic arena, even more so if you can use fairly dust as well! I will have to check exactly how all these rules combine and interact, but I think this could be a more deadly hacker than it initially seems. This does raise the questions of, where is the Mobile Brigada with combi-rifle and Tinbot? Personally I am hoping that this will be another blister pack further down the line.

The models themselves look fantastic, up to the same high standard as the Operation Icestorm Mobile Bridaga. I really like the female Mobile Bridaga, they really have a strong manga look to them. There is no doubt that I will be picking this box set up, so I give it a 5.

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The Nisse with HMG is an absolutely devastating model on the table, being almost as nasty as an Intruder but far cheaper. The new miniature is undoubtedly finely sculpted with crisp detail. However the pose misses the mark and lets this model down. Not only does the pose makes the Nisse look caught off guard, but holding the HMG in one hand seems unrealistic. I am sure there are potential conversions to fix the pose, but I have to give this model a 2. This may be harsh, as the sculpt really is nice, but I can’t get past that pose!

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The Hunzakut is a stunning miniature with an unusual pose, but one that works really well. I know the art work for this model has been around for a while, so it’s great to see it executed to a high standard. For me the model get a strong 4. I can see most Haqq players will want to pick this model up, both because it’s an amazing miniature but also it has a very interesting profile.

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The Combined Army has been going in a completely new direction and the Drones are no exception. These have an almost Star Ship Troop bug feel to them, which I like a lot. The Drones also fit in far more with the standard four legged remotes of the Infinity universe. My only criticism is that they feel a bit busy and some parts are hard to identify, but this may be the paint job (awesome as it is) being quite dark. Overall I give these models a solid 4.

As for the rules, Combined Army players can rejoice as they finally get an EVO repeater! EVO’s are soon set to change dramatically (with the re-release of Human Sphere), but in the meantime these will notably provide benefits to Combined Army hackers and Ariel Deployment troops. The latter is especially important for Combined Army, as they have an excellent selection of Ariel Deployment troops. It’s also worth noting that the EVO models looks to have a gun, which I believe is the first EVO model to posses a firearm. Of course you can always build the fearsome Q Drone as well!

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The Kosuil Assault Pioneers are an entirely new Tohaa unit. The first release has a K1 combi rifle which will be a great addition to Tohaa, especially for ITS missions that benefit from anti-material weapons (such as Lifeblood, Nimbus Zone, The Armoury etc). The model should be pretty resilient as well, being medium infantry with symbiont armor. It will certainly be interesting to see the full profile of this new model.

The sculpt is solid, although with all those tubes it does somehow remind me of of Bane from old Batman Cartoons! The fist bump pose will annoy some people, but I think it works with this model. I particularly like the coat and that the models looks dramatically different to other Tohaa models, so I give this model a solid 4.

If Gencon is on, so there is bound to be a lot of Infinity news! Yesterday were are tone of new images as well as information on the eagerly anticipated Human Sphere book. I have put it all together and added a few of my thought.

 

Nomad News

– Mobile Brigada box set

– Alguacile hacker (released in August)

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Combined Army News

– The official title of the new CA sectorial is  First Contact ONYX force. This is formed from the models in the current CA starter set.

– Two new drones were shown, the Xeodrone and the Overdrone (least that’s what I think they are called). The latter looks like the CA equivalent of  a Han Huo!

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Haqqislam News

– Khawarijs resculpt

– Bashi Bazouks resculpt

– Govads

– Female Hunzakuts (September release)

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Tohaa News

– Tohaa Kosuil Assault Pioneers , are hard hitting medium infantry with Symbiont, K1, mines, nimbus grenades etc. These will be out in September.

– Kerail Preceptors, the Tohaa equivalent of a antipode pack. The Preceptors are accompanied by alien “reptile lions”, called Mutan and Surda.

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Personally I am not convinced by the the Tohaa “reptile-lions”, somehow they remind me of the He-Man Battle Cat, but i’ll reserve judgment until I see the model.

 

Yu Jing News

– Domaru Butai boxset (apparently Domaru will get new options/rules from the new Human Sphere book).

– Zhanjing troops (to be released early next year).

– Guija Resculpt (to be released by the end of the year).

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This TAG looks amazing, can’t wait to see the miniature!

 

Pan-O News

– Clausewitz Uhlan and Tikbalang box set

– Seraph

– Croc man hacker

– Nisses HMG (released in September)

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It’s TAG-tastic news! It’s been quite a wait, as the Stingray series design has gone through multiple changes, but looks like the wait has been worth it. My personal favorite is the Seraph (both model and rules).

 

Ariadna News

– Desperados and Mavericks to be released this year.

 

Human Sphere News

– The new Human Sphere will probably be released by the end of this year, bring all Inifnity rules up to N3 standard.

– The fire-teams rules will be rewritten and will include the new Duo fireteam, formed of two models. The Duo fire-team should be available to generic armies. It provides no fire-team bonus, but does allow two models to move with one order.

– EVO remotes become hackers with additional programs. For the first time the Combined army is getting an EVO.

– A new hacking device called a Killer Hacker device will be made available to certain models. The device will have only 4 programs (+1 for CA) designed to kill of enemy hackers. In addition one of the programs is cybermask.

– Certain models will not be present in the new Human Sphere. This includes Halqas, Kamau as well as the Merovingians  and Shasvastii sectorical.  These models and sectorials will remain legal and will be present in the Infinity online army builder. They will be re-released when  Acheron Falls is released (possibly 2016). The Shasvastii range will be re-designed.

 

Final Thoughts

Wow there is a lot of news to take in! I think this show how far CB are going to go to change Human Sphere to make Inifnity the game they really want, rather than simply cleaning it up. I expect we will see many more changes from Human Sphere, which in the future will open up many more tactics and options.

There are so many fantastic new models coming out, as well as re-sculpts. By the end of this year anyone wanting to get into Infinity will have a complete N3 system as well as an amazing and extensive model range, not blighted by some of the older and less well sculpted models. It should give Inifnity the stable base to grow even further as well as become an even more enjoyable game.

The only downside for me is the news that the Shasvastii range will be re-designed. As I already have a fairly large Shasvastii army, it’s a shame to know they will be out of date within (approximately) 2 years. Still it’s hard to complain about new and better models!

 

I recently went to an Infinity tournament at BIG in Bristol, so thought I’d get back into blogging and do a report of the event! The tournament was a standard 300pts non-spec op, with 16 players. The missions were Supremacy, Antenna Field and Annihilation.

I have been playing a lot with my Ariadna recently, so they would be obvious army to take. However I fancied a change of pace and decided to take a risk and use my Nomads, which I am a bit rusty on. At least Nomads are a flexible force that I used a lot in 2nd edition and the missions were simple.

intruder1

My list designed for Supremacy and Annihilation was:

Group1

Intruder Lieutenant

Intruder with Multi Sniper Rifle

Prowler with Spitfire

Reverend Moria with HMG

Spektr Hacker

Alguacil FO

Alguacil FO

Alguacil FO

Zero FO

Jaguar with chain rifle

 

Group2

Daktari

Salyut

Salyut

Clockmaker

Zondbot

 

With a massive 7 specialist (just one of the joys of playing Nomads!), plus two of which infiltrate I was confident I could cope with tacking control of the consoles in Supremacy. The specialist also covered all of the classified objectives, which is massively important for Annihilation where they are worth 40% of the objective points available.

To aid control of the quadrants in Supremacy I added two Salyut, which only cost 8pts but due to baggage are worth 28pts when calculating who controls a quadrant. The Salyut may be fragile but I have found they can really help keep secure the quadrants nearest to your deployment zone, allowing you to push up the field with the more aggressive elements of the army.

The list also has firepower from the Intruder, Moria and Prowler, as well as a substantial order pool so seemed well-rounded. I think the main downside of the list is the fairly obvious Lieutenant, who can be narrowed down to one of the non-infiltrating camo markers.

lupe1

My list designed for Antenna Field was:

Group1

Intruder Lieutenant

Intruder with Multi Sniper Rifle

Reverend Custodier Hacker

Mobile Brigada with combi-rifle

Lupe Balboa

Reverend Moria with HMG

Alguacil FO

Alguacil FO

Alguacil FO

Jaguar with chain rifle

 

Group2

Daktari

Sin-Eater with HMG

Zondbot

 

As Antenna Field involves standing around objectives, this list had defence and tougher specialist in mind. In particular the Reverend Custodier Hacker and Lupe Balboa are both specialist that can be a right pain to dislodge, due to ODD and mimetism respectively, once they gets onto suppressive fire. Due to the exultation zone I did not go for any infiltrating specialist.

I had a Sin-Eater with HMG to team up with the Intruder sniper. I hoped these two would make it hard for my opponent to advance, whilst my specialist secured the objectives.  The list also had a Mobile Brigada to add some resilience to it. Unfortunately I could not find the points to give him a multi rifle and light flamer, so this was just the cut down combi-rifle version.

As with the previous list I think the main downside was the fairly obvious Lieutenant. At least the Reverend Custodier Hacker was another potential suspect.

daktari

Game1

My first game was playing Supremacy against Tohaa. I won the roll of for initiative and decided to go second and my opponent elected me to deploy first. That’s a pretty large sacrifice, especially against Tohaa who can rush you with flamers, but as the control of the quadrants are calculated at the end of each game round I wanted to go second, so I knew where best to put my points (or kill the enemy) to take control of the quadrants.

IMG_5586

Table for Game One

The Tohaa force had a main combat group supported by a 3 man link. Because of this I decided to use my command token to reduce the orders of the 3 man Tohaa link combat group, as this would stop this group from advancing out of the quadrant on the Tohaa side of the table.

The first shot of the game was a sniper duel between my Intruder and Nikoul, which saw the Intruder on the losing side. With the Intruder sniper dead the Tohaa were free to advance up the table, securing both quadrants nearest to their deployment zone, whilst pushing a Kotail with spitfire into my right hand quadrant.

The Kotail was looking to be a real pain, as I had no one in a good position to tackle him, until I remembered I had a Spektre hacker just behind the Kotail. The Spektre was able to see all the holo echoes, which proved very useful as I could reveal the Spektre and go idle, forcing the Kotail to react and reveal itself. Thankfully the Spektre shot the Kotail down, preventing any intrusions into my quadrants for that game round. For the rest of my turn I took pop shots and killed of a Sakiel, Doctor and Makaul and secured both the quadrants nearest to me as well as one of the consoles. The game round eneded with us both in control of 2 quadrants.

The next turn saw a Rasail advance up my left flank, through some woodland. The rest of the Tohaa secured a console and strengthen the defence of their own quadrants.

The rest of the game saw me killing off the of several Tohaa model and eventually killing of the Rasail, which are extremely hard to get rid of especially when in woodland. I then advanced up the table and secured three of the two quadrants for the remaining two game rounds. I also completed my classified (extreme prejudice) and secured another console.

In the end the game finished 8 – 2, so was a strong start to the day. Thankfully my gamble of deploying first and going second had payed of.

 

Game 2

After a strong start my next opponent was likely to be tough. As it turned out I was facing Ian, aka the Wargame Trader with his Nomads, so it was indeed going to be a tough game! We were playing antenna field on a table with fairly open deployment zones, but fairly dense center (sometimes referred to as a “camel back”).

IMG_5587

Table for Game Two

Ian won the initiative roll and decided to take deployment, forcing me to make the tricky decision to go first or second. As the mission is scored at the end of each game round I decided to take the second turn, think that because of the exclusion zone both infiltrators and AD troops would have a tough time storming me on the 1st turn, plus I felt my defence was good with the Intruder Sniper and Sin Eater.

I deployed with my Intruder Sniper and Sin Eater in semi-decent vantage positions and the rest of my army prone behind what cover I could find. Ian also deployed most of his army hidden away in his deployment zone, except notably two camo markers over the half way line (which successful made their infiltration rolls) and two Grenzer with missile launchers in vantage points on his side of the table. I opted to use a command token to prevent Ian using multiple command tokens in his first turn.

Ian’s first turn saw him use his Intruder with HMG to bait out my Intruder Sniper and subsequently win a fire-fight against him, leaving the sniper unconscious. The next piece of my defense, the Sin Eater was then taken out by using a coordinated order to allow the two Grenzer with missile launchers and a Zero to shot him. I could have dodge to make it a face to face roll against all of the shots, but as the Grenzer were hitting on a 16 (we were all prone, but on equal height terrain so not in cover) I decided to go down in a blaze of glory and killed off one of the Grenzers but got blown apart by the other. A very fast Morlock (move 8/4) also ran up my right flank with a chimera pack. My deference was broken, but Ian had only secured one antenna so things were not looking too bad so far. However Ian has also moved a Bandit up my right flank to go after a camo marker, which was my Intruder Lieutenant.  After detecting the Intruder a firefight ensued with the Intruder eventually lost and went unconscious.

As I started my second turn in Loss of Lieutenant I had I was only just able to get onto one of the antenna with my Custodier. I had no orders to retaliate, but just tried to reposition my force. Whilst moving up my left flank I triggered a Spektre with sniper rifle to be revealed, further hampering my movement up the table. I did try to heal my Intruder, which I successfully managed, however I had not anticipated how close a Morlock was. The Morlock promptly chain rifled both the remote and intruder, causing the intruder to go back to the unconscious state and kill of the remote. At least that nabbed me an objective point as passing a doctor roll was my classified objective.

The second turn saw the start of the end as Ian’s Chimera pack descended on my Custodier, tearing her to shreds and then moving on to do the same to a Reverend Moria. The fast Morlock attacked my Daktari, leaving me with just a Jaguar on my left flank.

The rest of the game was wrapped up quickly with Ian decimating my army in short order, whilst securing all the antenna. There was a cool close combat between the Jaguar and Chimera, but unfortunately her superior close combat abilities trumped the Jagguar. The game ended up 10-2, which is the largest defeat I have had in quite some time! At least tough games like that give you a lot to think about and I picked up some tactics to use with my own Nomads.

I was unprepared for the 1st turn rush and was punished for not protecting my Intruder Lieutenant better. In hindsight I should have found the points to upgrade the Mobile Brigada to have a multi-rifle, as that would make for another potential Lieutenant which would hopefully deter Lieutenant assassination attempts. I also think when I went into Loss of Lieutenant I should have used two command tokens to turn one irregular order back to regular and then make a coordinated order to put models on suppressive fire, as this would have greatly helped my defence in Ian’s turn 2.

 

Game 3

The last round I was facing Tohaa, playing Annihilation on a dense urban board. The Tohaa won the initiative roll and decided to go first. As I was going second and the table was dense, I decided to castle up. I put most of my models prone on the roofs of buildings, or in windowless buildings. To my surprise my opponents hold back model was a Gorgos! In hindsight if you are going to face a TAG it’s likely to be in Annihilation, but at the time I was totally taken off guard by this. Still I was going to keep to my plan of conserving my own army whilst completing my classified objectives. Hopefully along the way I would put some hurt on my opponent, but that was a secondary concern. I used a command token to reduce the Tohaa order pool by two orders and we started our game.

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Table for Game Three

The first turn saw the Gorgos go after an Alguacil and Clockmaker. As to be expected the Grogos gunned them down. In return the Clockmaker managed to take down the Chaska helper. After causing this damage the Grogos retreated back toward the Tohaa deployment zone and went onto suppressive fire.

With a reduced order pool the Tohaa first turn was nowhere near as deadly as feared. I went about getting my classified objectives using a Prowler to go a place D-Charges on a crate and activate them. I then moved a Salyut up to the unconscious Chaska and coup de grace the poor thing. This secured me 4 objective points. My Prowler then attacked a Gao Rael, killing him off.

The second Tohaa turn saw a Makaul go after the Prowler. After using several orders the Makaul reached combat with the Prowler and took revenge, killing the prowler with his viral close combat weapon. The rest of the turn saw a Tohaa link team advance, whilst the Grogos remain on suppressive fire.

With my classified objectives accomplished I started feeling a bit cocky and I instigated a sniper duel between my Intruder and the mercenary Le Muet. With surprise attack putting the odds into my favour, as well as an addition attack dice I thought this would go well. Sadly it did not and my intruder Sniper (once again) was killed. Even worse there was a medic right next to the intruder, which I could not use as the intruder suffered two wounds. With this going badly I castled up again and awaited the Tohaa final turn.

The Tohaa link in the centre went after a Zero, killing him with a heavy flamer hit. The Gorgos moved near my High Value Target and declared that Secure the HVT classified objective was being selected.

As it was the last turn I revealed the Spektre, which had been hiding in hidden deployment all game (I did say I was castling up!). The rest of my turn saw me trying to kill of the odd Tohaa model, whilst trying to not lose anymore myself. I did however see an opportunity for a major point swing, as the Gorgos has moved close to my Intruder Lieutenant. I used my Jaguar to lay down covering smoke and used my Intruder to make a surprise attack using his light flame thrower against the Gorgos. The odds were against this working, as the Gorgos could dodge (albeit only on a 7 or less) as well as easily make his armour save. Fortunately for me the Gorgos failed both rolls and succumbed to its weakness of fire. That was one exceptionally fortuitous (and lucky) shot which bagged me extra victory points and an extra Objective Point. The game ended 7 – 5 (I think), which all things considering I was very happy about.

 

The Results

In total I managed to get a 17pts, putting me in 4th place, although both the 1st and 2nd place positions were incredibly far ahead! I was very happy with this result, especially considering I have not used my Nomads all that much in 3rd and these were untested list. I am really keen to keep playing with my Nomads and develop my tactics with them. I’d like especially like to look into playing Corregidor as those new Jaguar models look fantastic and are fun to play with!

I’d also like to say that the tournament was very well run by Peter. I’d highly recommend any of his events and hope to go to more in the future.

Read more reviews of the tournament from fellow local gamer Lee and tournament organiser Peter.

clockmaker

Painting: Ariadna Russian Force!

Over the last few month’s I have been busy painting away my Ariadna themed Russian Force. I hope you like them!:)

Dog Faces

Dog Faces

 

Spetsnaz with sniper rifle and Spetsnaz with boarding shotgun

Spetsnaz with sniper rifle and Spetsnaz with boarding shotgun

 

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Tank Hunter and Veteran Kazak

 

Spec-Op and Antipode Controller

Spec-Op and Antipode Controller

 

Line Kazaks

Line Kazaks

 

The Ariadna models were quite a departure from what I usually paint, being closer to WWII models than Sci-fi! In particular choosing a suitable color scheme was tricky, as I wanted a bright camouflage scheme (which is often a contradiction!). I also wanted to avoid the usual green colour scheme. In the end I opted for a tundra style snow white camouflage with some grey patches. I also liked this scheme as it tied in with the Russian theme.

I couldn’t resist adding a “spot color” and red seemed like a good choice. Some more realistic gamers out there might be cringing, as they see this obviously bright color next to camouflage, but hey this is Sci-Fi!:)

Next I will be painting the Antipodes and Dog Warriors, which should be great fun!

 

I have recently received the new Sogarat with HMG and what an impressive model it is!

Sogarats!

Sogarats!

The Model

The new Sogarat has been sculpted using computer aided techniques, just like the Sogarat with feuerbach from the Morat starter set. The benefits provided by this technique are pronounced when you compare the new Sogarat with HMG to the older, traditionally sculpted, model. The new Sogarat is much larger, but also has a more animated pose and greater depth to the model. Perhaps the main advantage of the model is that it looks great from every angel, whereas the old one Sogarat feels flat when viewed from the side.  The detail is also crisper.

On the table the Sogarat are a very intimidating force, with a high armor value, physical attribute and access to devastating weapons. To top it off even if the Sogarat is downed, he can use his auto-medikit to get back up! They certainly live up to their name of Tempest Regiment!

The List

I brought the model based on it’s sculpt alone, as I already had the older Sogarat with HMG. I am not in the least bit disappointed, as this is one beefy Morat! However it got me thinking, could I think of a list with all three Sogarats plus have specalist to do objectives… Turns out I could! This mostly comes down to the massive points decrease Sogarats have benefited from in N3.

So first off, lets add the 3 Sogarats. I think a great mix will be two with Feuerbach and one with HMG (ok I know that’s not wisiwig, but hey the old style HMG could easily be a Feuerbach!). This mix gives short ranged fire power from the assault pistols, medium range from the Feuerbach and the HMG for long range. The Sogarat have notably come down in points, so having three is no longer sucking up all your points (although still over half of a 300pts list!).

Model Points SWC
Sogarat: HMG 56 2
Sogarat: Feuerbach 57 1.5
Sogarat: Feuerbach 57 1.5

sogarat_feur_1

So now I have one tough as hell fire team, that can deal with a wide range of situations. But I can bulk it out even further by adding Kornak! Kornak notably adds a template weapon and close combat potential to the link, which gives protection from sneaky ninjas and the likes.

Model Points SWC
Kornak (Lt) 41  0

So with one very heavy duty link, I need some specalist to complete objectives. The first choice has to be a Morat Hacker, to give “Fiary Dust” to protect the Sogarats. Next I wanted to add a Kurgat for his engineering abilities to the list, just in case any em causes immobilization level2 to one of the expensive Sogarats. As the points are quickly drying up I added two Morat Vanguard Forward Observer, mainly as they are the cheapest specalist I could get my hands on!

Model Points SWC
Morat Hacker 22 0.5
Kurgat with boarding shotgun 17  0
Morat Vanguard Forward Observer 15  0
Morat Vanguard Forward Observer 15  0

The list is up to 8 models, but only a few points remain. So it’s time to bring in the faithful order generating bagage bots, the Ikadrons!

Model Points SWC
Ikadron 9  0
Ikadron 9  0

Final Thoughts

Sogarat with HMG

Sogarat with HMG

So the final list is below. The Sogarat and Kornak link will form a resilient fire team, as well as pumping out heavy firepower. The rest of the army will provides support as well as four speclaist for missions that can also accomplish most classified objectives.

Model Points SWC
Sogarat: HMG 56 2
Sogarat: Feuerbach 57 1.5
Sogarat: Feuerbach 57 1.5
Kornak (Lt) 41
Morat Hacker 22 0.5
Morat Vanguard Forward Observer 15
Morat Vanguard Forward Observer 15
Kurgat with boarding shotgun 17
Ikadron 9
Ikadron 9
Total: 298 5.5

This looks to be a very characterful list, as it’s just Morats being ridiculously unsubtle!

The list is far from perfect. For starters Sogarats are not without faults, their Achilles heel being their low BTS of 3. Due to this they really suffer from e/m, viral, hackers and anything else that targets BTS! Having three Sogarats amplifies this issue, so this list will have some bad match ups. In addition the list lacks any extra long range weapons, like sniper rifles, so if you come up aginst any you will have get close or “pray and spray” with the HMG! So if you face a Lasiq with viral rifle you will feel the pain!

That said I will give this list a go, if nothing more than to use all the Sogarat models I own, and report back!:)

Christmas Gaming

Over the Christmas holiday I played 40K with my Tyranids against Space Wolves. This has become almost a traditional match up and was a very fun and very bloody game!

The Tyrnaid Battle-line is formed!

The Tyrnaid Battle-line is formed!

 

Space Wolves ready for the charge!

Space Wolves ready for the charge!

 

The Genestealer Patriarch surveys the battle on his ornate throne

The Genestealer Patriarch surveys the battle on his ornate throne

 

The deadly Exocrine readies itself to launch bio plasma at the Space Wolves

The deadly Exocrine readies itself to launch bio plasma at the Space Wolves

 

The Tyranid Prime commands the Tyranid force with his iron will.

The Tyranid Prime commands the Tyranid force with his iron will.

 

I also watched an amazing game of Daemons VS Elder and Grey Knights, a real “Good vs Evil” sort of fight! The Daemons were painted by my brother Craig, whilst the Elder and Grey Knights were painted by Gav. Both of these guys are exceptional painters, so the game looked amazing! Below is the photographic evidence!

Exodite Shadow Weavers

Exodite Shadow Weavers

 

An amazing Eldar Wraithknight (and it's not even 100% finished yet!)

An amazing Eldar Wraithknight (and it’s not even 100% finished yet!)

 

Exodite Fire Prism

Exodite Fire Prism

 

A fantastic centaure style Wraith Lord (reminiscent of Epic Elder Knights)

A fantastic centaure style Wraith Lord (reminiscent of Epic Elder Knights)

 

Talking of epic Eldar Knight, here are the fantastic models! They were used as Wraith Guard.

Talking of epic Eldar Knight, here are the fantastic models! They were used as Wraith Guard.

 

Coteaz, the only model on the table that I painted.

Coteaz, the only model on the table that I painted.

 

An Avatar strides onto the battlefield.

An Avatar strides onto the battlefield.

 

The forces of Good prepare for battle!

The forces of Good prepare for battle!

 

The Demonic forces are ready to wreak havoc!

The Demonic forces are ready to wreak havoc!

 

The Hounds of War are unleashed!

The Hounds of War are unleashed!

 

Farther Nurgle leads the Daemonic incursion.

Farther Nurgle leads the Daemonic incursion.

 

There are No Wolves on Dawn!

But there are monstrously large Antipodes and their genetically cross-breed humans!

20150104_141742-Rev2

After few (highly generous) Birthday and Christmas presents latter and I have the Ariadna force you see below. It includes an Antipode Assault Pack, 2 Dog Warriors (with 2 Dog Faces), Tank Hunter, Veteran Kazak, 3 Kazaks with rifles, 4 Wulvers and an Authorized Bounty Hunter.

20150104_141915-Rev2

I will be using my Ariadna force in the Slow Grow that I am running for my local club. We are starting at 150pts and building up to 300pts over a 8 week period. This should be the perfect way to get into playing Ariadna (i.e. fighting with low tech!) whilst leaning all the new 3rd Edition rules.

I also brought Ariadna camo Silhouettes and LoS Silhouettes as my own Christmas treat from Customeeple, as there was free postage on Christmas day. If you have not seen their Infinity accessory and terrain range before, I’d highly recommend checking Customeeple out! I absolutely love Customeeple camo Silhouettes for my Combied Army and Nomads and did a review of them a while ago. To summarize they add a lot of character to your games and help you remember how high your camo markers are.

20150104_141354-Rev2

I was both highly surprised and massively impressed that Customeeple added new style Antipode camo Silhouettes to my order. I did not even know that they were available! These make a lot more sense in 3rd edition where the camo marker retains the base size and height of the model underneath it, so you may as well show that they are Antipodes as there is no other alternative! Plus it means you remember just how tall those Antipodes are, even when camouflaged.

20150104_142345

I also ordered the LoS Silhouettes. I think these are a great accessory to resolve those tricky LoS situations, especially important for tournament games. There are several companies producing similar products, but as far as I know this is the only one that has a template to mark the exact location of the model, so you can accurately switch between model and LoS Silhouette. All of this and they are a very reasonable price!

20150103_090441

I have also started the new year with having my own gaming room! It’s definitely given me an enthusiasm boost to work on my table and paint my terrain. In fact my new year resolution is to get my table and this room looking good!

 

DeathWatch Studios

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epic miniature madness

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Wargames Collective Extraordinaire

osographic

Dave Monty's minis and much more!

sho3box

Toy soldier stuff.

Element270

Element 270: Home of the Element 270 podcast; dedicated to Dystopian Wars

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Infinity the game, Firestorm Armada, Dark Angels

Guerrilla Miniature Games

Out of the Basement and into the Streets.

MayaCast

An Infinity: The Game Podcast by Tom Schadle and Kip Parcell

It Came from out of the Basement

Because Gamers Need Sunlight too

rats east

goblins north / beware west!

DeathWatch Studios

Commission Miniature Painting For You!

GEMANA

epic miniature madness

NDC Wargames

Wargames Collective Extraordinaire

osographic

Dave Monty's minis and much more!

sho3box

Toy soldier stuff.

Element270

Element 270: Home of the Element 270 podcast; dedicated to Dystopian Wars

The Wolf and the Lion

Infinity the game, Firestorm Armada, Dark Angels

Guerrilla Miniature Games

Out of the Basement and into the Streets.

MayaCast

An Infinity: The Game Podcast by Tom Schadle and Kip Parcell

It Came from out of the Basement

Because Gamers Need Sunlight too

rats east

goblins north / beware west!