Archive for January, 2014


Tyrnaid Photos

I have recently started taking images of my Tyranids using my light tent. The quality of my images has improved, even if they are still quite rough! Anyway I hope you like them!

The Exocrine was great fun to paint, it’s really an impressive model.

Exocrine

Exocrine

Exocrine

Exocrine

The Genestealer Patriarch on a “iron throne” was converted in order to get this fantastic classic model onto the table. In games I use it as a Tervigon. Instead of spawning gaunts I place Genestealer cultiest/hybrids instead (a surprise uprising!).

Genestealer Patriarch

Genestealer Patriarch

Genestealer Patriarch

Genestealer Patriarch

I painted the red terror to be used as raveners. I have four painted up now, I will just have to get them onto the table soon!

Ravener

Ravener

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I have had a blast playing Infinity, but more importantly I have really enjoyed painting the models. In fact I have collect far more Combined Army models than I had initially expected, but I can safely say I am happy with each purchase! Below are some picture of my army. Hopefully you like them!

I will try to get my light tent out and do better photos in the future.
 

Combined Army

Combined Army

 

Morat Aggression Force

Morat Aggression Force

Second Tyranid Game

I had another chance to get my Tyrnaids on the table using the new codex. The game was against Space Wolves at 1,250pts using Dawn of War Deployment and Crusade. My list is below:

Hive Tyrant with wings, Ymargall factor, two sets of talons and old adversary

Venomthrope

2 Zoanthropes

20 Gaunts (10 with flesh borers and 10 with devourers)

20 Gaunts (10 with flesh borers and 10 with devourers)

16 Hormagaunt

16 Hormagaunt

3 Shrikes  with rending claws and toxin sacs

Exocrine

Exocrine

 

Tyranid army

Tyranid army

The Theory Behind the List

For the game I decided to try a new set up on the Hive Tyrant and went for a close combat specialist. I did this as, in the past, I found that my Tyrant did not shoot as much as expected; so the usual twin devourers are not always utilised. To create a close combat Tyrant I added the Ymargall factor and old adversary. With these upgrades the Hive Tyrant could go up to 7 attacks on the charge, or go defensively and gain a 2+ save. In addition the Tyrant can re roll to hit and wound rolls of 1 in combat (aka ghetto preferred enemy).

The rest of my army was actually quite shooty for nids.  The most noticeable shooty units being the two Exocrines, however the gaunts are also set up to be shooty with half the unit containing devourers. The Zoanthropes were added to provide extra fire power and the much needed synapse.

For some combat power to balance the shooty nids, I added Shrikes and Hormagaunt. The Shrikes also provided extra synapse, whilst the Hormagaunts were added to be used as a living shield and tie up the odd opposing unit.

A single Venomthrope rounded the list off . Hopefully the Venomthrope would keep my army alive in a fire fight, or help the assault units reach my opponents lines.

I was happy that I had included sufficient synapse within my army to keep it under control, although the flying Tyrant could possibly be a liability as he can easily over extend himself.

 

Space Wolf Army

Space Wolf Army

Game Highlights

The Tyrnaid army went first and surged forward, apart from the Hive Tyrant who went from the left flank to the centre of my deployment zone (I wanted to try and keep out of bolter range and get into position to attack the Thunderwolves). The Tyanid shooting was not to impressive and only killed a few marines. 

The Space Wolves fire power targeted the Hive Tyrant and grounded it. Luckily the Venomthrope protected the Tyrant from the worst of the remaining shooting attacks and it only suffered two wounds in total. A drop pod of Wolf Guard with combi-plasma hit the Shrike unit hard, but thankfully two survived (although one was only left with a single wound). The rune priest tried to send one of the Exocrines to the warp with Jaws, but the beast managed to dodge the attack. In the assault phase the Spaces Wolves reacted aggressively by charging the Thunderwolves and Fenrusian Wolves into a combined combat against a Hormagaunt and gaunt unit. The Fenrusian Wolves decimated the Hormagaunts, whilst the Thunderwolves slaughtered half of the gaunt unit. The  Fenrusian Wolves ended up out of combat, whilst the Thunderwolves were locked in combat with the remaining gaunts.

 

Hive Tyrant in combat against Thunderwolves

Hive Tyrant in combat against Thunderwolves

The Tyranids received  a bloodied nose, but were ready to counter attack. In the shooting phase one of the Exocrine killed a few more marines, but it was otherwise uneventful. In the Tyrnaid assault phase the Hive Tyrant charge into the Thunderwolves, whilst one of the Exocrine charged into the Fenrusian Wolves and the Shrikes assaulted the Wolf Guard. The Hive Tyrant decided not to smash the Thunderwolves, in an attempt to keep them tied in combat. Instead the Tyrant used the Ymargall factor to give it a 2+ save. The combat ended with one  Thunderwolves tied in combat with the Tyrnat and remaining gaunts. The Fenrusian Wolves actually wounded the Exocrine, so won the combat. The Shrikes struggled against the Wolf Guard, so the combat continued.

The Space Wolves that were not in combat shoot up some Hormagaunt and wound the un-engaged Exocrine. The assault phase saw the Hive Tyrant finish off the Thunderwolves. The combat between the Shrikes and Wolf Guard continued, with neither side gaining much of an advantage. The engaged Exocrine managed to see the Fenrusian Wolves off, as they lost combat and broke.

 

Hive Tyrant

Hive Tyrant

In  the shooting was saw both Exocrines concentrate their fire-power and kill of one of the other  Grey Hunter unit with the rune priest (which was the Space Wolf warlord). In the assault phase the Tyrant was free to charge a large unit of Grey Hunters, which did not last two long.

The game was wrapped up quickly after this, with a victory to the Tyranids.

View from the Other Side

Read my opponent blog here to get the Space Wolves point of view.

After Game Thoughts

The more I play with the new codex, the more I like it. I feel that the codex plays more like the fluff describes Tyrnaids, as they fight in a unrelenting horde.  I also like how the whole army is aggressive, rather than relying on a few “alpha strike” units (like the Doom or Ymargalls) to do the damage.  However the largest drawback seems to be that synapse is tricky to fit into list.

I have faced Space Wolves on numerous occasions and have always struggled with their Long Fangs and Rune Priest killing of monstrous creatures, whilst the grey hunters slaughter gaunts. To top it off the Thunderwolves and Fenrusian Wolves provide a strong assault element of the army. I noticed several differences with the new codex. First off Jaws of the World Wolf failed to kill any of my monstrous creatures, this is was mainly due to the Exocrine having a decent initiative of 3. This is very different from the staple monstrous creature from the last codex, the Tervigons which used to have an initiative of 1! The Long Fangs inflicted far less damage than usual as the Venomthrope protected my army well. In addition the Tyrant, their primary target, is difficult for the Long Fangs to hit until he is grounded.

The Grey Hunters saw a reverse in fire-power as the Exocrines clearly had the shooting advantage against them. The Thunderwolves and Fenrusian Wolves are still deadly. Only the Tyrant provided a match for the Thunderwolves, so if I had lost the Tyrant early they would have run through my army. Thankfully the Tyrant survived, mostly because he used cover from the Venomthrope and was positioned so that if grounded would fall into cover (a nice tip for anyone using flying monstrous creatures!). The Fenrusian Wolves proved they could kill of gaunts with ease, so I was lucky that the Exocrine is still formidable in combat (it’s still a monstrous creature after all!) as well as an amazing shooting beast.

Hive Tyrant

Hive Tyrant

For me, the Hive Tyrant was the “man of the match”. This is not too surprising, as without any real anti-air fire power the Space Wolves struggled to attack him. As a close combat Tyrant, I  think the Tyrant could have been just as effective without the Ymargall factor. The potential for a 2+ save could be really useful in some situations, but a lot of the time the Tyrant will easily kill what it faces, or it’s opponent is likely to have an ap2 (like another monstrous creature). As for the Tyrants load-out in general the loss of devourers did not hinder him, as he reached combat quickly. However I did miss the flexibility of being able to shoot if required. I will probably add devourers back to the Tyrant in future games.

The Exocrine were really deadly, especially against the large foot-marine units. I especially liked the fact that I did not have to charge across the battlefield (like when I use Trygons) in order to cause damage. That said, in hindsight, using two Exocrines was not very sporting. I probably should have tried one Mawloc and one Exocrine instead.

The Zoanthropes were really useful as they cast Catalyst throughout the game, as well as shooting the odd warp blast out. I think Zoanthropes are really useful as they are multi-functional, providing anti-tank, anti-marine, support psychic powers and that all important synapse.

The Venomthrope was very effective at keeping my army alive, although I had LoS blocking terrain to hide behind. In other games I may not have this luxury! I would definitely take Venomthrope in almost all future list, the only decision to make is how many I should use!

The gaunts with devourers were not as impressive as I had hoped, but I will give them another go. After all the unit is really cheap considering how much fire-power it can kick out. Against weaker armed models they could be devastating.

The Shrikes provided mobile synapse and performed well in combat, even after taking a shed load of plasma hits!

The Hormagaunt provided a fast and cheap screen and were quite distracting to my opponent. I can see using many broads of these in the future!

I am looking forward to the next game with my Tyranids, although I might have to mix it up and play some Infinity first!

I played a 2000pts game with the new Tyrnaid Codex. My list was described in the previous blog post here. My analysis will take an overview list at how my list faired, as well as some general thoughts on the new codex.

tyranids

My first game was surprisingly positive, although my expectations where very low! The game ended in a draw,  but the army showed it’s potential. My opponent used Space Marine (Imperial Fists I believe) and we played Dawn of War and Crusade. In my opinion this is one of the most “vanilla” of game set ups, which is a great way to judge the power of a new codex!

Many of the nerfs that I was worried about, where not strongly felt. For example the loss of scything talons on the Trygons did not prevent them tearing apart what ever they touched in combat. I think as many opponent armies have gone down the shooting route it’s better to be cheaper and more numerous, then overly effective in combat. The only nerff that I really noticed was the lost of Biomancy (or more specificity iron arm) as the Hive tyrant died to single volley from a single Storm Raven.

As most of the Tyranids have been reduced in points, I started with a horde of models on the table. Quite simply more models means more chance of getting into combat. In particular hormagaunts where very useful as they are both fast and numerous.

The Hive Guard did the same job as always, even with the BS of 3. If anything the new (and much simpler) ignore cover rule helped as the Hive Guard effectively tore into a unit of scouts.

The Venomthrope was also very useful, although I suspect their effectiveness relies on hiding behind line of sight blocking terrain! In my game I was lucky that there was such a piece of terrain and the Venomthrope was able to conceal itself from the marines firepower. The Venomthrope was able to give shrouded to the Hive Guard and Exocrine through out the game, which made them incredibly resilient!

The Zoanthropes being a brotherhood of psykers means that they are all or nothing with warp blast. On the plus side the blast is shoot from one model, which really helps with their short range! In the game the Zoanthropes only killed a few marines, as they got hit by a stern guard squad. I still think Zoanthropes are worth taking, especially as the gap between them and Hive Guard has been reduced.

Hive Crone

I could not do this post without reviewing the new units. Both the Exocrine and Crone did a marvellous job! The Exocrine killed it’s fair share of marines as well as a few terminators, in addition it is a relay tough firing platform. The Crone also did exactly what I thought it would, provide anti-air. The Crone used it’s vector strike to inflict two penetrating hits on a Storm Raven. With a bit of luck I think the Crone could take down an opponents flyers in a turn using it’s vector strike. If nothing else it will cripple the flyer so another unit can finish it off.

The new Tyrnaid codex seems more about overwhelming the opponent with numbers rather than quality. I think the codex power level is similar to what it used to be, however I think there will only be a few good builds within the book. In my opinion the book is not a complete disaster, but is far from what I wanted!

So let’s address the elephant in the room, the new Tyrnaid book is getting panned on the internet, really panned! Just reading through the changes you can easily find a lot of faults within the new book and much fewer obvious benefits. If you want to check out the changes on the new codex there is a handy summary on the Tyrnaid forum.

Rather than give my “theory-hammer” reviewing the whole new nid book, I wanted to play with the new codex to see the changes first-hand. In order to do so I organised a 2000pts game to test out the new rules. This blog post looks at making a “all comers” list that tries to concentrates on the benefits of the new book, well within the scope of my model collection anyway! I will try to stay on topic of why I chose the units I did without moaning about other too much (although it’s hard not to moan at all!). There will be another post that gives a after game list evaluation.

tyranid_quote_poster_by_commissarmuskeg-d6am4lw

Creating the list

HQ

A lot of the staples from the last codex have taken a serous nerfing, including Tyranid Primes (now very expensive) and Tervigons (expensive and much reduced in capabilities). Instead of using either of these I added another staple from the last codex, the flying Hive Tyrant with twin linked devorers. The Tyrant has lost access to bimoancy, but the upgrades have been reduced in points (possibly most importantly the wing options), plus the BS of 4 is good. I added electroshock grubs to the Tyrant as these looked to be highly useful if I faced any vehicle squadrons, or simply for flushing out light troops.

TROOPS

Both gaunts are cheaper than before, so were the obvious troops choice. Plus none of other troops choices in the codex appealed, mostly as none of the issues they had in the last codex have been resolved (specifically warriors and stealers still look poor).

I went for a mix of Temagants and Hormagaunts purely because that’s the models I have. In an ideal world I think all Hormagaunts would be better, although not essential.

venomthrope

ELITES

Even with the BS of 3, I still liked the look of Hive guard so added a unit. Zoanthropes looked better as they went down significantly in points and get a “backup” power. For the third slot a Venomthrope just seemed too good to miss up on. The Venomthrope really has improved since the last edition; I can see most list including a few.

FAST ATTACK

Being 5pts cheaper than before, Shrikes seemed like a good deal. I would normally upgrade my shrikes to be armed with bone swords, but I noticed that they had gone up significantly in points. Instead I went for rending claws and toxin sacs. These Shrikes worked out at 7pts cheaper compared to the old codex. To top it off the Shrikes get an extra attack, rather than re-rolling 1’s from the scything talons. Overall they have been improved.

I added a unit of Ravener, as I had the models. Although slightly faster than Shrikes, I think these fellas have stiff competition from them. In the end I wanted to see if their speed from fleet and an Initiative of 5 was worth losing synapse.

The Hive Crone went into the list straight away as it is an awesome model. However its rules looked interesting as it gives Tyranids more anti-air capabilities. In addition it’s still a fast, if slightly weak, monstrous creature able to charge devastators and the likes if needed.

HEAVY SUPPORT

As I had no Tyranid Primes or Tervigons I had to look elsewhere to get sufficient synapse into the list. To aid with this I included two Trygon Primes. Going down by 10pts was nice, although probably not justifying the loss of re-rolls from the scything talons.

The Exocrine was another auto-include, as again, the model is amazing. Its plasmic cannon also looked great for dealing with marines as well as light to medium vehicles.

The heavy support section was probably the most hotly contested and difficult to choose. In the end the Trygon Primes won out as they provided synapse. If not, I would have added a Mawlock and possibly even used Carnifex Broods (probably a unit of 2). Biovores are also a good option. Even the Tyrnaofex looked appealing with its markedly reduced points cost.

Tyranid

Final 2000pts Army List

Tyrant with two twin linked devorers, wings and electroshock grubs
18 Temagants
17 Temagants
18 Hormagaunts
18 Hormagaunts
3 Hive guard
3 Zoanthropes
1 Venomthrope
4 Shrikes with rending claws and toxin sacs
4 Ravener with rending claws
Hive Crone
Exocrine
Trygon Prime
Trygon Prime

OVERALL THOUGHTS ON THE LIST

As expected my new list had some major changes from what I am used to running.

Looking to the positives:

  • The variety in the list came quite naturally.
  • Many points have gone down. In total I think my list is around 200pts cheaper than its equivalent from the last edition.  This puts more bodies on the table, which hopefully increases the chance of getting into combat.
  • Venomthrope look to be remarkably useful now.
  • Firepower in the list has increased as now the Exocrine can help.
  • The anti-air capabilities have improved with the addition of the Crone.

Looking to the negatives

  • Many units are worse than before. Noticeably I wanted to see how bad the loss of scything talons on the Trygon Prime, Biomancy on the Tyrnat and the reduced BS of Hive guard was.
  • As I have decided not to take the nerfed Tervigon the list has no MC in the troops section. This leaves it up to the gaunts to get the objectives! In addition there won’t be any spawned gaunts to replace those that are killed off.
  • As I have decided not to take the overpriced Tyrant Prime, I can’t rely on synapse being “hidden” in a large unit of gaunts. Although my list ended up with five synapse units, they can all be targeted freely. Hopefully this will be sufficient!
  • No turn two alpha strike units like the Doom and Ymargalls. I may well miss these units!

Alien Invasion!

m3700348a_99120106026_TyranidExocrine01_445x319
So after months of rumours on natfka, the Tyranids are now officially here! Check out the Games Worksop website to see full images of the new Tyranids.

For me the Harpy / Hive Crone is the best kit as I like both options. The Haruspex / Exocrine is a mix bag as I really like the Exocrine, but really don’t like the Haruspex. The Hive Guard / Tyrant Guard kit are some where in the middle, as I think they they are decent plastic versions of the latest metal models, however they are not massively better either. The tyranid warriors also fall into the same category, as they really only got a few extra options (such as more weapons and a prime upgrade).

I am intrigued by the new Tyranid codex, if anything gets me playing 40K again it will be this codex!

ITS Season 2014

The official Infinity Tournament System (known as the ITS) changes each year, providing new missions, tournament rules and most importantly different challenges to Infinity players. ITS 2014 has been released on the forum and they certainly look interesting! This blog post has a look at the changes for the new ITS.

InterventorMajor Changes from ITS4 to ITS 2014

There are many changes from ITS4 (season 2013) to ITS 2014. The most obvious is that there are new missions to play, in addition there has been a change in what counts as a “specialist”. You can check out the missions here. I won’t go into the format of the new ITS, but I am sure I will write something on these!

SPECIALIST

In ITS 2014 is in what counts as a specialist has changed, notably your lieutenant is no longer a specialist whereas doctors and paramedics are. This makes a massive difference to the game, as no longer will you need to worry about lieutenant TAG’s rushing around completing the mission (apparently an issue within the ITS4 Spanish tournament scene). Interestingly although lieutenants are no longer specialist, models with Chain of Command Special Skill still are.

Doctors and paramedics now becoming specialist opens up a lot of options. For example many line-troops that were previously unable become forward observers (a major source of specialist in ITS4), can become parmedic or even doctors. Notably this allows troops models like Dakini Tacbots and Ghulams able to become specialist.

Of course doctors themselves will become much more popular. The main benefactors that come to mind are Avicenna (a wip 17 doctor that can complete missions is never bad!) and Hospitaller Knights (the doctor options anyway), although I suspect there are many more.

images

MISSIONS

The new missions mark several changes from the ITS4 missions. Notably there are no mission objective points for actually killing the opponent. In addition more of the missions have objective points that are calculated after each game turn. This means that playing for the missions throughout the game is even more important than ever. I will have a quick review of each of the new ITS missions, although these are just my initial thoughts as I have not played them yet.

Lifeblood

Basic overview: Get specialist to check the supply boxes and then destroy them. There are six supply boxes that are randomly scattered from the centre of the table.

This is an interesting first mission. First off you can destroy any checked supply boxes (after the first turn), therefore denying them to your opponent. To destroy the supply boxes you will need a weapon with DA, EXP, K1 or Viral ammunition. This is interesting as weapons with these rules are likely to become more popular, in particular we might see more multi-rifles (which I think are often over looked) as they can use DA ammo. In addition any specialist who also has this type of ammunition will be extra useful. Considering this it may not be surprising to note that most of the new Dire Foes, which are all specialist, have the amo required to destroy supply boxes.

Due to the dispersal of the supply boxes, this mission does have a large element of unpredictability. It will be interesting to play this to find out how this random element plays out.

Quadrant Control

Basic overview: get more models into each quadrant than your opponent. There are four quadrants that evenly divide the “no-man” land between both players deployment zone.

This mission is all about movement, notably getting out of your own deployment zone and ideally some models across the centre line of the table. This mission plays similar to Frontline from ITS4, so is not a massive departure for those familiar with last year’s ITS, the main difference being the split of quadrants.

It’s worth noting that Shasvastii and Baggage have an advantage in this mission. It will also be interesting to see a ruling on holo projector level 1, as a 17pts Hafza could “pretend” to be a 63pts Asawira! I expect this will be aloud, which will greatly benefit Haqq. As whereas specialist are not required in this mission, this is as close to a “kill game” as you can expect in ITS 2014.

caja-270x260

Beacon Reach

Basic overview: Ideally seize more or at least equal Beacons to your opponent. Beacons do not start on the table but are instead created from the beacon generator, which is located in the centre of the table within an objective room. Once a beacon is generated you need to move the beacons to inside your deployment zone.

Oddly my first thought on this mission was practical, rather than gaming, as this mission requires the use of the Objective Room (or something similar) which will be tricky for tournament organisers. Besides this, the mission looks to be a tricky one as both players will want to get specialist within the objective room in order to create a beacon (or beacons) before moving them to your deployment zone. Note that any friendly model can take the beacon from a specialist, so having some fast moving elements to your force would be useful.

Interestingly models with large bases cannot get into the objective room. This may not affect many players, but as Combined Army player I feel a bit sorry for the Med-Tech Obsidon Medchanoid.

Antennae Field

Basic overview: Aim to Control more Transmission Antennae than the adversary at the end of each Game Turn. In addition Contorting the Main Transmission Antenna (located within the centre of the table) and/or the Transmission Antenna in the enemy Zone of Deployment at the end of the game provides extra mission objective points. The Transmission Antennae are in a diamond pattern, with one in the centre of each player’s deployment zone and three spread evenly across the centre line of the battlefield.

This is a much more interesting mission than it may initially appear and I think is a major departure from the ITS4 missions. For starters there is a restriction on the use of the Airborne Deployment, Mechanized Deployment and Infiltration Special Skills, as it cannot be used within an 8 inch area on either side of the central line of the game table. This is a first, as ITS do not normally restrict this type of deployment. I think this will have more of an effect on models with Mechanized Deployment and Infiltration Special Skills. This is not necessarily a bad thing, as forward observer infiltrators where common in ITS4 and where overly good in many missions.

There are also no wip rolls for specialist to control the Transmission Antennae, simply being in base contact is sufficient. Non-specialist can also deny the Transmission Antennae by being is base contact with one, which may lead to some heavy units sitting on some of the Transmission Antennae. A major change is also that control of the Transmission Antennae is worked out at the end of each game turn. Your specialist will now have to not only get to the objectives, but also hold them. It will certainly be interesting to see this mission played out!

Final Thoughts

I am defiantly keen to play each of the new ITS 2014 missions. They offer a refreshing change from the last ITS. For starters I will be looking at using doctor and paramedics more. Other than this it will be a case of getting used to the new missions and how best to accomplish them!

Infinity-Dire-Foes

I thought I would give my own opinions on the Dire-Foes. As I have said before almost every Infinity player now has a Dire-Foe to add to their force, in fact some armies like the Combined Army and Pan-Oceania have the option of more than one Dire Foe! Considering that most of the Dire-Foes are decent fighters as well as specialist troops, they will all be a great asset in ITS missions.

Below is a quick summary of each of the Dire-Foes and what my thoughts are on them.

Dire Foe

Yasbir

This special agent is very interesting, as he’s both good in combat (martial arts level 3 and viral combat weapon) and has a decent chance of making it into base contact with the enemy, which is actually a bit of a rarity in Infinity!  Because of this I would defiantly use the infiltrating version of Yasbir. For starters it will help you get across the table, but this version also has holo projector level 2 which you will need to reach combat!

Konstantinos

What really stood out about Konstantinos was that he has both MSV2 and Mimetism; these two rules will put most firefights into Konstantinos favour. Considering all of Konstantinos special rules (MSV2, Mimetism and infiltration) and short ranged weapons (combi-rifle or assault pistol),  I think he would make an excellent skirmisher hunter.

Dire Foe

Aelis Keesan

With the option of viral combi or K1 combi, Aelis Keesan sure packs a punch!  It’s also worth noting that usnaspiringly both weapons are very handy at taking down Hasht.

Aelis Keesan defensive Hacking Device is also a very nice addition and makes great use of her BTS of -3 and WIP 14. You also get this all for only 0.5 SWC, which makes her an effective way to add a decent defensive Hacking device to your Tohaa army. Regeneration also adds to the survivability of Aelis Keesan.

Hasht

With NWI and Nano-screen this model is really resilient, in fact Hast is really Shasvastii heavy infantry is disguise! However as always with NWI watch out for viral and shock ammunition as they will get round this rule.  On the offensive Hast does not disappoint either, having BS of 13 and a spitfire.

I must point out that Hast is one of the most expensive Dire-Foes. However I think Hast completely justifies he’s points and SWC, just compare him to a Gwailo with spitfire to see what a good deal he is!

Hast  is not only a great fighter for genric Combined Army, but I think he offers something really new to Shasvastii players. The only negative I can think of is that Hast can only form a link with seed Soldiers which are, rightfully, an unpopular option.

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Yuriko Oda

A specialist with minelayer is always a good option, as you can secure any objective that you reach. I think Yuriko Oda would work best as part of a Keisotsu fire-team, as they would benefit greatly from her BS12 (seeming they are only a BS of 10). It may be worth noting that although the model has a cool looking samurai sword, the model is not actually good in close-combat.

Isobel McGregor

Nothing too amazing here, although the defensive hacking device could be useful is some cases. I think Isobel would be a nice addition to a volunteer fire-team, but far from essential.

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Anyat

K1 combi rifle and EM grenades makes this morat a TAG and heavy infantry killer. Climbing plus also helps to get the angle on single targets, ideally allowing for attacks out side of their fire arcs. Smoke grenades will also help cover your advance, which may be needed as Anyats threat range is quite short. Anyat smoke grenades are also interesting as it gives the Combined Army a means of using smoke without resorting to impetuous models.

Although Anyat would not disappoint in a link I think her strength lies in acting alone, where she will be able to manoeuvre into position to take down large prey.

Bipandra

Seems overpriced in any game other than that of her Dire-Foe mission. I suspect there will be an amendment to make having a medi-kit and the doctor skill worthwhile, but for now this is just a nice model to use instead of a trauma doc!

 

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Thrasymedes

I like the fact that he has two great profiles, meaning he can fit well within a fire-team or as an infiltrator. In addition Thrasymedes armour of 3 and ODD makes him really resilient. In my opinion Thrasymedes may be one of the best Dire Foes for his flexibility as a solo fighter or as part of a fire-team as well as his impressive stat line and equipment.

Lupe Balboa

Although a great option for vanilla Nomads, I think Lupe will shine in a Corregidor army. In particular any Intruders will greatly appreciate the smoke. In addition Alguaciles fire-team could use the smoke to aid their defence as well as benefit from a panzerfaust.

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epic miniature madness

NDC Wargames

Wargames Collective Extraordinaire

OSO GRAPHIC

The Art of Dave Monty The Mini Painter

sho3box

Toy soldier wargaming 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