Not really. I mean, I still haven't found anything better than the 5 or 6 rules of thumb that I give people: Orders - You need at least 8 orders at the start of your first turn in your primary combat group. So no more than 2 AD or Hidden Deployed models, or one of each (being JSA, no more than 2x Hidden Deployed because we don't have AD) Guns - Not 'spend all your SWC', this rule of thumb is about having a variety of range bands to work with. You win firefights in Infinity by being at +3 when your opponent is not. And you beat an opponent in +3 range by being at +6 (shotguns within 8"). Speed - This is not just sheer MOV stat, but 8-6 Motorcycles do count as 'fast'. The other thing to consider is what model will spend the least orders getting to a place where it is at +3 and the target isn't. Specialists - These can lose you the game. There are always Classified missions, and engineers are crucial for fixing EM and Glue if your meta has lots of Ariadna or Nomads. Plan - WarmaHordes is advertised as 'Play like you got a pair,' but Infinity should be called 'Play like you got a plan.' If your plan involves one model ramboing through the opponent's list, you'd better have a backup plan for when the opponent kills your model. (Optional) Theme - This is where you're doing something potentially suboptimal in the name of fluff or rule of cool. My 'Samurai 7' lists are such a case, though they do pretty well if there's not too many Classified missions to deal with.
No Daiyokai, still running the O-Yoroi. Spoiler: Samurai 7 army list Samurai 7 ────────────────────────────────────────────────── 9 1 4 OYAMA Lieutenant Chain Rifle, E/M Grenades / Breaker Pistol, AP CCW, EXP CCW. (0 | 28) DOMARU Spitfire / Pistol, E/M CCW, Shock CC Weapon. (2 | 39) TANKŌ Missile Launcher / Pistol, Monofilament CC Weapon, Shock CC Weapon. (1.5 | 32) TANKŌ Flammenspeer, Contender / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 23) TANKŌ Blitzen, Submachine Gun / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 23) O-YOROI AP HMG + Heavy Flamethrower, CrazyKoalas / EXP CCW. (2 | 86) YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21) KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17) TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14) TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (0 | 14) YÁOZĂO Electric Pulse. (0 | 3) 6 SWC | 300 Points Open in Infinity Army The big change has been dropping Musashi for Yojimbo. Adding smoke to the list has been a great improvement, and it conveniently allows me to add a helperbot, too.
No problem! I should probably add that I just haven't found a way to include the Daiyokai in those lists at 300 points. If you go up to 400 points, you can stick in a Daiyokai and a bunch of 'villagers' (Keisotsu), no problem. But at 300 points, there's no easy way to keep the Samurai 7 to a single combat group using a Daiyokai, you end up with 11 or 12 orders, which is distinctly non-optimal.
I have had exactly the same experience. Glad I'm not the only one. I do like the Daiyokai model alot. I just need to find a way to get him to work. :)
@Section9 - so what is your plan with Samurai7, if I may ask? You got a HI-Link and a TAG, with whom do you plan to advance first? And no specialist in the link means you have to advance with at least one specialist as well, which is quite order starving, isn't it?
@Section9 Not gonna lie, that list gives me deep and primal feelings. I need to find a willing partner to share them with.
Well, the general plan is to use Yojimbo for cover while advancing the O-Yoroi (for whatever reason, TAGs seem to draw more fire than that beastly DoTanko link), then push the link team up the other side. Kill most of the opponent there. But that's still usually only spending 2-3 orders on the link and the TAG, Yojimbo is basically self-fueling. That leaves ~3-5 orders for the specialists to move, if I need to move them in turn 1 at all. Usually, I don't move them at all until turn 3! If you have a local Morat player, you can spank the space-monkeys with that list.
Ok i spend like 3 h trying to figure out how on earth this sectorial works and i have no idea i menage to create some lists on 250 p that would work but on 300p i ended on 11 orders and 2 groups or on 12 orders and 2 groups and this is bad and that was using all units from it it got worst when i decide to create easy to buy list out of the new box so i will ask you in this topic to explain me this and present a n easy to buy list - i love new minis but they seams unplayable for me ... (i do something wrong - but checked my skill in list making on other armys and i was menage to get a god list from most of armys beside new Tatarian army and new Nomad one and JSA )
Nice guide, though quite tightly written package... I am currently thinking for my first pick of factions, and JSA has a nice Japanese Cyberpunk(ish) looks (namely Ghost in the shell). Maybe I would start from JSA starter and take later on Nomad Tortuga as second for Cyberpunk thematic when introducing it for new players (although we do have a few Infinity figs owning members at local wargamers ”club”).