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VIRD - First games and impressions

Discussion in 'PanOceania' started by mauriciorjbr, Mar 1, 2019.

  1. mauriciorjbr

    mauriciorjbr Well-Known Member
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    Hey all

    For the past two weeks I've been playing my new VIRD, and have had 6 games so far. The score is going pretty well, with 5 majors and 1 minor, I'll post a little resumee here so we can analyse where to go improve.

    I like to play around 10 games with the same list to get the feel for it, so I know exactly what to expect. I feel that if I go changing the list on every game and every mission, I won't get the full "experience", lets say...

    This is the list:

    [​IMG] Varuna 01 no orc──────────────────────────────────────────────────GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG] ZULU-COBRA (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)[​IMG] ZULU-COBRA (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)[​IMG] KAMAU (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 32)[​IMG] FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)[​IMG] FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)[​IMG] FUSILIER Combi Rifle + Light Grenade Launcher / Pistol, Knife. (1 | 14)[​IMG] FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)[​IMG] KAMAU HMG / Pistol, Knife. (1 | 28)[​IMG] FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)[​IMG] FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]1 [​IMG] PATSY GARNETT Submachine Gun, Nimbus Plus Grenades, D-Charges / Pistol, Knife. (0 | 37)[​IMG] KAMAU Heavy Rocket Launcher, Submachine Gun / Pistol, Knife. (1.5 | 23)[​IMG] MACHINIST (Varuna Div.) (CH: Mimetism, Stealth, Aquatic Terrain) Combi Rifle, D-Charges / Pistol, Knife. (0 | 17)[​IMG] PALBOT Electric Pulse. (0 | 3)[​IMG] TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)[​IMG] MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8)[​IMG] HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9) 6 SWC | 299 PointsOpen in Infinity Army

    The games played were on Power Pack, Unmasking and Quad Control, the missions we'll be playing on our march 16th ITS:

    2x JSA, Unmasking and Power Pack
    On both games my ZC were vital, as they sensored large areas of the map revealing the ninjas, which my kamau sniper killed promptly. First game was a massacre (8x0 I think), so in the second game, my opponent didnt deploy the ninjas so far ahead that my ZCs would outroot them. This allowed me to set up very strong lines of fire, going as far as putting my kamau hmg on the core link as well, and using patsy's Harris along with the fugazi to hold the other avenues of approach. My ZCs then went to the midfield, and I had a large area of the map covered. I think that they are critical to doing well, as once they reveal our opponents' markers, not only can the kamau sniper pick them off, the hmg and hrl can go to work without penalties. One thing I felt though, is that Patsy's harris gets a bit stretched when there are multiple buttons to be pushed (as in power pack). This led me to start thinking of a change to the list, I'll point it out later.
    Both games were major victories.

    1x Druze, Unmasking
    Another major victory. My opponent managed to isolate the kamau sniper with a e/m grenade from a lgl, but even isolated she's very, very effective (a nisse sniper!). I killed a full flank with my kamau hmg and patsy harris (the kamau hrl is amazing linked), then managed to push the buttons on the center of the table to reveal the hvts and kill them. On turn 2, I think, I had already done everything I had to do and had 3 orders still remaining, which I used to put the hmg on suppresive fire, do a combined move with the fugazi and re-camo my ZCs. I think that maybe patsy should be in a group with more orders, as it seems she does alot of the heavy lifting... but like I said, 6 games is not alot to be able to actually see this. Since my kamau kept the opponent at bay very early, I wasnt threatened on the midfield, but once again I felt that I needed midfielders to hold the line there (maybe crocmen?). Patsy is fragile if singled out.

    1x Vanilla PanO, Quad Control
    This was harder a my opponent also had a kamau sniper, a father knight hacker, Joan... the strategy I used was to push hard on one flank, the ones directly in front of my sniper, and bait him to come to the ones opposite. I had placed both ZCs on the quad nearest to my deploy, so if he over-extended, I would isolate whoever was there and pick them off individually. Guess who came? Lady Paintrain herself, who got isolated then shot with my linked LGL, shooting on 12s... Father Knight, seeing this, held back, I pushed into the quad Joan was in, and kept 3 quads on all 3 turns. I lost my Lt roll, and my opponent elected to go first, which IMO is a mistake in this scenario. This let me deploy 2nd, I saw where the enemy kamau sniper was, and duelled him to death with my own sniper. 19s x 16s (16s x 13s if you count cover) and that extra B makes a HUGE difference. Even though my ZCs are getting alot of work done in my matches, the kamau sniper is by far the best gunfighter I've played Infinity with.
    Another major.

    1x Steel Phalanx, Unmasking
    My only minor, and that is because of a double crit my sniper received from Atalanta. With my MSV gone, my opponent started abusing smoke and maneuver, got in to my midfield, managed to kill both my other kamau... my first turn didnt go well (usually in my ARO I'm as effective as in my active, but on this game I managed to kill only 2 enemies). On my turn, I pushed my fugazi up the board, and used them and my ZCs to isolate 4 enemies, as far as isolating Phoenix and Atalanta!!! Then I moved up to get my lgl in good range (24"), and started raining grenades on 9s. 45% to hit without getting hit back is pretty good in my book, and I managed to do a wound on Ajax, kill 2 more myrmidons and push some buttons with my machinist and patsy (since the kamau was dead, I broke the harris, moved them both to different consoles, and with a coordinated, pushed 2 buttons at once). I discovered and killed the HVTs, and moved up to kill atalanta end phoenix as Ajax crashed into my remaning fusileers. On turn 3 my ZCs killed my opponent's backline targets and Patsy duelled it out with Ajax, receiving 2 wounds but killing the hulk in the process (my palbot parked beside her for emergencies, and I had to heal her once). The game was bloody and I scored 8 while SP scored 5... if I had midfield control in a more dominant way, and not get double-critted....

    1x Vanilla Haqq, Quad Control
    Nobody said it was easy, but like they say, The only easy day was yesterday. Haqq comes rushing in with mutts, I snipe them all. Haqq halts and tries to assassinate my sniper with Fiday, I accept the trade and shoot him with my ZCs. Then I reform the link with my hmg, and dominate the lanes of fire again, with a linked B5 bs19 hmg. I used the same tactic as before, of spearheading one flank and offering another, but the enemy didnt come and it was easy. On the end Tarik rushed in, killed my core, killed Patsy, but was managed to get only one flank, as where on all 3 rounds I had at least 3 quads (4, 3 and 3). The kamau sniper is very dominant and puts fear into the enemy, who then gets tunnel-visioned and only sees him... this is where I think that a more aggresive midfield would either layer more defenses or make a second offensive line (long range shots being the first).
    In the end, another major.

    So these are my first six games. The changes I think might be necessary are ones to stablish a better layered defense and cover the middle better. But who to use? Crocmen and mines? instead of 2 ZC sensors, one killer hacker with breaker? Echo Bravo and his parrot, coming in from the side and creating a diversion? My next change will be trading one ZC sensor for a killer hacker, lets see how it goes.

    As always, comments and criticism is more then welcome!
     
    barakiel, volgo and Deltervees like this.
  2. AdmiralJCJF

    AdmiralJCJF Heart of the Hyperpower

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    I might have misunderstood, but keep in mind for future reference that you can't heal models which are Engaged.

    Thanks for the writeups!

    Sounds like you are thinking well about your next steps, good luck!
     
  3. Cartographer

    Cartographer Well-Known Member

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    I think he meant Patsy and Ajax engaged in a close-rage gunfight that resulted in her killing him, as there is no way in hell she kills him in CC.
    I see no restriction on using doctor on an engaged target.

    One point to bear in mind, you cannot push 2 different buttons with a coordinated order, since you must all select the same target (it's clarified in the FAQ).
     
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  4. AdmiralJCJF

    AdmiralJCJF Heart of the Hyperpower

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    That does make more sense.
     
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  5. Section9

    Section9 Well-Known Member

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    Because I *hate* that dang Army Mobile bug that prevents it from rendering line-breaks:
    OK, now that I can read that list!

    You can't have the Palbot assigned to the Machinist, so I'm assuming it's for the Doc?
     
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  6. mauriciorjbr

    mauriciorjbr Well-Known Member
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    Yup! I Park it beside the sniper
     
  7. mauriciorjbr

    mauriciorjbr Well-Known Member
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    Good point on the coordinated, I hadnt realized that. My bad! And Patsy and a Ajax were shooting it out
     
  8. Lieutenant

    Lieutenant PanOceanic Dabbler

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    Can an Engineer / Doctor be paired to 2 palbots?
     
  9. eciu

    eciu Easter worshiper

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    Yes.

    But you can activate only 1 palbot at a time (with Doctor/Engineer). You cannot activate Engineer with 2 palbots at once.
     
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  10. Lieutenant

    Lieutenant PanOceanic Dabbler

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    Interesting. Thank you.
     
  11. Lieutenant

    Lieutenant PanOceanic Dabbler

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    Wait does that mean you can only activate one using that skill at a time? Or the Specialist always only activates one at a time no matter what skills he’s using?
     
  12. Foxbringer

    Foxbringer Well-Known Member
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    You can move with doc/engi and no more than one servant during one order, for example. But still could heal only one target during order.
     
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  13. Kilroy

    Kilroy Active Member

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    So, the machinist with 2 palbots only activates one per order... so, for ARO generations, the inactive palbot does not generate ARO since it is not activated, am I correct?
     
  14. Ben Kenobi

    Ben Kenobi Well-Known Member

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    The inactive palbot generates an ARO, that's the backdraw.

    http://wiki.infinitythegame.com/en/Ghost_(G)#Ghost:_Servant
     
  15. Lieutenant

    Lieutenant PanOceanic Dabbler

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  16. Tom McTrouble

    Tom McTrouble Well-Known Member

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    @AdmiralJCJF I don't either, can you clarify where that assertion is coming from?
     
  17. daboarder

    daboarder Force One Commander
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    http://infinitythewiki.com/en/Doctor
    http://infinitythewiki.com/en/Engaged
    no such limitation exists in doctor nor in engaged state
     
  18. AdmiralJCJF

    AdmiralJCJF Heart of the Hyperpower

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    It's possible I'm just insane.

    @daboarder has pulled up the relevant material.

    Now I'm trying to figure out what made me think that in the first place.

    This is the list:

    [​IMG] Varuna 01 no orc
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]10
    [​IMG] ZULU-COBRA (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
    [​IMG] ZULU-COBRA (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
    [​IMG] KAMAU (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 32)
    [​IMG] FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
    [​IMG] FUSILIER Combi Rifle + Light Grenade Launcher / Pistol, Knife. (1 | 14)
    [​IMG] FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
    [​IMG] KAMAU HMG / Pistol, Knife. (1 | 28)
    [​IMG] FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    [​IMG] FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]1
    [​IMG] PATSY GARNETT Submachine Gun, Nimbus Plus Grenades, D-Charges / Pistol, Knife. (0 | 37)
    [​IMG] KAMAU Heavy Rocket Launcher, Submachine Gun / Pistol, Knife. (1.5 | 23)
    [​IMG] MACHINIST (Varuna Div.) (CH: Mimetism, Stealth, Aquatic Terrain) Combi Rifle, D-Charges / Pistol, Knife. (0 | 17)
    [​IMG] PALBOT Electric Pulse. (0 | 3)
    [​IMG] TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)
    [​IMG] MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8)
    [​IMG] HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)

    6 SWC | 299 Points

    Open in Infinity Army

    I find that my big worry with lists like this is that your key firepower is all tied up in units which are one hit from going down.

    Sure, Shock Immunity helps a LOT there (meaning that the Doc gets those chances to bring people back up) but it still feels like there's an overall lack of "toughness", which I've certainly also felt in many of my Vanilla builds (relying on Nisse for firepower).
     
  19. barakiel

    barakiel Echo Bravo Master Sergeant

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    Great writeups.

    I may have misunderstood... Not sure how Fugazi assist Zulu Cobra in isolating, unless you also found room for an AHD too?

    Glad to see you're having great early success there. These types of battle reports are really useful as we all continue to learn with VIRD.
     
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  20. Foxbringer

    Foxbringer Well-Known Member
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    Yes, you are. This written at the end of the rule.
    A Doctor/Engineer can have more than one G: Servant troopers, but he can only activate them one at a time, applying all the previous conditions. Meanwhile, the other G: Servant troopers will be inactive.
     
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