The crit only affects the target under the start of the template (your initial target). Crits don't affect the splash damage. The roll, however (not as a crit, just as a success) is compared against the other model's ARO (if they chose to dodge, for example) as to whether they succeed or tank the hits.
As long as your TO troops are in marker state they cannot be shot at, and it is always good to but them into suppressive fire (maybe witha coordinated order), because that puts a -12 at any opponent shooting at them (-6 TO, -3 cover, -3 suppressive fire). And don't forget that you can cancel Kuroshi's and Aragatos' impetuous orders at no cost, and Yojimbos at the cost of one regular order. Might often be worth it to save them from too many AROs.
Thanks for the info guys. In regards to cancelling Kuroshi and Aragotos impestuous. How do I do that, or where does it tell me I can do that?
Here are the relevant quotes from the wiki: Canceling an Impetuous Order During their Impetuous Phase, players can cancel one Impetuous Order of an Extremely Impetuous trooper by expending one Regular Order from that Order Pool. Impetuous troopers have the same rules as Extremely Impetuous troopers, with the only exception that they are not obliged to expend their Impetuous Order, and can cancel it without paying the Regular Order cost. Link to this wiki page: http://infinitythewiki.com/en/Fury
Hey Demotron, how you finding it so far? Its unlike other games I have played, but really enjoying it so far. Any particular Profiles you are enjoying or not?
I’m Still in build phase. Past wednesday when I was reading at infinity books (rules books, art book, campaign book, etc.) at my local wargamers ”club”, there was one dude who offered to play infinity anytime when asked. (Our infinity players are currently on sleep mode and other games have taken the major attentions of our gamer base). My first experience of infinity was about 5 years ago before I joined into this club (and the said club was just about forming up back then). There was a demo held at local hobby store, and I cannot remember what forces or units there were. All I know right Now is that there is atleast one Ariadna player, and the guy offering himself as opponent said he had 4 or 6 armies for infinity. Daiyokai’s assembly has taken all of my attention from others, so I still need lots of assembly. (Local club’s rolling gag is that nobady has ALL of his minis fully assembled and painted)
I also just started JSA and played my first game, biotechvore. It was great fun, I ran the following list Japanese Secessionist Army ────────────────────────────────────────────────── 10 1 KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17) RUI SHI Spitfire / Electric Pulse. (1.5 | 20) RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24) KUROSHI RIDER Combi Rifle + Light Flamethrower / Breaker Pistol, AP + Shock CCW. (0 | 33) NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29) SHINOBU Lieutenant Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (1 | 47) SHIKAMI Contender, Nimbus Grenades / Assault Pistol, DA CCW, AP CCW, Knife. (0 | 45) DAIYŌKAI Red Fury, Panzerfaust / Pistol, DA CC Weapon, AP CC Weapon. (1 | 51) RYŪKEN (CH: Limited Camouflage) Heavy Rocket Launcher, Antipersonnel Mines / Heavy Pistol, Knife. (1.5 | 23) KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10) 6 SWC | 299 Points Open in Infinity Army Even though the list was mainly cobbled together with what I had built/painted it performed well, mvp split between daiyokai and kuroshi as they both denied freedom of movement, the kuroshi got right across to the limit of enemy virus zone and camped out of los at a choke point putting real pressure turn 1 to get out of that virus zone ultimately catching 3/5 of a core with the flamer before dying (thanks to the daiyokai setting up in cover mid table with good arcs onto their other routes and being harder to shift) and combined with the more aggressive to/odd pieces gave my opponent some really tough choices when it came to target selection. The game ended as a draw, I won the classified points drew on points remaining but lost on points killed. As far as the shikami went he did well killing a tag with malv2 in cc, I did get caught up choosing between him and shinobu but it came down to orders and movement and luckily I think +3 damage and AP+DA is better than monofilament in most cases, I'm no mathematics wiz but I think you'd need to be like arm10 or have 3 wounds for monofilament to be the "best" answer, someone with a brain can probably illuminate me.... The daiyokai was solid, he was a good all round threat, tanked active fire like a boss and nwi'd it end of opponents turn 2 before using nco to casevac my turn 3 for a classified and refusing to die after that. The ryuken smg profile was also great, she did a lot of the tidying up turn 2 and again denied freedom of movement after the kuroshi died in the same general area. The rui shi died early but combined with shinobus smoke allowed me to be offensive at range whilst still covering that key early game movement so almost an auto include I think. Everyone else was fine, only the ninja killer hacker was baggage but that was more my opponents list and the mission I think, she did act as a deterrent turn 3 so not all bad. I can't think of much else to highlight but it was the most fun I've had with infinity yet after playing QK and Varuna.
Regarding Shinobu vs Shikami: Shinobu is better every single time and against nearly all targets (starting at ARM 1). She's got the same chance of killing an enemy as the Shikami has to deal one single wound to them - remember that you're fishing for crits and she's going to get a higher bonus and she's rolling two burst. If you have to tank a Chain Rifle or a Flamer when going in or if the target is difficult to get to, or you need to really stack them MODs using Nimbus, then Shikami. Otherwise Shinobu, preferably in TO.
@Mahtamori enter a better player than me crits aren't something I've had much cause to ponder over previously, i generally weigh up the mods and go with the best margin for error, the cc stats of JSA are a huge factor, didn't even take into account the b2 and was only loosely anticipating crits, my main focus was on whether taking 2 saves from an unopposed roll with the DA+AP and damage 17 (needing15's to save) was better than taking 1 (my first list with MA so forgive me) against the 12, I believe the target was an iguana. Ultimately in that scenario it didn't matter as shinobu couldn't have got there but I will take your input on board one thing is for sure I enjoyed the profiles and I think my opponent preferred the challenge to my Varuna.
I wouldn't say "better", rather I'm an "enthusiastic user" of @toadchild excellent dice roller: http://inf-dice.ghostlords.com/n3/
A Shikami has CC 26, so 35% chance to crit. Shinobu has CC 25, but B2, so a 60% to crit. And while a shikami's crit will deal only 1 wound for sure, a Monofilament crit from shinobu will outright kill anything, no matter how much armor or wounds.
Yeah the whole fishing for crits thing is new to me and I didn't read or probably even see she has mlv4
For low CC targets like Iguanas, MA2 is actually better for the Shikami - provided you're not as concerned about the increased risk of losing the Face to Face (which is still pretty low).
That should be a bookmark for every Infinity player, right next to Army, @Captain Spud 's N3 Hacking Helper, and the Wiki (though the Wiki is linked via Army).
It’s a good thing smartphones can do that (it’s another story ”where” you play while trying to connect, like basement, cellar, or underground...)
Hey guys. Came up with this list as playing a game of frontline, so no huge need for specialists. Let me know what you think. I did want to use a daiyokai but thought I would attempt bikes again. Japanese Secessionist Army ────────────────────────────────────────────────── GROUP 1 10 NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29) SHINOBU Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (0.5 | 47) TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14) YÁOZĂO Electric Pulse. (0 | 3) KEMPEI (Multispectral Visor L2) Shock Marksman Rifle / Pistol, CCW, Electric Pulse. (1 | 25) KEISOTSU Lieutenant Combi Rifle / Pistol, Knife. (1 | 9) KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9) KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9) KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9) KEISOTSU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 11) RUI SHI Spitfire / Electric Pulse. (1.5 | 20) GROUP 2 4 1 4 YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21) RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24) ARAGOTO Boarding Shotgun / Pistol, Knife. (0 | 19) ARAGOTO Spitfire / Pistol, Knife. (1 | 26) ARAGOTO (Killer Hacking Device) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 25) 5.5 SWC | 300 Points Oh and I am playing against Nomads, so was scared to use a HI Haris team Open in Infinity Army