Hi, I am completely new to infinity/code-1. After speaking to an existing player I have decided to go with the 0-12 faction, initially I will be buying the action pack only. Using just thoe models in the action pack as a 300pt army, what tips and strategies do you reccomend? Is there a faction/sectorial that 0-12 particularly struggle against? Thank you.
I have more of suggestions and not so much Tactics, because infinity has so many different situations and predicaments that what is tacticly sound in one moment is not in another. I would suggest these to a new O 12 player. Bring the Gamma HMG. There are differing opinions on taking the HMG over the Fuerbach, but the 5 burst is hard to beat 'more burst is more better', furthermore, when you start to dabble in N4 he will be very effective against link teams as they might require you to attack multiple units at once. Take the Gangbuster with madtraps (only in N4), specifically the one that is a hacker. This guy is solid gold, he is great for defending spots on the map and sucking up orders. I wrote an article on the forums about the Gangbuster and I suggest you read it. He is also a great counter skirmisher. I also suggest learning about the Sirius when you play in N4 as it is a really good unit. I would hold back Cuervo Goldstein until your opponent has taken a turn, because then there are more areas close to your enemies DZ that are not guarded. He also has a Monofilament blade, so go after those HI and take them out. The Omega is powerful and is a nice multirifle option to back up your Gamma (it also has a riotstopper).
You are probably referring to the Vanilla 0-12 action pack, but in case you haven't decided yet, here's a quick rundown of the Starmada Action pack (which is the sectorial for 0-12, so the units will be fully compatible with the main faction). I feel that Starmada has more interesting interactions and synergies going on than the 0-12 pack, so you might want to consider getting this one instead. Keep in mind that the rules for N4 are not out yet, so this is not a final assessment (and there may very well be mistakes, of course). Spoiler 1. You can form a Fireteam Core with the 3 Kappas and the Bluecoat: This will net you a nice additional Burst (3-man fireteam bonus) as well as Sixth Sense for all members (4-man fireteam bonus). With the starter pack you can't make the 5-man fireteam, but that's not super important for your first few games (although it's a powerful bonus, so you'll want to get your 5th team member of choice eventually). These guys will be the backbone of your force. The HMG has B5 in this fireteam, so it makes for a great long-range offensive piece. The Multi Sniper has "only" Burst 3 in comparison but can choose between AP and DA ammo, the latter of which is a great long range ARO option. The Hacker will be able to deal with enemy armor, if you can get them into your hacking zone. Her SMG is also devastating on short range at B4 and AP or Shock Ammo. Hacking in N4 is not fully revealed yet, but there is a good chance she also gets some supportware to protect your Bronze against hacking attacks (Fairy Dust) and bring down your Combat Jump Crusher more reliably (Controlled Jump). The Bluecoat is your insurance against enemy infitrators and impersonators. He will detect them more easily and shoot glue in their face when they engage. Thanks to NBW, he is not an easy target to kill in CC either. Try to put this guy in a spot that forces enemy infiltrators / impersonators to engage him first and keep you other team members safe. His role is to take the hit and incapacitate the enemy in their attempt. Even if the Bluecoat dies doing so, that's still a nice trade both points wise and from a strategic perspective. Your fireteam will still be intact and keep the Burst Bonus with 3 members. Just keep in mind that they lose sixth sense at this point, which makes them more susceptible to flanking and attacks through smoke. 2. Saladin: He is your Lieutenant and a pretty good one at that, but if he goes down, you'll be in trouble. Keep him tucked away initially and covered by the rest of your squad to deny your opponent any attack vectors on him. Keep in mind that Saladin has a repeater, so he extends the hacking area of your Kappa hacker. If you bring Saladin forward safely, he will help deter or take out HI, REMs and TAGs in an 8" radius around him, as this will enable your Kappa Hacker to attack / ARO through his repeater. 3. Bronze: This guy is very hard to shift, so use him accordingly. His weapons are fairly short ranged, so don't expose him to long firelanes. Ideally, you want this guy behind a corner covering an objective or occupying a quadrant to force your enemy to engage him in his optimal range bands. If you are going second, consider putting him into suppressive fire mode at the start of the game by spending a command token, if you manage to deploy him well. If you have enough points, use the Specialist Operative loadout, so he can take on objectives as well. 4. Crushers: Their name might tempt you to rambo these guys into you opponents deployment zone (and you will definitely find openings to do that in some games) but keep also in mind that these are great forward specialists. The FD 8" one is another great loadout to put into suppressive fire at the start of the game when going second, since it can occupy more crucial positions upfield. The Combat Jump guy is great to exploit weak spots in your opponents deployment, but he can also come in clutch in the later turns to snag objectives. All in all, they are rather forgiving, so feel free to experiment with them. 5. Lawmaker: Similar to the crushers in that he can be a very mobile specialist as well as a lightning fast attack piece, just with a different delivery method. He is impetuous and S4, which means you will have a harder time keeping him safe compared to the Crushers, so the assault rambo role might suit him better overall. Depending on how impetuous is going to work in N4, you might still be able to keep him back long enough to exploit a weak point or snag an objective later in the game as well. All in all, this Action Pack is a pretty cool lineup with some nice synergies and various roles covered. A weak spot I can see at this point are enemies with smoke support, since there is no MSV loadout present. Your Fireteam can respond to attacks through smoke thanks to Sixth Sense, but your opponent can probably play around that and use smoke to advance into favourable positions and outflank your fireteam / pick off your non-fireteam units through smoke.
I whole heartedly agree with @Knauf's assement of the Starmada action pack. I would also suggest watching battle reports about O 12 (Vaul SC makes good videos). They may be a little confusing at first because they are N3 not code one, but if you have the N3 wiki on hand then you will be able to look up rules.
the vanila action pack is a fairly blunt instrument as far as an army goes. It lacks a lot of the more finesse pieces the army has access to but in exchange it just applies relentless brute force and armour to the enemy's face until the problem goes away, and rewards fairly aggressive play. I would recommend either swapping out the Delta for a sirius or goldstein for something else of equivalent points cost so you dont start the game 2 orders down. while more burst is often more better, the B3 Feuerbach on a BS14 platform is one nasty piece for putting things down and making sure they stay down, you exchange burst for hitting way harder, which is often incredibly valuable and given that it is very durable you can get away with parking it on a fire lane to threaten anything that comes your way. HMG Omega is one of the better fire support options in the faction, -9 your opponent and gun them down.
I tend to like cyber ghost with HD+ and varangians. The models are not out yet but it is worth practicing with proxies as both of these models are much more tool box models that can work well with others. Varangians currently like to work with MSV 2 models so they can be selective on who and what they shoot. Same goes with cyber ghost but with any that does not have MSV. This lets you possibly isolate various people in a castle link, just remember you do not give the shooting negative for being unseen vs a 4 man or more link in N3 but they can only respond with the model being shot at. I also tend to use my gangbusters as razors, camo infiltrating specialists are killer in some games because they will get to press the button most of the time. Here is why with 2 orders or less depending on where you are: You spend an order and move, you enemy hold or delay what ever it is called, you move again so your enemy can not shoot you. You spend an order and get into base with the objective, they once again hold, you try to press the button and claim the objective, they shoot you, both are normal rolls so you may die. You got to attempt to claim the objective and that will sometimes that will win you the game. I feel O 12 has problems vs a lot of camo spam secitorials, like Savasti and TAK as we lack ways to get sixth sense without fireteams and instead rely on our durability and our firepower to see us through. Facing castle links can also be tough like the USAriadna 5 grunts with 4 sniper link or Varuna double kamau snipers in a core.
Not to hijack a thread, but where would you all go with o-12 if all you have is the action pack? What would your next buy be, and why?
REMs. It's always gonna be REMs, all factions that have them. They're just so universally useful, might as well buy them sooner than later.
The Copperbots box has the parts to make any two of the Silhouette 3 remotes. The Kytta is your cheapest regular order, in N3/N4 it also had a flash pulse, making it a half decent disposable ARO piece. The Millicent has a missile launcher. A bit pricy to take normally but in N3/N4 it can combine with hackers and Forward Observers to use guided missiles. Probably the least useful overall. The Oko is a fast, cheap specialist. Which makes it fantastic for objective based missions. The Peeler is a good defensive piece for it's cost, the temptation is to put it out in a commanding position relying on the HMG's good range and burst, but this often means it gets quickly silenced by your opponent's best aggressive piece. It's very good at holding a chokepoint or watching an objective though.
REM is the abbreviation for "Remotes" used by CB in their Army 7 program. O-12 still hasn't got all too many releases, so there's not too much to choose from, but even after O-12 becomes blessed with choice, remotes will remain a very good second purchase.
The support box is a solid option too, doctors and engineers are a cheap, useful upgrade over a line trooper like the Kappa, and the little bots both increase their operational range and also let them pull off risky manoeuvres with no risk to the specialist. Edit: now I think about it, anything they launch under the Code One branding is probably going to be pretty useful, as that's kind of the point of the line.
The Sirius team is always a good buy, in fact I take two Sirius teams a lot, they have some of the best utility in the entire faction, and almost every profile has a job they do well.
I keep forgetting they're not in the Action Pack as I picked them up with Wildfire on launch. They are indeed a fantastic unit .
Just ordered my 0-12 action pack =), Vanilla, will try producing a few models before getting more. Deffinatly want to try out team Sirius and maybe Varangian guard due to the smoke grenades. The latter two aren't in code one but my group all play infinity, it is only me interested in code one ATM though I intend to play both.
I have played a small number of games with my 012 and my issue seems to always be that I often don't have enough defensive units. I have a copperbots box on the way and based on your description it sounds like the Peeler is a good pick, however like you say you don't want to leave it somewhere to be killed by an aggressive unit. Do you have any other suggestions for defensive options that 012 have? I have been using my Gangbuster to slow down my opponents, but it often doesn't seem like enough which is what I'm hoping the peeler might be good for.
Defense is one of the trickier parts of Infinity to master, part of it is getting into the mindset that the Reactive Turn exists primarily to delay your opponent and waste their orders, any actual killing is a bonus. Lynx can be effective in defence with a sniper and a strong negative visual modifier, you need to be careful when you reveal as it'll be prey to enemy MSVs if you reveal too early. Razors can do a similar thing in midfield and also bring mines. In full fat N4 you've then got things like the flash pulse on the Kytta, team Sirius, Suppressive Fire, Smoke from Varangian Guard, and a bunch of other defensive tricks.