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Brand new TJC player looking for list building advice

Discussion in 'Nomads' started by Mippie, Feb 25, 2020.

  1. Mippie

    Mippie Active Member

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    Hey all,

    I am a long time fan of infinity, long time lurker on this forum and intermittent player. For the last few years my mates and I have played on average approx 2 games a year. My first force was SAA and was comprised of a starter box and a box of bagh mari....about 200pts, no thought or focus on missions or play style really. Then about 3 weeks ago I went to go play my annual game, got curb stomped by a guy preparing for a 300pt event (and who plays on the regular) and got all salty and sour mouthed about it. My friend who led me to the slaughter then linked me the event they were prepping for and because I have terrible impulse control I signed up......this leads to my second issue....army selection.

    Now, whilst I am sure SAA can be a great army if you understand what you are doing or actually think about list building (which I hadnt), I would have needed to invest large amounts of time, effort and money to get the army filling the required bases for an ITS comp. As such I decided to dig out my TJC starter box (which I bought when it came out) and opened the TJC tacita and fired up Infin Army. The below is what I came too, and I am not ashamed to admit it is a little copy pasta from the tactics post but I needed somewhere to start as I prep. The event is in April and is using the following missions:
    Missions:

    Acquisition
    Countermeasures
    Firefight
    Frontlines
    Power Pack

    I am meant to have 2 lists and would quite like to try and fit the sallie into the second and maybe leverage some more hollow men, but I'm not sure whether that would end up being too expensive and not have enough orders to actually run as an option, so I am open to all your wisdom and input

    Thanks,
    Mips

    Jurisdictional Command of Tunguska ────────────────────────────────────────────────── GROUP 1[​IMG] [​IMG] [​IMG]10 SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
    SECURITATE (Repeater) Combi Rifle / Pistol, Knife. (0 | 16)
    SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
    SECURITATE (Repeater) Boarding Shotgun / Pistol, Knife. (0 | 15)
    PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33)
    KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54)
    MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
    HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30)
    GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27)
    INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)

    GROUP 2[​IMG] [​IMG] [​IMG]2
    TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25) 4 SWC | 300 Points Open in Infinity Army
     
    #1 Mippie, Feb 25, 2020
    Last edited: Feb 25, 2020
  2. borisgreymenace

    borisgreymenace killer heckler

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    not sure i really have any wisdom, but as an exercise in thinking out loud... a couple of things come to mind when i look at the list. first, you don't need two repeaters in the securitate link. i would drop the combi one and put the grenzer fo in to complete the link. you're stuck with him for liaison officer, might as well keep him in the defensive link and free up the points. also, while i like the securitate with the FB, i might save on the point and take the HMG instead. then, i'd probably drop either the hollowman or mary--hollowman first since mary's long service is another veteran order in case you go into LoL or worse. these points would allow you to squeeze in another transductor zond (for the order in group 1), a puppetmaster minelayer (for some light zone control and counter intelligence to reduce the impact of command tokens if you go first), and the heckler khd (for more lt protection and camo forward deployment). then i'd spend the last point upgrading the lunokhod to a reaktion zond, drop your lt into the second group and put it on assisted fire. a list like this:

    Jurisdictional Command of Tunguska
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]10
    SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
    SECURITATE HMG / Pistol, Knife. (1 | 21)
    GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27)
    SECURITATE (Repeater) Boarding Shotgun / Pistol, Knife. (0 | 15)
    PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33)
    KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54)
    MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
    TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    HECKLER Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Assault Pistol, Knife. (0 | 24)
    PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / Pistol, Knife. (0.5 | 14)
    GROUP 2[​IMG] [​IMG] [​IMG]3
    TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
    REAKTION ZOND HMG / Electric Pulse. (1 | 26)
    5.5 SWC | 300 Points
    Open in Infinity Army

    still, i think this adjustment suffers with no mid-range hitters and too much HMG and hacking. so, cut mr. kriza and mary, downgrade the puppetmaster to basic and bring on hollowman spitfire, upgrade back to securitate FB, and a puppet team. you get a haris that can do objectives and two mid-range options along with your two long range pieces.

    Jurisdictional Command of Tunguska
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]10
    SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
    SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
    GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27)
    SECURITATE (Repeater) Boarding Shotgun / Pistol, Knife. (0 | 15)
    PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33)
    HECKLER Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Assault Pistol, Knife. (0 | 24)
    HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
    PUPPET MASTERS Submachine Gun / Pistol, Knife. (0 | 12)
    PUPPETBOT Red Fury / Electric Pulse. (1.5 | 16)
    PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11)
    PUPPETBOT (Marksmanship L1) AP Marksman Rifle / Electric Pulse. (0 | 14)
    TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    SALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8)
    GROUP 2[​IMG] [​IMG] [​IMG]3
    TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
    REAKTION ZOND HMG / Electric Pulse. (1 | 26)
    6 SWC | 300 Points
    Open in Infinity Army

    still more tinkering can be done. while the heckler khd is a good model you have on hand and allows you to ARO to protect against hacking, it's less popular than the jammer + fastpanda profile. you might take that instead and deploy near some objectives (e.g. in acquisition and power pack), but then i would take a securitate lt because your interventor will be too vulnerable to khd through the repeaters on your remotes, and he's pretty obvious besides. you're also still short that 14-16 order sweet spot, but i'm wary of other compromises to fit in another order. you do need benefit from a journalist for the concilium watch objective point, so maybe take the securitate HMG, drop the hollowman spitfire for a ML, and trade the reaktion zond for your lunokhod in the original list. the hollowman ML on its own isn't as good a defensive piece because it can't get assisted fire and has no link bonus, but it's another 3 points with those changes. you can also drop percy for that securitate lt (or another grenzer if you really don't feel like moving the link) to free up points to upgrade elsewhere.

    for your second list, i'd pick something with an aggressive core fireteam, like the hollowmen or bro haris, though securitate can also be configured that way. a TAG could be fun too, but it needs to have the list built around it and it has some weaknesses in the current meta. i don't think the szallie is bad per say, but 90 points on a single model is a significant risk when you don't have a lot of cheap filler to feed it orders to fall back into position or to leave room for a credible plan b. you could also try putting more heavy hitters in a ten order list to lean into the TJC strengths, but then each piece comes at a premium, also requiring some careful play.

    any way, hope those thoughts help. and good luck in April.
     
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  3. jfunkd

    jfunkd hard forum hittin Carlos
    Warcor

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    Going into a 5 round event with Tunguska is one heck of a challenge for a new player.

    The best advice I can give you is to play as many practice games as you can before the event. No list will substitute for experience, and experience is king in Infinity.

    At first write your lists up for the scenario you will be playing, or just take what you like. Do not be afraid to fail as a new player, every loss you incur leading up to the event will probably come with a valuable lesson you can apply to your next game and eventually the event.

    I think @borisgreymenace gave you some good advice, but you need some familiarity with the scenarios more so than the lists at this point.

    Do you only have the Tunguska starter? Are you looking for what to purchase, or do you have a lot of the Tunguska units already?
     
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  4. Mippie

    Mippie Active Member

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    Hey guys, thanks for the feedback. Apologies for the delay in replying I have been away with work and have been super slammed!

    @borisgreymenace - Thank you for the suggestions, I will definitely drop a repeater in the securtie link and add in the grenzer to round out the link. What is the advantage of a heckler over say another interventor (similar loadout to the lt)? The interventors seem much better with the better WIP and BTS no? To be honest I am not sure if I can drop the kriza (I know i asked for advice and am now potentially ignoring the advice :) ), in my first game with the above list the perseus link pushed one flank whilst the kriza pushed the other. Really made my opponenet have to split his forces and think as both are legit threats. Also, unfortuantely cause I am a dumb head and stubbon I find myself drawn to certain minis which really encapsulate a force in this case the Kriza and hollowmen scream Tunguska so where possible i want to keep these in. I appreciate that these might handicap me in the tourney and long run. Another question, does popping the interventor in the second group not telegraph that he is my LT? I originally kept him in the main group as there were 4 options who could be my LT, but I guess as i start pushing certain combos it removes the guess work from my opponent right?

    @jfunkd Thanks for the tip, i am lucky as my friend has also signed up, so we are attempting to play atleast 2 games a week working through lists and the missions for the event. Reference models, I have the starter, box of securitie, box of interventors, perseus, spektr, mary, box of hollow men and sally. I am pending getting REMs until i land on a better comp. I also have the support box on the way.
     
  5. Savnock

    Savnock Nerfherder

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    Don't worry, a Kriza will definitely not handicap you. It's a pretty good, straightforward and brutal direct fire piece. Hanging on to it is fine, especially if you really enjoy playing it. :)

    Heckler Jammers are good because:

    - In the reactive turn their Jammer gives you an ARO that works with no line of fire. Hide him on a building-top and he denies an 8" bubble all around him. In the active turn, you can use a Jammer on a camo marker to both discover it and Isolate it all at once, at your unmodified WIP, and again with no line of fire required, only that the target be at least partially within 8". Jammers are one of the borderline-broken things in this edition of the game, and a good advantage for a newer player.

    - With the Fastpanda and an Interventor waiting in the wings, the Jammer profile can provide better AROs for slowing up HI/REMs than the KHD, and Interventors can still hit pretty hard against other

    Also an Interventor is even more fun when they are not your Lt because you can take more risks with them, and the opponent will often devote resources/orders to killing them only to find out they are not the Lt. That said, you have an aggressive Securitate link here so maybe putting your Lt. in there isn't the brightest. If you do stick with the Interventor and you go first/he survives the first turn, always Cybermask him up, even if you have to use the Lt. order to do so.

    Here's what I might do with the list you had above:

    Jurisdictional Command of Tunguska
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54)
    PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33)
    GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27)
    SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
    SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
    SECURITATE (Repeater) Boarding Shotgun / Pistol, Knife. (0 | 15)
    MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
    TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
    PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / Pistol, Knife. (0.5 | 14)

    GROUP 2[​IMG] [​IMG] [​IMG]3
    TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
    REAKTION ZOND HMG / Electric Pulse. (1 | 26)

    5.5 SWC | 300 Points

    Open in Infinity Army
     
    #5 Savnock, Feb 28, 2020
    Last edited: Feb 28, 2020
  6. Tourniquet

    Tourniquet TJC Tech Support

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    Because the KHD can popout of a native marker state and add surprise to it's first hack helping it take down tougher targets and Trinity with surprise is really good at taking down NWI hackers like the danavas or nagas. Providing it lives long enough to where there are no other hackers it can roll around the midfield killing stuff with it's assault pistol.

    The fast panda heckler is great defense for making a 17" no go bubble, and be able to slap down white noise where ever you need it or to leverage an AHD to anything that needs it (like that asshat dakini sniper on a roof) so you can put it down with anything with a half decent gun (like the redfury heckler which the more I use it the more I like it).

    It's a super solid piece, but after a while you will find that it is now where near the over the top piece that people think it is. The HMG profile is fins but limited, the MK12 is great but too expensive the multi rifle may be worth some experimentation. But every one knows the kriza is good.

    The biggest reason to drop it is to get those 50ish points back to experiment with other options with in the sectorial.
     
  7. borisgreymenace

    borisgreymenace killer heckler

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    @Mippie no problem. happy to help. @Savnock and @Tourniquet's responses covered a lot of what i might say. fwiw, the kriza is a great piece and if you want it, take it with you. it'l help a lot in firefight (good killer with that full auto l2) and front line (+54 pts to dominate whatever zone it's in), but don't underestimate what a humble salyut will do for you with the baggage rule. also, there's a temptation with the kriza to push it up the table relentlessly, which can have you end the turn out of position. it's a resilient HI, but not invincible, and the HMG does best at longer range bands and tables that accommodate it.

    as for lts... welcome to TJC, where they're all pretty obvious. having decoys can be a good strategy, but remember that repeaters and FO are open information, so in the original list really only the kriza or interventor could be your lt, and when you start pushing up with the kriza many opponents will probably figure you're not playing an aggressive lt since the TJC doesn't have the chain of command to back that up (double bummer for power pack). so cybermask with the lt order on turn 1 is a great way to keep your interventor safe. careful deployment is extra important if you're going second.

    lastly, don't be so hard on yourself about being "dumb" or "stubborn". you're getting deeper into the hobby and trying to step up your game with a tourney. the pieces you build your list around will die. you'll roll poorly. your opponent will crit on 2s. some sectorials (like TJC) naturally struggle against certain lists and scenarios. infinity turns can swing wildly and one of the few things you can control is not beating yourself up when things go pear shaped. as long as you stay in the game and play the scenario, you can pull out some points even when the momentum of the game isn't going your way.
     
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  8. curupira

    curupira New Member

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    Im kinda new to the game but i Would drop the grenzer and substitute him for Jelena Kovac. That way you keep the sensor and gain more speed, saving 6pts
     
  9. Savnock

    Savnock Nerfherder

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    If none of the missions have Liason Officer, that's a good substitution (and can get you a Daktari plus zondbot upgrade from your transductor, which would be much handier than that Paramedic IMO). If there's Liason Officer in there though, you need that Grenzer FO, and he needs to live to the end of the game unless you've already kicked all the butt there is to kick.
     
  10. Jason839

    Jason839 Well-Known Member

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    I find it’s best not to worry about liaison officer. It’s a dumb rule and Tunguska isn’t flush with FO like vanilla or Bakunin. If you are building a list to win the mission and can’t fit one in don’t sweat it. Winning the mission is more important.
     
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  11. Savnock

    Savnock Nerfherder

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    True dat. If you have heavy hitters you need to pick back up, a doctor is more important IMO. Also the Grenzer could slow the link down if you need to advance (which you do, to leverage Perseus).
     
  12. Mippie

    Mippie Active Member

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    Hey all, just a note again to say thanks for the advice. Just got back from America (made it just before all the corona shut down silliness), hence my lack of responses. I had a couple of games on Thurs, but learned literally nothing as I won maybe 2 f2f rolls and those two my opponent passed both saves.

    Basically played power pack and counter measures, and in both games couldn't roll a dice to save my life. Across 2 games I think I killed 2 of the aleph puppets....that was it. So will report back when I actually manage to have a game worth talking about lol
     
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  13. Freki

    Freki Well-Known Member

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    You always have a lot to learn in any game, after a year in this game, I may spend more time rehashing the game I played than the time it took to play it to figure what I could have done better.
    Also if you can't win a f2f, sure bad dice can be a thing, but are you sure you picked the right battles?
    The beauty of Infinity is in its complex where every little thing matters:
    • Did you use high burst weapon on your active turn? (Spitfire / HMG)
    • Did you engage when you could benefit from a +3?
    • Did the enemy benefited from the same +3?
    • Where you in cover?
    • Was he in cover?
    These things add up very quickly
     
  14. Mippie

    Mippie Active Member

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    To be honest I was failing dice rolls even when unopposed. A particular favourite was failing 4 times in a row to flip a console....the times I did "win" a f2f my opponent would bust out a crit.

    I had the right tools for the missions, but the dice just weren't on my side.

    The power pack mission was tricky due to the saturation zone, which made closing distance and engaging hard. There is also an element of board layout, some obviously harsh fire lanes and few instances where I didn't realise I could be seen ( for example i have a bad habit of checking from the model head height instead of remembering that the whole cylinder is used). So I guess not a complete loss
     
  15. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    There are some games where the dice just hate you, but mostly you learn how to mitigate dice variance over time with more experience.

    One thing you can do though is ask your opponent what can see your models before you spend the order, and whether they can be seen if they move to a different position (you can't measure to that position, but you can check if anything has LOF to it). That can help you not get caught out, though in a more friendly atmosphere your opponent might point it out to you before it's too late to change your mind anyway.
     
  16. Mippie

    Mippie Active Member

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    Yeah it was more just my dice hated me on thursday. For example, interventor with boarding shotgun, caught one of his dudes with no cover at 7" range. Needing 17 or less, rolled 2 nat 20's....literally couldn't make it up.

    We started checking and confirming cover/view during the 2nd game which worked better
     
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