just thinking about something to try to teach new players. i wanted to limit it to 5 models and make it asymmetric but similar performance of miniatures ────────────────────────────────────────────────── 5 UNIDRON Plasma Carbine / Pistol, PARA CC Weapon(-3). (0 | 14) UNIDRON Plasma Carbine / Pistol, PARA CC Weapon(-3). (0 | 14) UNIDRON Plasma Carbine / Pistol, PARA CC Weapon(-3). (0 | 14) BOARNDING ACTION SHESKIIN (Lieutenant) Red Fury, Pulzar, D-Charges / Pistol, DA CC Weapon. (1.5 | 63) CHARONTID (Multispectral Visor L3) Heavy Machine Gun, Nanopulser ( ) / Heavy Pistol, Shock CC Weapon. (1.5 | 70) 3 SWC | 175 Points Open in Infinity Army ────────────────────────────────────────────────── 5 DAKINI Tacbot Combi Rifle / PARA CC Weapon(-3). (0 | 13) DAKINI Tacbot Combi Rifle / PARA CC Weapon(-3). (0 | 13) DAKINI Tacbot Combi Rifle / PARA CC Weapon(-3). (0 | 13) ACHILLES V2 (Lieutenant) AP Spitfire, Nanopulser / Pistol, EXP CC Weapon. (2 | 66) ASURA Spitfire, Nanopulser / Pistol, AP CC Weapon. (1.5 | 63) 3.5 SWC | 168 Points Open in Infinity Army thoughts?
Sounds like an excellent plan! I do think that the very high average ARM/BTS, particularly on the Aleph side, will give a strange impression of what to expect from the cheaper troops, and the Aleph side probably wants something with Mimetism to shoot at in order to illustrate how an Asura would find advantages. Maybe scale things down a bit on one of the elite units? Maybe Andromeda could replace Achilles and a Legate could replace Sheskin, or do those have too many weird special rules? Unfortunately, most ideal Aleph units have Eclipse or Smoke grenades which might not be what you want for an introduction game. Or maybe Eclipse Grenades would actually be good because you can't shoot through it...
I'd second Mahtamori's suggestions. Especially the power gap between the regular LI and super elite stuff might be too big, so I would scale at least one entry on each side down and try to bring in some of the missing elements: ────────────────────────────────────────────────── 5 1 SHESKIIN Red Fury, Pulzar, D-Charges / Pistol, DA CC Weapon. (1.5 | 63) CALIBAN (Engineer, Deactivator) Submachine Gun, Pulzar, D-Charges ( | GizmoKit) / Pistol, CC Weapon. (0 | 28) DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14) UNIDRON Plasma Carbine / Pistol, PARA CC Weapon(-3). (0 | 14) UNIDRON Plasma Carbine / Pistol, PARA CC Weapon(-3). (0 | 14) 1.5 SWC | 133 Points Open in Infinity Army ────────────────────────────────────────────────── 5 ASURA (Hacker, Hacking Device Plus [UPGRADE: Trinity (+2 Damage)]) MULTI Rifle, Nanopulser ( ) / Pistol, AP CC Weapon. (0.5 | 65) APSARA (RemDriver [CC=15, BS=13, WIP=14]) Submachine Gun / Pistol, CC Weapon. (1 | 22) DAKINI Tacbot Heavy Machine Gun / PARA CC Weapon(-3). (1 | 21) DAKINI Tacbot Combi Rifle / PARA CC Weapon(-3). (0 | 13) DAKINI Tacbot (Paramedic) Combi Rifle ( | MediKit) / PARA CC Weapon(-3). (0 | 15) 2.5 SWC | 136 Points Open in Infinity Army The interactions are a bit more complex in these lists, but they are important in the great scheme of things: - Asura hacker showcases interaction of hackers with HI (Sheskiin) and REMs (Unidrons) - Apsaras brings some Aleph flavour and showcases their focus on buffing REMs - Dakini paramedic can pick up the Asura and Apsaras. - Caliban Engineer showcases Camo and how MSV interacts with visual MODs. He can also repair the Unidrons and help Sheskiin if she gets immobilised/isolated. He does provide counterplay to the dangerous Dakini HMG, but his range is severely limited. - Daturazi showcases Impetuous and offers counterplay to the Dakini HMG with smoke, which in turn gets countered by the Asura
My rule of thumb for a demo game is usually: 2-3 line trooops (Dakini/Unidron) A 2W trooper (Yadu/Gwailo/Suryat/Umbra Legate) A long range band (sniper/ML/HRL) Generally I'm trying to show that the cheap guys are still dangerous and effective, that having a second wound is pretty great, and that range bands and positioning really matter.