Hello everyone I'm pretty new to Infinity and I started with invincible army. As the new fireteams rules came out, I was wandering where to use the only core team available to this sectorial! I enjoy playing a Zanshi + Haidao MSV2 sniper fireteam for defending and an Invincible fireteam for attacking. So my questions is, what do you think is the best option in general between the following: Option 1: - [CORE] 4 Zanshi + Haidao (Core) - [HARIS] Krit + Combi Zuyong TA TinBot + Another Zuyong (maybe paramedic) Option 2: - [HARIS] 2 Zanshi + Haidao - [CORE] Krit + Combi Zuyong TA TinBot + 3 Zuyong (let's say medic, hmg, shotgun), or 2 Zuyong + 1 Shang Ji AP HMG Pros for option 1: - Cheapest - A 3 man HI fireteam is easier to move around midfield than 5 man one Pros for option 2: - Best bonuses (Haidao only loses +1 BS but Zuyong and Krit get +3 BS) - Actually spending 22 pts of Zanshi to give only +1 BS and Sixth Sense to Haidao seems too expensive - Losing a member of the attacking fireteam still leaves me with 4 so I still have +1BS, Sixth Sense, +1B and +3 discover VS no bonus if I lose one in option 1 What are your thoughts?
I'm planning on something similar to option 2 for similar reasons. I'm thinking: [CORE] Shang Ji APHMG + tinbot, Krit, Lei Gong, Zuyong combi, Zuyong shotgun [HARIS] Haidao MSV2 sniper, Son-Bae, Zhanshi FO The core is the Invincible team. Shang Ji and Krit are killers, Krti and Lei Going are specialists, Lei Gong is unhackable for when you might need that, and the Zuyongs cheaply fill out the rest while keeping the invincible keyword. The Haris is explicitly for long range ARO, but the Zhanshi specialist can do things in a pinch (and can synergize with the Son-Bae for a guided missile attack). I see less need for the composition bonus here just to get the +3 to Discover, which should be helped mightily by the Haidao's MSV2.
None of the above. I alway prefere Tai in the haris team Okay. Compared to #2 #1 is missing an HMG. If you go with Shang Ji option one means: Easy to manover haris but not on full power mode. Defense is as good as a Haidao with BS 14 can be. Sometime the +1 can make the difference, especially in ARO. So your answer is: If you wan´t the full max firepower of the holy Shang Ji - then option #2. In active vs hard targets the 16 on 5 avialable dice can and will make the difference.
Thanks for the replies! In the case of option 1 the idea is to take the ap hmg shang ji as a lone wolf as an active turn killer. Or do you think it performs better as a part of a fire team? The option 2 seems very cool and strong to me but I feel like I have few points left to cover multiple lanes, because the whole core cannot spread out much so whenever there are multiple objectives on a mission I'm afraid it can be unbalanced space wise
If I were to play IA, which I don't really want to do after FT changes, this is the team I would run for offence and button pushing. ────────────────────────────────────────────────── 3 1 SHÀNG JÍ (Tactical Awareness) AP Heavy Machine Gun, Chain-colt ( | TinBot: Firewall [-6]) / Pistol, Shock CC Weapon. (1.5 | 49) SHÀNG JÍ (Hacker, Hacking Device) MULTI Rifle, Chain-colt ( ) / Pistol, Shock CC Weapon. (0.5 | 41) KOKRAM FTO MULTI Rifle(+1 Dam), Chain-colt, D-Charges / Heavy Pistol(+1B), CC Weapon. (0 | 36) 2 SWC | 126 Points Open in Infinity Army You could drop the hacker and get TA SO for 1 point cheaper and even gain extra order, but you loose hacker utility, bonuses in some scenarios and quite a few classifieds.
My God. I ran a similar fireteam with my druze to great effect and I'm disappointed with myself i never saw this for IA. An alternate for point defense is a Hacker Zhanshi and a engineer proned next to the remote. Take advantage of remote presence as your opponet has to spend orders to kill it or else there's a chance it gets back up and keeps lobbing missles next turn. The Hacker Zhanshi provides the additional burst and then your repeater remotes can be a real threat as they can drop spotlight through walls once you zip that thing up to to mid field. Its way less risky than the FO approach although limited in range. It gives you the option to try and knock out a nasty aro peice with little risk to a model that matters. Albeit at a high order cost. Stick the FO in your offensive fireteam, or run a FO Zencha to spot targets of opportunity, such as a order farm that's too tightly packed.
This is Haris that after few test games I come to like. You could exchange Hacker for Engineer (althou as IA you probably already have Krit in your core) or even for Pangguling FTO to cheapen this fireteam. I also recommend running Pangguling EVO hacker in your list, then you will almost always roll B5 on BS15 (MSV2, Marksmanship and Good rangeband) Rui Shi Haris ────────────────────────────────────────────────── 3 1 RUI SHI Spitfire / PARA CC Weapon(-3). (1 | 23) HǍIDÀO (Hacker, Killer Hacking Device) Boarding Shotgun ( ) / Breaker Pistol, CC Weapon. (0 | 24) ZÚYǑNG (Tactical Awareness) Combi Rifle ( | TinBot: Firewall [-6]) / CC Weapon, Breaker Pistol(+1B). (0 | 31) 1 SWC | 78 Points Open in Infinity Army I wanted to post this as well but you beat me ^^ This is nice and cheap (~60p) long-range defensive link.
From experience not putting the Haidao KHD in the haris was the better option. Leave it behind in the core fireteam and replace him with Jeong, it gives better bad luck protection and the KHD can still be leveraged through the repeater of Jeong if necessary. It also puts mines in the Haris which are useful on a Haris that's going upfield early on (it also opens up some potential mine+hacking plays if you want), but most importantly it places an unhackable in the fireteam that can handle repeater removal.