Honestly, I'm not sure IA is in such bad spot. Zhanshi commlink is still useful as a filler for Haidao MSR Haris. And you still can build a pure core (albeit a bit limited) with Zuyongs and NCO. Yu Jing reinforcements are on a bit of a weak side in my opinion. They are extremely durable, but quite awkward to build. Guess one of the best compositions I've seen is So-Ra, Hwarang, Dokaebi and GML. I really hate that Bixie can't be taken with Jujak team for that sweet tinbot option
I played this in Decap - it worked: Okay not pure HI - but that is somtimes also the case at 300 pts. €dith: I used Comlink, Haidao MSV and I think the engineer for a haris and went with a no BS bonus core of four. IA RF ────────────────────────────────────────────────── GROUP 1 10 1 DĀOYĪNG (Lieutenant [+1 Order]) Boarding Shotgun / Breaker Pistol, CC Weapon. (0 | 22) SHÀNG JÍ (Tactical Awareness) AP Heavy Machine Gun, Chain-colt ( | TinBot: Firewall [-6]) / Pistol, Shock CC Weapon. (1.5 | 49) ZHANSHI (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 13) ZHANSHI (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 13) KOKRAM FTO Feuerbach, Chain-colt, D-Charges / Heavy Pistol(+1B), CC Weapon. (1.5 | 42) ZHĒNCHÁ (Forward Observer) Submachine Gun, Panzerfaust, Shock Mines / Pistol, CC Weapon. (0 | 35) HǍIDÀO (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Breaker Pistol, CC Weapon. (1.5 | 33) ZHANSHI (Commlink [+1], Specialist Operative) Combi Rifle / Pistol, CC Weapon. (0.5 | 21) MECH-ENGINEER Combi Rifle, D-Charges / Pistol, CC Weapon. (0 | 15) CHAĪYÌ Yaókòng Flash Pulse / PARA CC Weapon(-3). (0 | 7) GROUP 2 4 JUJAK REF. (NCO) Spitfire, Heavy Flamethrower / Pistol, CC Weapon. (1.5 | 34) Yáokòng WÈIBĪNG REINF. (Sensor) Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 15) DOKKAEBI REINF. (Hacker, Hacking Device [UPGRADE: Carbonite (+2 Damage)]) Combi Rifle, Pitcher ( ) / MULTI Pistol(+1B), PARA CC Weapon(-6). (0.5 | 27) HWARANG REINF. Light Shotgun, Panzerfaust / Pistol, EXP CC Weapon. (0 | 23) 7 SWC | 349 Points Open in Infinity Army
Most of @wes-o-matic 's advice on IA above still stands well in the current meta. He plays them well in our local area, as do others.
I've found personally that nearly everything IA can do these days White banner does a little better. There are little things like the Daoying I miss but infiltrators, pain trains and cheer leaders are just more effective in WB.
This is a more general tactics question: how do I more effectively move my link team around? As a newbie, I often find it hard to move a link team bigger than a Harris. For example, in my last game (Acquisition) I had a 4-man core of Shang Ji HRL, tac aware Zuyong with tinbot, Zuyong paramedic, and Haidao KHD. My Aleph opponent counter deployed with a Rudra and a proxy HRL. Even with LOF blocking terrain my link team was essentially stuck and I had to commit a lot of orders dislodging those ARO pieces. Should I use the link team for defense instead? Or would it be better to make two Harris teams for a button pushing mission?
It mostly comes with experience, moving a 5 member team is one of the disadvantages of the fireteams. At least now that blast markers are left on the table for the entire order one can see the area they occupy and not accidentally fall in them.
Basically, unless you expect templates (ML, HRL, etc....), you can move your units packed in a conga line. Move the first guy, if they all have the same move you can just move them behind, don't need to measure again. ALL your units don't need to be in the perfect spot at all times, just be wary of those who have a task at hand, and the fireteam leader, and only start to place them more precisely when you're near the end of your turn.