So, I'm still very new myself, and am helping someone else from the FLGS get into infinity as at this point I kinda/sorta know what I'm doing. But, I don't really have a lot of experience playing, so thought I'd run it by the experts. He loves the CA fluff, and the OCF minis are all pretty cool. We talked out what he wanted from his list with the army builder up, and this was the outcome: Onyx Contact Force ────────────────────────────────────────────────── 10 OVERDRON Hyper-Rapid Magnetic Cannon / . (2 | 74) STALDRON Flash Pulse / Knife. (0 | 0) NEXUS Lieutenant (Specialist Operative) Combi Rifle / Pistol, Knife. (0 | 16) RODOK HMG / Pistol, Knife. (1.5 | 27) RODOK Paramedic (MediKit) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 21) RODOK Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) RODOK Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) MALIGNOS (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 36) MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23) SLAVE DRONE Electric Pulse. (0 | 3) SLAVE DRONE Electric Pulse. (0 | 3) MAAKREP TRACKER MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33) Q-DRONE HMG / Electric Pulse. (1 | 26) 6 SWC | 300 Points Open in Infinity Army Our general idea: 2 sets of units 2 'sides' of the board. [Obviously this isn't a perfect analogy to how most boards wind up looking, but basic idea for tactics explanations] On the one hand: Nice backfield artillery piece with an aggressive fire team and support. Figure use the HMC/Albedo to clear out the usual ARO threats. If up against something with a lot of mods/better BS, the FO could even help [w surprise shot and TO on their side]. Speaking of which, FO would deploy in the marker state for orders, and hopefully be in a good position to grab and/or mine in the midfield right at the top of the game. The Morats [and depending on what the order pool looks like/stage of the game a slave] then can move up for support the FO/prosecute other objectives, and to use those shotguns to punish anyone that comes in close. Assuming their first movement or two is unopposed following the Overdron, can also put down some mines en route. And in the reactive phase those two units are pretty mean on their own. Also have a heavy weapon and a specialist. On the other: one of the slaves, the Maakrep, and the Q drone. Close enough to be mutually supporting while not being easily 'templateable.' Between SSL1 and 360, they're pretty rough to outflank and it'll hopefully take more than an order or two to chew through them, and there's a not super unreasonable chance of revival from the slave. Known weaknesses/areas for comment and address: Obvious Lieutennant, but SWC costs on everything not an umbra, and pts cost on the umbra, would mean we can't get the rest in. Counter TAG/SHI is a bit weak Order count - given that we really only have 2-3 active turn units though, some of which will invariably draw massive fire and die, not quite AS worried. Survivability of Dr Worm & TAG against enemy AD/etc threats.