1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Maybe the Japanese army?

Discussion in 'Japanese Secessionist Army' started by andre61, Sep 13, 2018.

  1. andre61

    andre61 Well-Known Member

    Joined:
    Dec 15, 2017
    Messages:
    735
    Likes Received:
    441
    I was think about buying a Japanese army box, I read the tactica, but I do have some questions, 1) I should not expect win any long range shoot out? 2) Should I take more CC models then shooters? and is this the type of list I should take?


    [​IMG] Kamikaze 1
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    [​IMG] KEISOTSU Lieutenant Combi Rifle / Pistol, Knife. (1 | 9)
    [​IMG] KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17)
    [​IMG] KEISOTSU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 11)
    [​IMG] KEISOTSU HMG / Pistol, Knife. (1 | 17)
    [​IMG] KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14)
    [​IMG] SHINOBU Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (0.5 | 47)
    [​IMG] ONIWABAN Submachine Gun, Nanopulser / Pistol, Monofilament CCW. (0 | 37)
    [​IMG] SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 40)
    [​IMG] NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29)
    [​IMG] WÈIBĪNG Yaókòng Combi Rifle, Sniffer / Electric Pulse. (0 | 16)

    GROUP 2[​IMG] [​IMG] [​IMG]4
    [​IMG] TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
    [​IMG] YÁOZĂO Electric Pulse. (0 | 3)
    [​IMG] TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (0 | 14)
    [​IMG] YÁOZĂO Electric Pulse. (0 | 3)
    [​IMG] PANGGULING (Total Reaction, Repeater) Combi Rifle / Electric Pulse. (0 | 21)
    [​IMG] CHAĪYÌ Yaókòng Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    4.5 SWC | 300 Points

    Open in Infinity Army
     
  2. barakiel

    barakiel Echo Bravo Master Sergeant

    Joined:
    May 5, 2017
    Messages:
    2,299
    Likes Received:
    7,519
    This is a complex one.

    JSA is incredibly order hungry. Based on my experience (and the experience of a few other ITS-oriented folks, @Teslarod ) it's often just not worth trying to include the same staples that you might want to include in other lists. Perfect example is a Doctor. Since Keisotsu don't have Cubes, you have to ask yourself if paying those points and making the attempt is worth it. The other stuff you're likely to Doctor, namely specialty TO/ODD choices and Samurai, are likely to be so far up the field that that you simply won't want to spend the Orders to risk it.

    A lot of JSA is like that. Since your best troops have to engage at short range, whether that's close-range shooting or CC, you're basically always paying a few more Orders to attack the enemy than a lot of other armies/Sectorials. Typically you can offset this by using movement efficient link teams, or infiltration, or simply being fast (like with bikes.) This is further offset though by not wanting to load up on too many TO units. Even two TO Camo units in an Order pool can damage its ability to function, forcing you to either reveal as Tokens early to not hurt your pools long-term, or else keep them hidden (and trust me, nothing's as good as a Ninja KHD button pusher you manage to hold until Turn 3) but then you lose the benefit of that Order over the course of the game.

    My suggestion would be Ryuken-9 SMGs instead of too much TO. The Ryuken-9 is, in many situations, a vastly superior candidate. It denies area better, it's better in suppressive fire, and is often a better killer because an X-Visor SMG is a great gun platform.

    Looking at your list: when buying Keitsu heavy weapons, you almost always want a 6th body. The entire link is incredibly useless after the first casualty, so have a spare guy so the link can at least stay BS13 throughout the game.

    Second, you probably want to shift around your TO units. 4 Orders missing from the pool on Turn 1 is crippling. Even deploying 1 or 2 as Tokens is a major liability. I'd probably drop one of the choices entirely, move one to the second group, and use the refunded points from the choice you dropped to bulk up Orders in both the first and second group.

    Lastly, I think there are a few solid staple units I'd suggest. They don't have to be in every list, but I'll admit I use them in pretty much every list I build.

    The first is the Ryuken-9 SMG, as mentioned. I never leave home without two of them. They make your game plan stable, and are good at stalling enemy attacks so your CC ninjas can clean up.

    The second is the Kempetai Marksman Rifle. MSV2 is good. A decent Discover platform is good. Smokeshooting is great. She's also nice with the Ryuken-9, because she can deter smoke-tossing warbands and help keep Chain Rifles away from your Ryuken-9.

    Last choice is Yojimbo. He's a melee force multiplier. His Koalas can be solid gold for defense and area denial. And he's also a one-man smoke dispensing factory. Having to break Hidden Deployment, break TO Camo, and spend a Regular Order just to drop a smoke template from Saito/Shinobu is death to order/action efficiency. Yojimbo offsets this by being cheap, quick, and highly flexible at getting smoke where it needs to be.

    Hope that helps. Use the list you've started with, by all means, but JSA always has far fewer Orders per turn than it needs to achieve its short-range combat role. The aforementioned info is my experience on helping to offset that a little bit.

    Sample list. You can get a sensor bot by dropping the FOs from group 1 and a Warcor/Keisotsu as well:

    [​IMG] Tasaka Strategic Consulting
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    [​IMG] SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 40)
    [​IMG] NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29)
    [​IMG] RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24)
    [​IMG] KEMPEI (Multispectral Visor L2) Shock Marksman Rifle / Pistol, CCW, Electric Pulse. (1 | 25)
    [​IMG] KEISOTSU HMG / Pistol, Knife. (1 | 17)
    [​IMG] KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14)
    [​IMG] KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10)
    [​IMG] KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)

    GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]2 [​IMG]1
    [​IMG] ONIWABAN Submachine Gun, Nanopulser / Pistol, Monofilament CCW. (0 | 37)
    [​IMG] YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21)
    [​IMG] RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24)
    [​IMG] KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
    [​IMG] KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
    [​IMG] KEISOTSU Lieutenant Combi Rifle / Pistol, Knife. (1 | 9)
    [​IMG] WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)

    5.5 SWC | 300 Points

    Open in Infinity Army
     
    #2 barakiel, Sep 13, 2018
    Last edited: Sep 13, 2018
  3. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

    Joined:
    Nov 27, 2017
    Messages:
    473
    Likes Received:
    358
    Regarding question number 1: O-Yoroi is one fine heavy machine gunner; as a PanO player I presume, you are familiar with TAGs. Moreover I strongly recommend taking a closer look at Yojimbo. Guy's as close to autoinclude as one can get in JSA. Flings smoke. Unlike PanO JSA has no problem getting out of the DZ (solving the problem of shortish range of staple high-burst guns JSA has abundant access to) thanks to largely Jimbo himself. Apart from Onibawans he is the only source of smoke, but he is enough.
    And yes, JSA has a couple of CC monsters (Onibawan for example) that can fairly reliably kill any non-NBW enemy trooper. You will see way more CC in JSA than with an all-knights PanO army. (And will not regret CC...)
    I hope this helps!
     
  4. Teslarod

    Teslarod when in doubt, Yeet

    Joined:
    Nov 23, 2017
    Messages:
    2,407
    Likes Received:
    4,864
    @andre61 First things first, this is Infinity, JSA still shoots first and does everything else later. You'll play and win games without stabbing a single guy in CC.
    What @barakiel said earlier about JSA requiring more Orders to do stuff is very, very important. Your options are ever so slightly worse than what people usually get. To clarify JSA's competent gunners are great for their points but the truly efficient ones. You don't get the same bang per Order as you would for a Swiss, Kriza Borac, Spetznaz... Your cap is BS12 MMR/SMG or BS10 HMG +MODs.
    The weird part about JSA is you don't get the cheap trading pieces that usually come along with that deal. JSA doesn't have Daylami, HFT Grunts or Chainrifle wielding Smoke chugging Warbands in the 5-10 point range.
    Instead you double down on cheap gunners to have rendundancy and the ability to cover several positions with rangebands to exploit. Instead of cheap trading you get CC troops you get some of the most capable CC troops in the game.
    The nice thing about JSA's CC is that it can do more than just kill. Yojimbo is one of the 2 ever important sources of Smoke, Saito is the other. One bring Koalas to for Lockdown and Minesweeping duty. The other is one of the game's most capable combat Specialists. The downside is that Saito and/or Yojimbo are an essential core of your lists, if they go down, the rest suffers.
    This means you have to be careful how you approach a match. Risking Yojimbo vs a Sniper ARO might not be a good idea, instead you often want to spend an Order to cancel his Impetuous Order. Revealing Saito first Order to chugg a Smoke for your Rui Shi is not a good idea if you don't think you can dominate the midfield off that one action.
    Using your valueable troops to strike weakspots and take out important pieces of your opponents list is how JSA wins games. Under the right circumstances, CC is a lot more efficient at killing things than shooting. After you figure out how to use Smokes with Infiltrating TO and 8-6 Movement a turn might look very different. While there are plenty games where you can jump from gunner to sweep the field, there are situations that favour spending the entire turn on Moving and Smoking across the table to put a CC Specialist to work on a Linkteam or a TAG.

    After that JSA has some noteworthy synergy in their layers of offense and defense. With Yuriko/Ryuken providing Minelayer and Yojimbo/Oyoroi bringing Koalas you have a solid defense against squishy attackers. Skirmishers, AD troops or simply weakened troops will die to chipdamage and waste Orders trying to clear it or finding a way around. You can use that to bait Rambo troops, which are capable to deal with Mines or Perimeter weapons or to funnel troops that want to avoid them into choke points.
    Most opponents will adjust their plans on the fly, which leads to them running out of Orders just a tiny bit sooner than they would have expected. After your opponent's first turn your CC troops can usually have a field day taking care of anything in the midfield, forcing him to start over. Your gunners are good enough to deal with the usual ARO troops, or otherwise you use a Smoke to pass it. Lack of AD seriously hurts JSA here, as good as you are at contesting the dead zone, as bad they are at entering the opposing DZ. Even Superior Infiltration runs into trouble shooting fighting into Mines, Chainrifles and Shotguns and Flashpulses at each corner. You're simply lacking the Order efficiency to go against the usual DZ defenders.
    The makeshift answer I found to that problem is either an Oniwaban BSG or Bikes. Impetuous 8-6 and Superior Infiltration gets you into the action really fast and gets you killed even faster. They are wasted on simple trades and at very high risk against DTWs, Perimeter weapons, Mines and competent AROs, however their Mobility/deployment option allows to deal with targets things the rest of your army can't reach easily. Backfield Lts, Cheerleaders lined up behind a building, HMGs and Snipers hanging back or important Specialists waiting for their time to shine.
    Again Yojimbo and Saito can do that job in a pinch, but they're not as reliable and less expendable.

    Finally a quick word on a few troop types.

    Keisotsu Links:
    They're 9 point Order Monkeys no strings attached, no Hacker required like for REMs and they can refill your Link over and over while also often hiding your Lt in their ranks. I rarely have less than 6 and pretty much always bring the HMG. While the ML is cheap, it's also terribly weak with 2 BS less than a Fusilier. Not many armies have trouble dealing with a Linked BS12 ML and even less have issues dealing with your BS10. JSA is starved for SWC, if you need more look here. The HMG however is a true gem. Have it sit Prone on a roof Linked with a MSV2 Kempetai to pick off targets unprepared for it during the game. Simply having the HMG Rangebands available with eternal 5 man Core bonus is an asset. Where many Core Links will drop in value over the course of the game as their members dwindle a Keisotsu Link can stomach 2, 3 or even 4 losses before you need to start caring. As a result you outperform most other LI Links during the later parts of the game, despite meager BS10. Yuriko's Combi+Panzerfaust as well as a Kempetai MSV2 MMR at BS12 make Keisotsu one of the scariest LI Links over the course of a game.

    Ninjas:
    The Ninja KHD is not as great as many people want it to be. It's mainly cheap and a KHD and that's about it. Saito is a straight upgrade in pretty much every way, even in Missions where Hackers are rewarded. So just do yourself a favour and pick Saito Specialist Operative first. If you want another Infiltrating Specialist after that, mainly for button pushing or to camp till turn 3 and make a run for Objectives, that is where the Ninja shines. The KHD can be as much of an asset as it is a liability, so be careful. WIP13 BTS0 dies really fast to enemy Hackers after you reveal it. A Tac bow at BS11 and PH12 Dodge also offer pretty weak ARO options, expect to lose firefights against Combi Rifles and try to avoid them by using Rooftops and other Total Cover. He is no slouch in CC, if you need to kill something, try that over the Bow. Other Ninja Profiles are very expensive next to Saito and Oniwabans. The FO is a combat Specialist worth looking at though.

    JSA HI:
    They got a bit more expensive and the balance around them shifted. Domaru are frankly too good at CC to waste their Crit and Damagepotential on Shock and E/M CCWs. If you want a Domaru take Neko. Any Domaru with a real gun is morbidly expensive and even in a Link Kempetai and Keisotsu outshoot them for a fraction of the price due to more flexible Rangebands on top of Smoke+MSV2. Karakuri do too many things at once and pay the price for it, never got to include one on a list, as they just don't do anything well enough. Lack of a B4 gun and vis MODs are their biggest problems. Shikami have been discussed extensively and can do well as Datatrackers in certain missions. General consensus is to avoit them. With the new FAQ Daiyokai might be worth looking at again, generally speaking they share the Fate of Karakuris and don't have a way to bring a Specialist unless you want to spent a lot of points to get a very mediocre Haris.

    Oyoroi:
    This big boy might make you feel at home coming from PanO. Sure he shoots worse than any PanO TAG, but gets an AP HMG to offset the -1BS. It's a TAG with Stealth that brings a HFT, decent CC with insane damage threat and on top of that it's own Perimeter weapons to shield against threats, sweep Mines and ZOC shenanigans. To top it off it's pretty cheap for a TAG and the best gunner you'll find in the whole Sectorial. Downsides are a lack of MODs which means it has trouble actually winning a FTF at times, as well as the big target it has on it's back in an army that is otherwise filled with small threats that distract from each other. Long Story short it needs a lot of support and tough decisions, but most opponents will ironically not see it coming in a 15 Order List as it costs you about the same points as two TO troops. A 6-4 AP HMG clearing AROs and bullying it's way out of your DZ is a gamechanger if you can make it work. For JSA it's also nice to keep in mind that TAGs unlock REMs without a Hacker. So you can access 3 Orders for 8 points each as well as the Sensor Bot and Rui Shi without shelling out for a Keisotsu, Ninja or Aragoto Hacker.

    To sum things up:
    Stay away from low Order Count lists.
    Don't overdo it on TO, up to 2 is usually quite enough.
    Bring a bunch of cheap stuff that still is a threat: Kempetai MSV2, Yuriko, Rui Shi, Aragoto, Ryuken SMG and again Yojimbo.
    HI can have it's uses but several smaller pieces or a full blown TAG usually do a better job.
     
    #4 Teslarod, Sep 14, 2018
    Last edited: Sep 14, 2018
  5. Fire@Will

    Fire@Will Well-Known Member

    Joined:
    Feb 17, 2018
    Messages:
    435
    Likes Received:
    387
    One thing I've found is the JSA are still dangerous beasts, even when wounded. Courage on everything means Retreat isn't a factor, and even a lone Domaru active in the final turn can be devastating. They are a very trade-happy faction, as befits their death-and-glory playstyle - don't get disheartened when you start losing models.
     
  6. andre61

    andre61 Well-Known Member

    Joined:
    Dec 15, 2017
    Messages:
    735
    Likes Received:
    441
    Thank you, all for your feedback, after making some adjustments here's what I came up with


    [​IMG] Kamikaze 1
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    [​IMG] KEISOTSU Lieutenant Combi Rifle / Pistol, Knife. (1 | 9)
    [​IMG] KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17)
    [​IMG] KEISOTSU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 11)
    [​IMG] KEISOTSU HMG / Pistol, Knife. (1 | 17)
    [​IMG] KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14)
    [​IMG] KEMPEI (Chain of Command) Combi Rifle / Pistol, CCW, Electric Pulse. (0 | 22)
    [​IMG] KEMPEI (Multispectral Visor L2) Shock Marksman Rifle / Pistol, CCW, Electric Pulse. (1 | 25)
    [​IMG] SHINOBU Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (0.5 | 47)
    [​IMG] WÈIBĪNG Yaókòng Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
    [​IMG] CHAĪYÌ Yaókòng Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]1
    [​IMG] TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
    [​IMG] YÁOZĂO Electric Pulse. (0 | 3)
    [​IMG] TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (0 | 14)
    [​IMG] YÁOZĂO Electric Pulse. (0 | 3)
    [​IMG] PANGGULING (Total Reaction, Repeater) Combi Rifle / Electric Pulse. (0 | 21)
    [​IMG] SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 40)
    [​IMG] ARAGOTO Boarding Shotgun / Pistol, Knife. (0 | 19)

    5.5 SWC | 300 Points

    Open in Infinity Army
     
    #6 andre61, Sep 14, 2018
    Last edited: Sep 14, 2018
  7. clever handle

    clever handle Well-Known Member

    Joined:
    Feb 3, 2018
    Messages:
    207
    Likes Received:
    227
    I've been running JSA for a long time & really enjoy the post-Uprising army. I agree with a lot of what Barakiel and Teslarod have said, however I think I disagree in two fundamental ways.

    1) I think Yojimbo is over rated & frankly he only really makes it into my lists as a gap filler. His CC abilities are generally inferior to an Oniwaban / Saito / Neko; his offensive shooting is basically non existent and his defensive shooting is sub-par as he lacks the mimetism found on other JSA bikes. I find that I'd rather use Saito to toss smoke - starting in the midfield, not having to deal with being S4 nor impetuous, being a specialist; being better in CC and at shooting, Saito is the auto-include Yojimbo may have been in days past. I find that whenever I spend the points on Yojimbo, I inevitably wish I'd spent the orders on almost anything else (like another Ryuken9 SMG!)

    2) While I'll build lists with Keisotsu links, I will never spend an order on a keisotsu if I can help it. At PH10, BS10, Keisotsu are awful (designated targets and journalists shoot better than the nipponese line troopers!) ... A great core link build is (5) keisotsu plus Yuriko plus a Kempei all hanging around together. I typically take the Keisotsu Missile and leave her hanging in the wind as an ARO piece - I expect her to die in the first turn because almost any active turn model can outgun her. My only hope is that it takes my opponent 2 or 3 orders to move past her. Yuriko with panzerfaust and either the MSV2 SMR Kempei or the cheap BSG COC troop put specialists in the link for grabbing objectives on T2/3 while also being BS15 while linked up.


    I also don't shy away from limited insertion lists in JSA (for direct action missions). The Do-Tanko links offer strong weapons for all range bands - lacking only a decent specialist as the Domaru FO is too expensive, and the army can be rounded out with a Karakuri Haris, O'Yoroi, etc. Knowing that you have 10 orders for that first turn assassination run offers a lot of confidence.

    I would suggest that in my humble evaluation, the following are as close to auto includes as you're going to find

    1) Yuriko panzerfaust - she's almost always the first model I add to any list. An amazing profile (just missing a cube...)
    2) Ryuken9 SMG - the only thing better than one is 3 of these ladies! Sacrificial board control pieces if you're going second. Deadly gunners if you're going first.
    3) Saito specialist Operative - MA4 w/ EXP, smoke, infiltration... he's amazing
    4) Neko Oyama - 2pts more than a regular Domaru LT option with an improvement in almost all the relevant stats

    [​IMG] Midfield Mods
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]10
    [​IMG] RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24)
    [​IMG] RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24)
    [​IMG] RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24)
    [​IMG] SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 40)
    [​IMG] KEISOTSU Lieutenant Combi Rifle / Pistol, Knife. (1 | 9)
    [​IMG] KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17)
    [​IMG] KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14)
    [​IMG] KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
    [​IMG] KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21)
    [​IMG] YURIKO ODA Combi Rifle, Panzerfaust, D-Charges, Antipersonnel Mines / Pistol, CCW. (0 | 23)
    GROUP 2[​IMG] [​IMG] [​IMG]5
    [​IMG] RUI SHI Spitfire / Electric Pulse. (1.5 | 20)
    [​IMG] TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
    [​IMG] WÈIBĪNG Yaókòng Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
    [​IMG] CHAĪYÌ Yaókòng Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    [​IMG] ONIWABAN Submachine Gun, Nanopulser / Pistol, Monofilament CCW. (0 | 37)
    6 SWC | 300 Points
    Open in Infinity Army
     
    Time Bandit and coleslaw like this.
  • About Us

    We are a company founded in 2001 in Cangas (Spain), and devoted to design and manufacture games and figures. Our main product, Infinity the Game, was born with the ambition to satisfy the most demanding audience, offering the best quality.

     

    Why are we here?

     

    Because we are, first and foremost, players.

  • Quick Navigation

    Open the Quick Navigation