INTERVENTOR ────────────────────────────────────────────────── GROUP 1 10 1 HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) HOLLOW MEN Hacker (Assault Hacking Device) Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0.5 | 37) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) HECKLER Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Assault Pistol, Knife. (0 | 24) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / Pistol, Knife. (0.5 | 14) ZONDNAUT Boarding Shotgun / Pistol, Knife. (0 | 24) ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5) GROUP 2 1 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27) 5.5 SWC | 300 Points Open in Infinity Army As the title says I'm new to Infinity and especially to Nomads thought I'd try this list out next time I play a friendly with someone at my LGS what do you guys think? All suggestions and comments welcome.
I think you want to add the hollow man spitfire. In a bigger list, it's not necessary, but this list is kinda small and I think you'll need the extra speed.
Honestly I think it is pretty good. You'll have to be careful with your squishy hacker Lt but file that one under #nomadproblems. Also you might find a high burst decent range weapon useful for the active turn, in which case you could go for a spitfire hollowman instead of the 2nd missile launcher (couple places you could find the pt). 2 missile launchers is good in its own way though.
I'd probably try to cram it into 1 order group. There's very little reason for the LT to be hung out on his own in that group. It's not entirely necessary withe the Puppetmaster's counterintelligence though. I'd also look at swapping on of the Holowmen for a Stempler: it frees up a bunch of points but does introduce an obvious weakness into the team. Otherwise it looks solid. :) Are you looking at an alternative archetype to the Holowmen as your second list? Kriza + Sec Core (with or without Grenzer ARO) is where I'd look.
Yeah I thought the same thing about making it one group, but didn't have a sec to work out how. 1 groups means you lose counterintel, but also don't need it. The puppet master isn't doing a lot for you as is (except the mine for DZ defense I guess). Maybe if you dropped the Zondnaught and replaced a Hollowman with a Stempler you'd have points for puppets, which gives you fast strikers, a decent burst medium range gun and forward moving, durable specialists all in one. Something like this INTERVENTOR ────────────────────────────────────────────────── 10 HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) HOLLOW MEN Hacker (Assault Hacking Device) Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0.5 | 37) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) HECKLER Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Assault Pistol, Knife. (0 | 24) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27) PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / Pistol, Knife. (0.5 | 14) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) PUPPETBOT (Marksmanship L1) AP Marksman Rifle / Electric Pulse. (0 | 14) 5.5 SWC | 300 Points Open in Infinity Army Anime-Tron Biker with stompy robot transformer friend is super cool tho, always trying to find a way to get them in.
I'm a big fan of the LI Hollowman + Puppets archetype. It gives you disposable pieces that you can use to keep the link safe. So it's great turn 1 whether you go first or second. I think with Tunguska you really need to consider how you're defending it against anything that pushes into it: Puppets give you a good answer for that. Lunokhods are another one.
This is very good advice. The Stemplar is a fantastic unit in the Hollow core, I have a hard time viewing it as any level of weakness. That repeater coverage is pretty ace around HI, the sensor is a lot of added utility, it lets the Interventor place white noise, and it can be the best shooter @16" in the link with Assisted fire or in some circumstances with Triangulated Fire. All of that utility and cheaper, I'm sold on it every time. I have never run a 5 hollow man core because it's so damn good in that link.
I'll echo what the others have said about the stempler zond and HM spitfire. I played the following list at my last tournament for 2/3 rounds. The zond bringing smoke for Raoul works well when needed also. A──────────────────────────────────────────────────GROUP 1 9 1 1 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) HOLLOW MEN Hacker (Assault Hacking Device) Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0.5 | 37) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33) ZONDNAUT Boarding Shotgun / Pistol, Knife. (0 | 24) ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5)GROUP 2 1 1 PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / Pistol, Knife. (0.5 | 14) WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3) 5.5 SWC | 299 PointsOpen in Infinity Army I used this list for Unmasking. The Hollowmen with white noise and smoke can usually kill a Target from odd vectors. B──────────────────────────────────────────────────GROUP 1 9 1 1 PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / Pistol, Knife. (0.5 | 14) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) ZONDNAUT Boarding Shotgun / Pistol, Knife. (0 | 24) ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5) HECKLER Red Fury / Pistol, Knife. (1 | 24) HECKLER Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Assault Pistol, Knife. (0 | 24) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)GROUP 2 2 1 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32) WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3) 6 SWC | 299 PointsOpen in Infinity Army Sent from my iPad using Tapatalk
May I suggest the below? INTERVENTOR ────────────────────────────────────────────────── GROUP 1 10 1 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0 | 31) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) ZONDNAUT Spitfire / Pistol, Knife. (1 | 32) ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) GROUP 2 2 DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) 6 SWC | 300 Points Open in Infinity Army You lose the Puppet Master and the second Heckler but Mary Problems is much more tactically flexible and the Zondnautica with Spitfire is more effective IMO as a mobile source of firepower. The team is more rounded and flexible (Sensor and FO are useful, a Repeater is useful, there is no target for enemy KHDs) and can be pushed up the board due to a more varied selection of firepower. The support units are pushed into the second group; you can have the Clockmaker amongst the Hollow Men and always shift it into group one if you need to. A Doctor is often needed for classifieds and can be really useful in a pinch to get Mary Problems or the Interventor back up if they get haxxored.
This is the version I play, but you have to be very careful about enemy killer hackers. It may be a little too much for someone new. Has all the toys you want though. HollowMan Link Limited Insertion ────────────────────────────────────────────────── 10 1 PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / Pistol, Knife. (0.5 | 14) PUPPETBOT (Marksmanship L1) AP Marksman Rifle / Electric Pulse. (0 | 14) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) ZONDNAUT Spitfire / Pistol, Knife. (1 | 32) ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5) HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0 | 31) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25) 6 SWC | 300 Points Open in Infinity Army Or if you prefer defensive link styles, you can make a slight tweak, change things around a little bit and get an extra missile launcher, assault hacker, glue gun and a zondbot to repair the defensive link. HollowMan Link Limited Insertion Defensive Version ────────────────────────────────────────────────── 10 1 PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / Pistol, Knife. (0.5 | 14) PUPPETBOT (Marksmanship L1) AP Marksman Rifle / Electric Pulse. (0 | 14) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) PUPPETBOT (Forward Observer) Boarding Shotgun / Electric Pulse. (0 | 11) HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0 | 31) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDNAUT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 31) ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5) LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24) ZONDBOT Electric Pulse. (0 | 3) 5.5 SWC | 300 Points Open in Infinity Army