How does the Gecko work as far as unit cost? Are thete two models involved? I went onto the online army builder and there is a 53 and 54 option with a different load out for each. If it is two models does the 53 or 54 cover the whole squad or would it be 106/108 for the squad?
You pay for each Gecko individually (it is in fact perfectly fine to run just one)
So depending on profiles anywhere from 106-108 for geckbros
Edit: and Geckos have the Fireteam: Duo special skill which allows you to form them up as a 2 model fireteam.
Fireteams are a rather complex bit of rules, but they're special and most of the time the vast majority of models in a list will not be in fireteams. It is perfectly fine to take only one Gecko, or two Geckos but have them separate, or even 3 or 4 Geckos in a Corregidor sectorial list
Most of the time people tend to take just one Gecko as a 50pt road block. They're unique for TAGs in that they don't really have big, flashy weapons that murder everything. Instead they're best used as a colossal roadblock that says 'you may not move here' to anything except heavy infantry (and even then they can't afford to ignore it).
0
ElldrenIs a woman dammitceterum censeoRegistered Userregular
I wonder if there is a workable 300pt list with 4 geckos in it
Not for anything that needs specialists I feel like. Plus if the enemy list features a can opener weapon and/or solid hacking you're gimmick is probably trash.
0
StragintDo Not GiftAlways DeclinesRegistered Userregular
So far I know I want to use a Gecko and a Salamander. There are other units I want to use but I need to find out some stuff first.
My friend and I might make 500 point armies but we aren't sure.
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Generally speaking 300 points is the default game size. 500 points might be a bit much, although if you are going to do 500 points, capping it at two combat groups (thereby forcing people to play with expensive stuff like TAGs) will likely keep it mostly sane.
Not for anything that needs specialists I feel like. Plus if the enemy list features a can opener weapon and/or solid hacking you're gimmick is probably trash.
Don't forget the Pilots are Specialist Ops at that moment.
You could try something like this for Limited Insertion Geckbros
──────────────────────────────────────────────────
Two Duos and a Core makes it fairly order efficient, 3 Specialists + the 4 pilots covers your specialist requirements. Might work, probably won't.
Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
0
StragintDo Not GiftAlways DeclinesRegistered Userregular
I am having a lot of trouble with figuring out what I can do with making an army. How exactly does AVA work? Can I only field two Tunguska Interventors?
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Other than that the only other requirement is to have an LT and not go above your SWC max. Though realistically you probably want to aim for specialists and at least ten orders. If you tell us what kinda units you're playing around with we can probably get something for you to see roughly how lists are structured.
+1
-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
edited April 2017
Restrictions are:
Points - standard for games.
SWC - support weapon cost. 1 per 50pts. This is a secondary point restriction to keep you from just bringing 10 HMGs.
AVA - Availability. You can take any profiles listed up to the AVA. So if there's 4 loadouts and AVA 2, for can take any 2 loadouts. However you are not obligated to take the maximum AVA.
Lieutenant - Your commander. Nothing special about them except they get an extra order every turn only they can use. This will be a load out marked as (Lieutenant), not just any model.
The secret army construction constraint is specialists. ITS missions, which are a very good format, have objectives that you need specialists to accomplish. Specialists being doctors, engineers, hackers, forward observers, paramedics, and specialist operatives. So you want a mix of specialists to cover your bases.
Killing dudes is way less important than just killing the minimum number of dudes that will let your specialists get access to the mission objectives before time runs out.
Edit: Gecko pilots are specialist operatives, so your mech can fight it's way to an objective, then have the pilot pop our and do the important thing to the important thing like it was an anime episode.
Nastrond on
0
StragintDo Not GiftAlways DeclinesRegistered Userregular
Other than that the only other requirement is to have an LT and not go above your SWC max. Though realistically you probably want to aim for specialists and at least ten orders. If you tell us what kinda units you're playing around with we can probably get something for you to see roughly how lists are structured.
My friend and I decided to stay at 300 for now. The units I'm looking at that I definitely want to run are a Gecko, Lizard, and Tunguska Interventors with the pandas.
Other stuff that looks cool:
Taskmasters, Kakunin Swast
Mobile Brigada
Tomcats Special Rescue Team with Zondcat
Hellcats (HMG, hacker)
Lunokhod Sputnik with the crazy koala
Salyut Zond
Tsyklon Sputnik
Daktari
Bakunin Uberfallkammando
Stragint on
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
You probably can't fit a Lizard and the Geckos in the same list and the Lizard is a very old model (that in theory should get re-done at some point) so you might want to just stick to the Gecko's for tags for now.
Also a Nomad TAG player not interested in the Iguana I am so confused right now.
But yeah I'll cook up some lists using those units in a bit to give examples of stuff.
0
StragintDo Not GiftAlways DeclinesRegistered Userregular
You probably can't fit a Lizard and the Geckos in the same list and the Lizard is a very old model (that in theory should get re-done at some point) so you might want to just stick to the Gecko's for tags for now.
Also a Nomad TAG player not interested in the Iguana I am so confused right now.
But yeah I'll cook up some lists using those units in a bit to give examples of stuff.
I do like the Iguana but the Grenade launcher on the Lizard seemed cool. Would a Gecko and Iguana fit into a list?
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Iguana has built in wi-fi so it works great with Interventors, because it lets your Interventor brain murder enemy hackers trying to get close to your Iguana to hack it, as well as providing good overall wi-fi coverage for stuff like boosting your remotes.
Plus, when the Iguana blows up, it has an ejection system that launches the pilot out significant distance in power armor and a heavy machinegun. Plus it is really cheap. Nomad TAGs are cool.
You probably can't fit a Lizard and the Geckos in the same list and the Lizard is a very old model (that in theory should get re-done at some point) so you might want to just stick to the Gecko's for tags for now.
Also a Nomad TAG player not interested in the Iguana I am so confused right now.
But yeah I'll cook up some lists using those units in a bit to give examples of stuff.
I do like the Iguana but the Grenade launcher on the Lizard seemed cool. Would a Gecko and Iguana fit into a list?
Outside of Geckos you are almost never going to get a practical list that features two TAGs at 300 points.
It is fine if it is not ball busting. I really appreciate you throwing together a list for me, thank you. I am looking forward to getting this all together.
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
0
Gabriel_Pitt(effective against Russian warships)Registered Userregular
Multi-spectral visor. Let's the equipped model see through smoke, various other visual obstructions and methods of hideyness, depending on which of the three levels it is.
There's Smoke Grenades in this game, as well as people with Camouflage. Multispectral Visors (MSVs) are the counter to that. Very simply, if you don't have any MSVs, then a list that has those things in bulk will run a train over you. There's also stuff like Mimetism and ODDs that MSVs circumvent.
A common strategy is to throw some smokes to move a guy with an MSV2 into a good position without risking AROs, and then having him shoot through the smoke against people who can't react. Having an MSV2/3 (or multiples) will make that line of play much more difficult, order intensive, or impossible.
CH: Mimetism is a special ability that simply applies a -3 mod to attack rolls against a target (so a model shooting another model in cover, with Mimetism, would take -6 to BS). Optical Disruption Devices are the same thing, but -6 to hit.
There's also Camouflage and Thermal Optic Camouflage. CH:Camouflage allows a model to start the game out as a generic 'Camo Token' rather than as a regular model. Essentially, Camo Tokens cannot be targeted by attacks or reacted against because the enemy troops can't see him. The only thing they can do is Discover, which, if successful, replaces the camo marker with the regular model. Any model with CH:Camouflage also has Mimetism (-3 to attacks against him), Surprise Attack!, Surprise Shot L1, and Stealth (more on that later).
TO Camo allows the model to be played as either a camo marker, as above, or in Hidden Deployment. Hidden Deployment means you don't put a model on the field, but you write down where he is (as descriptively as possible ("on top of the crow's nest in the center of the map, taking cover in the center of the railing overlooking your deployment"). Your opponent does not know where he is until you choose to reveal him. Where you can deploy him is limited to your own deployment zone, but most TO models also have Infiltration, which allows you to put him farther up the board. Also important, models with TO Camo get -6 to attacks against him, instead of the normal -3.
Then there's Surprise Attack!, Surprise Shot L1, and Stealth. Surprise Attack! lets a Camo Token walk into base-to-base contact with a model, melee attack them, and put a -6 modifier on any attacks back from that model (including the -3 or -6 from the user's Camo level). Surprise Shot L1 is the same thing, except only for ranged attacks, and it's only a -3 modifier.
Stealth is a different beast. A model cannot react to orders performed in their back arc, unless that order was made within 8" of the model (which is called a Zone of Control). Stealth allows you perform move actions ignoring the Zone of Control caveat, meaning you can walk up behind a model, go into melee range with your TO Camo model, Surprise Attack!, and inflict a -12 penalty on the poor SOB.
Now, you might be thinking, "Man! That's a lot of bullshit! I wish I didn't have to deal with that!". Well, that's what they make MSV3s for.
PanO has no smoke. So you don't have to worry about MSV2 tricks from them.
Not all factions have good access to MSVs, and some sectorials have outright bad access to them. People can and do play the game without MSVs, because the game is really well balanced. Your list has flamethrowers, chain rifles, close combat, and a spitfire that can ignore cover when buffed by a hacker. So you don't need an MSV to reduce the to hit penalty vs a trooper with an optical disruption device when you can just auto-hit them with a flamethrower or beat them up with fists. Plus you have a hacking device plus in your list and a lot of repeaters, which means that if anyone has a MSV trooper you can jam their visor and then shoot at them while they can't see you, because nomads are dirty tricksters.
Nomads have a strange situation where they have fairly lackluster MSV1 access, and then access to one unit with MSV2. It just so happens that the MSV2 unit they do have is the most ball busting MSV2 unit in the game. Intruders are NASTY. They also cost 42 points, so are kind of hard to fit into a list with a Gecko and Iguana.
+1
-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
A common strategy is to throw some smokes to move a guy with an MSV2 into a good position without risking AROs, and then having him shoot through the smoke against people who can't react. Having an MSV2/3 (or multiples) will make that line of play much more difficult, order intensive, or impossible.
You can react now. In N3 they changed it to allow a normal Dodge roll or a BS-6 BS attack in ARO when fired at through a Zero Visibility Zone. This ruling is in the Zero Visibility Zone rules. It's not nearly as dominating a tactic as it was, it's more to protect the shooter (since the opponent will be on a very low BS if they shoot) than it is to hinder reactions.
Sounds like I am gonna have a bit of an uphill battle. Hopefully my friend doesn't use a lot of that. My friend switched from Haqqislam to PanOceania.
Nomads only have three MSV profiles, Grenzers and Riot Girls with MSV1, and the Intruder with MSV 2. I'd personally recommend all of them as great models in their own right.
Really though, as long as you're not fighting Ariadna or Nomad spam lists, you can get away without MSVs. In lieu of MSVs, try taking Flamethrowers and Grenade weapons with the Speculative Fire trait. They're not as good, but allow you greater control over the table.
-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
Intruders. Ugh. Camo and MSV 2 is absurd on one unit. MSV2 is a camo hunting tool, putting it on a camo unit is just rude. Though at least they don't get Infiltrate.
Though I just say this as someone totally jelly that he can't get Intruders. If only they allowed them in QK as part of the Nomad merc forces.
0
Gabriel_Pitt(effective against Russian warships)Registered Userregular
You have the Guarda De Assalto, and his little buddy, the auxbot with Eclipse grenade launcher that fires smoke grenades that NO MSV can see through.
>.>
<.<
At least, until they invent MSV 4.
And that is the ONLY way to get smoke in PanO.
0
-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
edited April 2017
While it doesn't allow you to do the MSV2 Smoke trick, Eclipse is still fantastic. I lost an Azra'il in my deployment zone to my opponent using Uberfall Kommandos Eclipsing their way up the table then pumelling it in CC. They all died but losing a heavy hitter like that turn 1 was worth it for him. Plus it took an absurd amount of orders to kill them when they're dodging on 19's.
If your friend is starting Panoceania, you could go halfies for the older infinity Starter "Operation: Icestorm".
It got Nomad team, Panoceania team, buildings, tokens and stuff for relatively cheap. They're also reasonably balanced vs. each other for smaller games (150p I think?).
Yeah, Infinity has a lot of rules overlapping other rules, affected by rules that aren't immediately obvious. One of those games where things don't fall into place until get a better understanding of the rules.
Starting out with 150 points would probably serve you better than diving straight in. The Nomad half of Icestorm is particularly good. I'd also recommend you trying out the Recon homebrew scenario system.
StragintDo Not GiftAlways DeclinesRegistered Userregular
We were looking at possibly grabbing Ice storm along with everything else so we have a beginning to play off of for basics.
I went to my LGS tonight and while I was there I decided to grab some Infinity stuff already. I got a Gecko Squadron and the Bakunin Uberfallkammando. Gecko Squadron looks fine but the Uberfallkammando I think is missing stuff. I only have the head and body for the Chimera and then just the body for the 3 Pupniks.
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
That's a real shame, their parts service is pretty good in my experience but the Uberfallkommando is a really fucking nasty troop. Tricky to use, but she can tear even the hardest guys apart.
It's maybe a bit light on orders considering how mobile some of those profiles want to be but it's full of pretty straight forwards to use units. The only real 'eh' bits for me are taking the hacker Mobile Brigada (but I don't think just normal multi rifle version is worth taking outside of fireteams) and using the MSR Grenzer. While there's no model for it specifically I feel like the Grenzer FO profile is by far his best.
0
-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
I've got incredibly bad luck with mispacks. I've used CBs replacement service over half a dozen times. They're really good with the service. Not GW good where they send you the full kit again but they're prompt and ship it quickly.
0
ElldrenIs a woman dammitceterum censeoRegistered Userregular
Just a note the camo model in Icestorm is a spektr not a zero
Oh yeah, forgot to mention that I was proxying that.
I'm honestly not a huge fan of the Spektr's but that's mostly because I use my Zeroes in a pretty disposable way. Not because they're like, bad. They're actually super good for their cost.
Posts
You pay for each Gecko individually (it is in fact perfectly fine to run just one)
So depending on profiles anywhere from 106-108 for geckbros
Edit: and Geckos have the Fireteam: Duo special skill which allows you to form them up as a 2 model fireteam.
Fireteams are a rather complex bit of rules, but they're special and most of the time the vast majority of models in a list will not be in fireteams. It is perfectly fine to take only one Gecko, or two Geckos but have them separate, or even 3 or 4 Geckos in a Corregidor sectorial list
My friend and I might make 500 point armies but we aren't sure.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Don't forget the Pilots are Specialist Ops at that moment.
You could try something like this for Limited Insertion
Geckbros
──────────────────────────────────────────────────
10
GECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53)
GECKO PILOT 2 Assault Pistols, Knife. (0)
GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
GECKO PILOT 2 Assault Pistols, Knife. (0)
GECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53)
GECKO PILOT 2 Assault Pistols, Knife. (0)
GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
GECKO PILOT 2 Assault Pistols, Knife. (0)
ALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
ALGUACIL Missile Launcher / Pistol, Knife. (1.5 | 15)
ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
ZONDBOT Electric Pulse. (0 | 3)
4 SWC | 300 Points
Open in Infinity Army
Two Duos and a Core makes it fairly order efficient, 3 Specialists + the 4 pilots covers your specialist requirements. Might work, probably won't.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Other than that the only other requirement is to have an LT and not go above your SWC max. Though realistically you probably want to aim for specialists and at least ten orders. If you tell us what kinda units you're playing around with we can probably get something for you to see roughly how lists are structured.
Points - standard for games.
SWC - support weapon cost. 1 per 50pts. This is a secondary point restriction to keep you from just bringing 10 HMGs.
AVA - Availability. You can take any profiles listed up to the AVA. So if there's 4 loadouts and AVA 2, for can take any 2 loadouts. However you are not obligated to take the maximum AVA.
Lieutenant - Your commander. Nothing special about them except they get an extra order every turn only they can use. This will be a load out marked as (Lieutenant), not just any model.
Killing dudes is way less important than just killing the minimum number of dudes that will let your specialists get access to the mission objectives before time runs out.
Edit: Gecko pilots are specialist operatives, so your mech can fight it's way to an objective, then have the pilot pop our and do the important thing to the important thing like it was an anime episode.
My friend and I decided to stay at 300 for now. The units I'm looking at that I definitely want to run are a Gecko, Lizard, and Tunguska Interventors with the pandas.
Other stuff that looks cool:
Taskmasters, Kakunin Swast
Mobile Brigada
Tomcats Special Rescue Team with Zondcat
Hellcats (HMG, hacker)
Lunokhod Sputnik with the crazy koala
Salyut Zond
Tsyklon Sputnik
Daktari
Bakunin Uberfallkammando
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Also a Nomad TAG player not interested in the Iguana I am so confused right now.
But yeah I'll cook up some lists using those units in a bit to give examples of stuff.
I do like the Iguana but the Grenade launcher on the Lizard seemed cool. Would a Gecko and Iguana fit into a list?
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Plus, when the Iguana blows up, it has an ejection system that launches the pilot out significant distance in power armor and a heavy machinegun. Plus it is really cheap. Nomad TAGs are cool.
Outside of Geckos you are almost never going to get a practical list that features two TAGs at 300 points.
Nomads run TAGs really well
Nomads
──────────────────────────────────────────────────
GROUP 18 1 1
GECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53)
GECKO PILOT 2 Assault Pistols, Knife. (0)
IGUANA HMG, Heavy Flamethrower / . (2 | 71)
IGUANA OPERATOR HMG / Pistol, Knife. (0)
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10)
INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20)
MODERATOR Paramedic (MediKit) Combi Rifle / Pistol, Electric Pulse. (0 | 11)
TSYKLON Spitfire, Pitcher / Electric Pulse. (1 | 31)
BAKUNIN ÜBERFALLKOMMANDO . (0 | 23)
CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 20)
x3 PUPNIK DA CCW. (0 | 3)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22)
GROUP 21 2 2
MODERATOR Hacker (Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0.5 | 17)
MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (0 | 8)
4.5 SWC | 299 Points
Open in Infinity Army
What is an MSV?
It is fine if it is not ball busting. I really appreciate you throwing together a list for me, thank you. I am looking forward to getting this all together.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
There's Smoke Grenades in this game, as well as people with Camouflage. Multispectral Visors (MSVs) are the counter to that. Very simply, if you don't have any MSVs, then a list that has those things in bulk will run a train over you. There's also stuff like Mimetism and ODDs that MSVs circumvent.
A common strategy is to throw some smokes to move a guy with an MSV2 into a good position without risking AROs, and then having him shoot through the smoke against people who can't react. Having an MSV2/3 (or multiples) will make that line of play much more difficult, order intensive, or impossible.
CH: Mimetism is a special ability that simply applies a -3 mod to attack rolls against a target (so a model shooting another model in cover, with Mimetism, would take -6 to BS). Optical Disruption Devices are the same thing, but -6 to hit.
There's also Camouflage and Thermal Optic Camouflage. CH:Camouflage allows a model to start the game out as a generic 'Camo Token' rather than as a regular model. Essentially, Camo Tokens cannot be targeted by attacks or reacted against because the enemy troops can't see him. The only thing they can do is Discover, which, if successful, replaces the camo marker with the regular model. Any model with CH:Camouflage also has Mimetism (-3 to attacks against him), Surprise Attack!, Surprise Shot L1, and Stealth (more on that later).
TO Camo allows the model to be played as either a camo marker, as above, or in Hidden Deployment. Hidden Deployment means you don't put a model on the field, but you write down where he is (as descriptively as possible ("on top of the crow's nest in the center of the map, taking cover in the center of the railing overlooking your deployment"). Your opponent does not know where he is until you choose to reveal him. Where you can deploy him is limited to your own deployment zone, but most TO models also have Infiltration, which allows you to put him farther up the board. Also important, models with TO Camo get -6 to attacks against him, instead of the normal -3.
Then there's Surprise Attack!, Surprise Shot L1, and Stealth. Surprise Attack! lets a Camo Token walk into base-to-base contact with a model, melee attack them, and put a -6 modifier on any attacks back from that model (including the -3 or -6 from the user's Camo level). Surprise Shot L1 is the same thing, except only for ranged attacks, and it's only a -3 modifier.
Stealth is a different beast. A model cannot react to orders performed in their back arc, unless that order was made within 8" of the model (which is called a Zone of Control). Stealth allows you perform move actions ignoring the Zone of Control caveat, meaning you can walk up behind a model, go into melee range with your TO Camo model, Surprise Attack!, and inflict a -12 penalty on the poor SOB.
Now, you might be thinking, "Man! That's a lot of bullshit! I wish I didn't have to deal with that!". Well, that's what they make MSV3s for.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Not all factions have good access to MSVs, and some sectorials have outright bad access to them. People can and do play the game without MSVs, because the game is really well balanced. Your list has flamethrowers, chain rifles, close combat, and a spitfire that can ignore cover when buffed by a hacker. So you don't need an MSV to reduce the to hit penalty vs a trooper with an optical disruption device when you can just auto-hit them with a flamethrower or beat them up with fists. Plus you have a hacking device plus in your list and a lot of repeaters, which means that if anyone has a MSV trooper you can jam their visor and then shoot at them while they can't see you, because nomads are dirty tricksters.
Nomads have a strange situation where they have fairly lackluster MSV1 access, and then access to one unit with MSV2. It just so happens that the MSV2 unit they do have is the most ball busting MSV2 unit in the game. Intruders are NASTY. They also cost 42 points, so are kind of hard to fit into a list with a Gecko and Iguana.
You can react now. In N3 they changed it to allow a normal Dodge roll or a BS-6 BS attack in ARO when fired at through a Zero Visibility Zone. This ruling is in the Zero Visibility Zone rules. It's not nearly as dominating a tactic as it was, it's more to protect the shooter (since the opponent will be on a very low BS if they shoot) than it is to hinder reactions.
Nomads only have three MSV profiles, Grenzers and Riot Girls with MSV1, and the Intruder with MSV 2. I'd personally recommend all of them as great models in their own right.
Really though, as long as you're not fighting Ariadna or Nomad spam lists, you can get away without MSVs. In lieu of MSVs, try taking Flamethrowers and Grenade weapons with the Speculative Fire trait. They're not as good, but allow you greater control over the table.
Though I just say this as someone totally jelly that he can't get Intruders. If only they allowed them in QK as part of the Nomad merc forces.
You have the Guarda De Assalto, and his little buddy, the auxbot with Eclipse grenade launcher that fires smoke grenades that NO MSV can see through.
>.>
<.<
At least, until they invent MSV 4.
And that is the ONLY way to get smoke in PanO.
It got Nomad team, Panoceania team, buildings, tokens and stuff for relatively cheap. They're also reasonably balanced vs. each other for smaller games (150p I think?).
Starting out with 150 points would probably serve you better than diving straight in. The Nomad half of Icestorm is particularly good. I'd also recommend you trying out the Recon homebrew scenario system.
I went to my LGS tonight and while I was there I decided to grab some Infinity stuff already. I got a Gecko Squadron and the Bakunin Uberfallkammando. Gecko Squadron looks fine but the Uberfallkammando I think is missing stuff. I only have the head and body for the Chimera and then just the body for the 3 Pupniks.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
http://infinitytheforums.com/forum/topic/18901-missing-pieces-complaint-codes-tutorial/
Also for what it's worth here's a 300 point list using what you've brought + Icestorm + a Lunokhod + tomcat engineer and a Pitcher Moderator:
Nomads
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GROUP 19 1 1
GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
GECKO PILOT 2 Assault Pistols, Knife. (0)
BAKUNIN ÜBERFALLKOMMANDO . (0 | 23)
CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 20)
x3 PUPNIK DA CCW. (0 | 3)
GRENZER MULTI Sniper Rifle / Pistol, Breaker Pistol, Knife. (1.5 | 32)
MOBILE BRIGADA Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 43)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges + 1 Zondcat / Pistol, Knife. (0 | 26)
ZONDCAT Electric Pulse. (4)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
REVEREND HEALER MULTI Rifle, Nanopulser / Pistol, EXP CCW. (0 | 37)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24)
MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10)
GROUP 22
ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
4 SWC | 300 Points
Open in Infinity Army
It's maybe a bit light on orders considering how mobile some of those profiles want to be but it's full of pretty straight forwards to use units. The only real 'eh' bits for me are taking the hacker Mobile Brigada (but I don't think just normal multi rifle version is worth taking outside of fireteams) and using the MSR Grenzer. While there's no model for it specifically I feel like the Grenzer FO profile is by far his best.
I'm honestly not a huge fan of the Spektr's but that's mostly because I use my Zeroes in a pretty disposable way. Not because they're like, bad. They're actually super good for their cost.
Great stats and TO camo
Plus my standard set up is to have my infiltrators grab an objective and then die holding it while the Observance girls move in.