Infinity General: True Freedom Edition

Infinity is a 28mm scale skirmish game by Corvus Belli where soldiers are free to have nice tits and plump asses.

>All the rules are for free. Buying the books is only relevant for fluff:
infinitythegame.com/archive.php

>Provisional Catalog where you can look at pretty pictures of the miniatures you're thinking of getting:
infinitythegame.com/catalogue/

>Rules wiki:
wiki.infinitythegame.com/en/Main_Page

>Official Army Builder:
infinitythegame.com/army

>New Official Army Builder that still doesn't work properly but is slowly improving:
army.infinitythegame.com/

>Token Generator:
inf-dice.ghostlords.com/markers/

>N3 Hacker Helper:
captainspud.com/n3hacking/

>N3 Reverse Index Web App (so you could compare units across factions)
n3index.bastian-dornauf.de/

>Batreps:
youtube.com/#/playlist?list=PLzrPO7KIAtwXlOUh545nq21WQaW7YxuGc

>Terrain:
pastebin.com/Hy9SRkmJ

>Faction Rundown:
mediafire.com/view/mqaaf5fosmti5b4/Infinity_Faction_Rundown_v.1.3.rtf

>All Consolidated Rules:
mediafire.com/?xm5aqb4sdx4g446

>Operation Icestorm Scan (beginner missions)
mega.nz/#!AkkG0ZZA!CE-YzCWIWVROcSnnlkZI8SMWxWoNb1LkFbWI-LamYR8

>Latest news is the Economically Questionable RPG Kickstarter
kickstarter.com/projects/modiphius/corvus-bellis-infinity-roleplaying-game

>The Actual Faction Poll
strawpoll.me/5146634

>Scans (More Needed):
mediafire.com/download/a6nel34mw0la3bb/Infinity 1st edition Rulebook.pdf
mediafire.com/download/wd3pbtpjp5w9dig/Infinity - Corvus Belli S.L.L. - Human Sphere.pdf

>Check out Operation: Flamestrike
flamestrike.warconsole.com

>Character Creation
infinity.modiphiusapps.hostinguk.org/

>Previous Thread

from the thumbnail it looks like she has massive hair

I just realized Infinity has an 80s hair deficiency.

Which one is best in vanilla Nomads: Daktari, Reverend Healer or Tomcat and why?

Depends on what you want. Daktari are cheap backfield medics, Tomcats are mobile button pushers and Healers are tough toolboxes. I'm partial to Tomcats since they can go anywhere they need to be, but I play Corregidor so my only experience with Healers is minimal.

Bit of an apples to oranges comparison, user.
The Daktari's a very cheap include. If you've got some spare points, tart it up by making it a Reverend. The Tomcat's a great little package, though, although not quite as much of a backline. Personally I tend to jump straight to Carlotta.

Man, I'd be down for some more 80's anime hair.

Carlotta is pretty beastly, but she's an engineer-only deal. Sometimes you really need a doctor for actual doctoring, and she can't do that.

Just wait for the shasvastii redesign. You might get your wish there.

Depends, 3 of them are good

Needs a swiss army unit that can do almost anything and best at front line doctoring with good WIP without being Haqq? Healer best at that

Need to cramp cheap specialist that still decent at doctoring and swearing in swahilli when the doctor roll go south ? Daktari is the best girl from most

Want fast specialist that can parkour everywhere and dropping behind enemy line? Tomcats it is

Seriously, "best" discussions are only trigger most of no-game autist from this thread.

That's the best thing about Daks, though. They're an easy include in case you need to doctor something. Engineers aren't quite as easy, although the Wildcat option's nice to have, even if it is a bit pricey if all you're after is an engie.

If all you're after is an engi, don't waste time on a Wildcat unless you're linking him. Remotes and TAGs are nigh-unkillable under the watchful eye of a Clockmaker, and you can get one 5 points cheaper than the Wildcat.

I dunno, being able to deploy your doc in the midfield and patch up dudes while simultaneously running for an objective can be really valuable. I tend to just ignore engineers when I'm not running a mechanized list, so that might be why I usually take normal Toms over Carlotta (that and the fact I'm not a fan of characters in general)

Yeah, that's about right. Considering how little you pay for them, you might as well swap out two cheerleaders for a Dak and Clockmaker. A servant on the latter if you're using a TAG, perhaps.

>dropping in doctors
Oddly enough, I never find doctors to be that useful at the end of the day, It tends to take too many orders to reach the figure in question, and even then the crapshoot that is WP13/14 is hard to weight against even decently valuable single wound figures. Other than that, stuff either survives, or is totally dead, or is too far away to bother. Now a TAG, I can put some effort into, particularly as you can top up their STR.
>rushing for an objective and patches
Yeah, I like that as well. Although unless you killed whatever it was, a basic tomcat isn't the best attacker, even if they are a step up from the basics.
>Ignore Engineers
I tend to do that as well. TAGs and multiple remotes are just too resilient and too valuable to not include, but otherwise, yeah, bugger them.

Carlotta's nice with the engineer thing, but on TOP of everything else she gets, it's the cherry on top. The stats, the guns, the C+, the specialist status. She's like a Custodier, or the Uberfall. Low cost, high value, and flexible in terms of what circumstances she can do well in.

No Bran either? If he was just a hair cheaper, he'd see a lot more use. Still, nothing like him for a mad first turn order attrition rush.

Played my fourth game of Infinity last Friday. My opponent wanted to try CC out.
>Marut chops a dog soldier in half
>Mymidon Officer tears a Ranger apart and goes nuts
>random Dactyl Engineer and Van Zant both stab each other to death.

I am going to a 400 point ITS event in a couple of weeks. I want to run vanilla Aleph.

Is it possible to run a pair of Asuras at 400 points? Was thinking two Sophotects, an Asura hacker, FO bots and a specialist button pusher Dasyu would give me a good specialist base, what else is good to bring?

Daktari (that's not a cat lady) sorta has it. Then there are the weird pony tails on the ninjas.

Congratulations on getting into CC. As someone who plays JSA, I've managed to get in all of twice.

:(

Seems like a bad case of really shitty luck, especially with Van Zant. None of those are particularly bad tactical decisions.

You can do whatever the fuck you like at 400 points. I made a list, but you can do whatever you like with the gimmick. I'd recommend smoke for them to shoot through, more hackers and repeaters to expand the Asura hacker's range, and some longer ranged weapons to compensate for your heavy hitters having short range. Also orders.

Man, don't I know that. I play MO and most games I end up panzerfausting things to death.

The CC tax is real

at least now magistral knight have shotguns

It only happened because Van Zant and the Ranger dropped in and the dogs just move fast.

And my domarus always score at least 3-4 CC kill per games. Including 2 Jotums kill by Oyama and the new shotgun guy. The rest are Oniwabans works, scoring Archilles, SG, Kassandra, Monkey buddha, Cranes and the Mirage 5 wolf guy.

Get on my level brah.

Is a 13 order Pan O list at 300 points too Poland?

I was looking at this in NTCA:

Group 1

Squalo Lt (93/2)
Auxilia FO (15/0)
Fusilier HMG (18/1)
Fusilier MSR (18/1.5)
Fusilier Hacker (18/0.5)
Fusilier FO (12/0)
Fusilier (10/0)

Group 2

Sierra (25/1)
Peacemaker HSG (23/0)
Bulleteer HSG (19/0)
Auxilia FO (15/0)
Trauma Doc (15/0)
Machinist (15/0) + Palbot (3/0)

13 orders, 299/6

Thinking about picking this game up again. bought in a few years back and played a couple games with friends. It didn't stick at the time but recently there's people playing it again.

How are Tohaa these days? I didn't play long enough to learn enough about the game before. how do they play as a faction and how's the faction balance right now? Also does the Gorgos suck shit or is it worth getting?

Kurwa is usually over 15

Tohaa are getting massive buffs in the latest ruleset.

That's reassuring.

I don't want to start some kind of horrible escalation of polishness in my meta, just try to make a TAG work.

Gorgos has gotten buffs several times, but to counter it's weaknesses you need to buy some specific troops to support it, like Kaeltar specialists, which give it limited immunity to fire and an ability to heal.

Guess I'm a Space Jap Inquisitor now.

>Guess I'm a Space Jap Inquisitor now.
That's space chink, not jap. jap can go die.

Maybe he's moving into ISS from JSA?

ふざけるな

I guess one could claw itself into a position of Zhanying from such a low origins.

Tohaa tend to focus on very aggressive, short-ranged play, viral weaponry, and link teams up the wazoo. Infinity is pretty good at faction balance though with the new HSN3 updates Tohaa are going to be REALLY strong. In general though most factions are pretty even, and after HSN3 pretty much every sectorial bar maybe one or 2 will be in a very good place.

Aren't tohaa losing fire vulnerability in HSN3? I don't think that'll be a Gorgos problem soon (though they should have just given it a 'resilient symbiote' rule or something in the first place)

>Aren't tohaa losing fire vulnerability in HSN3?
Partially
Fire now just wipes the symbio armor, instead of installing the model.

My Chasseur slayed Domaru when I played introductory game with my friend and wanted to show him how CC works. Domaru had only one wound, though, but it's still hilarious.

I've had my Aquilla rushed by a Fiday once. Guy botched his roll and I made mine. Then I noticed Aquilla has Shock CCW.
Since the Fiday was female and Aquilla has that pimp coat, we ruled she was bitch slapped to death.

...

...

Holo 2 on guys that cheap is criminal.

Need two pairs of shuttershades.

My haramaki have never been touched in cc, ever, even when running them in vanilla.

My Oyoroi on the other hand has cut through half a morat force. They kept piling in

Love it. That zero is boss.

...

So, how do I most effectively use the Hac Tao?
HMG? Hacker?

Should I bother with Executive Order?

I like taking the executive order one along with a Lieutenant I want to use really aggressively like a TAG or Invincible. Run the Lt up as bait using his order and get him into a juicy position and put him in supressive fire so my opponent uses most of his next turn trying to kill my Lt. Then reveal the Hac Tao with Executive order making him your new Lt. and watch your opponent spend most of his next turn trying to put you into LoL.

You'd have to reveal the Hac Tao on the årevious turn for that to work.

True, but Executive Order is confidential info.

That said, what about ninjas?

...

Besides Holo changes, did yhe Bashi Bazouk profiles change ar all?

...

So I made a list to play a 200 point Armory game. How fucked am I? I haven't actually won any games yet so I assume very

Group 1 9 / 0 / 0
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (10)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (10)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (22)
DAKTARI Combi Rifle / Pistol, Knife. (14)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (19)

4 SWC | 200 Points

Were you the one who asked for Armory advice in a previous thread?

I would drop one of the Intruders for cheaper troops, or perhaps another specialist or two; more orders basically. And I feel 2 IIntruders are too expensive at 200pts. Also keep in mind that the Tomcat will have very limited AD options because of the Exclusion zone. The Zero as well.

So I can take regular dudes, but the last time I did that they all died and I was told not to take regular dudes. So which is it? Effective models that kill shit like the intruder, or cheap specialists that do nothing like Alguaciles?

You need a balance of both. Some totally killy models to get shit done, basic dudes who are there to cover angles and be cheerleaders, and specialists to tackle the objectives and/or keep your d00ds alive. It's not one-or-the-other. For example the Jaguars are good for their smoke but since they're basically also doubling as your cheerleaders, you're in trouble if they kill anything. Because once they kill something, that's one less order for your Intruders as they frenzy (who are your get-shit-ded pieces).

Beat me too it; What said. Also you're starting with 8 Regular Orders, assuming you start the Tomcat in AD. This doesnt give you much mobility the first and second turns, and if too many of your guys go down in any of those turns, you'll basically be crippled by the last turn.

OK, this is what I came up with instead. Though I imagine any tags will just now right through all my shitty dudes.

Group 1 10 / 0 / 0
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (10)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (10)
INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)
GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (27)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (12)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (12)
DAKTARI Combi Rifle / Pistol, Knife. (14)
WILDCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (23)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)

2.5 SWC | 197 Points

I'd probably swap a single CR Jag with an Alguicile to give you a bit more range, and swap out the MSR Intruder with a different sort of power figure. Flexibility'll help. I'd say drop it for a Tsyklon, and upgrade either the Zero to a Moran, or the Tomcat to Carlotta. Give yourself a bit more mobility and the list is basically workable. Intruders are great, but a pair of them involves one too many slow, backline deploying figures.

I'd say this one really needs at least one more good gun. The Intruder's left doing a lot of the heavy lifting. At least give him a HMG so you can really tear things up in the active turn. Lots of specialists helps you, but getting them to where they need to be is going to be trickier than it needs to be.

OK, so now they're are two few good guns. What would you drop and take instead?

...

So I was originally going to get into the game forever ago but never really got the chance to. I don't know how much has changed but if I want to start a small force to try out the game with my SO, is this still any good?

Others have covered the executive order, so I'll just discuss the loadouts.

>Boarding shotgun
The budget option, and generally a bad idea. You can afford to spend a bit more on a 60 point murder machine.

>MULTI rifle
Ditto. The hacker gets the same gun and is far more useful.

>HMG
Dump orders into him and he dumps bullets into people. This one isn't particularly complicated, he's just very good at his job of being a long range rambo.

>Missile launcher
An ARO machine to rival the gods. Hidden deployment means that the enemy won't even realize they're in his LoF until it's too late, and even after that you're a BS14 ARM5 TO unit with a missile launcher.

>Hacker
My personal favourite, this guy is more of a midfield troop. He's an extremely tough toolbox who can hack, shoot, sneak and push buttons, and he's good at all of them. This is the one loadout that seriously outclasses his Swiss Guard counterpart imo, with that superior WIP helping the hacking and the template/CC bullshit being far more useful at short range.

It's really just a question of whether you want an active turn rape machine, a reactive turn rape machine or a short range specialist rape machine.

To be honest, apart from the lack of repeaters making the Interventor little more than a glorified supportware monkey, I don't mind this list. Lots of smoke for your Rudy, some good button pushers, some reasonable doorkickers and multiple TR bots for the reactive turn. It pretty much covers all the bases.

>Existing Bashi profiles went up by 1 point I think,
>AP rifle now has 2 Breaker Pistols,
>New profile that has SMG and Chain Colt for 12 points

also SMGs are Shock/AP now, the SMG profile is sick, Bashis are sick, Vanilla Haqq is pretty amazing if you can deal with all the strong irregular options messing with your order pools.

I think you might do better changing the intruder to an HMG. The Sniper Rifle is great but usually more of an ARO piece. An HMG intruder will let you Get Shit Done more than a sniper will. Maybe drop a Jaguar and upgrade the Zero to a sniper. At that point you've got a pretty solid and balanced list, particularly since your Lt gives you an alternate route to tackle heavy infantry/TAGs/Remotes, letting the Intruder go after softer targets.

you can find all the changes by checking 4plebs

teuton thread has unit profiles and fat yuan yuan thread has the rules

you too can become an archive wizard

So I'm new getting into infinity, and it's a little awkward coming in the middle of the HSN3 updates. I got the Icestorm starter plus recommended 300 expac (Jotum, HOOOOO), then I bought into MO only to find out my magister link team now needs a new knight ; <

Anyway, you guys have any deployment 101 advice for a newbie? I play Xwing, Warmahordes, and all things Warhammer as well, but infinity is another beast entirely.

>teuton thread has unit profiles and fat yuan yuan thread has the rules

I think you have to go back to holoprojector edition for Sectorial lists.

Hacker it is. Ill use the HMG model as Sun Tze.

What about ninjas and Oniwabans, tho?

Too few orders. As an Aleph/SP player, I know how difficult it is to get 10 at 200pts, but it isnt impossible. So I would get some Netrods in there for sure (dropping that 1 dakini will open up space for 3 Netrods). I'm not feeling so good with the Dactyl Engineer vs Doctor because but a lot of your guys with wounds have Dogged or NWI, so you might be okay since that's like a second wound.

Be prepared to learn managing your LT. They're expensive and very obvious. But you get what you pay for. Also HSN3 has a few changes for them, so look out for that.

Jesus. I'll have to give them a go, once the new models are released

Thanks. I appreciate that. To be honest I dont even know the current profile because I never really paid any attention to them (ugly models).

Well of course like most games you want to have a plan of action for your deployment, with an idea of where each piece is going to go and what they're going to do. Other than that, remember about AROs - your deployment should be letting your strong ARO pieces lock down important lanes of movement, while making sure your more active pieces aren't going to be wandering into fields of fire (at least as little as possible). Cheerleaders can still be used to make some areas of the board annoying for your opponent to move through.

They're cool guys. They infiltrate and shank fools. Tac bows are cheap, assault hackers are specialists, and killer hackers will be cheap specialists when they're released. Snipers aren't able to do any good ninja CC shit so I don't use them, but I guess there's merit to having a TO sniper.
Oniwabans are even cooler guys. They infiltrate really well and shank Jotums. They can hit twice with their mono ccw and get multiple short range weapons, so make sure they're working at close range. An Oniwaban fighting someone more than 8 inches away is not a happy Oniwaban.

Well, random crits are complete and total bullshit. Doesn't matter how well you build a list or play, one dude crits you multiple times and you're fucked. Giant fucking pile of fun that was.

Kill their dice.
It's the only way.

...

So I'm debating getting some NCA. What's their deal and any advice on building lists? I'm relatively new, so I only have some of the basics down.

I don't think that helps. Fucking bullshit either way

i'd tell you to play chess, but I'm guessing if you can't plan for random crits you definitely can't plan multiply turns ahead

Nah, it's not hard to understand why someone would be butthurt. The entire point of crits is that they throw a spanner in the works of any plans you might have and force you to improvise. If you get 3 or 4 against you and they end up causing the deaths of multiple important units, you're just plain fucked no matter what you do.

Git gud. If your plan was so fragile, then it probably wasn't a very sure thing to start with.

Trust not in a single rambo. Trust in the fact that you've got two other obnoxious things waiting in the things ready to go if this one doesn't work.

the best advice for people who dislike crits is to play more games, to get your 'luck' to balance out. i can see why new players would be annoyed however

Particularly with new players not being quite as sensitised to Infinity's high lethality and low model count. Particularly with a lot of new games being at a smaller scale. Losing your rambo at 150 points to a critical can mess up your game as well as your expectations.

>implying it ever will
4 fucking years, probably around 300 games at this point. I'm still waiting for the crits to balance out.

My advice would be to always prepare for the worst. If 2 crits ruins all your plans, get better plans. You should have backups for everything.

150 points is shit for anything more than learning the rules anyway. 200 points is far better for a beginner's first few actual games.

Yeah, I think people who feel like they get totally fucked by crits often are just getting put on tilt and botching their own game but don't realise it.

I've had games against similarly skilled opponents where I pull out a win despite a massive swing in crits against me, once you learn to mentally deal with feeling like you are getting snowed under by crits, I feel like you realize they don't make or break games like you previously thought they did.

It also helps that you learn what a crit resistant list looks like.

Crits are a part of the game for a good reason. It increases the skill cap. You need to now have a plan B for that moment when occasionally, your smoke intruder gets critted by a 2 from an enemy grunt.

I don't see man Adrienna armies here. There a reason why?

Because the low tech aesthetic is boring relative to all the other factions.

I enjoy them, mostly playing just USAriadna. But I do find myself playing my Haqqislam lists more often.

Once more shit for USAr comes out it'll likely swing back that way.

I have all the new style minis released for the faction but am still waiting for more re sculpts before I play the faction as much as my Combined Army.

I've been away for a bit. When is the new ALEPH stuff getting resculpts or is it just constant SP still?

New posthumans maybe. Otherwise we're most likely due for more Greek bullshit. Vedic will get its own sectorial when Acheron Falls hits in 2025

Please, tell me how you plan for four random crits in a row and one guy killing three of yours that are in cover with hacking and aro back up. Your wisdom must be infinite.

Seriously. How do you come back from four of your most important models randomly dying?

Fuck off name fag. If you have something useful to ads about countering crits that'd be great

Are all your important models 1 wound? If you are implying that your opponent got 8 crits in one turn I'd be inclined to agree with you that it was bullshit while also acknowledging the extremely low odd of such a situation.

But if it was just 3-4 crits, that sucks but it's not assured failure for most well built teams/strats. The game is balanced for crits assuming it wasnt an insane miracle amount of them (maybe 6 or more)

I'm not the guy you responded to and I'm all in against the criticals but Infiniti is a game where you must fight to the very last order - you can pull out a WIN from the deep shit.
Yesterday I lost Bao Troop, Oniwaban, Shinobu Kitsune in 5 first orders. I was left with only one model capable of putting an actual fight. At the end I almost obliterated my opponent to the point it was not fun anymore.

4 crits on 4 consecutive rolls killing 4 models is dumb. There's no way to counter, doesn't matter what your armor or stats are. You're just dead because reasons. In a 200 point game that's huge. Especially when one of the dead models was your Lt, the other two were your get shit done guys, and the last was the engineer you really needed to do something.

But nope, your opponent herped and derped their way through and now all you have left is a couple scrubs with combi rifles. Doesn't matter that they were in cover, we're deployed correctly and covered each other. One dude still got them all

You can't win if all you're guys go in retreat and get shot.

Yes you can! It depends what scenario are you playing but it is possible to do just that. Bah I know a guy who plays his JSA in this tactic in mind.

So you want nothing to ever involve luck?

You had a 1/160,000 thing happen.

Yes, and it was bullshit.

You can't hold a center room with basic guys and their combi rifles. Even if you could they die to literally anything

Yeah, it's hard to plan for 4 important dudes getting fucked up that quickly.
Remember that tactics and listbuilding can only do so much, and at the end of the day it's a game about dice. Some days the dice might hate your guts and fuck up all your plans, other days things might go better. Don't let one shitty game get you down.

Depends on what exactly the crits killed and what points level he was playing at. 4 dead units means a whole lot at 200 points.

>maybe 6 or more
It's happened to me. 7 crits in a turn, 3 against the same poor Sphinx.

Yeah, they're hiding behind the camouflage tokens.

>Yes, and it was bullshit.

Then go play chess. That game has no luck involved. If you play a game with dice, accept that luck happens.

You are not putting a plan into action that will always go your way. You are playing the odds.