Infinity General: Fusilier Willy Edition

Infinity is a 28mm scale skirmish game by Corvus Belli where you've made an enemy for life.

>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/

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captainspud.com/n3hacking/
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>Get USAr grunt box
>Didn't realize more than one model is female

I need even more tactical tiddy sweaters. Also is there a release date/range on the Blackjacks and shit?

Nope. Always soon, but there are tons of profiles that have existed for years without a single official model. The Zhanying are only now getting there's.

>Also is there a release date/range on the Blackjacks and shit?
I imagine after the minute men and marauder boxes are released.

Early 2025?

I mostly just want that marauder box. Gotta have my haris.

>>I need even more tactical tiddy sweaters

That raises the question: What is the tactical advantage of sweater puppies?

Bust 2 DA I-khol Lvl 3

ablative armour against biological agent, diffuses the poison more

>>Bust 2 DA I-khol Lvl 3
>>Bust 2

Any games planned this weekend?
I'll be playing Highly Classified tomorrow against Haqq, still not sure if I should take PanO or Nomads. I have a freshly painted Pathfinder, I guess I could proxy it or a Bulleteer as a Nomad remote if needed, but I kinda wanted to play it as is (I refuse to buy Nomad remotes until I paint up all my PanO ones; two more to go).

Holiday weekend, so no games. Have a demo for a new guy next Monday, though.

Pathfinders are S3 and Bulleteers are S4. Unless you want to do a base switcheroo, proxying one as the other wouldn't really work.

That's not what I meant. I meant I have a Pathfinder and a Bulleteer and I could proxy them as Nomad remotes if needed.
Funnily enough I think I went the opposite of what I should with my armies: Remote heavy play in PanO and a shooty list with a TAG (when I get around to assembling them) for Nomads.

Just working on actually painting some of the damn things I've accumulated.

Ah. My bad. PanO remotes are pretty dope, though. The only factions where remote heavy play is really a mistake are Ariadna and Haqq since they don't get any combat REM.

Yeah, removing a TR bot with a supportware Bulleteer was pretty fun.
In general I like Bulleteers a lot and might run two in future, alongside a hacker Father-Knight or something similar.

REM heavy PanO is decent. Shock Army and NCA also give you high WIP Aleph hackers. Nomads have their specialist's shenanigans in addition to amazing REM.

Nomad TAGs are a bargain for their cost so it's not bad way to make a TAG list.

So the next tournament has SpecOps available for it, and I'm running a QK link, and want to put a Spec Ops with a Viral Sniper Rifle in a link. The question is: Is it better to pump two more BS for a free hit outside of cover if they fail to contest the roll, or Mimetism?

Nevermind, since the Hafza model has Holoprojector L1, I can't put Mimetism on it. I answered my own question.

The extra BS works better with a Hafza, but I'm personally a proponent of not being a pussy and just not bringing spec ops. Especially since you're playing QK.

This is taking place after HSN3 hits, so we won't have the stupid Azrail link.

Also I would say so for a friendly game, but for a tournament (with hardcore tourneyfags), anything goes in my opinions.

>I'm personally a proponent of not being a pussy and just not bringing spec ops

Well, it's usually mutually agreed whether to bring one or in the tournament rules

This is what I came up with.

I pondering if maybe I should start with the Tomcat Doctor on the ground (He's pretty fast anyway) or at least with his Zondcat near the Wildcats and then call the Doctor in.
12 orders is a bitch to split, especially with 3 AD troopers and an order-hungry Bandit, so I'd appreciate any input.

12 orders is just a bad place to be, man. I generally try to rework a list if it's at 12 or 13 orders.

This is just what I'd do with the list and that's largely down to individual style, but I'd make some modifications. First I looked for the least vital member of the crew so I could chop them up for more orders. It was a toss up between Carlota and the Hellcat, but I eventually chose the Hellcat because that SWC could be used to get the link team a well-needed long-range ARO weapon. I divided him into 2 Transductors and a Salyut minesweeper (got enough PanO remotes painted up?) all of which are cheap and reasonably hardy repeaters to help extend Valerya's range. Then I replaced the Brigada with an Intruder that fulfills the same role for less SWC (and can deal with camo) and got the Wildcat link a shiny new gun. The Number 2 unfortunately had to be sacrificed, but I didn't want to remove anything else because it all seemed important.

So little question, what do you do against Steel Phalanx? Or a cutter?

Not that guy, but not every list need a hard counter for those. And there is abundance of flamethrowers.

Interesting. I don't have enough remotes to pull this off, but maybe using an Intruder as the ARO piece instead of Brigada might be not a bad idea. Not sure about putting the HRL into the wildcat link though, it makes the link a bit schizophrenic.

I also kind of want to use the Hellcat to do to my opponent what he usually does to me: wreak havoc in deployment zone. He most often keeps his Saladin tucked away while Fidays go to town and Djanbazans kill stuff from afar. A Hellcat with a big gun might turn the tide.

Nothing, because this list is tailored against a Haqqislam guy.

How about this then. It gives me some smoke shenanigans potential and a much needed MSV2.
I lose on dropping a big gun on his back and leave template combat entirely to Wildcats, but it could work.

I think I shall deploy a Zondcat next to the Intruder to put him back up (I have the worst luck with snipers, so better safe than sorry). It's kind of obvious I'm playing a Tomcat doctor anyway, since I play Corregidor and there's no Daktari in this list, so might as well use that.

I guess I'll keep Hellcats with big guns out until Geckos free up some SWC. As weird as that might sound I'm not really a fan of Intruders.

Brigada make good ARO pieces, but Rudy is considered an autoinclude in Corregidor for a reason. And having guns that work at different ranges in a link can be a very good thing. If a Wildcat link gets caught at 25 inches without a rocket launcher, they're going to be taken to the bone zone. Combis only work properly up to 16" and your spitfire will be link leader, so it's good to have a counter to backline HMGs or active turn snipers.

I love using AD units to murder cheerleaders as much as everyone else and Hellcats are good, but on the other hand 12 orders is a real bitch to divide properly.

I'd really rather just have 10-11 and have no problems with it. But the problem I always seem to run into is 12 units or more and then I always have difficulty splitting that up.

Anyway, I think this is my final list. I'll report back tomorrow about how badly I lost.

Marut

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Also BoW had some news on Flamestrike. It's going to have a random end date to discourage players from withholding batreps. They mentioned "AI Historians" who will determine the "facts" once the fog of war is settled. The BoW crew mentioned how much of the campaign has been player driven such as the alliance system, which was developed from scratch in the middle of the campaign. They're also already planning for next year's Infinity campaign.

There's an ITS tournament going on near me at a convention, might be able to squeeze a game or two in. Played my first game ever yesterday and got absolutely wrecked.

My 3rd, 4th, and 5th games were at a local tournament. I came in last but it was a lot of fun. You'll probably get wrecked but it's a good way to get in 3 structured full blown games.

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And done, two more Nomads.
I'm going to do a proper photo session for them tomorrow and pester a guy to teach me how to take macro photos.

I wonder if the comic is ever happening.
They should just give the license to IDW I think. It wouldn't be a Eurocomic, but IDW has consistently produced good quality comics.
Like the D&D one. It was full of action and witty banter. Dwarven work.

I'm new to Infinity, I've only played 1 game so far with a friend's models and I really enjoyed it so I'm looking to get my own army. They suggested starting at 200 points because that's all most people at my LGS own so far.

I decided on Yu Jing, do you think this list would be a reasonable starting point? If not, what would be? And how would I go about upping it to 300 points?

Sidenote, I'm not looking for something super competitive, just something that won't fall flat on its face. I would also prefer not to waste models, i.e. buying a box of 4 but only using 2.

Thanks

You've got 2.5 SWC to spare. But for learning experience I guess it's alright. Just don't expect Keisotsu to do much and be prepared for guys like the Oniwaban dying.
Also you almost always will have too many models. It's just how they're packed. I have way too many Tomcats for one game, but I guess I can properly field almost all of their loadouts.

I tend to ever use only two Naffatuns, so having the starter plus the box I got three collecting dust.

Still painted them all pretty though.

don't know jack shit about infinity so please be gentle general-kun

I saw some batreps of the game and liked the idea of having a reaction for everything, plus I like skirmish games and the minis are pretty dope.
Went to my lgs today and bought azra'il for haqqislam since fuck that, it's a really great model.

How should I expand the team from here? and where can I find more fluff about haqqislam and the infinity world in general?

Fluff is a bit hard to come by as a lot of it is in the purchased rulebooks, but there's snippets here and there.

Azra'ils are pretty damn dope, but a strong spot to expand on is simply buying the Haqqislam starter. Comes with some Ghulams (standard infantry that can be great doctors), a Naffatun for some templates, a Jannisary who makes for a solid Lt while learning the basics, and a Hunzakut to infiltrate and snipe people in the head.

I have a question about Crazy Koalas.
Their profile says they have Super Jump. Can they use it in ARO when racing towards the target? Will they jump over a wide chasm or up a story to explode in someone's face if he's in their ZoC?

>Will they jump over a wide chasm or up a story to explode in someone's face if he's in their ZoC?
Yes.

Does anyone have a Sekban size comparison with any of the new LI?

Can I ask for dossiers of those HVT characters? I have some pictures in mind...
I know there is one of the Halal Waifu, but I forgot to save it.

It's not just that they're smaller, they have tiny feet, and they're way thinner. The fusiliers are the same size as the new Ghulam

Does anyone have a .pdf of the Paradiso book? I'm not too keen to buy it knowing that there will be an N3 version eventually.

Even though it's not a competitive list, it's good to have either a spitfire or HMG in your army, especially if it's on a hard-hitting platform like the Hsien. A Kempei is also next to useless in vanilla Yu Jing so I'd recommend removing it to grab another Keisotsu (you could proxy the Kempei as it) and perhaps using the spare points to pimp out the rest of your force.

Thanks for this.

It's almost like they intentionally selected smaller people to be able to handle the cramped quarters of a space ship

I've already completely reworked it, I feel like this is a significantly better list

...or more like they made the Sekban before the change to CAD sculpting.

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there won't be, HSN3 is meant to have all the paradiso stuff in it

Which aleph faction is strongest and which is the most diverse/interesting to play?

Ah I didn't know. I have HSN3 pre-ordered so I guess there isn't long to wait.

only steel phalanx has sectorial rules do they win by default

What is the best way to split your guys into different groups? Is there a good amount of minimum orders you should have?

There is only one aleph sectorial..

The max is 10 per group.

So take 10 per group.

Ok, so what do you do if you have 15 guys?

One group of 10 and one group of 5.

Depends what's in the list desu.

Ideally 10. Some armies like Tohaa, QK, and Steel Phalanx might get away wity less because of multiple fireteams make the army more efficient (more sectorials in HSN3)

It really depends on what you've got plus how you want to split with AD or Hidden Deployment.

You literally have one sectorial to choose from. Vanilla is more diverse because it's vanilla, but Steel Phalanx might have an edge on power because of those fancy links. On the other hand they miss out on ALEPH's great infiltrators, hackers and engineers/doctors.

Depends. If it's all defensive units or other dudes you aren't going to do shit with then you can get away with 4 in a group, but otherwise I try to get at least 8 in one group and at least 6 in the other. If you've got something like a TAG then it might be worth trying to reach 10 orders in their group at the expense of the other.
Being stuck with 12-13 orders is usually a cause for list readjustment, but if you've only got 11 dudesmen then don't be afraid to have a one-man group and transfer them into the main group when someone dies.

It's always best to aim for 10 orders per group, though.

So there really isn't an easy way to share a list now is there? Well here's what I have. I haven't really tried to optimize the groups yet.

Any idea when the Onyx Contact Force box will drop?

Seems alright to me. You've got enough orders in the second group to move around your Alguaciles and put them in suppressive fire if need be, and it's not like snipers are normally going to be doing much moving around. You've got good smoke support and a solid backup rambo for when your Iggy inevitably blows up. You probably won't need both those servant bots since Iguanas rarely get the opportunity to be repaired so your engi won't need one. You could remove the Zondbot and give one of your Jaguars a panzerfaust and ADHL, you've got enough smoke machines and it wouldn't hurt to have another ARO dude.

So far told May. I feel by the end of it.

I'm eager for the army box as well.

Cool, thank you. Maybe I'll be to get somewhere for once with this

>Louis, I believe this is the beginning of a beautiful friendship.

Can you forward observe or spotlight an unconscious person for the purposes of the classified objective telemetry?

Indeed you can.

Yep. You can also target them for guided weapons, or shoot an unconscious dude with a template in order to hit his nearby allies.

Got my second game in today, everything went awfully. Passed 3 rolls the whole fucking game, Jesus Christ. Need to seriously re-tool the list and change Anathematics role I guess. On the bright side, Yojimbo charged a speculo killer and got his head cut off.

It's a "May" release, which means, possibly previewed sometime during may, officially announced and listed late may, at retailers mid to late june

If you hit models out of LOS with a template they count as being out of LOS and thus don't generate an ARO correct? what if they're part of a link team? all link team members have to take the same ARO action so if one of the members in the link dodges do the other members out of LOS get to dodge as well?

They get an ARO, it's called Change Facing.

But that happens automatically at the end assuming they're still alive/conscious correct? it's not a face to face roll?

It's a face to face roll. Warning is the automatic turn, which does not apply if you do an ARO (which,if you're changing face, you are doing), and it applies to anything that has the model in their ZC.

Nevermind, was re-reading the template rules and it states LOS is not required to declare dodge against a template.
I should just re-read all pertinent sections whenever I have a question while still learning this game.

Also I didn't appreciate how lethal plasma weapons are holy hell.

Does Nasmats not generate orders anymore or am i just being stupid and the army maker is bugging up again ?

G: Servants never generated an order.

Woops, thanks man.
planning on using rem's for the first time and hadn't noticed that little rule.

>i should read the rules when I'm learning the game

i think that's enough for today infinity General, but i think we've made real progress

There's a lot of interplay between different bits in this game and I'm maybe three and a half games in. Haven't even dived into hacking with my fellow beginners yet...I'm imagining that'll be a lot of fun.

Yeah, neither G: Servants nor G: Synchronized generate additional orders; ALEPH G: Jumper provide one order for the lot of them. Other Ghosts do. This is something to keep in mind.

Hacking is pretty simple. The complexity comes from checking/remembering what devices have what attacks, and what targets are valid for each.

captainspud.com/n3hacking/

This site should help somewhat.

Which one is better, Haqqs or Nomads?

Better at hacking? Nomads, thanks to interventors and custards. Not by much though, Haqq WIP stats make for good hackers and I've gotten my HI shut down many times by a Tuareg assault hacker.

Why not both?

Any other feedback on this before I go get wrecked today?