Infinity General: Bitter Caturday Edition

Infinity is a 28mm scale skirmish game by Corvus Belli where catgirls don't handle combat stress well, but are still better at their job than dedicated military medics of the Hyperpower.

>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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My local gaming store still fucking doesn't have their order for HSN3 yet

Lol, some Australian has got his copy, and then had it replaced because it was faulty

I'm in Perth Western Australia

Those pistol-like things doctors hold – are those based on some RL piece of equipment? I saw something like those in Arkham Knight, used by Militia medics.

It's a very gun-like injection gun.

I guess that's the issue with supporting a LGS, they can't save on brick and mortar costs to expedite shipping.

Which T.A.G. r bestest?

Avatar, cause he's master of all the elements

New player seeking a bit of advise.
Is running two fire teams too big a leap for a new player?

It does depend on what groups are being used. A fairly static ARO generator team isn't hard to use for instance.

Also, it is usually better to have a 10/3 split rather then 6/7 split.

I don't know MAF at all, so can't comment on the list, but two fireteams at 300 is probably a relatively good way to learn; it'll keep you close to the more basic squad systems in other games.

Anyone got that link to the release schedule?

Anyone has the Onyx Force list?

The Onyx Force list for what?

Avatar, Cutter and Scarface desu.

en.wikipedia.org/wiki/Jet_injector

Anaconda.

I've split it that way as I planed on the Daturazi starting as a fire team, with the Yaogats following up. I figured 6 orders for two units was reasonable.

Once the Daturazi are pretty close to the enemy I'll drop the link and form up the Morats.
The Daturazi will still generate orders for the Yaogats.

I guess I'm just worried that a group of three will run out of orders too quick.

>2 fireteams
Not at all! You should always try to be more efficient in order spending and multiple fireteams will definitely help with that.

Some observation on your list...I'm not a fan of your Vanguard fireteam. The FOs and Hacker need to get up field for objectives or hacking range, but your only support weapon is a B2 ML that needs to stay far back. I think Anyat could really help out in the team. She's not long ranged or high burst, but she'll bring Smoke Grenades to help the fireteam up the board. If you're going with the Soggy Lt, I recommend the AP HMG for some high burst fire which is something the army lacks currently. Also morat LTs should generally always be aggressive and spend his Lt Order without the fear of LoL.

Finally, it's just me I guess, but... I try not to put Hackers in fireteams, because hacking/supportware will still trigger AROs for the entire fireteam. But your list isn't REM heavy, so that could be irrelevant here

Then I guess both Arkham Knight and Infinity used a similar design. Though in AK it was shocking the patient with electricity.

Geckos.
Because with Duo they are an actual TAG Team.

They...they made moblots AVA4...

...why did they make them AVA4?

We don't even know. There's no logical reason for it.

...

Because fuck French.

I have no idea why Legates are linkable with droids. Nexus - sure. But Legates? They don't really get to use their 6 MOV, can't forward deploy, will probably never use their enhanced dodge, are more likely to get hit by NWI-smashing shit like mines, nano and fire

No. They actually shoot some kind of dart/thing with medical nanobots from a distance. Can't be assed to track down the fluff description right now.

Only thing I can see it for is hacking protection (especially if you can spare for the tinbot Unidron). But I'd rather just solo with my legate in a cybermask.

B-b-but muh fluff!

300 pts 6 SWC

Group 1
Nexus Operative Lt hacker
Unidron FO
Unidron K1 comci+ tinbot 1
Unidron Plasma Sniper
Unidron Missle Launcher
Umbra Samaritan Hacker
Xeodrone Red Fury
Xeodrone K1 combi
Ikadron Batroid
Med Tech Obsidon
Slave drone

Group 1
Imetron

drive.google.com/folderview?id=0B957zKbO1rsvUkpxU0ZmeG1LTUU&usp=sharing

the file with the release schedule is here

I'd be tempted to take a Legate instead of the Samaritan so that you can supportware those Unidrons. And surely an extra worm slave is better than a loose Imetron?

The two Xeodrons implies he wants the Haris team with them. But I'd agree on the Imetron, maybe if something else was in the group with it like a Q-Drone.

What's the turn around time on missing parts usually like? My Wildcat was missing an arm

Is there any defensive benefit to Holoechos level 2 during the reactive turn when you take an action? Like if you decide to shoot back, is that when you inform your opponent which echo is the true model? I'm inclined to think so with the way it works with delayed AROs in the active turn, but I wanted to make sure. For some reason, there is no holoprojector lvl 2 example in the rules in the reactive turn, and it says to remove echos at the end of the order.

It's pretty weird that the rules never explicitly cover it, but as far as I understand it the defensive benefit is that they have to choose what holoecho they're shooting at first. If your ARO is to shoot/dodge whatever, then it is essentially unopposed if they guess wrong. You will, however, be revealed.

Up to a week.

Maghariba Guard.

I wish it still had the braces, those were choice.

Just your standard Medical Injector gun from more or less everything that has them. Ranged syringes, effectively.

The new Tikbalang which is more or less just cheaper Toni.

Don't worry, Komrade. In thirty years, the Kazak Sectorial will show you how it is done with AVA 5 Vet Kazaks.

Or more likely, AVA 4 with a Special Character Vet Kazak that comes at a slight discount.

Also, general thoughts on this week's list? Cycling out Dog-Soldier(s) since I am very likely to end up against the Tohaa player this week. Spetsnaz with HMGs are freakishly dirty, and I've learned that the secret to the Kazak Sectorial is the joy of using Command tokens to drop 3-4 HMGs into suppression. Took out my Tankhunter(s) this week as well, just to relish in some joyous dakka dakka dakka.

And ssh, the Caledonians are Kazak, too. Just Chechen Volunteers, it's a typo.

Reposting from last thread because it was towards the tail-end, but figured I'd toss it back in the mix. Not shilling, just genuinely impressed with the product and the ability to cover a table from ~$200. Also, fully modular and MAGNETIZED terrain. Sign me the fuck on. Especially after seeing them play around with it on that YouTube video with walkways.

>kickstarter.com/projects/1988679138/the-hab-block-multi-build-28mm-gaming-terrain-buil/description

To be fair, Daktari is not better by much.

lol love this!

Not bad. Just another batch of brick-shaped modular hab buildings with catwalks, but I guess those are the most popular ones.

Personally I'd like to see some interior tables. Like half the table is a large base interior and the other half is parking for APCs or something like that.
Or a large office floor with cubicles everywhere.
Or a Teseum mine on Svalarheim.

Real life buildings are huge.

...

Well, that's actually part of the build for those, as well. One of the £100 pledges is pretty much just made to be a single sprawling compound, or at least a few. Interior walls to help divide up the core units, and nothing hold you back from nicking out some of the walls and allowing the magnets in the bases to keep the structure unified.

No roofs in order to keep access open, but you can link up the Hab Blocks side-by-side in order to creative a sprawling interior building. It even comes with working SLIDING doors that are ridiculously dope. Whether just for kicks, or perhaps even quickly tossing out some homebrew table rules for remote accesses door controls with a Hacker, or locking them up in order to force your opponent to go around.

Forgot to mention: one buddy offered to host the comic site on his server, so I have space to play with the layout now. Unfortunately it will have to wait a month or so, due to finals season.

I think I'll change the name from Out of Orders to Rolling Guts as well. Rolls off the tongue better.

As a Kazak player, as much as I love the discount on our Vets now-a-days, I miss that Doctor loadout so fucking much. Especially given that the Vet actually has higher WIP than our actual doctor.

I was at an ITS tournament where someone brought an entire spaceship table, it was awesome to play on. Really changed up how you had to approach the game and think about stuff like deployment. Was a lot of fun.

I guess the primary thing, at least in my area, is people always tend to want verticality in their boards, rather than being willing to confine themselves to something with only a single height. I've struggled for weeks to try to get people just to let us have a water-world or something similar on one of our tables. Handle the thing like an aquatic research base on Varuna, only terrain is actual terrain and the floor is Open Sea.

Finally think I might be able to at least get people to agree to a Jungle table, but even that's like pulling teeth.

This put a smile on my lips. Keep the good work coming!

People in general seem very reluctant to give various terrain types a try. Which makes skills like Multiterrain a bit forgotten.

Jungle in particular should be prevalent considering the brunt of military operations takes place on Paradiso, which supposedly has very aggressive and expansive vegetation.

Thank god for cubes and command tokens. It's going to be real painful whenever I decide to get into Ariadna.

Yep. It's basically me and the Merovingian/ALEPH player pushing for some real Special Terrain-heavy boards. Since I already play Kazaks and I'll be picking up ASA during our next Escalation League, I now have a real motivation to crank out a nice board with some Jungle/Forest terrain.

I still just want to play a fully enclosed floating research post / space station, though. The Hab Blocks will probably be pretty great for the former, using walkwalks and such to bridge various platforms with Open Sea as everything that isn't terrain. The space station would need a little more work, probably, but again just using Zero-G as the rest of the board.

I think one of the things that really hampers closed loop boards is the fact that at least according to the ITS rules, you can't deploy HVTs inside of terrain. So unless you can get people to agree against that, you are stuck with an HVT in some sort of nearly-impassable or at least Difficult Terrain, or else people are other boards might likewise call for exceptions, and then the entire thing collapses into madness.

Oh, and also! Question for masters of the Fluff. Why the hell does the ASA get Nagas and Myrmidon officers?

Nyet, Komrade. Best soldier of Ariadna, has no need for doctor. Glorious Veteren Kazak fight until dead. And if Tankhunter or Spetsnaz not strong enough to survive, they not deserving to survive. Battle is savage, like antipoda.

I do love my Kazaks. Once I've gotten the handle of the army, every game I've played so far is a hilariously bloody X. Two wins and a draw in the past three weeks, and the draw was on a round of Seize the Antennae where I ended up forcing a retreat before I could capture a second. Was 300 pts versus Steel Phalanx and our best player in the club, and at the end of the game, I had killed 267 while he'd taken 97. Win or draw, there are always plenty of food for the crows.

>Perth
Well there's your problem.

Curious. How did you deal with all the ODD on Steel Phalanx? Kazak units currently seem to lack good answers to it. No real MSV to cut down the modifiers, and very limited direct template weapons.

Highly unsuccessful ALEPH player here. I'd hoped maybe someone on here has some tips or useful synergies thqt could help me improve.

Here's what I own: ALEPH starter, posthumans, dakini hmg, dasyu + a couple steel phalanx units (myrmidon officer, ekdromos, ekdromos hmg, thamyris)

Usually I use thamyris to buff the dakinis, proxy mk1 engineer, naga as minelayer or assault hacker
Myrmidon lt
So far it's been more 200 points games, so asura had to stay at home (or failed spectacularly the few times I used her)

I've been proxying netrods to help with ordercount

Thoughts/feedback?.

Well, in that game, there were 2 methods I used to butcher the ODD. First, I had a Dog-Face make a suicidal charge for some double-chainrifles which actually killed his hacker. And then, I just mopped them up with HMGs and AP HMGs. You might give me a -6, but both the Vet and the Spetsnaz are handing back a -3 and then a further -3 once they secure themselves into cover. And then, I just trust in those 4 dice.

I handle killing ODD the same way you could kill an Eldar Aspect Warrior. Bullets, bullets, and more bullets. I sent one Vet in to his death to help chew the Link Team down in my T1, able to use some cover to limit the number of B2 ARO's. Once the Link was broken, he kept shooting and finished of a few more before my Lt. took his place when he fell. Lost one Vet in the process, but the two managed to kill 4 Myrmidons, leaving only the Lt alive. Who was then cut-down during the Retreat as a pair of HMGs in taunting suppression turned her into pulp.

It ain't pretty, and I did end up losing one of my Vets to it, but it got the job done. My Tankhunter managed to save my ass T1 after he went first and dropped an AD trooper into my backfield. Who then took an Autocannon to the face. The real champ of that game was my Spetsnaz HMG who managed to single-handled take out an entire 4-man link of Thorkitai.

Was basically running this list except swap one Spetsnaz to an Autocannon Tankhunter, and swap out a Scout for a Dog-face.

You do the Rodina proud cromade, don't let those deceitful computer bastardizations get a hold on Ariadna.

ASA gets ASS fillers because said ASS fillers are supposed to be there to get jungle-related training. Also because clearly pan0 needs yet another boost.

ASA definitely needed a boost. It's not NCA we're talking about here, ASA is pretty shit even after their recent buffs.

I know I hate this bogan and stacy airhead infested shithole.

Amusingly enough, of the nine folks that play at this club, there are a total of 5 Ariadna players, including myself. A Merovingian, a Caledonian, and a pair of Amerikanski. I suppose they needed someone from Rodina to keep their passions and dreams in check.

Also, God bless Tankhunters. Before I started toying with the Double Vet HMG, I was running Double Autocannons. Such. Bliss. In one game against some Nomads, I even killed a remote and part of a link-team after they assumed that walls were capable of protecting them. Cue Autocannons blowing holes into walls and buildings, in order to detonate the filthy deviants and their robots inside.

I will join the brave defense of Ariadna once Line Kazaks get resculpts.

Did you shoot the wall and move people in to kill them?

And somehow NCA gets even more good shit for no reason whatsoever. Also MO in an overall sense.

Kinda new to Infinity. Thinking about running some demo games at my local hobby store to get people interested using the two starter boxes I own. Would these two lists be balanced against each other? Or would one roflstomp the other?

So it's mostly just a weak excuse? I mean, I was sort of assuming that since I heard rumors they were folding the Varuna Sectorial into other Sectorials, ASA would end up with the Aquatic troops that would otherwise be given room there.

I dunno if I'd call them shit. They just have a really... non-typical set-up, especially for ITS events. Specialists hurt the fuck out of them, but they've got a lot of really nice toys. The buff to the Tikbalang gives them one of the few TAGs worth considering runnings, and a Bagh Mari team can be a real monster at all ranges while still packing specialists. GdA are horrifying, and paying 50 points for 15 BS Spitfire before mods, on a beefy model that also comes with a Heavy Flamethrower and an Auxbot packing Smoke GL can't be discounted. Plus, Sikhs are great fun to toy around with, and you've got a nice CoC / Specialist in the form of Singh.

Maybe it's just being used to playing around with Kazaks, but they seem to have a really enjoyable and similar-enough playstyle that I don't have to worry about getting too seperated. They're a Hammer and Anvil army that is really, really reliant on breaking your enemy in order to squeeze in objectives. But in terms of mobility, they're fucking monsters. From Infiltrating Minelayers, AD specialists and boarding shotguns, and even that really neat Sapper + Sensor Regular. They've got a lot of fun toys.

You aren't fucking kidding. It's sad that the first Ariadna starter -- which was, comically enough, a Kazak starter; 4 Line Kazaks, Scout, Vet, yet we are going to be the last fucking Sectorial -- had the best Line Kazaks they've made yet. I'm currently actually using some Bolt Action Combat Engineers. Use the two with ushankas as Chechen Volunteers with Chain Rifles, while the rest function as Line Kazaks.

Yup, Boarding Shotgun Spetsnaz. Was literally impossible to get into the building they were in without wasting four or so orders.

I would replace the Naffatun with something else, it's really just a Line Infantry.

proxy it as another ghulam maybe?

If theyre are for quick demo games, just use 3 Fusiliers vs 3 Ghulam. Maybe add the HIs if you want to.

I think AD, Camo, etc etc would complicate things for a small demo. You just need to convey the basic rules of reading the profile, order count/spending, AROs, Guts, and Modiers(range, cover, etc etc.

Sounds good. What objective should be played, if any?

The nexus op already does supportware. He is part of the unidron link

The imetron is a spare order I can move to group 1 with a command counter in case someone dies

Also, Komrade, if you take up the defense not just of Rodina but of all of Dawn, make sure you come prepared by victory music for your inevitable bloody conquest.

>youtube.com/watch?v=HK2lNuiD7gM

Arise, vast country,
Arise for a fight to the death
Against the dark fascist forces,
Against the cursed hordes.

Chorus:
Let noble wrath
Boil over like a wave!
This is the peoples' war,
a sacred war!

We shall repulse the oppressors
Of all ardent ideas.
The rapists and the plunderers,
The torturers of people.

Chorus

The black wings shall not dare
Fly over the Motherland,
On her spacious fields
The enemy shall not dare tread!

Chorus

We shall drive a bullet into the forehead
Of the rotten fascist filth,
For the scum of humanity
We shall build a solid coffin

I just make it up. The one I often use is 1pt for kills/ 1pt for each surviving member. It's simple annihilation but with some objective focus. If it's a larger game (100-150ish pts), I'll throw in an extra like control the objective or building for 3pts or something (like the final mission in Icestorm). From the start, I like to drill into their heads that it's mainly about objective points.

>Oh, and also! Question for masters of the Fluff. Why the hell does the ASA get Nagas and Myrmidon officers?

Nagas are specifically described to get their training in the forests of Acontecimento.
Remember that PanO is the creator of ALEPH and they trust it completely.

>Also because clearly pan0 needs yet another boost

Playing Acontecimento and Military Orders has been an uphill battle for a while now, just like ISS. Acontecimento because they don't have that many good units aside from Bagh-Mari (Regulars are notoriously SWC-hungry) and Military Orders because they need their HI and it ends up being very expensive.

Now that Montessas are buffed and there's Duo and Haris options for various units ASA and MO are catching up.

>I was sort of assuming that since I heard rumors they were folding the Varuna Sectorial into other Sectorials

Unless you're talking about ORCs, no. Varuna is still supposed to be it's own sectorial.

>Varuna is still supposed to be its own
But I heard something about the fact that they were keeping a hard-cap of Sectorials are 4 per faction atm, and I'd heard more talk of Svartelheim than Varuna lately.

>max mag knight team
>expensive

ASA gets to use Nagas because they're trained on Acontecimento. They get the Greek assholes for some strange unknown reason.

>Nagas are specifically described to get their training in the forests of Acontecimento.
Ah, well that makes sense. What about the random Steel Phalanx NCOs and Teucer?

Under the same excuse as the Nagas. Something to do with the extra terrain stapled onto their statblocks.

ie no reason whatsoever.

>Why the hell does the ASA get Nagas and Myrmidon officers?
Nagas have always been known to train in the jungle terrain on Acontecimento. The SP trains in the Elysium Center, and it's never been mentioned that Teucer, Drakios, and Scylla has ever done field training there. To me it seems like a cop out in lieu of new units. Just like the Alguacile Hacker in MRRF.

In other factions like NCA and ISS, Aleph units act as liaisons and/or advisers.

Bostria said that they ideas for about 36 armies.

>36 armies
Well damn. Then I guess all of the people at my club talking about CB wanting to hold off on 4 Sectorials per faction for now is not true?

I've never heard about this limitation before. Although PanO would be the only one to break it.

>PanO Svalarheima
>PanO Paradiso
>PanO Varuna
>YJ Svalarheima
>YJ Invincible Army
>Ariadna Kazaks
>Haqq Caliphate
>Haqq Biosoldiers
>Nomad Tunguska
>Nomad Black Hand
>CA Aspects
>CA Sygmaa
>CA Exrah
>ALEPH Vedic
>Tohaa Sectorials?

That's all I've got. I'm sure they've got some we could never hope to think of. Ideas are very different to actual sectorials though, so I doubt we'll see all 36 of them.

>Bostria said that they ideas for about 36 armies.
then they better improve with their production capabilities.

Just ideas for 36 total. But there are currently 8 Factions, so it'll be 32 Sectorials with a3-5 cap depending on the faction (PanO capped at 5 with Varuna and SWF). Could be 36 if you add Merc Companies and 0-12.

>PanO
Svalarheima Winter Force. Also Paradiso doesn't belong to only PanO.
>YJ Svalarheima
White Banner Army
>Caliphate and Bio Soldiers
Al Medinat Caliphate is the bio soldiers. Gabqar Khanate is the other sectorial (kum bikers).
>CA
I don't think there's enough Sygmaa for a sectorial and honestly I dont want a "Dark Tohaa" army. CA Aspects would be sweet though. I still think Exrah will be Merc Options for Tohaa and CA.
>Aleph Vedic
OSS...maybe Posthumans or AI hunters? It'll be hard to get more than 2 or 3 sectorials with such a limited army like ALEPH.
>Tohaa
Talk of an Exalted Sectorial has been thrown around by CB. I think a Triumvirate

In that interview, Bostria also talked about playtesting with ideas for Korean units for YJ. He hasn't said anything about it actually becoming a thing though.

They've been toying with Korean units for a while. Last I heard they ended up scrapping them after playtesting, but CB might bring them back for another go.

Pretty sure O-12 Peacekeepers are also supposed to be their own army 'eventually'.

Yeah, they were too OP in playtesting. Supposedly they even followed the Concillium Convention.

Would their units have to follow the Concilium Convention? That would make for a limited and potentially interesting army. No mines, no E/M, no flamethrowers.

>Also Paradiso doesn't belong to only PanO.
Yes, but as far as I can tell PanO are the only ones with dedicated Paradiso units right now (Croc Men and Teutons)

Also pan0 Earth Bastion Force or something, so yeah they get all the extra sectorial lists due to reasons.

No even they followed such BS 'rules', although they did invent some excuses why they didn't.

>Perth
youtube.com/watch?v=o5NjVDh6d1o

Meant to say NOT.

Anyho, some of their characters did surface in some random event years ago, sporting blatantly 'illegal' nanopulsers as part of their statblock.

Of course, considering how much of their funding comes from dirty money, it is only to be expected for them to ignore their own rules anyway.

There is a Korean named unit the currently exists. Not that anyone actually uses it much.

Or they can just recycle units between factions or even sectorials. Not too much hard work needed there considering there are many 'common' units within any vanilla list to use in the first place.

>There is a Korean named unit the currently exists. Not that anyone actually uses it much.
Which one's that?

Maybe the Son Bae?

And we have a winner.

And for the longest time the Cossacks have enough units (compared to FRRM) to make their own sectorial list. Such a shame.