Infinity General - Kazaks are Kings Edition

Infinity is a 28mm scale futuristic skirmish game by Corvus Belli where too much vodka turns you into a werewolf.

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Don't even play the game (Due to my friends being fags and no one in the area) but gotta love it.

To add to that anyone know of any good gamefinder things when it comes to tabletop gaming?

The Kazak sectorial is going to leave all the other Ariadna sectorials so absurdly far behind, shit won't be funny. They can do what every other sectorial can do, and more. Hell, most of their units are just better versions of shit the other sectorials have. They better release an Ariadna rebalance with that fucking sectorial or there won't be a reason to play anything else.

You really expect CB to help those other factions? CB better do it or else they literally fucked every ariadna player that isant kazaks

>See infinity thread on /v/
>got shit posted

Is there something about this game that everyone hates about it?

Stay salty, Amerikanski. And we really don't.

If anything, I'd say that USAriadna has one of the widest selections of things in the factions. You've got motorcycles, you've got loads of infiltration, you've got a more reliable Dog Warrior, you've got Captain America, you've got the faction's babby-TAG, you've got Van Zant and Tactical Jump shenanigans, you've got some of the solidest Garrison troops in the game, and you've got access to our Traktor Muls.

Kazaks have a solid toolkit, but we are basically the most distilled, generic Ariadna. We've got a good bit of Camo and Mimetism. We've got a Parachutist. We've got the Traktor Muls. We've got Pups. Other than the Autocannon and the Vet Kazak, there's very little you can find in the Kazaks that you can't find in other factions. And there's plenty in the other factions that you can't find in the Kazaks.

Oh, and perhaps most importantly, we have zero access to MSV.

Haqq will be Caliphate, it's been renamed to Rama Task Force.

Damn. There goes anyone's ability to play Caliphate, Khanate, and Sultanate. Well, not really, but the name changes are vaguely annoying.

How long do you reckon it'll be until they start cranking out the fifth sectorials for factions? Not that I have even a remote clue what any of them outside of Varuna will be.

I only use Desperados and even then they feel lacking.

All that special shit is cool and all but Kazaks let you spam.

Most vanilla lists feature kazaks heavily. Because they are just that much better at their roles than the options.

If you want to spam, play Caledonians.

If you want camo spam, play Merovingians.

If you want 6 armor in cover spam, play USAriadna.

If you want to spam a bunch of high WIP but otherwise useless Line Kazaks, sure, play Kazaks. I rarely use more than one Group, and the same can be said for the various Kazak players that I catch with. We are usually handily outnumbered by every other Ariadna sectorial in play. I think the most I've ever had on the table before was... maybe 15? And that was maximizing my Dog Points.

Show me any good ITS list that doesnt feature line kazaks

All the recent shitposters are from /v/

They also have large areas where they simply don't have the options that other sectorials do.

That's as nonsensical as saying
>Show me any good vanilla Pan-O ITS list that doesn't feature fusiliers

using the dogs is just for fun sometimes.

I agree but CB better fix some shit when they fully release the sectorial or else it will fuck over non kazak players in Ariadna

>They also have large areas where they simply don't have the options that other sectorials do.
They are getting new units for these holes, it's been confirmed.

Have you ever thought that maybe people just like Kazaks? There are even fags that run that shit like a Sectorial with none of the bonus, just because they dig the faction. The Autocannon Tankhunter is the first model I ever bought for Infinity before I even knew what I was doing because that shit looked cash. But you're looking for nerfs that don't need to be given. By the same token that most Vanilla lists feature Kazaks, they also feature non-Kazaks. When we are made official, no more MSV. No more bikes. No more minelayers. No more sappers. No more viral.

Sauce? Not doubting, I just don't see any need for us outside of maybe a Bike. We already have everything that Kazak players are expecting, it's just a matter of finagling AVAs and deciding on how the Link Teams work.

in what areas exactly?

Which team would you guys say is most aesthetically similar to the [40k] Imperial Guard?

E: No, RECAP, that's an image of the fireworks shown on the smartphone in the picture, not of the fireworks themselves...

Ariadna

just do it

1. Thank (You)!

1a. Oh hey: look what's back!

Ariadna for rank and file dudes with little to no technology, Morats for dudes who either win or all die trying. Both are pretty cool but Morats are space monkeys so not exactly IG looks.

Probably a while if ever outside of PanO. I'd say YJ, Ariadna, Haqq, CA and possibly Nomads will get 4, ALEPH will stick to 2 or 3, and Tohaa will do whatever dumb bullshit it is that Tohaa usually do.

Ariadna or Haqqislam. They've got a grittier and lower-tech aesthetic than the other factions, Ariadna more so than Haqq.

Also
>not using legacy captcha

How big are the Morats? I could use some variant Ogryns...

Depends on your flavor of IG. If you want Catachan, you run ASA. If you want Vet-heavy lists, you might actually try NCA. If you want Commissars backed up with 5 pt suicide bomber penal legions, try ISS. If you want to be pretty shitty with guns but hardy and absolutely unbreakable, you might try Morats.

Otherwise, Ariadna and maybe Haqq is probably your staple for playing regular flesh-and-blood people with shitty guns, shitty armor, and a refusal to give up. But Haqq also has the ability to be comically hard to keep dead due to the setting's best doctors thanks to Spice.

Sil 2, but you've got some big fat fuckers in heavy armor that go up to Sil 5.

>>See infinity thread on /v/
wut?

Why was China the only UNSC country to not send people to colonize Dawn?

NO GOOKS

NO JAPS

NO CHINKS

... UNSC? What is this halo?

UN Security Council.

The permanent members of the United Nations Security Council, ya retard.

If I had to guess, it'd be because when the nerds that became Corvus Belli were playing their RPG, they already had the idea of the Yu Jing with a semi-seditious JSA filled with super ninjas, super samurai, and robo bunraku beneath power-armored Terracotta Army. Likewise, they needed someone to act as the major rival for Pan-O.

And if China went the way of the rest of the nations behind Project Dawn, that wouldn't happen. So in order to keep Yu Jing possible, they slid the Chinese out of Dawn.

No defense. I will commit sudoku...

Maybe they weren't interested at the time?

If I remember correctly, in universe, the whole idea of going and colonizing new worlds was a bit of a last ditch effort of the failing western economies. They were basically spending a bunch of money to put together this mission expecting it to become something but then dawn disappeared and they had just spent all this money they couldn't get back.

My guess would be that China maybe contributed some money but wasn't that invested in the project. Seeing themselves as an "up and coming" economic power, they felt they had more to loose by investing heavily in this hail marry space project.

That would be my guess.

On the tenth day of Christmas Corvus Belli gave to me:

10 Kazaks Squatting
9 Batroids leaping
8 exploits milking
7 Cutters Swimming
6 Foxholes laying
5 POINT JAMMING
4 Templar Swords
3 Kaeltar
2 Unit Buffs
and a control for my Kuang Shi

No one mentioned how I messed up yesterday.

Honestly, most of the fluff, despite historical references, have more logic holes then swiss cheese (the actual kind) once you glean past the surface.

I mean, for instance, they describe Terra as being mostly empty cities despite having a population way above 8-9 billion.

This info is a tad outdated. CB already said there will be just one sectorial for each army in the next book. Confirmed are Varuna for PanO, Post-humans for ALEPH, Ramah Task Force (Caliphate) for Haqq, the French for Ariadna, Shasvasti for Combined. I dunno if it was Invincibles or White Banner for YJ and what was the verdict on Tunguska – last time I heard they were talking about folding Tunguska and Black Hand into one, because they were too similar.
Also the proposed release date was end of 2017.

Ramah TaskForce will be nice to have rules for. And I'm hoping the IA get their sectorial since it's long overdue.
Having a hard time deciding wether I should go for USAriadna inbetween Svalarheima PanO since they seem to have a release date set after the next century.

Because it was a joint Roscosmos/ESA/NASA project, while China was busy buying the rest of asia.

anyone knows how hard it would be to put the mk12 or the whole arm+mk12 from Eudoros on the Agama?

most likely Invincible Army for YJ, no way Svalarheima and White banner aren't released in the same book. And we already know the next book has Varuna, not Sval.

Huh, I thought the FRRM do-over was being pushed back to make room for Kazaks. I guess maybe it's the other way around.

It's possible I am wrong, I'm not sure if Kazaks were not confirmed.

Does anyone know anything about the lore of the blackjacks? Im really curious.

My bet: the figure was delayed because TAK wil have their own blackjaks so Corvus is going to make a box like the tikbalan one but with 4 figure (2 normal 2 rabaged)

Yes they are going to remake caledonia this year, TAK for the book and then the frenchs.

>tfw too intelligent for Infinity

>you HAVE to buy shit you don't care about to get the stuff you want
I hate this model. I want more blisters.

Don't be silly now, it's obvious they couldn't possibly fit a S6 model inside a blister. Just suck it up and get both.
>LaughingSpaniards.mp3

Must suck for (you)

Curious ~which of the books is best for fluff ?

Doctor Worm was very difficult to assemble. His tail was a pain, his little spikes were a pain, and his tiny little T-Rex arms were a pain. But he's done now and that's all that matters. I put his spikes on backwards because he's gonna be in my Morat list, and I think it makes him fit in more.

>Kazaks getting delayed yet again
>Still remember being teased with it back in fucking 2014
>Instead USAriadna gets dropped before us
>Now the fucking Frenchies might get reworked before us

I am 50% vodka, 50% burning hate.

I really doubt that we'll get Blackjacks, to be honest. Not only do they really not fill a need that we have in our army, but they're also part of USAriadna's attempts to bastardize Rodina's tech in order to get a leg up. Unlike their more or less theft of the Traktor Mul, Blackjacks are semi-pure American innovation, and while they fit in beautifully in the USAriadna list as what's one step up from a Minuteman/Moblot, we already have something like that: the Vet Kazak.

The only thing in the USAriadna list that I could see us getting a Kazak equivalent that we don't already have is a bike. And even that's a pretty big maybe.

I thought he was pretty easy to assemble. My issue is the constant fear of the spikes breaking off no matter how well I pin and set them.

Cossacks were known for their cavalry

They will be riding antipodes and have guard lv1 or 2

Knowing CB, i doubt we will be seing blackjacks for some time, esp when there are othr models that require more urgent releases.
Im 90% sure it will look something like pic related, having chest mines in the profile almost confirms it.

Which, given the general lack of horses, might mean a Motorized unit with decent AVA, instead of yet another bike unit.

If the MRRF gets bikes for some odd reason, I would expect them to look like the Recoilless Rifle carrying scooters of late WWII.

I don't know what's the public consensus on this but I think making 2 models for each Blackjack, full power and battle ravaged, is an awful idea. It drives up the final price and production time (2018 kek), the 2 profiles aren't even so different to warrant another model imo, and it's not like they can transform at will and back again like the Su-Jian.

The situation doesn't touch me personally because I don't play Ariadna, and idk if actual Ariadna player like or loathe the thing, but I fear this could open up a worrisome trend for the future of the game with all sort of "alternate" modes (Tohaa would nearly double their model range though...)

We Space Wolves now

I feel it's pretty dumb to do a battle ravaged model as well. A marker suits it just fine.

Only Tohaa model I complained didn't have an inactive symbiont model was Gorgos since it shrunk the guy, but that's eventually coming out.

But CB does learn from their less than successful gimmicks, at least to some extent. So if people complain often enough or the money shows less Blackjacks bought it'll discourage them from doing it again at least for an official release.

BlackJacks have the potential of becoming another Maghariba Guard: something made with care & time enough to deliver something awesome.

Anyway, CB has a winning card there. They should make a GenCon excluisve pre-release or something. Muhrrikans will buy it twice.

>Gencon exclusive

I mean... USARF is pure muhrrikan fan service. The real carisma is with the Kazaks.

>Kazaks
>Charismatic

Ooooookay

Mellodians rule

I would love the Tohaa to ride some exalted beasts instead of bikes.

The fewer Tohaa beasts the better. Never like to see them on the table. Suited up Tohaa are lovely, but beast squads are lameish in fantasy games and unacceptable in cyberpunk

And how should the Infinity Tohaa range expand?
More Silhouette 2 miniatures?
How are we even going to distinguish them?
How many troop profiles can the Tohaa stand without having those artichoke heads stepping over any other unit shoes?

we need an infinity game dammit

Same way every other faction works?

The problem with the Tohaa is that they do not behave like the rest of the factions.
They are a faction that plays as a sectorial, and they have the Tohaa Link Skill wich allows the player to form fireteams with figures from different units.

A Tohaa Fireteam can be composed by a Sakiel, a Makaul and a Gao-Tarsos.

when you play ganeric PanO you can field an Aquila Guard, a Bagh Mari and a Nisse. Those 3 step over each other shoes because they are Units with Visors.

Ok, but... when you play NCA you can only use Aquila Guard.
When you play ASA you can only use Bagh Maris.
And in the future when the Svalarheima sectorial comes out the Nisses will be the only option for them.

This creates the specific spot for those units.

The Tohaa do not behave like that. Thay can all be mixed together and they will work as a cohesive army. This means that when the player/customer is choosing between Tohaa A and Tohaa B is much more difficult to really have a reason on why choosing A instead of B.

Once you conclude that A is better than B. B will never have a chance of being deployed on the ground.

Im still holding out for somone to make an infinity mod for XCOM.

I would like to see a Neotokyo derivative myself

Anybody has the felix moderator concpets?

CC is confusing, particularly how the enemy AROs work. So, say my Daturazi is behind cover but 4 inches away from an Alguacile. I declare that I move into base to base with my first short order. What can the enemy do in response? Can they ARO even though they aren't facing my Daturazi? I'm just somewhat confused here.

Merro doesn't really do camo spam.
They have one unit with camo, Chasseur. A fantastic skirmisher, to be sure, with some great profiles, but not exactly camo "spam". You can even run 4 minelayers, but at that point it's obvious what you are doing and not hard to predict which are mines and which aren't.

You could take Metros with limited camo, but those profiles are also inferior infiltration which is a straight up terrible rule. More often than that not you are just putting yourself at a disadvantage by taking that profile, both in overpaying points and in bad deployment. Metros aren't even terribly exciting if you do get the inferior infiltration roll to succeed. They aren't threatening too much with their BS10. Cheap, cheap, cheap rifle grunts is where it's at for them.

Generic Ariadna does a much better job of camo spam. Between Spetz, Chasseurs, Tankhunters, Scouts, Foxtrots, Hardcases, SAS, etc. you can put down way more effective camo than most things in the game. Every part of Ariadna can bring some decent camo troops, but only non-sectorial lets you put it all together.

Kazakhs, not Cossacks. Cosmodome and Russia's space port, not crazy Slav ninjas.

I don't buy it. Beasts themselves don't necessitate or allow for unique rules. Symbiomates, undercosted as they are, could just as easily be bots. Beasts could be too, or just infantry bezerkers, pupnikstyle. And this tangent was started off by comparing hypothetical larger beasts to bike-sized vehicles.

My problem is only and entirely that they are ugly models and inconsistent with the rest of the game.

That pic is missing the Polish table, it's identical to the Euro one but has two or three 8-inches tall reinforced tactical lampposts.

Since the enemy has no LOS on Dāturazi and he has Martial Arts lvl4 (and thus Stealth and Surprise attack - infinitythewiki.com/en/Surprise_Attack), it's a -6 MOD to the reaction of the Fusilier (either dodge or CC attack) plus any other modifiers the Dāturazi will have from selecting a Martial Arts level.

I guess you and I have different ideas of which transliteration it is

They have no trace of turkish so I see them as Cossacks

It depends on if the Alguacile can see you at all as you move into b2b. If he can see you he can declare any ARO that requires line of sight such as a BS attack, Suppressive Fire, etc.

If he can't see you, (let's say either you or he is in smoke the entire path to b2b), then the Stealth skill prevents him from getting an ARO.

UNTIL your second half of the order. They just don't get an ARO from the movement of the first half of the order. Once you declare your 2nd half of your order, if it is any non-movement short skill, like CC Attack, they get an ARO. At that point IF you are in b2b (which is the hypothetical we're going with) they are in Engaged state and can only ARO: CC Attack, Dodge, Reset, or other special skills that can be used in Engaged state.


This doesn't work. Daturazi don't have marker state which is needed for surprise attack.

could you share more fluff of the unit? maybe a picture of the text?

Good to know, thank you. Now what about if my Daturazi is, say, 12 inches rather than 4 away from him but he still has no line of site. Due to stealth, my opponent can't call an ARO towards him for he first full move order correct?

Yeah. You can think of it this way. People can ARO against anything that they can see or hear. Seeing means regular LoF, and you can hear anything in ZoC (8 inches). Stealth means you move silently basically, so they can't react unless you do another action for your second short skill.

Alright cool. Thank you.

Yep. Also note Stealth works for both halves of the order as long as you only declare movements. Assuming you can stay out of line of fire you can walk right around someone and continue to move towards something more juicy. Combine that with Camo/Impersonation which will let you move through line of fire and it's possible to get pretty deep into enemy lines if you're careful enough.

Had my first few games with aleph today. 200pts with myrm link with phoenix+machon Lt and a Thrasymedes led thoriketes one with support in form of an mk12 agama and 2 net rods. Got ass blasted in all games, but this is natural. New game, and infinity seems to be more deadly, then any game I ever played. What I did notice is the gap between factions and number of orders they have. I had 10 which got cut to 8 more often then not, while my opponent armies were runing 14-18 orders. Now this maybe faction specific, or maybe it changes for aleph when it plays 300pts. But it has to be a bit problematic in objective games. When you have 8orders and your opponent has 18, then even if you kill 10 dudes turn 1, they still have a good chance to swarm them before you. How do less numerous armies deal with order heavy armies in infinity? Is is just two snipers at 300pts, or is there something more? Are there any specific anti horde models? In one game, one of my enemies used a Bot that had a HMG. Does Aleph has access to those too, and if yes how does on fit them in to a 200pts army.

I would also be interested in answers to this question.

They are called Netrods, and they are basically auto-include on ALEPH lists.

As far as swarms, templates are godsends for dealing with them and link trams. My personal record a three dead cheerleaders in one Order from the beautifully Boarding Shotgun.

I used the maximum number I can, which is 2. that gave me 10 orders. Then my opponent was using some sort of a rule to lower the number of my orders turn 1, which was droped them to 8.

Everyone bar Ariadna/Tohaa gets that bot. Order spam however is still a massive metagame thing. See that bot is hard countered by camo units so a better call is often suppressive fire.

You set it up over a choke point and use the rest of your orders not to kill the grunts but the three or four actually good units who might potentially break through suppression. Getting that right requires you to cover your killer's back and get the rangebands right at the chokepoint. Anything with an HMG/spitfire will be preferable, but Thrasymedes, if you can find him a 16" zone, will own chaff units all day long. Sadly, getting that perfect zone your opponent needs to pass through to score doesn't always happen.

That's just the basic command token rules.

>orders
Aleph is an elite army, so it'll be outnumbered often. Steel Phalanx makes up for it with order efficiency using multiple fireteams. Also spend those points effectively. At 200pts, I probably wouldn't have spent 78pts and 2.5swc on 2 characters (maybe one or the other). Don't worry though, it's far more easier to field them at the standard 300pt lists.

>dealing with hordes
Even though Aleph and SP are well equipped and skilled troopers, the game is super deadly. You need to use a fair bit more strategy, templates weapons, Suppression Fire, use your better tech (ODD, NWI, etc etc), stack those MODs against the opponent, etc etc.

>HMG Bot
Aleph/SP has the Zayin Rebot

If you're planning to go first, then plan your turn expecting 2 less orders. Nearly every player uses the Command Token for this. Also there are those 8pt Flash Pulse bots, Lamedh Rebots, and the 8pt Baggage bots, Probots.

I don't like Machaon in that list. Phoenix is NWI, so if he's wounded but still fighting you're not going to heal with a 25% chance of killing him, are you? And Machaon is no better than a Myrmidon at shooting. Eclipse grenades aren't worth 40 points. Drakios is. Him /Scylla are shitty models but they pack paired synchronised heavy flamer bots you can suicidally roll into enemy clusters.

Shit, I mixed it up. Stealth doesn't grant Surprise Attack but still limits the amount of AROs the opponent can do if a model moves into base contact with no LOS.

Such gruntspam armies are easily dealt with if you have mobile template weapon troops. I completely annihilated an opponent's backline of Alguacile convention with a Sphinx that sat in hidden deployment turn one, then made a mad dash to his backline turn 2 with all six or seven orders I had left from his frontal assault.

That's the major disadvantage to having lots of cheap dudes - they're pretty shit individually and TO camo wrecks them especially hard. Try an infiltrating TO Posthuman in hidden deployment on your gruntspammer opponent's side of the table, then go rambo with it. Or toss down a Spitfire Garuda on his backline. Or just throw Achilles at the gruntspam problem, or handle those grunts from afar with Phoenix. Or shit, just go ham with Myrmdons and smoke. Infiltrate Naga minelayers to force him to waste orders discovering mines. Etc etc.

There's a myriad of various tactical ways how you can play around an orderspam list. Don't buy into the 40k idea of spamming automatically meaning better, because those type of lists are pretty vulnerable to things that typical more elite lists don't care about. You can't just rambo a JSA force with cheap power armor, for example, as those comparatively inexpensive two wound models really blunt the usual things that would smash a gruntspam list to a pulp. This game is all about tactics, and specifically, tactics that you are good at implementing.

So I want to start a Haqqislam army

I was gonna get the start box and I wanted to add some Djanbazan Tactical Group and a Special Deterrance Group Azra'il

Could that work?

How's this for a starting list?

OwBgjAPmCsIQygFwIYCdEEsB2BzABADIYDOiEAzAKTQAcVATCKJQISOUBsIIl9YMrYNRpD6ATmA1WYDtTGy+IetIAsctYp4sVYypNFiaylmCHQJvME2lTzUxVJPQ5zxWGnPzrq+6cvL4JQAAiFAA

In vanilla Haqq Djanbazan are maximum 2 per list, but in almost every list. It'll work, but please don't field the Taureg as a sniper

Completly new to the game so I have some basic questions. Is running a Maghariba in Haqqislam viable and how would I need to build the list to make it work?

There are tactics you can use to combat swarm armies, you've gotten a lot of replies about that already. But at the end of the day your intuition is correct, usually more orders is better.

Check out the winning lists for the ITS Interplanetario which was Aleph:

infinitytheforums.com/forum/topic/45599-interplanetario-winning-list/?page=1

These lists are all about getting the most orders with the biggest badass.

>Is running a Maghariba in Haqqislam viable
Yes.

>how would I need to build the list to make it work
Have enough Orders for it to move around, don't overspend on other killer models (Maggie will be your main killer after all, so you probably don't need an Al Fasid and two Azra'ils), get an Engineer with a Nasmat.