Infinity General: End of Summer draw near -edition

Infinity is a 28mm scale futuristic skirmish game by Corvus Belli where there is still time to visit beach.

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

>Catalog of fluff, dossiers, and unit models
human-sphere.com/index.php?title=Main_Page

>Rules wiki (now updated with HSN3 content):
infinitythewiki.com/en/Main_Page

>Rules Wiki Offline Backup:
mega.nz/#!Dxs3VbKQ!_tRgLeIszkdMBvnpCFE4xHELtngLRL26cexppwmAIws

>Official Army Builder:
army.infinitythegame.com/

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

>N3 Hacker Helper:
captainspud.com/n3hacking/

>Batreps:
youtube.com/playlist?list=PLzrPO7KIAtwXlOUh545nq21WQaW7YxuGc
youtube.com/playlist?list=PLO-Uv_G4cY91ZfMy3rWOKDQL1cl7YyYzf
youtube.com/playlist?list=PLf5JWn6xciCkYcBaTLGs6_FmFiZtCk2zm
youtube.com/playlist?list=gL0RY70TH3C0mb1n3DaRmyToH44sUck

>Terrain:
pastebin.com/Hy9SRkmJ
pastebin.com/PJaETXMV

>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

>The RPG Kickstarter
kickstarter.com/projects/modiphius/corvus-bellis-infinity-roleplaying-game

>WIP Tactica
1d4chan.org/wiki/Category:Infinity_Tactics

>RPG Character Creation
infinity.modiphiusapps.hostinguk.org/

>RPG previews (+ a couple scans)
mega.nz/#F!8pRURayK!Kj16fd7nQhEcaId8hKD4oA

Last thread:

Other urls found in this thread:

infinitythewiki.com/en/Template_Weapons_and_Equipment
twitter.com/AnonBabble

As some one who plays 40k and knows virtually nothing about infinity, could you kind anons give me a few reasons as to why it is better or worse then 40k/different from 40k/worth playing? not trolling, just very curious

Pretty sure it is much cheaper.

From what I have seen has much less cheese.

More viable units than from where I left
40k ( no Vespids / Flash Gits)

Much smaller model count

Games are really swingy.

Butts

It's quite different in scale and pacing. The most major difference for me is the low amount of models (=can be painted to better standard) and the fact that there is very little downtime in the game. The action focus on the are of the field where something important is happening and you constantly engage with your opponent during play, so the other guy doesn't have time to get bored. Also having lots of terrain makes the playing field pretty.

Smaller model count means I might actually have a painted army some day and makes it so much more practical to play. I can actually get a game in under 2 hours, including set up and tear down.

The game is balanced. Maybe not perfectly but miles beyond 40k. You can pick any faction and be successful with it. The game really puts a focus on player skill, and it's a hard game.

The company that makes the game is still young which means they're more concerned about making the gameplay fun than they are about extracting profit from your hobby.

It's a skirmish game, smaller scale than 40k. You'll generally have about 12-16 dudes, maybe 10 in a more elite list or up to 20 if you're spamming. What that ends up meaning is that it's cheap as hell, especially if you make/download free terrain.

It's a lot less list based and more tactics based. There aren't any game-ending combos, decisions in game or during deployment matter a lot more than your list (as long as you fill all the basic roles in listbuilding)

The ARO system means you do just as much on your opponent's turn as you do on your turn. Sounds weird, but it works since you don't fire as many shots reactively and the active player being able to pick how and where they strike is a massive advantage. It leads to a big lack of downtime, which is nice. As an aside, I don't follow 40k but there's been big talk about 8E changing things. Have they finally switched to an alternating activation system or are they still in the IGOUGO stone age?

Not so many hard counters, but a variety of soft counters. This helps put more variety into list building, along with the fact that the game is generally well balanced (particularly in contrast to 40k). Not many autoincludes around, and each faction is pretty much equal.

Objective focused. You can wipe out the enemy's army and still lose because they stole more intel than you or whatever. Gives an extra element to the tactics which is quite nice.

You need terrain, and lots of it. Infinity is an urban combat game first and foremost, and hiding behind cover is a massive deal both in general to avoid long range weapons and when in firefights since it gives you a significant bonus.

Butts.

In terms of models Infinity's comparatively lankier but better proportioned to 40k, scale's been creeping up to 32 mm instead of 28mm but all the newer models look awesome so it's not a big deal. [subjective] Even the basic grunts look great with levels of details matching or surpassing officers, and especially the human grunts of 40k. If it weren't so expensive I'd play whole armies of USAriadna grunts as Cadians, and Acontecimento regulars as Catchatans, as the 40k guys look like muppets standing next to those humans.

Of course, mechanically, there's the usual stuff that it's usually between 10-20 models being played instead of 50+ from 40k, and the balance is a bit tighter additonally with a level of abstraction like things silhouettes.

Overall, I feel players are a bit more fidgety with getting measurements precise in comparison with 40k which did away with "anti pre-measuring" rules and now template weapons. Not necessarily a bad thing.

Also Infinity's more lax with order resolution given you can pick optimal rangebands by shooting from any point in your movement as most everything is pseudo-simultaneous in an order (shoot + movement being resolved the same as movement+shooting).

Oh yeah, and terrain actually matters. Like a lot of LoF blocking building is obligatory.

Netlisting won't bring you far.
A good player with a bad list beats a bad player with a good list.

8th for survivors. Remember to honor your troops that made it, and especially those that fell on duty.

The game is about very small scale, high-speed low-drag special operations. That means it's VERY different even from small scale 'fight' matches like Kill-Team.

Every member provides overwatching cover fire at all times for their team mates, and controlling lanes of fire and avenues of advance are the key. Most missions revolve around advancing to secure objectives with mission specialists, or to eliminate very specific enemies.

A single model can activate multiple times, and you have a number of 'orders' to activate models per turn. This is counterbalanced by the fact that every action they take is faced by enemy reactions, so you need coordination of multiple troops usually to accomplish an objective.

I am extremely proud and suprised that I had a Kum survive a match.

Did he do anything?

Every time my TAG goes town and demolishes the opposing army, he's broken in the end. Worth it, still.

> ‘North, South, East or West, where to find the Kyrgyz? By the silver hand of Alexander, look for them around their enemies!’

>only pics in thread about PanO

Yeees, this pleases the hyperpower

We can talk about minor factions if anyone wants to...

Fuck off

She can stay.

...

I WANT TO CUM IN BIPANDRA!!!!!

Last game I played ended with only an Al Fasid and a Ghulam Lt.

I think we found the plot of the next Infinity manga.

>Not so many hard counters

Don't quite see this, especially considering how fast stuff dies in the game. Bringing MSV2 to someone's ODD party results in them being dead fast, likewise Biometric visors, there are a lot of very hackable heavy infantry, plus there are plenty of list lynchpins who can be dropped by a Speculo and enough linkteams who are just waiting for Shinobu to take out that nanopulsar to crumble into dust. To me the balancing factor is that you only have the orders to hard counter a given percentage of opponent stuff, and then they turn the tables.

I side w/ the "no hard counters" in that even if you have something like MSV2 to see through bullshit, that doesn't stop the unit from getting shot. Same w/ hacking and HI. Even things that counter other stuff require setup or getting into an ideal scenario.

Also due to the nature of the board you can often avoid counters through positioning.

>Also due to the nature of the board you can often avoid counters through positioning.
This. Throwing your fancy ODD troops against MSVs is waste if alternatives exist.

I'll post this thing again

Wang, fetch the biolocator. Our Kuang Shi's acting up.

*KS control device

Are there scans of the N3 books? I'm interested in the fluff.

What are some good Infinity (fan)art blogs to follow?

Not really, but it's 90-95% the same fluff as in the older pdfs, just retranslated.

Y'know, I'm kinda surprised Ariadnans don't field honest-to-God tanks as TAG equivalents, or shitty repurposed Aliens-style power loaders with redneck armor and guns bolted on.

>pinup art of winter vixen and daktari when

That would be awesome. Cheap big S8 TAG just like maggie

Ariadnan Tank Police nao

Tiny Sherman tag. I can't help but think it would sell like hotcakes.

Well, there is the Vehicles (VH) unit type mentioned in the climb special rule.

So if I get hit with a BS template weapon in my active turn, friendlies caught in it are just fucked right?

What do you mean by "friendlies"?
It's pretty well explained here infinitythewiki.com/en/Template_Weapons_and_Equipment

There is/was an obscure reference somewhere (at least in N2 HS) about kazaks retrofitting obsolete mining TAGs with weapons and that's why PanO is giddy to sell them any more.

I think he mean
>activate model
>opposing trooper with template weapon declare ARO
>the template hit some of the active players troopers not activated by the same order

Man, I really wanted to avoid even looking at the GenCon model after the debacle with the Unknown Ranger, but it's literally HUNK from Resident Evil, so the Spaniards win this round.

So the new issue of Modiphia has RPG stats for pretty much all the different Hassassin units. They'll probably be reprinted in the Haqq faction book.

Fuck no. I meant Dominion or Metal Slug.

I think it looks like hot garbage. The pose is just all kinds of awful.

Got a picture?

I'm not a big fan, but I'm also not a big fan of Ariadna so who am I to judge?

I'm not 100% into the pose either, but I like the look and it'll be a welcome break from all the stiff "posing for a portrait" or "running into combat" poses that Warhammer characters have.

The pose is w/e to me; I'm just not a huge fan of the modern aesthetic Ariadna shoots for in the same way I'm not a fan of people saying Warhammer when they mean 40k.

>get out of here, stalker

This, what I meant is they don't get an action or ARO to try and avoid it since its my active turn.

I *guess* I mean 40k since I do have more 40k stuff than Fantasy but it's common enough in both, I find.

Blowout soon, fellow USAriadnan

What else could they possibly mean? If they meant Age of Sigmar they'd say AoS, and it's not like there's any other Warhammer property :-)

It's still far more interesting than 90% of the USARF range. The general release version looks pretty cool too and it looks like he'll have at least two different weapon options

But still waiting on my usarf waifu, CB!

WHAT THE HELL IS ON HIS FACE?

A chin?

>you will never be a Ariadnan KGB goon sent into an evacuated, contaminated, ecological disaster Zone where the remains of a battle between a Combined Army, Tohaa, and ALEPH fleet fell, all apparently containing some kind of experimental tech
>you will never oversee the evacuation of that area as the radiation and otherworldy particles leak from the wrecked carcasses and meltdowns scar the face of Ariadna, displacing millions of refugees and straining O12 relationships
>you will be part of a hasty O12 DMZ garrison that tries to keep out scavengers, military operations of each faction, mercenary outfits, and, worst of all, Combined Army trying to get their shit back
>you will never also be part of the garrison meant to keep the mutants and biological weapons /inside/
>you will never see the garrison fail to curb the barrage of everyone trying to make it rich, so the KGB recalls you and sends you to find the remains of a scientific expedition
>you will never try to recover artifacts as six-way fights break out, only you and your camoflage markers as TAGs and heavy infantry sweep the ship you're using as cover, all looking for you and each other
>you will never bait the soldiers into finding each others' squads before they do you, sneaking between cover, praying that the Neoterran Bolt getting hosed by Janissary fire doesn't run behind the cargo container you're using for cover
>you will never be partnered with a quiet Yu Jing scientist and a PanO reporter/writer
>you will never avoid a fog that eats everyone's bones
>you will never bring peace to the galaxy as you find that, at the center of it all, a rogue ALEPH node plans to bring total peace to the universe

Oh, really? When?

What time is ths gencon seminar, and where will it be streamed?

Gotta like that tactical space heater

I think it's augmented by the helmet strap.

I heard like 10am Saturday

I want to get into infinity, and even after looking through the minis, I'm still not sure what I want to play. Could someone please give me a rundown on the overall play style for each faction? And do sectorials usually play similar to the main faction, or do they differ a lot?

I can't give you a run down, but I've played Yu Jing, ISS, and Steel Phalanx.

I have experimented with list building in JSA and Aleph.

You second question: Immensely.

ISS played very differently in a lot of aspects to Vanilla Yu Jing because of both AVA limits changing and models being allowed/disallowed. JSA, just based on my listbuilding would have been just as far different.

In addition to the above limits/changes the addition of fireteam rules also make some pretty significant changes to list building. For example a Vanilla Yu Jing list may take a couple Kuang Shi to pad out turn one regular orders while ISS can take 4 and keep them alive all game. Vanilla might run a Hac Tao/Hsien/Yan Huo/Daofei solo and rambo it like a mini tag. ISS can run a full set of 5 cheaper HI like Wu Ming and ram it up the enemy butt hole like a truck.

PanOceania:
See that motherfucker? Shoot him. Then do it again. Fuckers cant push buttons if they are fucking filled with lead. Bring the fucking giant robots and shit on people.

Also "WIP 12" is a meme. Ignore it.

What debacle?

So say I have a fireteam and I don't like who the leader is because I think the enemy will murder them on their turn, but I don't want to spend orders on the fireteam anymore this turn.

Can I spend a command token to form a fireteam and designate someone else as leader?

>The Fireteam can be cancelled voluntarily by the player, with no expenditure of Orders or Command Tokens.

>PanO
Very direct. They like shooting people and are good at it, with lots of high tech toys to help them win firefights and a wide range of great heavy infantry and gundams. They lack some low tech tricks like smoke grenades and warbands though.

>Yu Jing
Generalists with an emphasis on excellent heavy infantry. They have a few smaller specialties like camo-busting and close combat, but they're mostly all-rounders.

>Ariadna
Low tech faggots. They get cheap troops, lots of camouflage and werewolves that rip and tear, but they also lack a lot of really good tech like visors that can see through smoke, superior TO camouflage, robots, conventional 2 wound heavy infantry, hacking (though they also can't be hacked for the most part) and high tech guns.

>Haqq
Lower tech, but nowhere near to the extent of Ariadna. They focus on various tricky tricks and cheap light irregular troops, and also have the best and most numerous doctors in the game. Good heavy infantry and TAG as well, but not much to choose from and they're not the best in a straight fight.

>Nomads
Board control is the order of the day. They have great defensive troops and the best hacking network around, as well as a bunch of fancy utility troops. High tech in some areas, but tend to be lacking when it comes to direct combat. They can fuck you around, but in a different way to Haqq.

>ALEPH
Elite army with extremely tough troops. Very high tech as well, but they pay for it. Unlike PanO, they still have smoke, and have some less direct toys as well like super hackers.

>Combined Army
Also an elite army, but different. Not so much focus on toughness and more on fancy gimmicks and unique tech. Very disciplined as well, losing your lieutenant is rarely a problem and CA almost never goes into retreat mode.

>Tohaa
Fucking weird. They get their own special fireteam, two wound troops everywhere, weirdo bio-hacking, an obsession with viral weapons, etc. Generally just strange and deeply disgusting.

If your bread and butter is squads of dudes then Tohaa and Steel Phalanx are the armies of choice

Some Tohaa

they are all pretty cool, but if you see the pan-o guys with the swords and tabards and you like them don't tell the thread about it or they will bully you

lies and slander

Right now, both AoS and 40k are Warhammer properties, but the actual game Warhammer has been discontinued.

>Generally just strange and deeply disgusting.

I'm glad somebody agrees with me about the damn artichokes.

the first few that pops to mind are mothmandraws, RJ, and smaggthesmug. There are more if you check the fanart section of the forums.

Any good gencon stuff yet?

I heard the power point presentation is tomorrow

If you think of the CSU as a high value target model, this is such a sweet and flavourful army. Makes me want to take up the Greeks just looking at it. Them crazy rambos, those baller poses. Just love elite lists so much - every unit has a function.

The sectorals are very different from the core faction because they lose access to workhorse units of the faction in exchange for avail increases on other unit types. This doesn't just mean that the sectoral has to focus on new things, but that some tactics that the core faction can use aren't available to ANY sectoral because they depend on a combination of troops.

For example, Ariadna is famous for the camo shell game, because they can field an army of a ton of camo units, as well as units that generate more camo markers like minefields with minelayers from France and ambush markers from the Scotts that do nothing besides freak people out. Under each camo marker could be an Ariadnan Tankhunter from the Russians, meaning that having a durable unit able to survive checking a camo marker and getting shot by a rifle round from the marker for their trouble may end up instead with your big beefy general eating a tank canon round to their god damn face. And to round it out, you have two forward observer foxtrots hidding in that mess of camo that can do the objectives of most missions.

That super iconic strategy of the Ariadnan Camo Shellgame literally doesn't work with any sectoral, because it depends on every component part. The US Adriana and Caladonians do get the option to put most of their units under camo, but don't get the ability to put down a tankhunter. The french get an amazing increase in Traceur limit to lay more mines, but likewise lack a big gun under a camo marker and don't really get good camo units besides Traceurs, so while they can sketch people out with minefields its much safer to check on all the sectoral camo markers than in generic Ariadna. And when the Russians come out, all their camo units are expensive as hell and there is no way you can make an army of them. But they get new strategies and benefits, for example US Ariadna suddenly can field swarms of rather tough guys protecting 4 total foxtrots as they skulk to objectives.

Ok Infinity General, sell me on Hard Cases in USariadna.

Are they worth the irregular order?

Also recently got into Steel phalanx. Considering doing Vanilla Aleph, but the remotes and a few minis are pretty out dated. What's the chance of them doing an SWC box for the Dakini sometime soon? Marut? New Starter?

Hardcases are dirt cheap and give you two extra camomarkers to play mindgames with. Sure, I'd say they're even more potent on vanilla, but your opponent can't just ignore camo markers in good places.

if is right, then the seminar is in under 4 hrs

If you're at 300 points you probably have a second order group. It probably isn't the full 10 and shouldn't have any real order hogs in it. So an irregular order in there is no big deal. And now it's harder to close you down with suppressive fire and to find safe angles of approach without wasting all my orders on smoke

MO are fine. Only the Teuton is shit.

Did anybody manage to reverse engineer the pricing for units? I might want to homebrew something.

Seminar is at 11 eastern

It's inconsistent. Some things have fairly consistent pricing but other stuff doesn't at all. You'll always need to eyeball it at least a little. Basing your unit on something as close as possible in stats is always a good idea, that leaves you with less room for error.

Yea, although I've not seen a post collecting it all. But official forum goers have it all down.

I think some stuff is counted in fractions and later rounded.

That could be the case, but it still doesn't account for situations where even the base price of a unit contradicts itself (new Wu Ming profiles like the HRL are 1 point cheaper at base than old ones, because fuck it). And Ariadna line troops tend to get manually pushed up in cost because rifles are actually 3 points cheaper than combis. There's all sorts of stuff like that which can't be accounted for using pricing science. It's why I gave up on everything but basic 1 point stat changes and equipment/skills. Weapons are surprisingly consistent in almost all situations, which is nice.

I can write up weapon costs, but I can do it in 2 ways and I can't decide. One is to use combi rifles as a base (so a light shotgun would be -5 and a spitfire would be 6). The other is actual price (so a light shotgun would be 4 and a spitfire would be 15). Pick one for me and I'll do it.

how important to "normal" aleph are the dakini tactbots? I have some steel phalanx models, and some random aleph models I liked, sophotect, asurasx2, palbot, but was always afraid of how hard to assemble the dakini are. Would an army without them work?
this is the stuff I have
phalanx starter
myrmidon officer
thorkitetai and myrmidon boxs
Machon, phoenix, atalanta, mk2 agama, asura spitfire, 2 spec ops one with combi and one with a LRL to proxy a Thrasymedes.2 nagas and one dasyu hacker with the head from the sailor saturn odelisque and a HRL, which I used as a raiden.

>Only the Teuton is shit.
It's not you WAACer

>What's the chance of them doing an SWC box for the Dakini sometime soon

There's been no word of it, but I guess since Vedic ALEPH is getting its sectorial soon and linked Dakinis are supposedly a apart of that it's not impossible.

Conference is up on twitch /doremicom

Nevermind that, Thorakitai SWC box when?

Fuck that, we've had enough Greeks.

Are u a Nomad?

Blackjacks!

Blackjacks a big boi

...

Doesn't really wow me or look very low tech.

they should make a exosuit unit.

holy shit that scale comparison, scale creep is real