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Flipswitch
Mar 30, 2010


:siren:Infinity: The Game:siren:



Welcome to the new Infinity thread!
Previous thread here: http://forums.somethingawful.com/showthread.php?threadid=3320681




What is Infinity?
Infinity is a science fiction skirmish-level tabletop miniatures wargame produced by Corvus Belli. Set approximately 175 years in the future, players enact covert operations and small-scale skirmishes between opposing forces of nations and/or mega-corporations.




The Setting.
The human race has finally reached the stars, while the nations as we know them no longer exist, humanity is still divided into several factions. Whilst still locked within a cold-war style mentality, humanity is fighting for its existence against a menacing alien threat known as the Combined Army. Meanwhile a new, enigmatic threat, the Tohaa Triumvirate operates behind the scenes.

Infinity is played as a cutting edge, high tech firefight. It is set as a skirmish game, which means there are typically between 5-15 miniatures per side. The game is not played as a full scale war, but a group of special operatives fighting a lethal gun battle whilst attempting to achieve their primary objectives.

In an Infinity firefight there are hackers using attack protocols to meltdown enemy hacker's brain-implanted hardware, as well as immobilizing heavily armoured troops. Thermo-optic camouflaged ninjas and snipers stalk the streets, invisible to their prey. Combat drop troops use gravitic technology to quickly land behind enemy lines and slay vulnerable hidden troops and leaders. Warband troops aggressively charge the enemy behind a curtain of smoke grenades, while remote-operated mechs climb up buildings and mark targets with laser guidance systems.

Infinity draws heavily from Japanese Manga (think anything Masamune Shirow (Appleseed/Ghost in the Shell)), any general science fiction, especially anything cyberpunk. It does have a hard science fiction background however if you can ignore the occasional Bakunin furry.




Game Mechanics.
Infinity uses the standard “I Go, You Go” system of most wargames with a unique spin: The player who is not actively taking his turn takes the role of the reactive player and can react to the actions taken by his opponent.

In other words, if you move a guy into the line of sight of one of mine, I get to shoot at him.

This creates a tense, vicious firefight setting, in which one careless move by a player can get a valuable operative killed; this creates a realistic feel to the game.

Infinity uses d20 dice. Typically you are attempting to roll equal or below your statistic on 1d20. When two models attempt actions that affect each other, like both shooting at each other, a "face to face" (f2f) roll. In this case, both models are attempting to roll under their stat, and the winner is whoever rolls under his stat and has the highest roll of the two.

One of the mechanics that makes Infinity a bit unusual is the orders mechanism. Every model generates an order that goes in to a total order pool. These orders can be spent on any models you wish when it is your turn. This creates a potential for "ramboing", when one model goes on a rampage moving very quickly or shooting multiple times. However, this is countered by the fact that every time a model spends an order in line of sight of an enemy, the enemy get a reaction.

IMPORTANT NOTE. This game requires a TON of cover, it is not optional. The rulebook states that no terrain piece should be further than around 8” or so further apart, with plenty of large LOS blocking pieces of terrain.




Why should I play this game?
Gorgeous miniatures – The game has some of the highest quality models on the market. The content itself isn’t for everyone, but the quality is fantastic for gamers and painters alike!

Low entry barrier – The game has a very low entry barrier, a starterbox costs around £30/$40. With additional miniatures costing around £8/$12 on average. This may sound expensive compared to other wargames, but Infinity uses a very low model count and army lists tend to switch out miniatures, instead of just adding them.

Fast paced, dynamic ruleset – Tired of going to sleep, asking your opponent to wake you up when you need to take your armour saves? No more! Infinity ensures both of you will be glued to the action when you first try to figure out how to launch a speculative shot of a grenade launcher at another model through a window, or try throwing a grenade and how it reacts with multiple miniatures returning fire at you!

Simultaneous updates - Every faction is released new content at the same time in each expansion book, so you won't be waiting for your factions new toys while others get theirs.

Monthly releases – No longer will you be waiting 9+ months for your faction to get new sculpts and models!

This thread – Where we go down the inevitable cycle of loving new releases (except for the sniper sculpts), complaining about sexism and misogyny, being unable to assemble the tiny loving things and then realising we’ve been playing the ARO system incorrectly for weeks.




Additional Info/Links.
Official Website:
http://www.infinitythegame.com/index.php

Miniatures Gallery:
http://infinitythegame.com/catalogue/

Official Downloads:
http://www.infinitythegame.com/archive.php

Official Free Rulebook:
http://www.infinitythegame.com/archivo/[ENG]_Rules.pdf

Infinity Wiki:
http://wiki.infinitythegame.com/en/

Official Quick Start Guide:
http://www.infinitythegame.com/start.php

N3 Unit Profiles:
http://www.infinitythegame.com/archivo/[ENG]_Unit_Profiles.pdf

N3 HS & CP FAQ:
http://infinitythegame.com/archivo/...D_FAQ_HS+CP.pdf

http://infinitythegame.com/archivo/...Chart_HS+CP.pdf

Official Army Builder:
http://www.infinitythegame.com/army/

Aleph Toolbox: (Alternate Army Builder).
http://anyplace.it/ia3/ia.html
Aleph Toolbox is also available on the Google Play Store for Android devices!

Video Tutorials:
http://www.youtube.com/user/CorvusBelliSLL

Infinity List Building Guide:
http://infinitythegame.com/forum/in...-not-your-list/

Infinity Player Locator:
https://infinitypeople.herokuapp.com/

Infinity Player Locator Living Database:
http://infinitythegame.com/forum/index.php?/topic/3138-infinity-players-locales-living-database/



Infinity Bootleg.
Infinity Bootleg is a new line of miniatures by Corvus Belli based within the Infinity universe for the dedicated painter and miniature lover. I’ll leave it to CB themselves to describe it.

Corvus Belli posted:

Infinity Bootleg is the new collector’s brand of Infinity miniatures. Infinity Bootleg will provide a reduced range of models, all of the finest quality but totally separate from the main Infinity catalogue. Why this name? Because these are the models the concept designers always wanted to design, the miniatures all the Infinity modellers always wanted to sculpt, and the figures Infinity fandom always wanted to get, but none of them could have as those models have no room in a game-focused catalogue.

Even though most of the Infinity Bootleg figures have a troop profile to play with, and they can be used in an Infinity game, this is not the main purpose of this new brand.

Infinity Bootleg has been conceived for painters and miniature lovers. Top notch, high quality figures with attitude. Believe it or not, but even more than regular Infinity models, this is the connoisseur brand of Infinity!

Bootleg Gallery: http://infinitythegame.com/catalogue/#bootleg

Flipswitch fucked around with this message at 23:14 on Jan 19, 2017

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Flipswitch
Mar 30, 2010


The Factions.
Here’s a rundown on the factions in Infinity, the actual background story in the books is only available via purchase, the rules are still free however.

TL:DR version of the setting because this is long:

quote:

"It's the second Cold War in space between China and a super-modernised India-New-Zealand super nation complete with proxy wars and blackops, but the aliens are coming and poo poo, they're pretty hardcore and are going to kick humanity's collective asses unless they put their differences aside and fight the aliens together. Also now more aliens too and some subplot nobody understands on the new planet of Paradiso.

IMPORTANT NOTE: Infinity is a very, very well balanced and designed game and currently every faction can do the vast majority of playstyles, there are rough foundations to each faction in how they play, but do not feel limited by wanting to play one playstyle but liking the look of another faction.

In addition, each of the main factions also have subdivisions known as Sectorials, which are basically themed sub-factions within that faction. So why play a sectorial army? Well each sectorial army lets you take more numbers of your favourite models and gives you incentives to do so by letting you form them into fire teams, known as Link Teams, letting them all receive bonuses for doing so such as activating a group of models with a single order, giving them additional shots, allowing them to react faster and being more accurate. The downside of this is that you get essentially half of your army options taken from you, allowing you to only field what is available to that sectorial. They are a lot of fun to play and are equally as competitive/balanced as the core factions, so it's purely preference on what you want to play.

Prepare for information overload!

Below I've included a summary of the factions based on their setting, playstyle and sectorials. If you're looking for a bullet-point reference, our scumbag Shasvastii player good friend Pierzak is a cool dude who wrote up a very quick reference of each faction here: http://forums.somethingawful.com/showthread.php?threadid=3567828&userid=0&perpage=40&pagenumber=7#post419522295


PanOceania



The only hyperpower of the Human Sphere, PanOceania has the largest territorial holding, population and economic might of any of the factions in Infinity. Boasting the highest levels of technology and close ties to ALEPH, PanOceania represents the success of modern corporate based economy. The result of an Australian/New Zealand and Filipino economic alliance buying out of the debts of the US and EU, PanOceania stands at the forefront of the human presence in outer space.

Rising under this success, PanOceania absorbed much of the Western Nations (and Corporations) of Earth, combining into the economic and political juggernaut it stands today. As a result of the mega corporate influence in its daily dealings, the citizens of PanOceania are ultra capitalists who worship the free market as the ultimate arbiter and fairest distributor of wealth, with most left-wing ideologies having died out (or having been actively killed off) on the back of the nation's success. Of the current star systems under control of PanOceania, the noteworthy include the capital of NeoTerra, the aquatic planet of Varuna, the industrial jungle of Acontecimento and the desolate frozen wastes of Svararheim, of which PanOceania holds claim over with its rival; Yu Jing.

This position as the sole hyperpower of the Human Sphere has reaped many advantages for PanOceania, not only does it own the largest amount of star systems and therefore the most territory, it can also boast owning the largest economy, most technologically developed industry and society and most political and social influence of the Human Sphere. PanOceania's military is the largest and most well equipped, its industry the largest and most capable and its economy the most powerful. It is a nation built on success, and it likes to brag about it. Thanks to this success, PanOceania is able to carry its weight politically and is somewhat domineering, ensuring further success in any and all PanOceanian interests.

Why play PanOceania?
You'll like PanOceania if you enjoy a general technological supremacy in games; most of your troops have access to better equipment than average to any other faction in the game from Multispectral Visors to Thermo-Optic camouflage. PanOceania players will have access to some of the best Heavy Infantry and TAGs (Tactical Armoured Gears, think Mecha) in the entire game. PanOceania also has the best shooting of any faction in Infinity, and for a skirmish shooting game? That advantage is huge!

You will also pay less than any other faction for these advantages, however it comes at a cost: namely that PanOceania units suffer from a lower Willpower (WIP) than other factions, making them poor specialists and tend to be less mobile than other factions with very few forward deploying troops, which can make PanO forces slow to react to a rapidly changing game table. You'll enjoy PanOceania if you like the theme of playing as the "Corporate/Government Forces" type of faction whilst rumbling towards the opponent like a high-tech steamroller.

Sectorials:
NeoTerran Capitaline Army: The NCA is the elite, pampered army of PanO High Command, enjoying the luxuries of being based on the capital planet of PanOceania; NeoTerra. The NCA has access to the best equipment and training available to PanOceania and can take more of it than usual, allowing them to deploy a larger number of PanOceania's best units. The NCA plays very much as an extension of PanOceania, exemplifying its core strengths and weaknesses.

Shock Army of Acontecimento: The Acontecimento Shock Army is a veteran jungle fighting force of the planet of Acontecimento. This is represented in game by being a bit of a wildcard for PanOceania, the ASA is a very mobile fighting force that tends to eschew armour for speed and hitting power. Featuring the most forward deploying troops in all of PanOceania, the ASA requires a very aggressive mentality to play well, but will be very rewarding to those who can command their play style.

Military Orders of PanOceania: The ace up the sleeve of PanOceania, the Military Orders are a unique force of power-armoured equipped Order Knights lead into battle by their Father Officers in the name of God. On the table the Military Orders are extremely aggressive, featuring a very large selection of durable Heavy Infantry (The Knights) with extremely varied capabilities, a well piloted MO force can be as unpredictable as it is decisive.






Yu Jing



The result of China buying out Japanese and Korean post-economic collapse debts as a means of vindicating its colonial ambitions, the nation of Yu Jing is a Chinese hegemony on a scale not seen before. The only nation in Infinity capable of matching PanOceania politically, Yu Jing is the only other superpower nation in the Human Sphere. With the Emperor restored to the throne as a means of promoting the Chinese identity, the State Empire of Yu Jing functions as a hybrid of Communist, party based police state with Chinese Imperial customs and traditions.

With the rise of the Chinese national identity, those of Japanese or Korean ancestry have been relegated to second class citizens and have seen resurgence of their own, largely in race-based military units, political movements and criminal gangs. These revolutionaries strive in everyday life to retain a sense of identity within the Yu Jing identity, largely turning inwards to historical identities, such as the way of Bushido to impose themselves within the State Empire.

The rising star of the East, the State Empire of Yu Jing merges tradition and technology, favouring heavily equipped elite soldiers supported by Japanese divisions. The military of Yu Jing shows less emphasis on Remotes and Tactical Armoured Gears as their PanOceanian rivals but are just as technologically advanced, seamlessly blending the historical warrior castes of old with the sleek technology of the new, perfecting the way of the warrior and giving the soldiers of Yu Jing a high degree of skill, regardless of the situation.

Why play Yu Jing?
Yu Jing’s play style is heavily influence by its martial setting and features an emphasis on close quarter combat. You will like Yu Jing if you appreciate historical Chinese and Japanese culture blended with bleeding edge science fiction and cyberpunk themes. Emphasized in game with very elite, top of the range equipped Heavy Infantry and combat Remotes supported by expendable, Japanese divisions. Yu Jing plays very well at rapidly moving assaults and lightning fast close-range fire fights.

The result is that a well-played Yu Jing force plays like an oiled machine, but this comes with the downside of requiring a degree of knowledge to utilize your troops correctly and knowing which key pieces need support where and when. A critical mistake can result in a valuable operative being killed and finding yourself unable to deal with a situation in an battle as it develops, or having your support wiped out, leaving your heavy infantry very vulnerable to being surrounded or ambushed.

Sectorials:
Imperial Service: The Imperial Service of the State Empire plays as an extension of the core Yu Jing identity, the IS is capable of deploying larger numbers of the best HI Yu Jing has to offer and offsets the points cost by deploying larger numbers of expendable light infantry. The IS also has a large amount of Mercenary and ALEPH liaison access, giving you a large degree of variety in list builds outside of regular Yu Jing options.

Japanese Sectorial Army: The Japanese Sectorial Army are a series of regiments made primarily of the Japanese citizens of the State Empire. With a heavy emphasis on powerful, lightning fast offensives, the JSA is one of the most aggressive and fast paced armies in Infinity. Favouring speed and firepower over armour, the JSA plays like a short ranged glass hammer and tends to be very unforgiving on mistakes but is also very rewarding to play with a high degree of skill.






Nomads



Out in the far flung depths of space, traversing the swathes of territory owned by the various nations of humanity are three massive independent spaceships, they are Tunguska, Corregidor and Bakunin, collectively known as the Nomads. Refusing to be part of any state identity or collaborate with ALEPH, the Nomads are a collection of misfits and criminals carving their own identities out in the stars. Their presence located not only in their iconic motherships, but also in orbitals and outer layers of the atmosphere of gas giants, in the asteroid clusters, near the Jump Gates and along intra-/extra-system trade routes. To be a Nomad is to be an outsider.

Tunguska is not known, but known of. The operations on this ship are all kept from the public eye. They are specialists of information warfare and specialist services, be it extortion, lawyering, data abduction or wetwork. Tunguska is the ever vigilant on the presence of ALEPH in the Human Sphere, ensuring that its own banking and intelligence systems are securely separated from the AI and capable of dealing with any intrusion that arises.

Meanwhile, Corregidor is known for one thing, brutality. Originally launched as a prison ship, the ship was forced to sell its prisoners off to the highest bidder, either to rival gangs or cartels to make money or as hard labour. Now however, Corregidor is the Nomad ace up their sleeve: Mercenaries. Many of the prisoners on the ships are ex-war criminals and convicts, forged into veteran special forces units and commando groups. Deployed not only for the Nomad cause, but also for to those who will pay them.

The Nomad ship of Bakunin is known for social anarchy. There are almost no laws on this ship, what few are select to keep the ship out of internal danger. The ship is made up of modules, each one containing its own little micro personality. From bio-modification with no limits, violent sports with no rules, communities with no laws and any political mind set you can think of, Bakunin is truly the only free place within the Human Sphere. Within this ship is the sect of the Holy Order of Saint Mary of the Knife, a religious technological cult dedicated to destroying ALEPH at any cost.

Why play Nomads?
The Nomads are a faction built on specialists and skirmish warfare. Lacking the brute prowess and manpower of most other Infinity factions, the Nomads tend to specialise heavily on skirmish and info/electronic-warfare, allowing them to excel at denial and control aspects of gameplay. The Nomads have a large access to infiltrating and forward deploying models with a wild degree of varying equipment and skills, giving them a large amount of flexibility when playing on the table. The Nomads also have the best hackers and tactical Remotes available to them thanks to their investments in information warfare which can completely shut down tech-reliant foes if allowed to do so.

The cost of these edges in Nomad skill is that most of their troop options are very fragile and not as suited to direct fire fight engagements as most other factions, even their dedicated run-and-gun troops tend to be more fragile than other faction equivalents. The Nomads are for you if you enjoy playing a skirmishing, specialist faction with some of the most cutting edge scientific developments in the Human Sphere.

Sectorials:
Jurisdictional Command of Corregidor: Made up of the toughest, most reliable and aggressive troops in the Human Sphere, the Jurisdictional Command of Corregidor is built upon the back of its veteran commando forces. Built for direct aggressive play, the Corregidor forces of the Nomads tend to eschew traditional info-warfare for a more direct brute approach, relying on their “do-or-die” attitude to win the day.

Jurisdictional Command of Bakunin: Ever vigilant of ALEPH, the Jurisdictional Command of Bakunin is built around covert intrusion, information and electronic warfare with table controlling elements, be it from information warfare specialists or irregular forces. A Bakunin force tends to be built as a group of overlapping specialists requiring synergy and a degree of skill to play well.






HaqqIslam



The new Islam, HaqqIslam are a sect of followers that promotes tolerance and scientific enlightenment based on the Islamic Golden Age. The uncontested masters of biotechnology, they have a monopoly on a substance called Silk which has enabled mind uploads and reincarnation. Because of this monopoly, HaqqIslam has been able to secure official neutrality and financial security, allowing them to focus on the sciences and further push humanity through scientific development.

Leading this new movement of Islam, scholar Farhad Khadivar stressed that the message was the most important of the faith, not the messenger. He sought to bring hope to a fatalistic people suffering under ignorant leaders. At the age of 42, he was assassinated by more fundamentalist believers. However the HaqqIslamite movement was not to be stopped, the discovery of star co-ordinates within the Qu’ran revealed a desert planet in a far star system, which was named Bourak after the Holy Scripture. With the combined wealth of Khadivar's followers, they purchased what had remained of the NASA program and launched a terraforming programme to turn Bourak into the new paradise of Islam. Succeeding in their task, HaqqIslam now stands as a bold new movement and nation in the Human Sphere.

HaqqIslam is more than just a nation however, it is a way of life and a method of existence. HaqqIslam stands for progression and stands at the forefront of biomedical and terraforming development. These developments have progressed with body rejuvenation, with the regrowth of organs and body parts becoming increasingly common throughout the clinics of Bourak. This has bled into the HaqqIslamite military, with their more elite special forces capable of regenerating from near-fatal wounds whilst in the field, in mid combat. Not all is paradise within HaqqIslam however, with the HaqqIslamite Intelligence Service ready to eliminate those who threaten the progress of mankind's development and HaqqIslams progress towards true paradise.

Why play HaqqIslam?
A blend of specialists, HaqqIslam utilizes their faith and biotechnological edge to their own benefit. HaqqIslamite forces feature a very high Willpower (WIP) stat across the board, making them very effective Lieutenants, Doctors and Engineers. A lot of HaqqIslam models come packaged with the Religious Troop special rule, allowing them to keep fighting even when affected by Retreat! or Loss of Lieutenant special rules, making them a very persistent force on the table. This is only amplified by a few of their models packing the ability to regenerate wounds mid-fight, or even the ability to completely ignore vertical terrain effects thanks to the benefits of bio-engineering.

These benefits come at a price however, with few tech specialists, HaqqIslam does not play well at the information warfare game. Be wary of deploying too many specialists as you will find many miniatures wanting to take their share of the order pool. With this in mind, you will like playing HaqqIslam is you enjoy a large degree of options at your disposal at any given situation, allowing you to deal with multiple situations as they develop.

Sectorials:
Hassassin Bahram: The intelligence network of HaqqIslam, the Hassassin Bahram are an elite force of assassins under the command of the Mysterious Man of the Mountain, the puppet master of the Human Sphere. The Hassassin Bahram play as an elite strike force of specialists capable of dispatching key enemy models before they can react, which can give them a decisive upper hand.

Qapu Kalki: The force of Mercenaries and Corsairs of the Sultanate that defends the Caravansaries of HaqqIslam. The Qapu Khalki has a wide degree of Mercenary options at its disposal, giving itself a lot of flexibility in list design outside of the regular HaqqIslamite forces, making them a very unpredictable force to face.






Ariadna
(Credit to tokenbrownguy)



Ariadna is the nation of descendants of Russian, French, Scottish and American colonists of the first colonization mission launched in the 21st century. The starship Ariadna entered a wormhole (the discovery of which prompted the second space race and the first colonisation programme), succeeding in travelling to the other side and set up base on the planet of the same name, Ariadna. However, when Earth attempted to send a second ship through the wormhole, the wormhole promptly collapsed and began the economic collapse that marked the end of Earth as we knew it. The wormholes crash also marked the Ariadne being stranded on a hostile planet with no way of sending contact back to Earth. The colonists quickly antagonised the sentient, dog-like native Antipodes and ended up at war with them for the better part of a century. The result was a collapse and relapse of the colony, with sides reforming under national identities of the colonists to maximize individual survival chances.

Since then, the planet has been rediscovered first by PanOceania and then Yu Jing. This has also coincided with the discovery of an incredibly valuable and rare mineral known as tesseum. Harder than diamond yet easier to shape, it is also used as a primarily component in starship fuel. PanOceanian lawyers rushed to exploit a technicality in interplanetary law: claiming that Ariadna only had claimed a small portion of the planet and that the rest of the landmass was up for grabs. With the original nations that had financed the colonization having being absorbed into PanOceania and Yu Jing, both began to send corporate-lobbied starships to land on Ariadna and claim ownership to parts of the planet, not only antagonising the Ariadna who had been fighting for their very existence on the planet as their only home, but also the native Antipodes.

The following Commercial Wars were fought between the Ariadne, who were supplied and funded largely with equipment and training by the Nomad Nation (acting in their interests as a minor power by making sure the hyperpowers didn't establish a precedent of violating sovereignty) against the PanOceanic (and Yu Jing) backed corporations. Eventually, the Nomads and HaqqIslamite Sultanate forced a bill of legislation through the O-12 (Organisation of the 12 Planets) that established Ariadna’s sovereignty over the whole planet and recognized them as an independent nation. Today, Ariadna stands as part of the O-12 alongside the other nations of the Human Sphere in the fight against the Combined Army.

Why Play Ariadna?

Ariadna is a faction of cheap and efficient skirmishers that look for asymmetrical opportunities to put down their opponents down hard. The three elements a good Ariadna player leverages are efficiency, camouflage, and lots of guns: Lacking the fun toys, crazy profiles, and bizarre gimmicks of other factions, Ariadna brings models cheaper than their equivalents from other factions. Ariadna also boasts the ability to bring a terrifying amount of camo-infiltrators, dominating the mid-board and objectives before the game begins, and denying their opponent the ability to make informed decisions. Ariadna also rocks some of the most Special Weapons Cost (SWC) efficient heavy weapons in the game and can stack these big guns on their already cheap, efficient, and camouflaged models to wreck havoc. Ariadna wins by placing the double the necessary tools for the job exactly where they need to be, without your opponent even realizing the tools are there!

The asymmetrical efficiency of Ariadna comes at a price. Ariadna lacks tactical options and technological flexibility. There is a lot of important equipment closed off to Ariadna alone. The big elements missing from the Ariadna army are hacking, multispectral visors (MSV2), and good remotes. Without hacking, Ariadna has no answer to heavy infantry, remotes, and TAGs, other than coordinated, overwhelming firepower. Lacking MSV2 leaves Ariadna players at the mercy of opposing thermo-optic camouflage, smoke, and Optical Disruptors (ODD). And Ariadna’s lone remote, the faithful Traktor Mul, can’t play on the same level as the standard array of drones available to the other factions, most notably missing a total-reaction heavy machinegun (HMG) option. Lacking these three options forces Ariadna players to accept that some fights are unwinnable out of the box - Ariadna is efficient, but uniquely predictable, and savvy opponents will hammer down on your weaknesses with their tricked out, purpose-built models.

Sectorials
Caledonian Highlanders:
The Caledonians are cheap, tough, and as subtle as a brick to the head. The Scots are filled to the brim with claymore-wielding-kilted-maniacs, overgunned infantry, and the best murder-werewolves in the business. If you look at vanilla Ariadna and think, “This army has too many options and plays too carefully” then the Caledonians are your bag.

Mechanically, the Caledonians field hilariously killy link teams, insanely fun dogged-impetuous diehard models, and a great gimmick in -the- William Wallace. A good Caledonian army features a swarm of cheap, efficient fighters that delivers cheap, efficient badasses to the exact part of the battlefield where they’ll do the most damage.

Force De Rapide Résponse Merovingienne:
The Frenchies are Ariadna’s rapid reaction force. Always first on the scene, the FRRM brings mobility, manpower, and firepower, to the battlefield, overwhelming their opponents with cheap skirmishers, quick ambushes, and coordinated retreats.

Be wary, CB has said they’re on the list for a major overhaul, but for now, the FRRM army is probably better played by taking a bunch of French models in vanilla Ariadna.

USArianda:
USAriadna is the elite army of Ariadna, boasting better equipment and training than the rest of the factions, with the added benefit of a little :911:. The Americans are straightforward and efficient shock troops, rocking heavier armor and tougher heavy infantry than the rest of the Ariadna sectorials. Did I mention they have Easy Rider, Dirty Harry, and Tom Cruise’s character from Edge of Tomorrow?

Mechanically, USAriadna is the platonic ideal of Ariadna as a whole. They have little-to-no special features, abilities, skills, or gimmicks, excepting very high armor for the faction. Efficiency, efficiency, efficiency, is the American’s motto: efficient link teams, efficient camouflage-infiltrators, and efficient characters. The no-nonsense approach makes USAriadna the best pick for a new Infinity player looking to get into Ariadna, reinforced by having Infinity’s first discounted sectorial box.






ALEPH



With the rise of Humanity as an space-faring species, a system had to be created to manage it, this system was named ALEPH. This unique and only (legal) Artificial Intelligence, ALEPH controls the entirety of the data networks and technological systems of the entire Human Sphere. From interstellar communication, inter system banking to the daily life of the Maya (the interstellar Internet network), ALEPH is involved within every type of daily dealing of humanity imaginable.

From this ALEPH has evolved and gained self-awareness and sentience, using its new found intellect, ALEPH has expanded and infiltrated into most human factions to the extent that it is an inseparable part of humanity and is considered by some to be humanity’s greatest ally. Without ALEPH, intergalactic socio-political and intergalactic-economics would collapse instantly. There are those that distrust ALEPH however, suspicious of its movements and are forced into self-segregation from the rest of society as ALEPH is such a central part of human life that its influence cannot be avoided. Even the Nomads who have separated themselves from the Human Sphere cannot avoid ALEPH, having their own Arachne (Nomad equivalent to Maya) connected to Maya to maintain links with the rest of the Human Sphere.

Built upon Post-Human designs, ALEPH has as its disposal military-grade biosynthetic bodies designed to host Aspects, which are partial representations of ALEPH itself. These L-hosts are still human, however they have transcended technologically, having the luxury of being digitalised human beings, capable of switching between bodies to further the aims of ALEPH, of whom they owe this luxury. Others still are artificial digital humans, some recreations of historical figures, designed for various political aims. Either as figures designed to bring humanity together with figures of its past, or those brought back from the pages of history to lead the fight in the name of ALEPH.

Why Play ALEPH?
You'll appreciate ALEPH if you love the heavy cyberpunk/GiTS feel to your miniature game. Every model in ALEPH is tech-porn ranked up to eleven. Each model in ALEPH tends to be over-equipped to the point of absurdity but pay for the privilege with higher than average points cost across the faction. Essentially, you'll get the best of the best, the elite black ops of the super AI itself, but you will pay for it. Every model in ALEPH is loaded with special rules and bolstered statlines making them more effective at their jobs than other faction equivalents whilst being difficult to kill, from being equipped with Optical Disruption Devices (ODDs) to completely ignoring the effects of being unconscious, ALEPH brings the best to the table.

For these reasons, most ALEPH forces tend to be outnumbered, relying on smaller numbers of elite troops to get the job done supported by inexpensive AI constructions to pump orders into. The downside here being that individual troop losses tend to hurt more than other factions, not to mention that list building tends to be difficult as you will find plenty of expensive models all vying for spots in list compositions whilst you try to find a sense of balance, which can be tricky in such a scenario and objective driven game.

Sectorials:
The Steel Phalanx: Commanded by the artificial recreation of Achilles himself, the Steel Phalanx is a shock force designed to take the Combined Army head on in the fight for humanities survival. The Assault Subsection plays as a shock force lead by our greatest heroes reborn, preferring to engage the enemy head on in direct combat, eschewing any meaning of the word subtlety to win the day.






Combined Army
(Credit to Pierzak)



Dominated by The Evolved Intelligence, the Combined Army is the latest terror to threaten Humanity. The Combined Army itself is an instrument of conquest in the EI’s constant paranoid ambition to dominate, subdue and annihilate entire civilizations in its quest towards its singular aim: Transcendence to an evolutionary superior plane of existence.

The Evolved Intelligence (EI) is a force with only one aim: Transcendence. Designed as a backup AI by its creators after the first one transcended without them, the EI’s imposed limiters are the one thing keeping it from transcending and the only conclusion the EI could draw was that it needed more data and forcibly began to expand to gain as much information as possible from the galaxy as we know it. Entire civilizations and star systems fell to the grasp of the EI as it expanded outwards and has now began to approach Human space. The first scouting fleets have sent Humanity reeling, forcing them to stand together or be crushed apart. Humanity now stands, barely holding off the tips of the invasion fleets of the Combined Army.

The military forces of the EI itself are the Combined Army, made up of the multiple enslaved or indoctrinated species to perform its will. Notable are the Morats, the Shasvastii and the EI Aspects themselves. The Morats are a martial and warlike expansionist species, perfect as shock troops to assault enemies of the EI directly, taking a direct approach to warfare wherever possible. The Shavastii are more akin to infiltrators and saboteurs, relying on sleight of hand tactics to constantly undermine the abilities of their enemy, the Shasvastii are primarily known for their uncanny ability to constantly reproduce with their primary motivation being the survival of the remnants of their race. The EI Aspects - known as Charontids - function as extensions of the EI itself. They are the perfect soldiers of the EI and will never cease until the aims of the EI are finally realised.

Why play the Combined Army?
You'll like the CA if you want something very different, an elite army with a twist: The CA is an army of specialist, a giant box of unique tools. You have excellent shock troops, awesome infiltrators, HI as strong as TAGs and TAGs even stronger. The CA boast a number of unique abilities that will make less prepared players go :wtc: such as hacking personality implants themselves (taking over human troops) or movable cover. You still have to pay for it though, and the CA is not a cheap faction.
Also, you're fighting for the loftiest ideals, who needs plain money/power when you have the potential for Transcendence?

Sectorials:
Morat Aggression Force: The Morat army is as subtle as a brick to the face and hurts just as much. A warrior race that respects only strength, the Morats were subjugated and made the assault arm of the CA. Forget camo, forget cute tricks, the Morats don't play like that. You've got good link-teams screenned by awesome warbands, good HI, and airborne diplomats carrying rapid-fire guns. The Morats shine in annihilation or area-control scenarios, but lag behind when subtlety and varied mission objectives are needed.

Shasvastii Expeditionary Force: The Shasvastii suffer from a racial trauma from a near-extinction event. Allied with the EI to increase their chance of survival, they play very different from other forces. Survival is the name of the game - your units have a shitload of camo and either automedkits or regeneration from eating fallen enemies. Did I mention that every Shasvastii has to be killed twice or it'll grow back after the battle, granting the enemy no VPs? OTOH, you've got absolutely no heavy firepower - learn to use your camo snipers, reaction drones as active force projectors, terror units (Speculo!), and more landmines than the Bosnian war. Control the table and make it a living hell for the enemies while they fight you on your terms.

Also note, the Shasvastii are in line for a major design overhaul along with a mass resculpt. Be a bit wary of this!

Onyx Contact Force: The first contact of the Evolved Intelligence for many, the Onyx Contact Force are a blend of Ur-Drones, Umbra, Morat, Shasvastii and Sygmaa. A sectorial containing a very large population of Remotes & TAGs, it isn't uncommon for lists to be a majority of alien machines bent on stamping on the face of humanity. The OCF plays like a slimmed and toned version of the core Combined Army, forgoing some of the very best EI Aspects for things like the ability to form fireteams of Remotes wielding deadly plasma weaponry. You should play Onyx if your heart is filled with the desire to brutalize all under the wrath of the EI.






Tohaa



The Tohaa Triumvirate are an advanced alien civilization curently wagning a campaign of war against the EI and its Combined Army. The Tohaa are guardians of the of the great treasures of the universe, the T'zechi Digesters, which hold the secrets to the knowledge of the known Universe. Masters of biotechnology, the Tohaa are most known and feared for their viral weaponry and symbiotic armour, but also for their tendency to alter and uplift other species to fight and serve alongside the Tohaa. The Tohaa desperately need allies and Humanity seem fitting as the new front line against the Combined Army.

The Tohaa Trident functions as the armed forces of this implacable race and are renowned for their combat Triads, operating in cells of three that act as one. Tohaa troops are seasoned professionals, with a long history of fighting against the EI, without support and hopelessly outnumbered. The Tohaa themselves are unique strategists, known to operate in complex and closed situations, breaking forward with direct, disruptive actions and punching through enemy lines via unexpected vectors.

However the endless years of war have taken is toll on the Tohaa civilization, they are showing signs of exhaustion and are in a desperate need of an alliance with Humanity. However, with their known history of manipulation, the question remians whether they plan to collaborate fully with their new allies, or will they manipulate Humanity into the sacrificial lamb to allow the Tohaa Trident to be the final blow against the EI?

Why play the Tohaa?

The newest faction in Infinity, Tohaa break the mold set by other factions by utilizing new rulesets to give them a fresh take at game mechanics. The Tohaa playstyle is established by by a series of individial models utilizing their own fireteam rules to help manipulate the flow of the game state by providing sectorial bonuses in a vanilla faction and utilizing these strengths via a series of individual models co-operating together. An important point to note with the Tohaa as they are a new faction, they currently lack the amount of releases or unit profiles of the other factions, giving them a much shallower approach to list building.

The first notable thing is that a lot of Tohaa models have the rule of "Fireteam: Tohaa", namely models with this rule can form a 3 man Link Team with other models of this same rule. You can have as many of these so-called Triads as you want in your force and there are no restrictions on what models are in the fire team, only that they require the Fireteam: Tohaa rule to qualify. The second noticable thing about Tohaa is the Symbiont Armour rules they utilize, some Tohaa fighter profiles wear a living armour that bolsters their capabilities over their normal thresholds.

This combines together to make the Tohaa fairly unique compared to the others as Tohaa Triads can be formed on the fly with different load outs creating a unique approach to scenarios as required. Tohaa troops themselves tend to be specialists in their roles allowing for not only unique list compositions but also unique ways of dealing with a situation as required, this does however come with the downside that Tohaa tend to struggle when applying a simple solution to a problem, especially with their currently limited army options compared to other factions.

Currently the Tohaa have no sectorials.






Mercs



There are those throughout the Human Sphere who refuse to affiliate with any faction. Those who eke out their existence by hiring out their skills to the highest bidder where only one calling is made; profit. These are the Mercenaries and providing you can afford to pay their price, they will work for you as marked from their contract. Mercenaries can vary from individual minor celebrities; known for their skills on the battlefield or their grace with a hacking rig, or from entire Private Military Contractors, hiring out entire squadrons to mega corps or nations as required.

What are Mercenaries in Infinity?
Mercenaries in Infinity are essentially additions to your force, they are not a main playable faction, but an out of faction extension to function as the ace up your sleeve which your force cannot traditionally provide.

A thing of note with Mercs is that in a casual game, any player can take any Mercenary as dictated by their availability (AVA) and there aren't really any restrictions unless your play group does decide otherwise. However, in tournament or format play, every force and sectorial will have a specified allowance for Mercenary forces as dictated by their respective availability charts, dictating what they can and cannot take and what numbers they can deploy these Mercenaries in.



Flipswitch fucked around with this message at 17:59 on May 5, 2017

Flipswitch
Mar 30, 2010


lol this post is so out of date now

Flipswitch fucked around with this message at 14:02 on Apr 1, 2018

Pierzak
Oct 30, 2010
The CA forces have arrived! :cthulhu:

Have a (crossposted) acronym/abbreviation guide you can direct larvae newbies to, filthy human:



"So he revealed a TO HI from HD in ARO and now ML shots are flying around, what am I supposed to do and more importantly, what the gently caress is he talking about!? :psyduck:"

If you're new to Infinity, you might have already noticed we use a lot of acronyms to save time. This list written to facilitate the introduction, so you may soon sling TLAs with the best of them. If I missed anything, let me know!

(To experienced players: Yes, the descriptions are superficial and incomplete. This is an intro glossary, not a wiki.)



360V = 360º Visor
ABH = Authorized Bounty Hunter (mercenary unit)
AD = Airborne Deployment
AD1 = Airborne Deployment: Parachutist (choose a table edge half before the battle)
AD2 = Airborne Deployment: Airborne Infiltration (choose the table edge half immediately before landing)
AD3 = Airborne Deployment: Inferior Combat Jump (as AD4, but -3 to PH)
AD4 = Airborne Deployment: Combat Jump (place a circular template and land in that area)
AD5 = Airborne Deployment: Superior Combat Jump (as AD4, but on failure can deploy in DZ instead of suffering dispersion)
ADX = Airborne Deployment: Tactical Jump (as AD2, can land in enemy DZ, can coordinate with other AD1/2 entering through same zone)
ADHL = Adhesive Launcher
AHD = Assault Hacking Device
AP = Assault Pistol / Armor-Piercing [ammo] / Anti-Personnel [mines]
ARO = Automatic Reaction Order (pretty much everything you do in the reactive turn)
ASA = Acontecimento Shock Army (a PanOceanian sectorial army)
rear end = Assault Sub-Section of the ALEPH forces (a.k.a. Steel Phalanx sectorial)
Asshacker = hacker with AHD
B = Burst
B2B = Base-to-base contact
BJC = Bakunin Jurisdictional Command (Nomad sectorial)
BS = Boarding Shotgun / Ballistic Skill
BSG = Boarding Shotgun
BTB -> B2B
CA = Combined Army
CB = Corvus Belli
CC = Close Combat (statistic ("CC roll") or situation ("we're in CC"))
CCW = Close Combat Weapon
CG = Celestial Guard (a Yu Jing unit)
CH = Camouflage and Hiding (the whole skill tree)
CHA = Caledonian Highlander Army (an Ariadnan sectorial army)
Chain smoker = cheap warband with chain rifle and smoke grenades
Cheerleader = model whose main purpose is to provide a regular order to others
CJC = Corregidor Jurisdictional Command (Nomad sectorial)
CP = Campaign: Paradiso (the third Infinity book)
CRAP = Chain Rifle, Assault Pistol (a S.A.S. unit loadout)
CSU = Corporate Security Unit (mercenary unit)
DEP = Descanse en Paz ("Rest in Peace" - a one-shot anti-armor launcher)
DHD = Defensive Hacking Device
DTW = Direct Template Weapon (anything that uses a template and auto-hits; mostly chain* and flamers)
EI = Evolved Intelligence (the entity that runs the CA)
EVO = EVO Repeater
GdA = Guarda de Asalto (a PanOceanian unit)
Generic list = non-sectorial list, e.g. CA as opposed to Morats
GHRL = Guided Heavy Rocket Launcher (incendiary weapon, possibly replaced with SHRL in N3?)
GML = Guided Missile Launcher (anti-armor weapon, replaced by SML in N3)
GMSR = Guided Multi Sniper Rifle
F2F = Face-to-Face roll
FO = Forward Observer
FRRM -> MRRF
FTF = Face-to-Face roll
HB = Hassassin Bahram (Haqqislam sectorial)
HD = Hacking Device / Hidden deployment (when a unit starts hidden with not even a marker, only a position on the map noted down)
HD+ = Hacking Device Plus
HFT = Heavy Flamethrower
HGL = Heavy Grenade Launcher
HI = Heavy Infantry (i.e. powered armor)
HMC = Hyper-Rapid Magnetic Cannon, =HRMC
HMG = Heavy Machine Gun
Holo1 = Holoprojector Level 1 (appear as another unit)
Holo2 = Holoprojector Level 2 (fake holoechoes)
HRL = Heavy Rocket Launcher (incendiary weapon)
HRMC = Hyper-Rapid Magnetic Cannon, =HMC
HS = Human Sphere (the second Infinity book)
ICS = Infinity Campaign System
IMP = Impersonation or Impersonation Marker
ISS = IS = Imperial Service (sometimes unofficially called the Imperial Secret Service; a Yu Jing sectorial army)
ITS = Infinity Tournament System
JSA = Japanese Sectorial Army
KSCD = Kuang Shi Control Device (often mentioned because this loadout also has a Smoke LGL)
KTS = Kaplan Tactical Services (a mercenary unit/organization)
LFT = Light Flamethrower
LGL = Light Grenade Launcher
LI = Light Infantry
LNGL = Light Nimbus Grenade Launcher
LoL = Loss of Lieutenant
LRL = Light Rocket Launcher (incendiary weapon)
LSG = Light Shotgun
LSGL = Light Smoke Grenade Launcher
LT = Lieutenant (an army commander)
MA# = Martial Arts level #
MAF = Morat Aggression Force (a Combined Army sectorial)
MAS = Micro Art Studio (company that makes "official" Infinity terrain)
MHMG = Multi HMG
MI = Medium Infantry
Mk12 = Mk12 (A battle rifle. Yes, it's its full name)
ML = Missile Launcher (anti-armor weapon)
MO = Military Orders (a PanOceanian sectorial army)
MR = Multi Rifle
MRRF = Merovingian Rapid Response Force (an Ariadnan sectorial army, a.k.a. FRRM from the French variant)
MSR = Multi Sniper Rifle (multiple ammunition types, not multiple snipers ;) )
MSV# = Multi-Spectral Visor level #
N3 = Infinity Third Edition
NCA = Neoterran Capitalline Army (PanO sectorial)
NWI = Valor: No Wound Incapacitation (unit can be fully active when "unconscious")
ODD = Optical Disruption Device (no full camouflage, but -6 to hit)
ODF = Optical Disruption Field (Pi-Well has it, gives ODD to all models within a circular template centered on user)
OSS = Operations Subsection of the ALEPH forces (vanilla Vedic units)
PF = Panzerfaust (two-shot anti-armor launcher)
PSR = Plasma Sniper Rifle
QK = Qapu Khalqi (a Haqqislamite sectorial Army)
Rambo/ramboing = spending most/all orders in a turn on one strong model
REM = Remote
S = Silhouette stat (model size)
S# = particular Silhouette template, e.g. S2 is average human size
SK = Skirmisher (unit class; infiltrators)
SMG = Submachine Gun
SML = Smart Missile Launcher
SS1/2 = Sixth Sense level 1 / 2
SWC = Support Weapons Cost (you get one for each full 50 points of the list format)
TAG = Tactical Armored Gear (the big robots)
TO = Thermoptic [Camouflage] / Tournament Organizer
TR = Total Reaction
Vanilla [list] = non-sectorial list
WB = Warband (class of expendable impetuous troops)
WCD = War Contract Department (the Exrah part of the Combined Army)
YAMS = Yet Another Mission System (a card-based objective system by IJW)
YJ = Yu Jing


Some additional abbreviations are covered by the ammunition chart. Some more common ones:
AP = Armor-Piercing (save is at half ARM)
DA = Double Action (2 ARM rolls on each hit suffered)
DT = Double Trouble (2 BTS rolls on each hit suffered)
E/M = Electromagnetic (instead of wounding, roll against half BTS; failure = Isolated, possibly IMM-2, disabled comm equipment)
EXP = Explosive (3 ARM rolls on each hit suffered)
K1 = K1 (fixed DMG 12, target armor = 0 for this roll)
Mono = Monofilament (fixed DMG 12, failed save destroys model outright and removes from the table)
N = Normal (no special effects)
T2 = ? (Teseum round; each failed ARM roll causes 2 wounds)



Painting/modeling related:
GS = "green stuff" (a two-part modeling putty)
NMM = Non-Metallic Metal (painting a metallic effect without actual metallic pigment)
OSL = Object-Source Lighting (painting light reflected from an object onto a miniature)
PVA = Polivinyl Acetate [glue] (a.k.a. white glue, carpenter's glue)
RMS = Reaper Master Series (a line of paints)
VGC = Vallejo Game Color (a line of paints)
VMC = Vallejo Model Color (a line of paints)

Pierzak fucked around with this message at 01:06 on Jan 9, 2016

Angryboot
Oct 23, 2005

Grimey Drawer
drat, new thread is up already; guess I should try to paint the rest of my stuff again and start playing.

Great job on the new OP, flip; that looks like a ton of work.

Flipswitch
Mar 30, 2010


There's still poo poo loads to add. I need to finish each factions entries, add gameplay sections, link images to galleries and then update the third post with gameplay FAQs and new player guides etc. :frogsiren:

Thanks for the glossary too PZ!

Clawtopsy
Dec 17, 2009

What a fascinatingly unusual cock. Now, allow me to show you my collection...
Goddamn Atalanta is going to mess up anyone not in cover it is not even funny.

Cataphract
Sep 10, 2004

Fun Shoe
Hurrah new thread and you used my title.

I've been painting Sardine Wit's Jap Sec here's some completed ones


Sephyr
Aug 28, 2012

WAR FOOT posted:

Goddamn Atalanta is going to mess up anyone not in cover it is not even funny.

She's going to make Zero-V smoke see a lot more use, yes. But she also has no real defenses, not even a bit of mimetism. Any good link team with a missile or rocket launcher can smoke her out easily.

Clawtopsy
Dec 17, 2009

What a fascinatingly unusual cock. Now, allow me to show you my collection...

Sephyr posted:

She's going to make Zero-V smoke see a lot more use, yes. But she also has no real defenses, not even a bit of mimetism. Any good link team with a missile or rocket launcher can smoke her out easily.

It's probably the local meta, but we don't see -as- many sectorials in good ol' Victoria, Australia. Or, at least, links a HMG Garuda can't solve. :getin:

(I gotta stop using him, he's becoming a crutch for me.)

Clawtopsy fucked around with this message at 02:36 on Aug 31, 2013

Asphyxious
Jun 25, 2012

I'm trying to explain that I'm a person who wishes to live a very quiet life.

WAR FOOT posted:

It's probably the local meta, but we don't see -as- many sectorials in good ol' Victoria, Australia. Or, at least, links a HMG Garuda can't solve. :getin:

(I gotta stop using him, he's becoming a crutch for me.)

As a recently Victorian Australian getting in to infinity, where's good to play around here?

Clawtopsy
Dec 17, 2009

What a fascinatingly unusual cock. Now, allow me to show you my collection...
I typically play with the lads at WGoL in the northern suburbs, as I go to La Trobe for uni. Apart from that, Hampton Gaming club's pretty great, Noakes is a top bloke.

I also run an annual tournament called Total Reaction in January, which is veteran and beginner friendly. I also work in Mind Games in the CBD, and will gladly talk your ear off with game theory and such in store.

game theory can be pretty summarised as achilles impersonators hmgs

Asphyxious
Jun 25, 2012

I'm trying to explain that I'm a person who wishes to live a very quiet life.

WAR FOOT posted:


I also work in Mind Games in the CBD, and will gladly talk your ear off with game theory and such in store.


Ah. Then we have almost certainly met. :staredog:

Clawtopsy
Dec 17, 2009

What a fascinatingly unusual cock. Now, allow me to show you my collection...
I'm working right now.

RIGHT.

NOW.

:getin:

I'm Chris. If you see me on a Friday, Saturday or Sunday I can probably set you up with a 10-15% discount.

Clawtopsy fucked around with this message at 06:12 on Aug 31, 2013

Asphyxious
Jun 25, 2012

I'm trying to explain that I'm a person who wishes to live a very quiet life.
Oh cool! I mainly chat to Dan and John, but I'll totally say hi next time I see you. Great store, love the way infinity is now in the old 40k slot.

Cataphract
Sep 10, 2004

Fun Shoe

WAR FOOT posted:

I'm working right now.

RIGHT.

NOW.

:getin:

I'm Chris. If you see me on a Friday, Saturday or Sunday I can probably set you up with a 10-15% discount.

I think I've met you the times I've been down for comedy festival.

Clawtopsy
Dec 17, 2009

What a fascinatingly unusual cock. Now, allow me to show you my collection...

Asphyxious posted:

Oh cool! I mainly chat to Dan and John, but I'll totally say hi next time I see you. Great store, love the way infinity is now in the old 40k slot.

Yes, my invisible hand pulled the strings on that one because I'm incredibly biased. Also I spent ages doing it before anyone could correct me.


Cataphract posted:

I think I've met you the times I've been down for comedy festival.

Yes! I commented about your forum Logie post then promptly felt like a spaz because you probably get that sorta celebrity nagging stuff a lot. How was Galaxy Trucker?

Angry Walrus
Aug 31, 2013

Quinn it
to
Win it.
So, me and some friends of mine are looking into picking this up as our first foray into the world of strategy games. I'm trying to decide if I want to play as Nomads (sicknasty armor, dose Hellcats and Intruders) or Aleph (working for an AI with a hard-on for mythology, hell yeah). What's a quick summary of their playstyles and/or are either of the two noob-friendly?

Pierzak
Oct 30, 2010

Angry Walrus posted:

So, me and some friends of mine are looking into picking this up as our first foray into the world of strategy games. I'm trying to decide if I want to play as Nomads (sicknasty armor, dose Hellcats and Intruders) or Aleph (working for an AI with a hard-on for mythology, hell yeah). What's a quick summary of their playstyles and/or are either of the two noob-friendly?
Nomads: slow everything except remotes and TAGs, excellent light TAGs and REMs, tricky (hacking, Koalas), terror troops like random Morlocks and furries. You'll want to decide between the sectorial; Corregidor are TAG- and troop-oriented - more general but excellent basic troops, very good AD, visors; Bakunin are the weird tricks - excellent hacking, ODD, combat nuns, furries and Morlocks. Also hacking.

ALEPH: Elite faction. You'll very likely be outnumbered at lower points. Gets some very strong units to counter that; most of the vanilla troops have NWI, you get cheap warbands with ODD, this kind of stuff. Which also makes you vulnerable to E/M, but hey. The vanilla list has infiltrators and camo, the sectorial has none - its gimmick is to be a straight assault force and a powergamer's wet dream; you get many link-teams (up to 4 members though) that have to include one or more of the shitload of special characters. Few tricks in sectorial, but it's still very strong until you learn how to counter it.

Noob-friendliness: In Infinity? :v: Seriously though, don't worry; I started with Shasvastii which are pretty much the hardest entry point and had a blast. The thing is that Infinity is very skill-focused (as opposed to list-focused) and any mistakes you make may cost you dearly. Just pick what appeals to you more fluff/modelwise and learn to run it.

Flipswitch
Mar 30, 2010


Angry Walrus posted:

So, me and some friends of mine are looking into picking this up as our first foray into the world of strategy games. I'm trying to decide if I want to play as Nomads (sicknasty armor, dose Hellcats and Intruders) or Aleph (working for an AI with a hard-on for mythology, hell yeah). What's a quick summary of their playstyles and/or are either of the two noob-friendly?
Pick the one you like the look of is my advice. Pierzak has got a good summary though.

Prefect Six
Mar 27, 2009

So it looks like the unofficial rule book is still the one to use? It looked like they re-released the official one, is it any better?

Signal
Dec 10, 2005

I'm really not a fan of the Haqq HMG's, so I've been thinking about doing some converting to make a version out of some rifle-wielding models that doesn't suck. At the moment I'm thinking about something like this:


Any suggestions? The magazine will be an ammo box, similar to an M249's belt feed, only loading through the same well as a normal box mag. The scope thing that all the Haqq HMGs and Grenade Launchers have is kinda dumb, but I figure painting a HUD on the back side should help it make sense.

Pierzak
Oct 30, 2010

Prefect Six posted:

So it looks like the unofficial rule book is still the one to use? It looked like they re-released the official one, is it any better?
No they didn't, the 2nd edition was released years ago. If you want rules, get the unofficial re-edit, add Paradiso rules/weapons from the CB site, and never look back. The official books are for fluff, pretty pictures and the campaign.

Signal posted:

Any suggestions?
Yes. Make a detailed tutorial you can post to fend off the hordes of people wanting a good Halqa HMG :v:

Flipswitch
Mar 30, 2010


Yeah, stick with the re-edit for now, I don't think CB will bother with a new rulebook unless the rules have a major errata or shift.

I'll try to get Haqq up tonight, but I'm working very early hours and then I'm away for 6 days, so the OP may stall for a bit until then.

Angry Walrus
Aug 31, 2013

Quinn it
to
Win it.

Pierzak posted:

Nomads: slow everything except remotes and TAGs, excellent light TAGs and REMs, tricky (hacking, Koalas), terror troops like random Morlocks and furries. You'll want to decide between the sectorial; Corregidor are TAG- and troop-oriented - more general but excellent basic troops, very good AD, visors; Bakunin are the weird tricks - excellent hacking, ODD, combat nuns, furries and Morlocks. Also hacking.

ALEPH: Elite faction. You'll very likely be outnumbered at lower points. Gets some very strong units to counter that; most of the vanilla troops have NWI, you get cheap warbands with ODD, this kind of stuff. Which also makes you vulnerable to E/M, but hey. The vanilla list has infiltrators and camo, the sectorial has none - its gimmick is to be a straight assault force and a powergamer's wet dream; you get many link-teams (up to 4 members though) that have to include one or more of the shitload of special characters. Few tricks in sectorial, but it's still very strong until you learn how to counter it.

Noob-friendliness: In Infinity? :v: Seriously though, don't worry; I started with Shasvastii which are pretty much the hardest entry point and had a blast. The thing is that Infinity is very skill-focused (as opposed to list-focused) and any mistakes you make may cost you dearly. Just pick what appeals to you more fluff/modelwise and learn to run it.

Thanks for the summaries. Sounds like Nomads have higher flexibility for switching up the squad roster against different enemy factions, so I think I'll probably go with them. Also they just plain look super rad.

Flipswitch
Mar 30, 2010


Took a very dumb list to an event today as it'll be the last time I get to play Infinity properly for a little while, but I took this and came joint first on points.

JURISDICTIONAL COMMAND OF CORREGIDOR
──────────────────────────────────────────────────

GROUP 1 10 0 0

WILDCAT Lieutenant Combi Rifle + Light Flamethrower D-Charges / Pistol, Knife. (19)
WILDCAT (Number 2) Combi Rifle + Light Flamethrower D-Charges / Pistol, Knife. (20)
WILDCAT Spitfire / Pistol, Knife. (1.5 | 25)
WILDCAT Engineer Combi Rifle + Light Flamethrower D-Charges / Pistol, Knife. (23)
WILDCAT Boarding Shotgun, Flash Grenades, Deployable Repeater / Pistol, Knife. (19)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 44)
TOMCAT Doctor Combi Rifle + Light Flamethrower / Pistol, Knife. (22)
HELLCAT HMG / Pistol, Knife. (1.5 | 29)
HELLCAT Combi Rifle + Light Shotgun, Adhesive Launcher / Pistol, Knife. (0.5 | 25)
HELLCAT Combi Rifle + Light Shotgun / Pistol, Knife. (24)

5 SWC | 250 Points

Open with Army 4


My entire AD presence hits the table turn 1 on the flank and pushes HARD into the centre line whilst my link team forces its way up with order efficiency to the mid-table point and turn 2 I just attack hard and fast and it caught almost every one completely off guard, one game I had a turn two wipe because he left the flank open for one of my Hellcats to glue down Ajax. From there I ignored him as he didn't have an Engineer and proceeded to shoot the poo poo out of everyone else.

The Geckos look rad, but I'm not too impressed by their stats, but I LOVE their weapon load outs, so I may ram a few of them into a list somehow in the future.

Flipswitch fucked around with this message at 00:05 on Sep 1, 2013

TastyAvocado
Dec 9, 2009
That's pretty much the exact corregidor list I have planned.

Flipswitch
Mar 30, 2010


It's all the faceless masked African war criminals you could possibly want. Great fun to play and looks incredible on the table.

dexefiend
Apr 25, 2003

THE GOGGLES DO NOTHING!
What is the most dollar efficient way of purchasing that exact list? I don't want to mess up and order the wrong guys.

Also, does anyone have any advice for how to glue on the little fins that for the Gao-Tarsos (Tohaa jump troops)? I have had no luck in getting mine to stay put.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...
So whats the deal with Spec Ops figures? I understand they are for campaigns, but can they be used in standard one off battles as well? How does balance work with them if so.

Pierzak
Oct 30, 2010
You just use the standard tournament format and give them 12 XP. They're extremely useful and change the meta quite a bit, but as long as everyone has access to one the balance doesn't suffer.

dexefiend posted:

Also, does anyone have any advice for how to glue on the little fins that for the Gao-Tarsos (Tohaa jump troops)? I have had no luck in getting mine to stay put.
Epoxy glue.

Pierzak fucked around with this message at 02:17 on Sep 1, 2013

Flipswitch
Mar 30, 2010


dexefiend posted:

What is the most dollar efficient way of purchasing that exact list? I don't want to mess up and order the wrong guys.

Also, does anyone have any advice for how to glue on the little fins that for the Gao-Tarsos (Tohaa jump troops)? I have had no luck in getting mine to stay put.
Corrgidor box, two Wildcat blisters, new Hellcat blisters and Tomcat blister. Done.

Panzeh
Nov 27, 2006

"..The high ground"
Do mobs of bad troops work in Infinity?

Pierzak
Oct 30, 2010
Short answer: no.
Long answer: hell no.

"Mobs" do not work, yes basic grunts are good but you still need to use your head to make them work. Otherwise one well-positioned reaction drone or sniper will tear you apart.

Also, there are less than 10 bad units in Infinity, and most of these are simply overcosted or have better equivalents for common situations.

Weissritter
Jun 14, 2012

Pierzak posted:

Short answer: no.
Long answer: hell no.

"Mobs" do not work, yes basic grunts are good but you still need to use your head to make them work. Otherwise one well-positioned reaction drone or sniper will tear you apart.

Also, there are less than 10 bad units in Infinity, and most of these are simply overcosted or have better equivalents for common situations.

What are the bad, or less good PanO units?

Panzeh
Nov 27, 2006

"..The high ground"

Pierzak posted:

Short answer: no.
Long answer: hell no.

"Mobs" do not work, yes basic grunts are good but you still need to use your head to make them work. Otherwise one well-positioned reaction drone or sniper will tear you apart.

Also, there are less than 10 bad units in Infinity, and most of these are simply overcosted or have better equivalents for common situations.

Alas, my plan to use a bunch of Metros is dashed!

Incy
May 30, 2006
for other Out

Weissritter posted:

What are the bad, or less good PanO units?

Non hacker kamau, Bagh-Mari, Tikbalangs that can't climb and the seraph are probably the most replaceable parts of the faction at the moment. Some weapon loadouts are a bit overpriced (multi rifles and some hacking devices spring to mind).

Pierzak
Oct 30, 2010

Weissritter posted:

What are the bad, or less good PanO units?
From the best/worst units thread on the official forum (bear in mind that Infinity metas vary wildly and these might be very :wtc: for someone; also, I don't play PanO)

Knight of Montesa
Peacemaker
Bagh Mari (unlinked, basic loadout)
Dr Kevorkian Trauma-Doc
multi rifles

Flipswitch
Mar 30, 2010


Montessa isn't too terrible, he pays heavily for his "I can AD basically" skill which almost zero of PanO has to support, which is why he gets snubbed off.

Anyone who thinks Kamau are bad are smoking something though, BS13 HMG for such a cheap point cost absolutely wrecks people. Ed: Bagh-Mari are loving terrible apart from the Multi-Sniper version.

Flipswitch fucked around with this message at 13:57 on Sep 1, 2013

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Incy
May 30, 2006
for other Out
The problem isn't that the Kamau are bad, just that PanO has so many cheap, excellent, high BS HMGs that it's never really going to see much use. As PanO if you want an "inexpensive" HMG you're probably looking at spending your SWC on fusiliers, nisse or orcs first for either the points cost or the other benefits they bring. I'm always horribly constricted with SWC as PanO and tend to prefer to spend my limited points on BS 14+ models or MSV. Expensive PanO HmGs are aquila or swiss guard. Often both.

I could see the LGL getting some use though, but it's pretty order inefficient. I am absolutely taking a Kamau link team though, and it will wreck stuff.

It's a similar situation with the Bagh-Mari, they're generally worse versions of nisse and because of how the game works, it's better making your active pieces as good as possible. I don't think they make good cheerleaders because of their high points cost.

Incy fucked around with this message at 14:12 on Sep 1, 2013

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