Infinity is a 28mm skirmish game by Corvus Belli where minis are sexy and rules are free.
>Yes, all the rules are for free. Buying the books is only relevant for fluff:
>Provisional Catalog where you can look at pretty pictures of the miniatures you're thinking of getting:
>Official Army Builder:
>N3 Hacker Helper:
>All Consolidated Rules:
>Latest news is the Economically Questionable RPG Kickstarter
>The Actual Faction Poll
>Scans (More Needed):
>Which was the best release of 2015 for PanOceania, Yu Jing, Haqqislam, and Nomads?
>Which was the best release of 2015 for Ariadna, Combined Army, ALEPH, Tohaa, and the couple of Mercenaries?
Probably pretty cookie cutter, but could I get some feedback on this SP build? Any notable flaws or shortcomings.
They are a previous and short lived rendition of the hac tao for some reason holding the Pulse Rifles from ALIENS.
Funny thing is, a single Hac Tao would smash an Anaconda.
So, I've been thinking about getting into this. It's really merciful (and a selling point) that the rules are so accessible, and pretty well written, but I have a possible lists I'd like reviewed for entry, at-home level play.
List 1: ALEPH
Atalanta & Spotbot
Asura (Multi Rigle and Nanopulser)
Naga (Multi Sniper Rifle)
Deva, combi Rifle + Devabot
Posthuman Proxy Mk1 Hacker/Mk1 Doctor
2x Dakini Tacbot
List 2: JSA
Kempei (Chain of Command, Boarding Shotgun)
Karakuri (Mk12, Chain Rifle)
Ninja (Multi Sniper Rifle)
So how badly have I fucked up theory of listbuilding?
>At home level play
Do you mean like, introducing infinity to the wargaming buds>
Playing infinity with GF/Wife
Playing with the little tikes( Timmy, stop putting the models in your mouth)
Pretty extreme to start with so much advanced stuff, and generally it is a bad idea to even consider a TO Lt, since you either lose hidden deployment or start in LoL (since CoC does not trigger here).
Yeah, I think I hit the slowly dawning realization as I read what I'd written that the O-Yoroi would probably make a better lieutenant in every conceivable way.
I could probably tweak the first list to drop the deva and hacker proxy for Scylla with assault hacker/devabot and an engineer proxy, too.
Out of curiosity, what's 'advanced' in the lists in question? The hackers? Just launching into 300 points? And would the Aleph starter pack actually be a good/better place to start?
Bit of one, bit of two. Fiancee is a wargame fan, and I'd like to play with her and a few friends.
just remmbered that 3 /infgen/ ago or something like that, someone had the idea of 5 man teams made from the starters as a way to introduce the game in a simple hostage rescue scenario. Did anyone save those?
Believe it or not, NEA (well-regarded namefag from the Battletech generals) actually wrote up the entire scenario, including modified army lists and the attendant special rules just for that scenario in a bookmarked PDF. This was the draft he put up; I think the plan was to refine it and send it in to CB. I don't know if there's a later draft version.
thank you good anon
This is perhaps your best bet to introducing infinity, and now that i have it, i will be using it as well. I hope NEA gets hired by the spaniards
this is amazing.
Normally zero. However, I would point out that you'll be better off with paintjobs on models if you're teaching newbies. The differences between models can be hard to see at the best of times, and bare metal can make seeing those differences even harder. At the very least, I'd recommend something like:
>wash over basecoat
>one contrast color
So, for example, paint the whole model with a Bleached Bone basecoat, and then hit it with a Devlin Mud wash (yes, I have a lot of old GW paint). Paint a few bits in a contrast color like Red Gore, maybe stripes on the armor or the pauldrons or something. Then paint the gun silver (and drop a black wash on it if you feel like it).
IMO, teaching newbies with fully-painted figs on fully-painted terrain gets the absolute BEST results, because they get drawn in by the spectacle. But if somebody has gone out and bought 500 points worth of Aleph, I'm not going to expect them to have it all painted before they start painting. It's the people who've been playing bare metal figures since N1 that I have huge issues with.
I'm basically a complete Infinity rookie, but a long time 40k vet.
Can someone explain to me, in game neutral terms if possible, the advantages gained by taking a Neo-Terran army as opposed to vanilla Pan Oceania?
NCA has fewer options overall, in exchange for higher availability for several units, access to a few out of faction units, and the ability to form link teams with certain troops (fusiliers and bolts).
NCA is generally considered to be weaker at its best than pano, especially in light of the relatively recent errata forbidding using coordinated orders with troops that have G: synchronized companions.
One thing you need to understand about Infinity is that two of something is not necessarily twice as good as one of something, because they will both draw from the same pool of resources. NCA can take more of some of PanOs strongest options, but the missing stuff is strongly felt.
1) You can take as many Auxilias as you want. Forward-Observer Auxilias are one of the single most useful pieces in the game. Normally you're limited to, IIRC, two in an army. In terms of utility, think "like a Plasma Gun Space Marine priced like a basic lasgun Imperial Guardsman." the only things FO Auxilias can't do are specialized skills (Doctor, Hacker, etc) and meaningfully engage opponents outside of 16"...but since most boards are urban with a lot of terrain, that's not as bad as you might think.
2) You can link your basic infantry together into a fireteam to make them actually useful and more order-efficient. A Fusilier Link is pretty good at holding ground.
3) You gain increased access to the super-shiny toys, notably Swiss and Aquila Guard. You gain access to LOTS of Thermoptic Camo (think "Predator", you're very hard to hit and in some cases you don't even have to have a model deployed on the table; they move into your LOS and you just *appear*).
The combination of the above means the NeoTerra can field a swarm army list (15+ orders is the way to win in tourneys) that is ALSO capable of going full Rambo. About the only unit they really miss having from Vanilla is the Cutter TAG (which is one of the top 3 Rambo units in the game, along with Avatar and Achilles).
Basically, all of the cool shiny shit PanO normally gets? NT can take 95% of it, and in larger quantities.
They pretty much got everything important compared to vanilla pan0 and more besides. They sure as hell ain't 'weak' even after the well deserved (if half-assed) nerfs.
The ulhan is still a damn brutal camo TAG even if it is thankfully not as outright have obscene as the cutter.
Seconded. MI are generally just too slow to compete. 4-2 movement is not OK. If you're going to take MI, it's got to be something at the level of an Intruder or better. If you don't have units at that level, you're better off spending your 130-140 points of "MI link team" on a 70-point HI and five 12-point LIs (also linked) to give it extra orders and to be mean to people on the reactive turn.
A 5-man Fusi link and a Swiss is practically ALWAYS better than a 5-man Bolt or Wildcat link.
A Wildcat link team looks way sexier than some fusiliers and a swiss guard, though.
It's just a meme, Bolts are cheap and come with some great tools, plus they can complete objectives. They're slow, but in a link it doesn't matter. It's easier to send up a Bolt link team than it is to send in the Swiss Guard, then follow it up with a Fusilier link team containing a specialist, plus at 300 points you can fit the Bolts and the SG.
A Jag team spamming smokes for the Intruders is still way better then a wildcat team.
Or just send in the Swiss cheese hacker powered by cheapass fusilier spam instead and save a whole lot of trouble.
Swiss cheese hacker, powered by Bolts, able to deal with things on both sides of the table at once. Though I would prefer AG HMG, since the Bulleteers already have ODD.
The supposition put forward is that MI are generally not taking unless they're as good as an Intruder. But one of the reasons Intruders are so prevalent for Nomads is that Nomad HI is actually kind of lackluster compared to Swiss Guard, Sograts, Achilles, and so forth. Intruders essentially become the "heavy hitters" of Vanilla and Corregidor lists because they're the best option until you get up into the TAG-range (and even then it's debatable).
Assume that Nomads had HI which were the equivalents of the other stuff I just mentioned. 4-4 MOV, 14 BS, 4-5 ARM, 2 wounds, with the same Camo/MSV2 loadout Intruders have now. Assume they're priced roughly equal to Swiss or Aquila Guards (65-70 pts, 1.5 SWC for the usual HMG loadout). Would Intruders still be worth taking as often if they had that sort of competition available within their faction?
(Clearly they'd still be worth taking sometimes, but the main thrust here is that Intruders are partially amazing MI because of lack of competition for "purely murderbot unit" in Nomads.)
Intruders are used because they are one of the best units in the entire game period. And unlike other MSV2 units, they can do perfectly well all by themselves, and only become much more brutal with smoke support.
It's a combination of both the amazing stats and the fact he's pretty much the only MSV game in town that makes the Intruder as prevalent as he is.
As >>44934124 points out, his unique combination of skills allow him to gunfight well beyond most other MSV 2 LI/MI who are kind of unimpressive overall. Only the Nisse and the late Vector Operator, even come close to that utility, and the marker state puts him over the edge. It's almost trivial how easy it is to put opponents at -12 to shoot back.
If there was effectively a Nomad model with the same skills as the intruder, only with the HI status, he'd be costed more in line with the Swiss/Hac Tao than the cheaper Aquila/Hsien and cost 2 SWC. That profile would be amazing and easily a crown jewel that would make other factions see green, but you'd still have to pay for it. The Intruder still probably get play mostly because he's going to be a good 24 points cheaper. I mean you still have the Nisse, Bao, Rui Shi, Maakerep, Yaogat, Agema still show up when there are more elite options. And since he packs major long range guns already, his status as an MI can be worked around.
MI are worth taking, if they have enough skills or capability to warrant taking them. Long range weapons, visors, big guns (hello tank Hunters), fire team options, alternate deployment, specialist options, skills, price discounts, etc, will factor in on whether that 4-2 (No Briscards don't really fall into this category) movement is a worthwhile sacrifice.
Idk, MSV 2 actually got worst due to discover cover penalty and that specific smoke nerf, and camo arguably got better in comparison.
Combine both, and the Intruder is still horrendously good at that price. Again, *especially* when smoke cover is available.
You got it buddy!
Blue Sectorial? PanOceania water planet - Veruna?
GROM and Formoza units!
Damn you Bostria, we need model previews!
Not some "ground spiders" made from stuff most people don't have lying around!
Not that they're not neat
Because they're the cutest.
I've got a dudesman with a smoke grenade. Right now dudesman is either behind smoke or behind total cover. Let's say I want to pop smoke in his path and walk into that smoke.
Is that possible to do so without triggering an ARO? Essentially smoke first as a normal role then moving where the line of fire of an ARO would have been drawn if the smoke hadn't been there first?
My friend just commissioned me to paint his Uberfallkommando.
kill me now
Speaking of uberfallkommando: would you glue the head on first, the horns or all of them before painting?
Project for the weekend!
Going to paint one Ghulam to try out my paint scheme. Dark green armor, brown and tan clothing, and purple/orange for visors, leds and osl.
I actually think that Hafzas make better candidates for trying out colors.