Archive for June, 2013


This is a battle report from a game I played this week. I think it’s very comprehensive and well written. All credit needs to go to Lee (2screens) for doing such a great job!

2screens

This post is going to be a little different from my usual fare – a few of our group have taken up Infinity, and some other 40k players have shown an interest too. With this in mind, I’ve written up a battle report in order to shed a bit of light and show the cinematic feel of Infinity.

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Combined vs Haqqislam

So I had three games of Infinity over the weekend. It’s tough to give any detail when reviewing Infinity games (so much micro events happen!). I will try and give a few highlights of each game, but I will start with the Haqqislam game.

200pts Combined VS 200pts Haqqislam

My combined list was:

 Skiavoro Lieutenant (56|0)

 Vector Operator HMG (35|1.5)

 Morat Combi (16|0)

 Morat Combi (16|0)

 Noctifer Combi (23|0)

 Aswuang Combi (25|0)

 Daturazi Chain (14|0)

 Daturazi Chain (14|0)

This game was a very close fought game with both the Haqqislam and combined playing aggressively.

The Haqqislam was an army with 8 models around the 25ish points mark (although one was around 36pts, whilst another was 12pts). This was quite a different approach to my combined where I have a few cheap(ish) troops (vanguard and witch soldiers) so that I could take a Skiávoros (56pts model). It’s interesting to see how the different approaches to building lists work out. I felt that both approaches had their merits. The Haqqislam where all deadly, allowing them to put pressure on my combined as they always had a semi-decent model within threat range.  On the other hand my combined relied on the Skiávoros to do a lot of the fighting, but then he is quite good at it!

As for the Haqqislam models I thought that the Djanbazan was very nice with its MSV Lv2 and regeneration. The Naffatûn was also really nasty as with their impressive WIP (14) and flamer (a great counter to camo unitsl).  The Lasiq was also a complete nightmare with its viral rifle killing any model that it hit.

In the end the “man” of the match for my combined was the vector operator who used super jump to do a killing spree.  I also used the Noctifer to take out the Haqqislam HMG total reaction remote. Unfortunately the Noctifer was burnt to a crisp by an avenging Naffatûn!

It was a great game and I look forward to playing against the Haqqislam more in the future.

Infinity Game Images

I had a few games on Infinity over the weekend and my mates managed to take some photos, so here they are:

InfinityGame(5)

InfinityGame(3)

InfinityGame(4)

InfinityGame(1)

InfinityGame(2)

InfinityGame(6)

Untitled Document

Luckily I have a mate with a light tent, so I managed to got some pictures of a few of my combined. Using the light tent makes such a big difference, the image quality is just loads better! I have posted the images below (I will have to get the bases done asap!) so you can see how quality of photos with a light tent.

Charontid-1

Charontid

Aswang-1

Aswang

Daturazi-4

Daturazi

Combine Q Drones

Combined Q Drones

After a game playing against a total reaction remote and one using them (I am not that experienced!) I started to think of ways to counter this rule. I should note that this article is more theory than practice, so comments would certainly be welcome.

If you don’t know, total reaction allows a model to use its full burst in the reactive turn. To top it off models with total reaction usually get 360 degree fire arc, so there is no outflanking them.  At first this ability seem overwhelmingly good, however like many special rules within Infinity, there are some ways to counter it.

It’s worth noting that the total reaction ability is mainly found on remotes and available to almost all faction (Ariadna and Tohaa don’t have any total reaction remotes, although Tohaa have their equivalents). The remote is usually armed with a HMG, although there are other weapon options such as combi rifle, plasma rile etc. It’s also worth noting that the total reaction remotes are generally very weakly armored, so even a single hit has a good chance of killing them off. The availability of the remotes varies widely from 1 up to 5 (yes that’s right, Imperial Service can get 5 remotes with total reaction!).

As the rule is wide spread, it’s defiantly worth knowing how to counter it. Attacking a model with total reaction in a standard firelight is usually going to end up badly, or at the very least is a very risky option. So what alternatives are there?  Well I can think of at least 5 tactics to utilize. I have ranked them from 3 (good tactic) to 2 (OK tactic as it has substantial drawbacks) and 1 (not ideal, but better than nothing).

Hacking (rating 3): If you can get within range hacking is a great way to shut total reaction remotes down as it does not need line of sight, therefore avoiding any returning fire. This method can be order intensive as most remotes have a BTS of -3, so best used when you have a hacker with a good will power (maybe not for Pan-O Players!).

Attack from Camo (rating 3): One of the best ways to counter total reaction units is to attack from either CH or TO camo. This allows the attacking camo unit to shoot before the remote. The main downside is that this approach is often a “do or die” situation for the camo model, as they will often not survive the return fire if they fail to kill the remote.

Smoke and MSV (rating 3): If you have access to smoke and MSV, use these to kill of the remote. Much like attacking from camo this tactic allows you to kill the remote before it can fire back.  This tactic capitalizes on the fact that total reaction remotes do not have MSV’s. This tactic is often more order intensive than attacking from camo (you’ll need at least two orders to throw some smoke and then shoot from a MSV) however it is safer as the remote can only return fire with a hefty -6 modifier. Note that just using smoke on its own can also be handy to reduce the carnage a total reaction remote can do, but won’t actually kill it off.

Indirect fire (rating 2): Any indirect fire weapon can be used to take the remote out. In this case you will never have to worry about it returning fire. This tactics utilises the fact that total reaction remotes have so little armour that any hit is likely to kill them off.  However I have only given this tactic a rating of 2 as it can be fairly order intensive with the hefty modifier of -6 to hit for indirect fire. Also the opposing remote can use the “shadow” of buildings to protect them, rendering indirect fire impossible.

Combined Orders (rating 2): Using more than one model to do a combined attack can work, so long as you don’t mind making scarifies! When doing a combined order you have to half you burst, but the opponent can only make on ARO. This ARO cannot be split between two models, therefore at least one of your attacking units kill will get a chance to hit the remote. However the other attacking model is going to have a rough time, taking a full burst whilst only defending themselves with half of theirs! Due to this obvious drawback I have only given this tactic a rating of 2.

Template weapons (rating 1 or 2): Again as total reaction remotes are so lightly armoured, it may only take a single hit to take them down. Using weapons like chain rifles or flamers can cause auto hits, hopefully killing off the remote without the worry of its high burst canceling out your shots in a face-to-face roll. This tactic is defiantly suicidal for the attacking model and only has around a 50% chance of success. Because of this I was going to give this tactic a just a 1, but there are some armies with 5pts troops with chain rifles troops, so it can defiantly be worth the risk and the sacrifice if you have the right troops. Just bear in mind that the remote is around the 30pts mark, so I would not waste too many units trying to kill it! If possible this tactic should also be combined with the “combined order” tactic above, in which case I would raise its ranking to a rating to a 2.
If all else fails, get the odds in your favor (rating 1): Ok this is not really a tactic specific to total reaction models, but if all else fails get the face-to-face roll in your favor. Total reaction remotes only have a BS of 11, so attacking them with models with higher BS, with mimetism, ODD or in favorable conditions (such as optimal range bands, cover etc) can really reduce the threat of total reaction.

Introduction to Infinity

When i started infinity I found it very difficult to get an idea of what each army was like .  Now I have played a few games I thought I would summarize my thoughts on each army. Hopefully new players may find this useful!

 

Pan-O:
The “Space Marines” of Infinity, very shooty (most units have an extra point of BS) and cost-effective. However they do have more of the technologically advanced rules such as mutli-spectral visors (so you can shoot camo units!) and access to a wide range of heavy infantry.  A draw back is that they have lower willpower (so don’t make the best medics, engineers or hackers) also they don’t have access to as many fancy rules as other factions.

 
Nomads:
Nomads are all about synergy between units and remotes (robots and TAG’s).  I will have to play against them a bit more before I can say anymore!

 
Yu Jing:
They are a bit of an odd one, they have similarities to Pan-O (large range of heavy infantry and good tech), but are a bit more combat orientated (which means some of their models are less cost-effective). Don’t let that put you off, they do have some very unique units (armored suits that can transform and futuristic samurai!).

 
Ariadna:
A technologically backward army, but they make up for it through shear numbers and outright aggression. Ariadna are also characterized by having a higher physical, lack of BTS (so are susceptible to viral weapons) and no hackers (but then there heavy infantry can not get hacked).

 
Aleph:
Human techno faction. this is an elite army with some very resilient units (man sized TAG’s!).
 
Haqqislam:
Have a lot of good light and medium infantry.  Generally the models have an extra point of willpower, so make good medics, engineers and hackers. To me they feel seem like an army in between Ariadna  and Yu Jing.  Also worth noting that they have access to a lot of flame throwers!

 
Combined:
The army that I personally play! I have a lot to say about this army, but to summarize I would say that they have loads of special rules. This means they have access to a wide range of tactics, but suffer from being expensive.  In particular the combined line troopers are particularly cost-ineffective. On the other hand you have access to some amazing and out-right weird units!

So a 40K player has asked me, why play Infinity?  Well after thinking about it, I think it comes down to three thing:

Models: First and foremost, I personally think the models are great. I really like the “true” scale nature of Infinity models and the manga style. The models where a big draw to me anyway!

Rules: The rules are a very refreshing change from anything that I have played before. This is because one player acts as the active player whilst the other player  acts as the reactive player. This means you are always involved in the game, there is no waiting around for your opponent to shoot your army up until you get the chance to return the favor.

Game Balance: You can use all models within the Infinity range. Which means that you get to use the model you like the most and as an extension of this there are no “net lists”.  Of course army building is still important, but when it comes down to it it’s how you use your models rather than which ones you take.

 

 

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DeathWatch Studios

Commission Miniature Painting For You!

GEMANA

epic miniature madness

NDC Wargames

Wargames Collective Extraordinaire

OSO GRAPHIC

The Art of Dave Monty The Mini Painter

sho3box

Toy soldier wargaming stuff.

Element270

Element 270: Home of the Element 270 podcast; dedicated to Dystopian Wars

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