The official Infinity Tournament System (known as the ITS) changes each year, providing new missions, tournament rules and most importantly different challenges to Infinity players. ITS 2014 has been released on the forum and they certainly look interesting! This blog post has a look at the changes for the new ITS.

InterventorMajor Changes from ITS4 to ITS 2014

There are many changes from ITS4 (season 2013) to ITS 2014. The most obvious is that there are new missions to play, in addition there has been a change in what counts as a “specialist”. You can check out the missions here. I won’t go into the format of the new ITS, but I am sure I will write something on these!

SPECIALIST

In ITS 2014 is in what counts as a specialist has changed, notably your lieutenant is no longer a specialist whereas doctors and paramedics are. This makes a massive difference to the game, as no longer will you need to worry about lieutenant TAG’s rushing around completing the mission (apparently an issue within the ITS4 Spanish tournament scene). Interestingly although lieutenants are no longer specialist, models with Chain of Command Special Skill still are.

Doctors and paramedics now becoming specialist opens up a lot of options. For example many line-troops that were previously unable become forward observers (a major source of specialist in ITS4), can become parmedic or even doctors. Notably this allows troops models like Dakini Tacbots and Ghulams able to become specialist.

Of course doctors themselves will become much more popular. The main benefactors that come to mind are Avicenna (a wip 17 doctor that can complete missions is never bad!) and Hospitaller Knights (the doctor options anyway), although I suspect there are many more.

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MISSIONS

The new missions mark several changes from the ITS4 missions. Notably there are no mission objective points for actually killing the opponent. In addition more of the missions have objective points that are calculated after each game turn. This means that playing for the missions throughout the game is even more important than ever. I will have a quick review of each of the new ITS missions, although these are just my initial thoughts as I have not played them yet.

Lifeblood

Basic overview: Get specialist to check the supply boxes and then destroy them. There are six supply boxes that are randomly scattered from the centre of the table.

This is an interesting first mission. First off you can destroy any checked supply boxes (after the first turn), therefore denying them to your opponent. To destroy the supply boxes you will need a weapon with DA, EXP, K1 or Viral ammunition. This is interesting as weapons with these rules are likely to become more popular, in particular we might see more multi-rifles (which I think are often over looked) as they can use DA ammo. In addition any specialist who also has this type of ammunition will be extra useful. Considering this it may not be surprising to note that most of the new Dire Foes, which are all specialist, have the amo required to destroy supply boxes.

Due to the dispersal of the supply boxes, this mission does have a large element of unpredictability. It will be interesting to play this to find out how this random element plays out.

Quadrant Control

Basic overview: get more models into each quadrant than your opponent. There are four quadrants that evenly divide the “no-man” land between both players deployment zone.

This mission is all about movement, notably getting out of your own deployment zone and ideally some models across the centre line of the table. This mission plays similar to Frontline from ITS4, so is not a massive departure for those familiar with last year’s ITS, the main difference being the split of quadrants.

It’s worth noting that Shasvastii and Baggage have an advantage in this mission. It will also be interesting to see a ruling on holo projector level 1, as a 17pts Hafza could “pretend” to be a 63pts Asawira! I expect this will be aloud, which will greatly benefit Haqq. As whereas specialist are not required in this mission, this is as close to a “kill game” as you can expect in ITS 2014.

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Beacon Reach

Basic overview: Ideally seize more or at least equal Beacons to your opponent. Beacons do not start on the table but are instead created from the beacon generator, which is located in the centre of the table within an objective room. Once a beacon is generated you need to move the beacons to inside your deployment zone.

Oddly my first thought on this mission was practical, rather than gaming, as this mission requires the use of the Objective Room (or something similar) which will be tricky for tournament organisers. Besides this, the mission looks to be a tricky one as both players will want to get specialist within the objective room in order to create a beacon (or beacons) before moving them to your deployment zone. Note that any friendly model can take the beacon from a specialist, so having some fast moving elements to your force would be useful.

Interestingly models with large bases cannot get into the objective room. This may not affect many players, but as Combined Army player I feel a bit sorry for the Med-Tech Obsidon Medchanoid.

Antennae Field

Basic overview: Aim to Control more Transmission Antennae than the adversary at the end of each Game Turn. In addition Contorting the Main Transmission Antenna (located within the centre of the table) and/or the Transmission Antenna in the enemy Zone of Deployment at the end of the game provides extra mission objective points. The Transmission Antennae are in a diamond pattern, with one in the centre of each player’s deployment zone and three spread evenly across the centre line of the battlefield.

This is a much more interesting mission than it may initially appear and I think is a major departure from the ITS4 missions. For starters there is a restriction on the use of the Airborne Deployment, Mechanized Deployment and Infiltration Special Skills, as it cannot be used within an 8 inch area on either side of the central line of the game table. This is a first, as ITS do not normally restrict this type of deployment. I think this will have more of an effect on models with Mechanized Deployment and Infiltration Special Skills. This is not necessarily a bad thing, as forward observer infiltrators where common in ITS4 and where overly good in many missions.

There are also no wip rolls for specialist to control the Transmission Antennae, simply being in base contact is sufficient. Non-specialist can also deny the Transmission Antennae by being is base contact with one, which may lead to some heavy units sitting on some of the Transmission Antennae. A major change is also that control of the Transmission Antennae is worked out at the end of each game turn. Your specialist will now have to not only get to the objectives, but also hold them. It will certainly be interesting to see this mission played out!

Final Thoughts

I am defiantly keen to play each of the new ITS 2014 missions. They offer a refreshing change from the last ITS. For starters I will be looking at using doctor and paramedics more. Other than this it will be a case of getting used to the new missions and how best to accomplish them!

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