Category: Nomads


Nomad Jaguars

Jaguars are possibly my favorite Nomad unit. On the surface Jaguars may look like a lot of other warband, but they have the noticeable addition of being regular and frenzy (as apposed to extreme impetuous). This means Jaguars won’t have the additional impetuous order to get up the table, but does mean they are a lot easier to control plus they can make use of cover. Jaguars also have the great benefit of being dogged, which makes putting them down tricky!

Nomad Jagguars

The cheapest profile may be what you expect from warband (i.e. smoke grenades and chain files or shotgun), but the other panzerfaust/Adhesive Launcher wielding profile is more eclectic. This profile misses out on smoke grenades, but offers a cheap and deadly ARO model (dogged really helps with in this role!). It’s worth noting that between the pistol, panzerfaust and Adhesive Launcher this is one of the few models in Infinity that can get a plus 3 to hit from 0 – 32.

For this trade off the Jaguars cost more than you might expect, but in my opinion are well worth it. Personally I use the chain rifles/shot guns for back board guard duties whilst the panzerfaust profile acts as an ARO model. Of course Jaguars work incredibly well with the Nomad signature model, the Intruder by providing reliable smoke.

Nomad Jagguars

My personal favourite, this model looks great with two close combat weapons. I painted the skin tone using my typical purplish hues.

I love the studs on this model, it has a real gang like feel to it.

Panzerfaust wielding Jaguar.

A shotgun wielding Jaguar, with a cool mow-hawk haircut!

This was a weapon swap so I could field two panzerfaust without model duplication.

Again another wepaon swap in case I fielded more shotgun armed Jaguars. This is more for my own benefit, as it makes it easier to identify which Jaguar has a chain rifle and which has a shotgun.

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If Gencon is on, so there is bound to be a lot of Infinity news! Yesterday were are tone of new images as well as information on the eagerly anticipated Human Sphere book. I have put it all together and added a few of my thought.

 

Nomad News

– Mobile Brigada box set

– Alguacile hacker (released in August)

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Combined Army News

– The official title of the new CA sectorial is  First Contact ONYX force. This is formed from the models in the current CA starter set.

– Two new drones were shown, the Xeodrone and the Overdrone (least that’s what I think they are called). The latter looks like the CA equivalent of  a Han Huo!

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Haqqislam News

– Khawarijs resculpt

– Bashi Bazouks resculpt

– Govads

– Female Hunzakuts (September release)

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Tohaa News

– Tohaa Kosuil Assault Pioneers , are hard hitting medium infantry with Symbiont, K1, mines, nimbus grenades etc. These will be out in September.

– Kerail Preceptors, the Tohaa equivalent of a antipode pack. The Preceptors are accompanied by alien “reptile lions”, called Mutan and Surda.

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Personally I am not convinced by the the Tohaa “reptile-lions”, somehow they remind me of the He-Man Battle Cat, but i’ll reserve judgment until I see the model.

 

Yu Jing News

– Domaru Butai boxset (apparently Domaru will get new options/rules from the new Human Sphere book).

– Zhanjing troops (to be released early next year).

– Guija Resculpt (to be released by the end of the year).

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This TAG looks amazing, can’t wait to see the miniature!

 

Pan-O News

– Clausewitz Uhlan and Tikbalang box set

– Seraph

– Croc man hacker

– Nisses HMG (released in September)

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It’s TAG-tastic news! It’s been quite a wait, as the Stingray series design has gone through multiple changes, but looks like the wait has been worth it. My personal favorite is the Seraph (both model and rules).

 

Ariadna News

– Desperados and Mavericks to be released this year.

 

Human Sphere News

– The new Human Sphere will probably be released by the end of this year, bring all Inifnity rules up to N3 standard.

– The fire-teams rules will be rewritten and will include the new Duo fireteam, formed of two models. The Duo fire-team should be available to generic armies. It provides no fire-team bonus, but does allow two models to move with one order.

– EVO remotes become hackers with additional programs. For the first time the Combined army is getting an EVO.

– A new hacking device called a Killer Hacker device will be made available to certain models. The device will have only 4 programs (+1 for CA) designed to kill of enemy hackers. In addition one of the programs is cybermask.

– Certain models will not be present in the new Human Sphere. This includes Halqas, Kamau as well as the Merovingians  and Shasvastii sectorical.  These models and sectorials will remain legal and will be present in the Infinity online army builder. They will be re-released when  Acheron Falls is released (possibly 2016). The Shasvastii range will be re-designed.

 

Final Thoughts

Wow there is a lot of news to take in! I think this show how far CB are going to go to change Human Sphere to make Inifnity the game they really want, rather than simply cleaning it up. I expect we will see many more changes from Human Sphere, which in the future will open up many more tactics and options.

There are so many fantastic new models coming out, as well as re-sculpts. By the end of this year anyone wanting to get into Infinity will have a complete N3 system as well as an amazing and extensive model range, not blighted by some of the older and less well sculpted models. It should give Inifnity the stable base to grow even further as well as become an even more enjoyable game.

The only downside for me is the news that the Shasvastii range will be re-designed. As I already have a fairly large Shasvastii army, it’s a shame to know they will be out of date within (approximately) 2 years. Still it’s hard to complain about new and better models!

 

I recently went to an Infinity tournament at BIG in Bristol, so thought I’d get back into blogging and do a report of the event! The tournament was a standard 300pts non-spec op, with 16 players. The missions were Supremacy, Antenna Field and Annihilation.

I have been playing a lot with my Ariadna recently, so they would be obvious army to take. However I fancied a change of pace and decided to take a risk and use my Nomads, which I am a bit rusty on. At least Nomads are a flexible force that I used a lot in 2nd edition and the missions were simple.

intruder1

My list designed for Supremacy and Annihilation was:

Group1

Intruder Lieutenant

Intruder with Multi Sniper Rifle

Prowler with Spitfire

Reverend Moria with HMG

Spektr Hacker

Alguacil FO

Alguacil FO

Alguacil FO

Zero FO

Jaguar with chain rifle

 

Group2

Daktari

Salyut

Salyut

Clockmaker

Zondbot

 

With a massive 7 specialist (just one of the joys of playing Nomads!), plus two of which infiltrate I was confident I could cope with tacking control of the consoles in Supremacy. The specialist also covered all of the classified objectives, which is massively important for Annihilation where they are worth 40% of the objective points available.

To aid control of the quadrants in Supremacy I added two Salyut, which only cost 8pts but due to baggage are worth 28pts when calculating who controls a quadrant. The Salyut may be fragile but I have found they can really help keep secure the quadrants nearest to your deployment zone, allowing you to push up the field with the more aggressive elements of the army.

The list also has firepower from the Intruder, Moria and Prowler, as well as a substantial order pool so seemed well-rounded. I think the main downside of the list is the fairly obvious Lieutenant, who can be narrowed down to one of the non-infiltrating camo markers.

lupe1

My list designed for Antenna Field was:

Group1

Intruder Lieutenant

Intruder with Multi Sniper Rifle

Reverend Custodier Hacker

Mobile Brigada with combi-rifle

Lupe Balboa

Reverend Moria with HMG

Alguacil FO

Alguacil FO

Alguacil FO

Jaguar with chain rifle

 

Group2

Daktari

Sin-Eater with HMG

Zondbot

 

As Antenna Field involves standing around objectives, this list had defence and tougher specialist in mind. In particular the Reverend Custodier Hacker and Lupe Balboa are both specialist that can be a right pain to dislodge, due to ODD and mimetism respectively, once they gets onto suppressive fire. Due to the exultation zone I did not go for any infiltrating specialist.

I had a Sin-Eater with HMG to team up with the Intruder sniper. I hoped these two would make it hard for my opponent to advance, whilst my specialist secured the objectives.  The list also had a Mobile Brigada to add some resilience to it. Unfortunately I could not find the points to give him a multi rifle and light flamer, so this was just the cut down combi-rifle version.

As with the previous list I think the main downside was the fairly obvious Lieutenant. At least the Reverend Custodier Hacker was another potential suspect.

daktari

Game1

My first game was playing Supremacy against Tohaa. I won the roll of for initiative and decided to go second and my opponent elected me to deploy first. That’s a pretty large sacrifice, especially against Tohaa who can rush you with flamers, but as the control of the quadrants are calculated at the end of each game round I wanted to go second, so I knew where best to put my points (or kill the enemy) to take control of the quadrants.

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Table for Game One

The Tohaa force had a main combat group supported by a 3 man link. Because of this I decided to use my command token to reduce the orders of the 3 man Tohaa link combat group, as this would stop this group from advancing out of the quadrant on the Tohaa side of the table.

The first shot of the game was a sniper duel between my Intruder and Nikoul, which saw the Intruder on the losing side. With the Intruder sniper dead the Tohaa were free to advance up the table, securing both quadrants nearest to their deployment zone, whilst pushing a Kotail with spitfire into my right hand quadrant.

The Kotail was looking to be a real pain, as I had no one in a good position to tackle him, until I remembered I had a Spektre hacker just behind the Kotail. The Spektre was able to see all the holo echoes, which proved very useful as I could reveal the Spektre and go idle, forcing the Kotail to react and reveal itself. Thankfully the Spektre shot the Kotail down, preventing any intrusions into my quadrants for that game round. For the rest of my turn I took pop shots and killed of a Sakiel, Doctor and Makaul and secured both the quadrants nearest to me as well as one of the consoles. The game round eneded with us both in control of 2 quadrants.

The next turn saw a Rasail advance up my left flank, through some woodland. The rest of the Tohaa secured a console and strengthen the defence of their own quadrants.

The rest of the game saw me killing off the of several Tohaa model and eventually killing of the Rasail, which are extremely hard to get rid of especially when in woodland. I then advanced up the table and secured three of the two quadrants for the remaining two game rounds. I also completed my classified (extreme prejudice) and secured another console.

In the end the game finished 8 – 2, so was a strong start to the day. Thankfully my gamble of deploying first and going second had payed of.

 

Game 2

After a strong start my next opponent was likely to be tough. As it turned out I was facing Ian, aka the Wargame Trader with his Nomads, so it was indeed going to be a tough game! We were playing antenna field on a table with fairly open deployment zones, but fairly dense center (sometimes referred to as a “camel back”).

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Table for Game Two

Ian won the initiative roll and decided to take deployment, forcing me to make the tricky decision to go first or second. As the mission is scored at the end of each game round I decided to take the second turn, think that because of the exclusion zone both infiltrators and AD troops would have a tough time storming me on the 1st turn, plus I felt my defence was good with the Intruder Sniper and Sin Eater.

I deployed with my Intruder Sniper and Sin Eater in semi-decent vantage positions and the rest of my army prone behind what cover I could find. Ian also deployed most of his army hidden away in his deployment zone, except notably two camo markers over the half way line (which successful made their infiltration rolls) and two Grenzer with missile launchers in vantage points on his side of the table. I opted to use a command token to prevent Ian using multiple command tokens in his first turn.

Ian’s first turn saw him use his Intruder with HMG to bait out my Intruder Sniper and subsequently win a fire-fight against him, leaving the sniper unconscious. The next piece of my defense, the Sin Eater was then taken out by using a coordinated order to allow the two Grenzer with missile launchers and a Zero to shot him. I could have dodge to make it a face to face roll against all of the shots, but as the Grenzer were hitting on a 16 (we were all prone, but on equal height terrain so not in cover) I decided to go down in a blaze of glory and killed off one of the Grenzers but got blown apart by the other. A very fast Morlock (move 8/4) also ran up my right flank with a chimera pack. My deference was broken, but Ian had only secured one antenna so things were not looking too bad so far. However Ian has also moved a Bandit up my right flank to go after a camo marker, which was my Intruder Lieutenant.  After detecting the Intruder a firefight ensued with the Intruder eventually lost and went unconscious.

As I started my second turn in Loss of Lieutenant I had I was only just able to get onto one of the antenna with my Custodier. I had no orders to retaliate, but just tried to reposition my force. Whilst moving up my left flank I triggered a Spektre with sniper rifle to be revealed, further hampering my movement up the table. I did try to heal my Intruder, which I successfully managed, however I had not anticipated how close a Morlock was. The Morlock promptly chain rifled both the remote and intruder, causing the intruder to go back to the unconscious state and kill of the remote. At least that nabbed me an objective point as passing a doctor roll was my classified objective.

The second turn saw the start of the end as Ian’s Chimera pack descended on my Custodier, tearing her to shreds and then moving on to do the same to a Reverend Moria. The fast Morlock attacked my Daktari, leaving me with just a Jaguar on my left flank.

The rest of the game was wrapped up quickly with Ian decimating my army in short order, whilst securing all the antenna. There was a cool close combat between the Jaguar and Chimera, but unfortunately her superior close combat abilities trumped the Jagguar. The game ended up 10-2, which is the largest defeat I have had in quite some time! At least tough games like that give you a lot to think about and I picked up some tactics to use with my own Nomads.

I was unprepared for the 1st turn rush and was punished for not protecting my Intruder Lieutenant better. In hindsight I should have found the points to upgrade the Mobile Brigada to have a multi-rifle, as that would make for another potential Lieutenant which would hopefully deter Lieutenant assassination attempts. I also think when I went into Loss of Lieutenant I should have used two command tokens to turn one irregular order back to regular and then make a coordinated order to put models on suppressive fire, as this would have greatly helped my defence in Ian’s turn 2.

 

Game 3

The last round I was facing Tohaa, playing Annihilation on a dense urban board. The Tohaa won the initiative roll and decided to go first. As I was going second and the table was dense, I decided to castle up. I put most of my models prone on the roofs of buildings, or in windowless buildings. To my surprise my opponents hold back model was a Gorgos! In hindsight if you are going to face a TAG it’s likely to be in Annihilation, but at the time I was totally taken off guard by this. Still I was going to keep to my plan of conserving my own army whilst completing my classified objectives. Hopefully along the way I would put some hurt on my opponent, but that was a secondary concern. I used a command token to reduce the Tohaa order pool by two orders and we started our game.

IMG_5582

Table for Game Three

The first turn saw the Gorgos go after an Alguacil and Clockmaker. As to be expected the Grogos gunned them down. In return the Clockmaker managed to take down the Chaska helper. After causing this damage the Grogos retreated back toward the Tohaa deployment zone and went onto suppressive fire.

With a reduced order pool the Tohaa first turn was nowhere near as deadly as feared. I went about getting my classified objectives using a Prowler to go a place D-Charges on a crate and activate them. I then moved a Salyut up to the unconscious Chaska and coup de grace the poor thing. This secured me 4 objective points. My Prowler then attacked a Gao Rael, killing him off.

The second Tohaa turn saw a Makaul go after the Prowler. After using several orders the Makaul reached combat with the Prowler and took revenge, killing the prowler with his viral close combat weapon. The rest of the turn saw a Tohaa link team advance, whilst the Grogos remain on suppressive fire.

With my classified objectives accomplished I started feeling a bit cocky and I instigated a sniper duel between my Intruder and the mercenary Le Muet. With surprise attack putting the odds into my favour, as well as an addition attack dice I thought this would go well. Sadly it did not and my intruder Sniper (once again) was killed. Even worse there was a medic right next to the intruder, which I could not use as the intruder suffered two wounds. With this going badly I castled up again and awaited the Tohaa final turn.

The Tohaa link in the centre went after a Zero, killing him with a heavy flamer hit. The Gorgos moved near my High Value Target and declared that Secure the HVT classified objective was being selected.

As it was the last turn I revealed the Spektre, which had been hiding in hidden deployment all game (I did say I was castling up!). The rest of my turn saw me trying to kill of the odd Tohaa model, whilst trying to not lose anymore myself. I did however see an opportunity for a major point swing, as the Gorgos has moved close to my Intruder Lieutenant. I used my Jaguar to lay down covering smoke and used my Intruder to make a surprise attack using his light flame thrower against the Gorgos. The odds were against this working, as the Gorgos could dodge (albeit only on a 7 or less) as well as easily make his armour save. Fortunately for me the Gorgos failed both rolls and succumbed to its weakness of fire. That was one exceptionally fortuitous (and lucky) shot which bagged me extra victory points and an extra Objective Point. The game ended 7 – 5 (I think), which all things considering I was very happy about.

 

The Results

In total I managed to get a 17pts, putting me in 4th place, although both the 1st and 2nd place positions were incredibly far ahead! I was very happy with this result, especially considering I have not used my Nomads all that much in 3rd and these were untested list. I am really keen to keep playing with my Nomads and develop my tactics with them. I’d like especially like to look into playing Corregidor as those new Jaguar models look fantastic and are fun to play with!

I’d also like to say that the tournament was very well run by Peter. I’d highly recommend any of his events and hope to go to more in the future.

Read more reviews of the tournament from fellow local gamer Lee and tournament organiser Peter.

clockmaker

First Game of Infinity 3rd Edition!

This week has seen the release of the highly anticipated Infinity 3rd edition. Some lucky folks have already received their shinny new rule-book, but as an early Christmas present the Corvus Belli have provided the free pdf of the rules (well ahead of the rumored schedule!). Thankfully I have had this week off work to start digesting all the new rules and even had my first bash of 3rd edition last night!

Adobe Photoshop PDF

To get a taste of N3 (as it’s commonly called now) me an my opponent used all the Operation Icestorm models for the basis of our list and then expanded the armies up to 200pts. For my Nomads I added a Morlock and Interventor, whereas the the Pan-O player added a Bolt Hacker to his list. Rather than giving a blow my blow account of the game, I thought I’d give my first impressions of some of the new rules.

Command Tokens:

As an entirely new aspect of N3 I was really excited to give the new command tokens a go. As I went second I opted to use the strategic use of command tokens to reduce my opponents order pool by 2. This looks to relly balance out going first or second and should help reduce first turn rushes.

Latter on in the game my opoenent went into Loss of lieutenant, but was able to largely mitigate this by using his command tokens to change his irregular orders to regular. This was a real change from 2nd edition where going into LOL basically meant losing an entire turn!

Weapons:

Many of the new weapon ranges were released over the last few months, but this was the first true test of them. It seems clear that each weapon has it’s ideal range. As such I think a large part of N3 will be about getting your models into favorable range bands whilst putting your opponent into have less favorable range bands. Whats great about the new weapon ranges, is that no one weapon fits all situations. In addition there are no super expensive weapons, in particular muti-rifles and sniper rifles have all been reduced in points.

Considering the new weapon ranges, I used less dense terrain than usual. After all a sniper rifle needs to be over 16″ from it’s target to be effective, so a table definitely needs some long fire ranges. This worked quite well, but I will have to do further testing.

OperationIcestormCover_B_43

Hackers:

Wow these have changed massively! In 2nd edition hackers were primarily used to immobilize Heavy Infantry and TAG’s whilst protecting your own. Hackers still retain their ability to immobilize Heavy Infantry and TAG’s, but now offer so much more. In particular the hacking device plus has some really nice extra programs.

In the game my Interventor made a massive impact. This includes putting an ORC Troop into the isolated state (which caused the LOL), using Cybermask to make a suprise attack and (my personal favorite) using White Noise to prevent a nasty Nisse Sniper from firing at my Nomads! I think it’s safe to say that Hackers are a toolbox of options that will allow for some very interesting tactics. I am looking forward to trying out more hacking programs, in particular to boast my remotes!

Warband:

I only used a single Morlock, but I do have some doubts about the effectiveness of Warband in N3. On the plus side they can throw grenades further and close combat is more effective. On the downside extreme impetuous (which many warband have) can only be canceled if a regular order is spent, which is a very large sacrifice! Also impetuous models can not gain cover, so their survivability is markedly reduced.

Looking at the armament of most warband I am more tempted to pay to upgrade the chain rifles to shotguns. This is mainly because chain rifles are easily dodged, whereas shotguns are absolutely lethal. I am keen to test Warband out further, so have far from set my mind on them, but my first impressions is that they have taken a hit compared to 2nd edition.

ParadisoCover_43

Initial Impression:

N3 has a lot more changes that I was expecting, but they all look really well thought out. I certainly thought that the game played even better than before. Not only that but it looks like the game balance is also even better than before, In particular it seems that not only are all troops usable/competitive, but so are the majority of the their profiles. For example Intruders are widely accepted as very effective Nomads troop. However in 2nd edition the sniper profile was very expensive and lacked the offensive potential of the HMG variant. In N3 both options, although very different, now look interesting and highly usable.

I am certainly keen to delve further into N3 and can’t wait to play some more games!

 

In preparation for Halloween here are my Scary Monsters and Super Creeps! I hope you enjoy them!:)

Oznat and Pretas

Oznat and Pretas

Pretas and Oznat (the scary monsters!) are part of my Combined Army force. The detail on the Oznat is fantastic, as her helmet and sword are fashioned from the remain of a defeated Alpha Preta (this is how they become the pack leader!). Even her necklace is made from the teeth of a Preta!

The pretas have a very high level of detail and movement. This dynamic poses looks great, but can be a pain when putting them togther!

Chimera Pupniks

Chimera Pupniks

In addition to the pretas here are photos of my “Super Creeps”, the Chimera, Pumpniks and even Bran Do Castro! They may look like there are off to a fancy dress party, but these are actually genetically modified warriors from Bakunin. I suppose this is what happens when you are aloud to delve into genetic manipulation unhindered!

Bran Do Castro

Bran Do Castro

Often referred to as the “Monkey King”, Bran is a Tripple Zero which means he is a fantastic infiltrator. I decided to not add the tail as I thought he was already special enough…

Reverend Moiras

Here are my Reverend Moiras from Bakunin. I had fun painting human skin (something I am still experimenting with) and added a purple tinge to the skin tone. I also added my usual checkered pattern to the robes of the Moiras.

Reverend Moiras

Reverend Moiras

Reverend Moiras have an odd reputation, as many player prefer the Riot Grrls over them. Personally I have never found them to be lacking in any way. The ODD often puts firefights well into into the Reverend Moiras favor. In addition the ability to have a long ranged HMG gives them a very different roll compared to the Riot Grrls medium range spitfire. However I agree that the Reverend Moiras having just a single wound, vulnerability to fire and opponents with MSV2/3 is a negative compared to Riot Grrls.

Reverend Moiras

Reverend Moiras

I was surprised that the older Moira with multi-rifle did not look completely out of place, although it’s weapon is certainly larger than the others.

Painted Nomad Morans and Daktari

Below are more of my painted Nomads. This time my two Morans and a Daktari.

Moran

Moran with crazy koala

Moran with crazy koala

Although slightly older models now (I believe they were released during Human Sphere), I think the Morans stand up well. In particular I like the little crazy Koalas, they have a real fun (if cartoonist!) feel to them.

 

Moran

Moran with crazy koala

Moran with crazy koala

On the table Morans are great for area denial, either by use of the crazy koalas or acting as repeaters if you have a hacker. In addition Mornas are great for ITS as they can be forward observers and infiltrate, allowing them to get close to objectives. To top it off Morans are not bad in a firefight with a BS12 and mimetism. Perhaps the only downside is that they don’t have full camo like many skirmishers.

 

Daktari

Daktari

Daktari

The Daktari may be a very standard medic, but I still find her a useful addition to my force.

Nomad (Cool) Cats!

Below are photos of my Nomad Wildcats, Hellcats and even a Tomcat (once again courtesy of Lee). Hailing from Corregidor these Nomads offer a range of tactical options and at a fair price to boot! The models were great fun to paint. I changed the color scheme from the studio version, by painting the helmets white to make them stand out at a distance.

Wildcats

Wildcats often get a bit of stick for being over priced (a rarity in Inifnity!). However after playing with them, I think they are well worth their points. First off Wilcats have an excellent BS of 13, allowing them to win more firefights which means they are more resilient than their merge armor 2 would suggest. In addition Wildcats have a light flamer that allow them to act as great flank guards, as well as put off any troops with ODD or TO camo from getting up close.

Wildcat

Wildcat

Wildcats also have access to both engineers and hackers, both of which are great specialist for ITS missions and the likes. The hacker version is a fantastic defensive hacker with a BTS of -6. On the offensive Wildcats have access to both spitfires and heavy rocket launchers. Unfortunately the heavy rocket launcher is at a premium 2 SWC, which restricts it’s use. However both weapons are deadly in the hands of a BS13 troop and still relativity low in points.

The Wildcats really shine when they are in a link, as this mitigates their slow speed, so best played with a Corregidor sectorial force. It’s also worth noting that they can have access to the Number 2 rule (allowing them to maintain a fire team even after the link leader is killed) and provide a decent 0 SWC lieutenant.

To top it off the Wildcat models are very cool, so certainly worth giving a go!

Wildcat

Wildcat

Hellcats

These are perhaps the most “no nonsense” level 3 Ariel Deployment (AD) troops in Infinity, but this is actually what sets them apart for me. They have exactly the right stats and abilities to keep them effective and cheap. In fact Wildcats start off at a mere 20pts. It’s also easy to include EVO repeaters,which allow your Wildcats to land with (effectively) a PH of 15.

Hellcat with HMG

Hellcat with HMG


Wildcats have access to the usual sniper, HMG and hacker options that you expect from AD3 troops. However they also have access to adhesive launchers, which is a great way to deal with single high priority targets like TAG’s. Perhaps the other most useful Wildcat profile is the paramedic, as this is a relatively cheap AD3 specialist, perfect for ITS style missions.
Hellcat

Hellcat

Tomcats

The Tomcat is another cheap AD troop, but this time restricted to AD2. If you don’t fancy using AD3 anyway Tomcat’s can be a more cost effective option, although they do lack the heavier weapon options. Tomcats also have more maneuverability than Hellcats, as they are not slowed down by medium armor and have climbing plus. Wildcats also pack a light flamer.

Tomcat

Tomcat


The Tomcats also have access to both engineer and doctor options. With their mobility Tomcats can get these specalist skills to were they are needed most, regardless of it it’s repairing a TAG, healing a friendly model or completing a mission.

Mini ITS Tournament

A few weeks ago me and three mates got together to play a friendly ITS event. It was as simple as buying an ITS tournament pack and organizing two tables worth of terrain. With three games and four attendees organised, we set down to gamming!

The painted part of my Bakunin Force

The painted part of my Bakunin Force

The missions we be playing were Lifeblood, Seize the Antennae and Quadrant Control. This meant two objective-based missions and one area control / kill style mission. My two list are below:

300pts Bakunin List 1

Combat Group #1

Avicenna  (32|0)

Sin-Eater Spitfire (32|1.5)

Reverend Moira HMG (39|1.5)

Reverend Custodier Lieutenant (38|0.5)

Zero Observer (21|0)

Zero Observer (21|0)

Bran  (36|0)

Moderator Combi (9|0)

Chimera  (21|0)

Pupnik  (1|0)

Pupnik  (1|0)

Pupnik  (1|0)

Salyut Minesweeper (8|0)

Zondbot  (3|0)

Zondbot  (3|0)

Combat Group #2

Sin-Eater HMG (34|2)

 

300pts Bakunin List 2

Combat Group #1

Reverend Moira HMG (39|1.5)

Reverend Moira E/Mitter (30|0)

Reverend Moira E/Mitter (30|0)

Reverend Custodier Lieutenant (38|0.5)

Sin-Eater HMG (34|2)

Moderator Combi (9|0)

Avicenna (32|0)

Zero Minelayer (19|0.5)

Zero Minelayer (19|0.5)

Salyut Minesweeper (8|0)

Combat Group #2

Salyut Minesweeper (8|0)

Morlock Chain (7|0)

Morlock Chain (7|0)

Morlock Chain (7|0)

Morlock Chain (7|0)

Zondbot (3|0)

Zondbot (3|0)

 

Round 1: Lifeblood

My first game was against the Japanese Sectorial Army (JSA) using my 1st list, playing the lifeblood mission. This would be my first go at Lifeblood, a mission with a very large random element as the objectives are scatted (similar to using Ariel Deployment level 3) from the center of the table. Thankfully after scattering the objectives they were all fairly evenly distributed between our two tables half’s.

The game was a test of my Nomads defense against the JSA brutal offence.  The JSA has two Raiden, armed with a heavy rocket launcher (HRL) and the other a spitfire. These were tasked with tacking down the Sin Eaters, who had a controlling view of the table. With heavy weapons and camo the Raiden are well suited to this role, unfortunately only one Sin Eater (the one armed with a spitfire) was downed by a Raiden. This left a Sin Eater with HMG surveying the battlefield.

As for the objectives, my Nomads used zero visibility smoke from the Chimera to allow the Zero to reach the supply box without taking fire from the JSA force (which included a remote with MSV2). From the second turn onward the pumpnicks shined, as they used their double action close combat attacks to destroy the objectives. The JSA reached and destroyed a few objectives using Yuriko Oda (it’s nice to have a model that is both a specialist and capable of destroying the objectives!). However this was not sufficient to contest the Nomads lead.

Avicenna

Avicenna

The game ended a Nomad victory, with me scoring a total of 9 points. A lot of the game came down to the Sin Eater with HMG surviving the Raiden HRL attack, which was pure luck. It would have been a very different game if the Sin Eater had gone down, as the JSA bikes would have been able to get into the Nomad (soft) back lines.

The game really highlighted the difference between very aggressive and defensive armies. I found that as my Nomad force was defensive, I could spend my own orders reaching objectives and completing the mission. In stark contrast the JSA really needed to kill enough of my army early on and then complete the objectives once my army was unable to fight back. Anyway the game was great fun and really showed how different armies play within ITS.

 

Round 2: Seize the Antennae

This game was against Haqqislam using my 1st list, playing Seize the Antennae mission. The game started with my Nomads trying to get into position to look over the central objective and claim the objective within my own deployment zone. This went well with the use of smoke grenades.  In addition I sent Bran to take down a Lasiq sniper, who was in a very commanding position on the table. Unfortunately this went bad, as Bran was gunned down by the Lasiq sniper.

The game soon went from bad to worse as both the Sin Eaters were downed by a Lasiq sniper, who had the range bonus on both of them (sniper rifles and x-visors are a nasty combination!). I was certainly feeling the fall out of Bran’s botched mission to kill the Lasiq off (which to be fair was a bad move in hindsight)! To further increase my pain a Djanbazan wounded a Reverend Moria with HMG. This left me with almost all of my models with SWC points either out right dead or wounded on the ground!

sam_2672

Me playing against the Haqq force

Thankfully with some use of smoke I was able to heal my Moria with HMG, thanks to a zonbot controlled by Avicenna. This allowed the Moria to take revenge on the Lasiq sniper, who to be fair had already done a fantastic job.

As for the objectives, there was a fierce fight brewing over the central objective (as usual in Seize the Antennae). This included my Chimera attacking a Halqa, only to find out it was none other than Yasbir (thanks to holo projector)! The combat went from an easy kill to a fierce fight that saw Yasbir slaying the Chimera, definitely not what I was expecting! My Nomads retaliated by using a mine sweeper remote to take control of some of the Haqqislam mines paced around the central objectie. In the end one of these mines actually killed Yasbir, but not before he planted a smoke grenade on the central objectives. This allowed a hidden Murabid to reach the central objectives, which was covered by central Nomads.

Nomads in action!

Nomads in action!

The game ended a Haqqislam win, but still I managed to score 4 points. I felt the game was very well played by my opponent, who supposedly was the least experienced player there! I thought he’s use of smoke grenades and TO model to get that last turn grab of the central objective was an excellent tactic. The use of the Lasiq sniper and Yasbir was also very good.

 

Round 3: Quadrant Control

Going into the final round I was on 13 points, the Haqqislam player was on 15pts, the JSA player was on 8pts and my last opponent (playing Tohaa) was on 1 point. As such there was all to play for in this game. However as the drinks started flowing, you could not tell it!

As mentioned the final round was against Tohaa, using my 2nd list playing Quadrant Control. The game is a bit of a blur as we laughed a lot and drank a lot! I do remember my Nomads were able to draw on quadrants with the Tohaa during the first and second turn, mainly using my Moria link and Zeros. Also my Morlocks proved a thorn in my opponent’s side, as they prevented him from moving aggressively up the table.

On my last turn I pushed my Nomads up and managed to grab three quadrants. This allowed me to score a respectful 6 points.

 

Final Standing

In the end I finish the tournament with 19 points. I found out that the JSA had done well against the Haqqislam which meant the Haqqislam and JSA players both finished with 16 points and the Tohaa player 3. Somehow I had managed to get the highest points, which was nice surprise as I had fully expected the Haqqislam player to win overall.

 

Final Thoughts

The day was great fun and I really enjoyed playing three games against three great opponents. I would highly recommend anyone who can get four or more gamers and a place to play to have a go at running their own ITS event (or any other gaming system for that matter!).

Fellow gamer and blogger 2screeens wrote a fantastic report of the same event, which can be read here. 2screeens is also to be thanked for the photos and hosting the event.

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DeathWatch Studios

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GEMANA

epic miniature madness

NDC Wargames

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sho3box

Toy soldier wargaming stuff.

Element270

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

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