The third edition is out! Get it now!What is Infinity?
Taken from the Official site (
Link Here):
Infinity is a game with 28mm high metal miniatures that simulates combat and special operations in a science fiction environment with Manga aesthetics. Infinity miniatures are characterized by the high quality and detail of their modeling, the dynamism of their postures and their futuristic aesthetic.
The complete game rules and background that allow you to immerse yourself in this new Universe are to be discovered in the book INFINITY, with more than 200 pages in full colour, packed with stunning photographs and illustrations. Enter our Online Shop or the Shops & Points of Sale Directory to find out where you can obtain the complete range of fabulous Infinity products.
Infinity is Science Fiction and offers you a modern, coherent and adult environment. Go to the INTRO to get a general feeling for this universe. The Future is fast, dangerous and exciting, and it’s decided in the shadowy world of Special Ops. INFINITY NEWS will tell you more. But not everything revolves around armed combat. In the BACKGROUND BLOG (Mayasphere Online, coming soon) you can learn about the different cultures and curiosities that make up the Infinity Universe.
The Great Powers in conflict are: PanOceania, the Superpower: Leadership & Technology. Yu Jing, the Asian Power; Modernity & Tradition. Haqqislam, the New Islam: Wisdom & Bravery. Ariadna, the Lost Colony: Resistance & Tenacity. Nomads, the Nonconformists: Rebellion & Resourcefulness. The Combined Army, the Alien Threat: Power from Deep Space. Mercenaries, the Profession of War. Each section includes photographs and information about the troops that make up the armies and special intervention units. In the TACTICS BLOG and BATTLE REPORTS sections, you’ll find advice on how to take advantage of their qualities.
The Infinity game system is fast, spectacularly realistic and offers enormous tactical flexibility. The complete Rules, Army Lists and Arms, Markers and Template Tables are available TOTALLY FREE in the DOWNLOADS section. In addition, all monthly game rule updates and extensions are downloadable in NEW RULES.
FactionsPanOceania:PanOceania is the Nº1. Great Power of the Human Sphere. It owns the greatest number of planets, has the richest economy and possesses the most advanced technology. Pragmatic and generous, PanOceania is a melting-pot of cultures, heir to the best democratic and welfare traditions of the West. Proud of itself and somewhat domineering it can claim to have the most technically sophisticated society and army in the Sphere and likes to brag about it.
Tech-reliant faction. Everyone is shooty since it's the future, but they're a bit shootier. Their units are nothing special in terms of raw stats but they make up for it by having the best and most tech toys (remotes, mechs, thermoptic camo).
Yu Jing: The other great power, the eternal rival always conspiring and intriguing to bring down its adversary is Yu Jing (read Yu Ching), the Asiatic giant. The entire Far East is united beneath the banner of what was once China but which has now formed a single, though varied, oriental culture. Product of great industrial and technological development and a forceful, thriving economy, Yu Jing is determined to achieve the dominant position which it aspires to.
On par with PanO. About as techy as PanO but it doesn't rely on gadgets; instead, it relies on its elite special forces and power-armored heavy infantry. Has some melée-focused units.
Ariadna: Ariadna is made up of the descendents of the first human colonizing ship that disappeared into a worm-hole and was given up for lost. Isolated on a remote and hostile planet, the Ariadnes – Cossacks, Americans, Scots and Frenchmen – have evolved into a hard and technologically less advanced race, which has just made contact with the Human Sphere and is trying to carve out a niche for itself without falling under the control of the other powers.
The most technologically backwards country (Afghanistan to the US). Guerilla army. Has the most camo/ambush troops, but NO gadgets. No hackers, mechs, remotes, thermoptic camo, nada. As a result, immune to hackers. Like Nomads, trickier to play.
Haqqislam: Haqqislam, the New Islam, is a smaller power which possesses a single star-system only, Bourak. Separating itself from fundamentalism, Haqqislam bases its culture on an Islam which is humanist, philosophical and in continuous contact with nature. Biosanitary Science and Earthformation are the two major strengths of Haqqislam, which includes the best schools of medecine and planetology in the Human Sphere.
Technologically backwards (think about Saudi Arabia or maybe Israel compared to the US) cheap light infantry, best doctors in the game. Faction specialises in biotech so their elites are supersoldiers with enhanced metabolisms, that sort of thing. Have Tuaregs and other nomadic tribes on bikes. Still play fairly straight-forward, just with more light infantry than the two big factions.
Nomads: The Nomads consist of three enormous ships whose inhabitants, discontented with a society controlled by huge macroeconomic blocks and by A.I., have separated themselves from it and roam through space, trading from system to system. Tunguska is dedicated to the traffic and storage of information. Corregidor offers skilled labour at a good price, while Bakunin trades in all that is exotic and illegal in whatever area, from fashion to nano-engineering.
The hacker/disruption faction. Also high tech levels, more remotes but less TAGs (mechs) than PanO, best hackers in the game. At their best when denying the opponent his strengths. Trickier to learn than PanO/YJ.
The Combined Army: And while Humanity devours itself, a new threat, perhaps the most terrible of all, has managed to form a bridgehead in the heart of the Human Sphere. A Combined Army of alien races, united beneath the dominance of an Evolved Intelligence, an ancient but supreme artificial intellect with hegemonic aspirations with respect to any race that crosses its path.
A small expeditionary force, equipped with technology superior to that possessed by humans, that has managed to withstand everything the Sphere has thrown against it, and appears to be awaiting reinforcements….
The present is a critical and decisive moment….Will humans become fully aware of what they’re up against? Will they continue with their internecine struggles for larger slices of power? What will be the destiny of Mankind? The Chinese curse has come to pass and the Interesting Times are approaching…
They are the super-specialised, super-elite army. Strongest units but highest point cost so lowest model count. Also, most advanced tech, but not so much gadgets as strange weapons and each alien species has its own special rules.
ALEPH: ALEPH is the unique Artificial Intelligence controlling the data networks and technological systems of the entire Human Sphere. ALEPH is humanity’s great ally, and without it, intergalactic socio-political and economical systems would fall apart almost instantly.
But, who can know what ALEPH really thinks? Its representatives will tell you that for the AI, the Sphere is its home and its responsibility: that which it was created to help and with which it will walk towards the future, putting all its efforts to Humanity’s service. Its detractors, the Nomad Nation, will assure you that for ALEPH the Sphere is a playground, a puppet theatre to manipulate, a simple means to a singular end, which is total domination by ALEPH itself.
It's much like CA army, elite, small and VERY expensive points wise. But not the same. The ALEPH units are among some of the more unique in the game. Their historical hero isn't even historical -He's friggin'
Achilles, the most badass mini-TAG you'll ever meet. Where else will you also see post-human spec ops running around, jumping between two to three bodies at will?
The Tohaa: Symbiont reliant. Medium and heavy infantry use Symbiont armour to give them better stats. Symbiont armour is a different profile - once damaged it's gone, and they get a weaker profile. Highly vulnerable to fire. Able to take as many Link teams as they can fit, but a maximum of 3 per team, and can mix different units into the teams. Additional units from races they have 'exalted' with technology and intelligence..
Did I mention they're super vulnerable to fire? Taking a single point of fire damage kills anything with Symbiont armor outright.
Posts
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So How Does it Play?
Check Asher's post, #5, to see.
Wanna play it on Maptool?
Someone made a mod for it! Now we just need someone to help us make futuristic terrain and maps for it!
http://www.mediafire.com/?96l7kcadrc0a0z2
The Infinitool creator is hosting a room on IRC. Head on to ##Infinity on Freenode. Yes, two #'s because #infinity is taken.
http://www.captainspud.com/n3hacking/ Oh hey kickass hacking tool for N3
I really, really like this game. It's Necromunda crossed with Ghost in the Shell, crossed with a game that is actually balanced. It also produces a higher rate of "Holy SHIT that was awesome!" moment than any other I've played.
I really like the new Aleph faction too. I might have to get some of them as well.
Asher! You have more experience with this game. Think you could write up a "So how does it play?" bit for us? I've heard bits and pieces here but I don't have quite a grasp on it.
Infinity is a skirmish game based around the actions of individuals. It bares a strong resemblance to Necromunda, minus the RPG system. The biggest difference compared to most common (ie GW) wargames is the lack of a phase system, though Warmachine vets will be right at home. Reduced to basics, the amount of actions you can perform are governed by your Order Pool. Each model you field, whether it is a 150 point TAG or a 10 point grunt gives you a single order. These orders are pooled together and can be issued to anyone you like. That's right, if you have a pool of 10 orders, all of them can be issued to the same model, allowing him to become a one man-army. This method of play is commonly called Rambo-ing. Each order you issue to a model allows them to make 1 long or either 1 or 2 short actions. Long actions include laying down suppressing fire and moving cautiously from cover to cover, while short actions include firing your weapon, moving, jumping and climbing. The only short action that cannot be performed twice in one order is Shooting.
The other main difference is that you can do quite a lot in your opponent turn. When an enemy model enters the line of sight of a model, that model gets an Automatic Reaction Order which can be used to make 1 short action. Basically, if some Yu Jing punk comes around that corner and opens up with his combi-rifle you have the option of shooting back, dodging the fire, moving away, or any other short action you think would help you. The option of shooting back leads to Opposed Rolls. Infinity is a d20 based system, where you need to roll below your skill to succeed. An average Light Infantry has a BS of 13, meaning he needs to roll less than 13 to hit, and scores a critical on 13. There are of course modifiers for range and cover which reduce the number that needs to be rolled. In the case of opposing rolls, whoever scores the lowest wins and inflicts a hit on his target. A roll also negates all rolls worse than it, allowing a decent roll to reduce the number of hits you take.
Of course, this only touches on the very basics. When you throw in Active Camouflage, Hacking and giant Robots, things get complicated fast. Fortunately, though there are many, many special rules, it always comes down to taking a stat, applying modifiers, then rolling 1 or more d20s.
I think the best way to show this one is to say: "Have you played and liked games like X-COM or Valkyria Chronicles? Do you love Ghost in the Shell cyberpunk stuff? Check this out."
Or what Asher said. "lol necromunda"
Or it was just some elaborate joke.
Realistically speaking for anyone who has played the game, is "Rambo-ing" with one or two super-awesome Heavy Infantry/TAG units (and a whole army of otherwise non-contributing light infantry cheerleaders) the ultimate strategy of competitive armies in this system, or can one construct an effective force where each unit is a relevant maneuver element? For example I was thinking of applying fire-maneuver 'leapfrog' tactics with a force of moderately well-armed Medium Infantry... expensive enough to be worth their actions, cheap enough to cover a multitude of fire arcs and absorb casualties through their numbers. Half of a squad moves forward and finds cover to fire out of for ARO in the opponent's ensuing round, followed by them sitting still as the next half moves up beyond them... does this work in actual practice, or will it be eaten up by cheese?
I guess the best way to pull off something like this would be the use of the rules for Coordinated Orders, or even better the Linked rules (hence, a Sectorial army from the new book would be the best option perhaps). Does anyone have a list of what the Sectorial armies offer in terms of troops that may be Linked? That could be most useful in evaluating the armies.
Anybody have the Human Sphere update book who is willing to remark on the possibilities of Link Troops in the various sectorial lists?
Maybe something to try out after finishing off my Cygnar and Dwarfs collections.
See if you can persuade someone to run through a proxy game with you. I've found that everyone I've shown off the game to has liked it.
from the website link right now. Oh well.
Daktari
female Caledonian (NSFW btw)
On one hand they can produce really subtle female figures which actually look vaguely realistic.
And on the other hand, yeah . . .
Also I picked up the Merc dog-warrior but he had two left arms for the dog form. Wish I knew a way to sort that out.
Lots of Malifaux, Uncharted Seas and various other games going on however.
I don't know anything about Aleph though, though they seem to be a very "elite" faction.
I'm looking for something to use when I want a break from warmachine, so I'm interested in something I could get a small selection of models for, and use them over a long period.
Next step: hunt down papercraft terrain and print it out on cardstock.
I'd like to get a new mod going. Preferably something along the lines of the Warmachine mod's level of quality. I can take a stab at sprite art. I just need a technical wiz to tell me how to go about it.
I'd like to start off with the units' icons as their base designs just to have everything available, like the previous mod. From there, sprite art would slowly be added in. Every camouflage-able model would have an alternate state to turn their entire icon into that of a Camo marker's.
But hey! Infinity thread!
I have been playing this game so much recently and am super keen to talk about it. I've been playing Nomads a lot, but have jsut gone back to my Imperial Service. Damn they're limited, but I like the models sooooooo much.
I got pummeled by EMP grenades today, basically.
Also, for the purposes of LOS and vertical space in general, that's just something that has to be fudged for the sake of playing in Vassal. Like say, there's a building taller than the others and someone is standing at the edge. You can't see said target if your back is to the wall and said wall is taller than you, but still shorter than the building the target's in. Step out a little and you should be fine. Not perfect, but it works for top-down.
I didn't see it posted already, so here's something you all might find interesting: http://www.devilteam.com/
Click the red 'Army ONLINE' link for a super nifty army builder, complete with pretty much everything, including links to a wiki that explain each and every infinity rule.
at any rate, I've been interested in Infinity for a while now, since it seems my schedule doesn't tend to allow for the length of 1500-point 40k games. I've been thinking the problem there might just be really slow opponents, but it takes 5-6 hours to get through one game, from set-up to clean-up. That pretty much relegates it to the all-too-rare weekend afternoon or work holiday when I don't have other stuff going on.
How long does a default-size game of Infinity run, and roughly how many models are in a team at that size?
so anyways, infinity
6 mooks (cheap, generic grunts)
2-3 support (doctors, engineers, advance deployment and/or camouflage units)
1-2 heavy weapons (machine gunners, rocket launchers, snipers, grenade launchers)
1 TAG (Giant robot dealie)
2-4 support
5-7 mooks
3-5 heavy infantry (expensive, slow, heavily armored and normally well armed)
2-4 support
5-7 mooks
3-5 support
4-10 irregulars (shock troopers that don't add orders to the group, otherwise cheap for what they do to make up for it)
You're unlikely to see more than 10 models in anything less than 400+ points.
Also, gotta say that I'm starting to dig Aleph and the Combined Army, in addition to my Nomad love.