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Raindog

The Infinity Run

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For me, there's something I love in -every- faction. Some more than others, of course, but when I look through each faction, I see something cool in each.

 

Its been hard not to start another faction - and I've not played a single game in years! LOL.

 

I am pretty sold on the Nomads. The line troops are top notch. I like the Hellcats and Wild Cats. The anime style is catchy. The cat doctor and winter vixen are cool body mods. The salamander and gecko tags are brilliant. The mecha-pandas and koalas and jet cat are too cool.

 

After the Ice Zone Box, what should I invest in?

 

Cheers,

RD

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I believe O:I box has recommendations of what to buy to expand the box's models to a 300 point army. There are several things I like about Infinity. The models look gorgeous. The lore is very interesting. Free living rules. Support for the game. New/replacement models for various factions releasing every month. Cheap to get into. Pretty balanced for the most part. Every model can be used (no auto-shelf or auto-field choices) due to proper balancing. Game style keeps both players' attention on active and inactive turns with reactions. Several third-party companies out there that make some freaking awesome terrain. The company pays attention to what their customers want. FAQs are directly answered by reps on their very active forums.

 

Corvus Belli is the epitome of how a table-top gaming company should be run. (Clearly this is just my humble opinion, when comparing the s***storm that is GW right now.

 

That being said, I'm dying to play. I've only played the first three missions of O:I, so I would love to keep playing. I originally wanted to run ALEPH, but I bought a few Yu Jing models just to paint up and showcase (Sun Tze, Invincibles), then I ended up just going with YJ. I'll probably pick up ALEPH soon too.

 

PS. As much as I'd rather support local businesses, Miniature Market has some really good deals on infinity, like all the time.

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After the Ice Zone Box, what should I invest in?

 

Cheers,

RD

 

Based on what I've read in a couple other 'What next?' threads for Nomads, here's what I've seen:

 

Intruder HMG

Interventors

Combat remotes

Zoe PiWell

Morlocks

Moran

Zero

Jaguar

 

But I have seen the name 'Intruder' mentioned in almost -every- thread dealing with Nomads, so I take it that is a very good model to have. :)

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Based on what I've read in a couple other 'What next?' threads for Nomads, here's what I've seen:

 

Intruder HMGInterventorsCombat remotesZoe PiWell MorlocksMoranZeroJaguar

 

But I have seen the name 'Intruder' mentioned in almost -every- thread dealing with Nomads, so I take it that is a very good model to have. :)

I am not keen on the Jaguars and Morlocks, based on looks, but the Intruder, Interventors, Zero, and Moran all are prospects.

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Intruders are awesome. MSV2 and camouflage is an amazing combo. I really like the prowler with spitfire for infiltrating camo close range spray and pray action. Nomads love their drop troops as well so 1 or 2 of them would be a pretty good idea. You also need to make sure that you have specialists like hackers, forward observers, doctors, engineers or just troops classed as "specialist troops". These guys are important as most missions require specialists to accomplish your goals. It's good to have a nice mix of troops. I like lists where I have plenty of firepower with a few forward infiltrating harassment troops backed up by some line troopers and 2-4 specialists in the mix.

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MSV2?

 

 

 

I am a noob, as well, but I am going to guess that means "MultiSpectral Visor", which has 3 levels, so I am guessing level 2 for that particular model.

 

At that level the visor adjusts all levels of the Camouflage and Hiding (CH) Special Skill, Optical Disruption Devices (ODD), Low Visibility and Poor Visibility Zones MODs suffered by the user to 0. It also seems to allow you to see through smoke (and similar effects) and allow you to ignore the Dodge effects of Smoke.

 

It's very cool against models that like to hide, I think. :)

 

-Tim

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Yes apologies. MSV is multispectral visor. indytims pretty much sums it up nicely. Visors allow you to see through all the negative modifiers that are applied to your ballistic skill that things like camo, TO camo and optical disruption devices have. Modifiers are usually what will win or lose a fire fight for you so having a model or 2 that can put the odds in your favor in a shoot out is a very nice thing indeed. Visors also allow you to see through smoke grenade templates. Some people like to use lots of models with smoke to block line of sight in an area so that they can safely move troops to a more advantageous position. Intruders can see right through that smoke and it can catch people off guard seeing as the intruder also has camouflage so they might not know what that model is until it's too late. Smoke can also be used in the reverse. I have a list that I have used to great effect where I have a team of Yaogats which are equipped with MSV2 move up the field while ahead of them a run several smoke grenade troops. So I can then throw out a smoke screen and have the Yaogats mow down their poor helpless victims with very little in the way of retaliation. This game is deep and has tons of cool lists and tactics.

 

My personal rule is to put at least one model with some level of MSV in every list. I kind of feel naked without one. That said I have created several lists without any that have had great success so you don't need them by any means. It's just a nice safety blanket that makes me feel all warm and fuzzy knowing I can blast a ninja in the face when he thought he was being so clever.

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Tam plays up here with us, and is an elbow to the face every time I have played him hahaha 

 

Very good player and a blast to lose to!

 

His advice is at the very least a great place to start, but I assure you that your own playstyle will come out over time.

 

I have not seen any formula last more than a few months. Reference the "All the MSVs, TR Remotes, and ODD your list can handle" lists that came, and went. 

 

You will find a way to make what you want to work function over time. I have seen very few unworkable lists (they do exist), though there are certainly some with a steeper learning curve than others. Almost all the vanilla armies have access to almost all of the skills and equipment. The proliferation is certainly different, and can be constricted or removed altogether in the sectorial forces. 

 

Just use proxies and feel it out? I do not know you or your play style so it is hard to point anywhere in specific.

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@Wise Tiger,

 

That was super helpful! Thank you so much. I have been doing a great deal of reading and taking notes.

 

@Naked Panda,

 

I don't have a play style yet. I am still in 8th WHFB mindset. The reading provided here and on the Infinity Forums is very helpful. I am sure I will buy Nomads, have fun, but discover I like another faction more........:)

 

Do you play Nomads?

 

How do you fare at OFCC, I would love to here a few battle reports and thoughts behind your army.

 

Cheers,

RD

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Oh yeah you mentioned 8th, which army did you play and why? Played a ton of 8th myself (woodelves until the new book, then I switched to empire)! Back in OFCC 2013 I played my wood elves under Ray Bannon's team and did extremely well despite being pretty crocked the whole time hahaha.

 

I have played, and have, all of the human armies. Nomads are extremely fun as they have access to so many oddball combos of skills and equipment, from climbing plus remotes to Hyper dynamics Heavy Infantry. Nomads are one of the least constrictive factions to land on in terms of play angles. 

 

As far as this last OFCC with my ISS (YuJing state police), I did awful! Played vs. Art and did well because I have faced Steel Phalanx numerous times. But Garret and Erik pounded my face in! Extremely fun and informative games though. Had not seen either of their play styles before, and they had seen/anticipated mine. Garrett was able to dig in and focus his hits, while Erik blanketed the field with fast suppression troops and smoke with brutal long range overwatch.

 

The ITS tournament a couple months ago I placed second to Tam! Played George round 1. Tam round 2, and Temperalis (sp?) round 3. 

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I played the Slayer army for Team Rampage with Ungrim up on the plinth. We did very well as a team. I played Wood Elves at last year's OFCC.

 

I looked at your army and complimented the table you had for sale at some point over this year's OFCC.

 

As to Nomads, the bots and remotes look so fun. I could spent so money very quickly.

 

I hope to sneak away during Rose City, but I have made a commitment to my wife to help her.

 

Cheers,

RD

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Oh gosh I was so tired I can't remember much of anything from that day sorry hahaha

 

Assembled and painted that stage the night before so I was wiped~

 

Totally get it about 19-20 obligations, so whatever works will be swell! Even if nothing at all hahaha

 

If I were to make a suggestion toward Nomad remotes

 

http://www.thewarstore.com/media/INF/INF280534.jpg

 

Crazy Koalas are a very unique problem for your opponent to deal with, and a hoot to run. They are fast little robots packed with explosives that automatically run after and latch (hug) on to a target and detonate. The Remote itself having climbing plus and repeater means you can really cause your opponent to work through some tough questions on almost any board layout. The Lunokhod Sputnik is in purdy much all my lists. Model is fab too!

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hmmm I am hoping to get my Pan'O and nomads finished bulked up for games soon.  I have purchased things to expand both factions from the ice storm box - mostly with what I wanted to paint to looked cool :).  I am hoping to get games in by september eheheh.  Sometime this month I am looking forward to my USAdriana box  :tongue:.  

 

I am happy to see so many folks jumping into Infinity - 

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@ Naked Panda,

 

The Sputnik is on my list to buy as well as the Interventors with the Fast Pandas. They are what makes the Nomads so appealing to me.

 

@Torg,

 

You and I are in the same boat, but I will glady swap out Pan-O models for more Nomads. I am going for aesthetics first, but the game seems so balanced that those choices do not seem to be poor.

 

Cheers,

RD

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Balance is so interesting in this game, as I have found it to be tied to the order efficiency. Sure points have an impact, but a better player can really make the difference.

 

Played the last game of our paradiso game with 114 points fewer than my opponent, and wiped the table with him because I was able to scare him in to being timid (and the dropping rocks helped hahaha). Speaking of, Paradiso will always be one of the most memorable 3 months in my history of gaming. I can recall crazy things and unique moments from each and every mission I played. 

 

That brings me to another ULTIMATE point to stress in Infinity. Please do not concentrate on and build for the enemy, you will lose badly. Please do not concentrate on and build for the gimmick in your list, you will lose badly. Build for your MISSION! If the mission is armory and you have no order efficient way in and to hold it (or clear it), then you will lose. The mission is the most important thing in infinity. Out of 18 ITS missions, only 1 is focused on the kill for scoring. 

 

Seen people up and quit because the scenario centered mechanics of Infinity are so different than any other game. Where most games the scenario objectives are a way to pull in bonus points, and the kills are the game, that formula is inverted in infinity.

 

Sure you will absolutely need to fight, but I have pulled plenty of wins out of the hat because my opponent got kill crazy while I managed him and completed the job with but a finger on home base! Very fluid that way. Your turn one as second player can leave you feeling decimated, but you can still fight and win for sure. 

 

I will try to find articles that might help but I have to work too sorry hahaha

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Play for the mission? Crazy talk? Sounds cinematic! And epic! And anti-assisianation that bothers me about War Machine and Hordes. Yet another cool aspect to the game. I am still watching Carlos play on You Tube, so I can have a clue. The to hit scores a re a bit baffling as is armor. I thought I u destroys it, but clearly, I need to read the rules again.

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The dice are pretty easy when you get used to it.

 

Face to face roll is the oddest one, but the best part too.

 

Example:

 

You roll for a target number or lower.

 

Your opponent rolls for a target number or lower as well.

 

The highest successful roll wins the exchange.

 

Example:

 

We meet in a featureless field...

 

I (active player) move to fire at you with a burst 1 (=1 dice used) weapon at my 0 mod range band. BS 11

 

You (reactive) see my draw and respond with a shot (always burst one in ARO) at your weapon's 0 mod range. BS 12

 

I roll a 9, you roll a 10. You win, shooting me before I shoot you (cancelling my shot)

I roll a 2, you roll a 1. I win, shooting you before your shot gets off (aim was true but the speed was all me)

I roll a 12, you roll a 1. You win, I pull wide and frantic as you hold cool and level for the shot.

I roll a 19, you roll a 13. We both miss and go home humiliated

 

The armour roll is where the person hit adds the ARM value to the dice result, and hopes it is greater than the damage of the weapon.

 

Common damage is 13, common armour is 1. Under normal circumstances that means this shot model must roll 13 or higher to live through the moment!

 

When starting your decision making in the game, just always play to cover. Have it available, be behind it, prevent your opponent from having it. These efforts will pay off when you really get down to it!

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