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nathonicus

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Everything posted by nathonicus

  1. Been digging the hell out of the new Galaktikon.
  2. I think I'm gonna go to Naked Lady Drawing from 7-9:30, so I'd love to get a playtest session in at 6.
  3. Hoping these big boys count for 3 x larger models! I will pain these 2 x Azra'il and this Ahl Fassed in September. Little guy included for scale! Image on Google Drive
  4. Aw shizzle, Weedeater and Telekenitic Yeti are playing @ shakedown tonight. Anyone going after games? Show starts at 9.
  5. I'm likely out, as I will be painting the deck. I should be down late though, and will bring either my painting projects if someone wants to chill and hobby, or some filler games.
  6. I forgot that I'm going camping tomorrow. See you next week, fellas!
  7. So very, very true. The first generation of Aleph remotes, while awesome, were a freaking nightmare to assemble. I mean, separate shin guards...!?
  8. MOOOOOOM!!!! There's a black metal band under my bed!!!!
  9. Really liked that Sinistro track. Unexpect was also really different.
  10. Hey folks, I wanted to start building a library of custom scenarios for more personal playbook, and maybe for a Warhamsters Infinity event next year. This is the first one I've written up, and a playtest last night went pretty well, though we found a few bugs I think I've fixed now. Anyone want to offer a critique? Anyone want to run it and give an after action briefing? Thanks! Checkpoint Atari A corporate security unit has stolen sensitive information and is attempting to flee on the highways and disappear into the city. The defender has alerted transportation authorities, and set up checkpoints coded to detect and disable the CSU’s transportation. The defender seeks to caputre the spy and proof of support by a hostile power. The attacker must aid the CSU in breaking through the roadblock, and leave no trace of their interference. Special Rules CAPTURE: The CASEVAC skill may be used on enemy models. CHECKPOINT: Set up 4 security gates along the centerline of the table, 2 spaced 8” and 16” from the left side, 2 spaced 8” & 16” from the right side. These represent security checkpoints along highways. The CSU can only pass the centerline through a security gate, unless it dismounts the motorcycle. CIVILIAN VEHICLES: (optional) 4 civilian vehicles are set up, 1D20 inches from the attacker’s board edge, one in line with each security gate.. A the start of each Player Turn, civilian vehicles move 8” towards the defender’s board edge by the shortest route possible, and attempt to pass the centerline through the security gates. If this movement would cause them to hit a model, that model is allowed a dodge roll to avoid a D12, normal hit. Vehicles that exit the defender’s table edge will come on the attackers board edge in line with a random security gate in the following turn. Attacker and Defender Any player who kills the CSU immediately loses the game. Game Length: 3 turns Attacker 1 Point Breach the checkpoint - Open with Engineer, Lockpick Program, or Anti-Matierial at least one security gate, and have it unsecured at end of game. 3 Points Exfiltrate the CSU - The Attacker receives a CSU unit to add to their army list. The CSU unit does not start on the table. At the beginning of the attacker’s 2nd turn, they must place the CSU in contact with a board edge in their deployment zone. The CSU generates 1 irregular order, and does not take up a slot in the roster, though it must be placed in a group. The CSU is considered exfiltrated when it uses an order to exit a board edge in the defender’s deployment zone and is not in a null state at the conclusion of the order. 2 Points Leave No Trace - All models in the attacker’s army must either exit the board or be in a marker state (CH, IMP), and no attacking, unconscious models may be left on the table (they must be casevaced) Defender 3 Points Capture the CSU - The CSU is considered captured if at game end: it is an IMM state and in the ZOC of a defending model with no attacking models in it’s ZOC, or it is unconscious and in a CASEVAC state with a defending model, or has been CASEVACED off the board by the defender. 2 Points Capture an Enemy - CASEVAC an enemy model other than the CSU off a table edge in the defender’s deployment. 1 Point Secure the checkpoint - All checkpoints are in closed position or have a defending model in base contact with no enemy models in base contact. CSU (Motorcycle) Mov CC BS PH WP ARM BTS W S 8-6 14 12 10 12 0 3 1 4 CSU (Dismounted) Mov CC BS PH WP ARM BTS W S 4-4 14 12 10 12 0 3 1 2 Special Skills: MetaChemistry L1, Sixth Sense L1 Weapons: Pistol, Knife Equipment: Motorcycle SECURITY GATE ARM 3 BTS 3 STR 2 WIDTH: Cargo Hackable (WIP Roll) CIVILIAN VEHICLE ARM 3 BTS 0 STR 2 Hackable (WIP Roll)
  11. Thanks for playing the mission, guys. Anyone want to try a new one next week? I would love to see this one played again as well. 2 infinity tables? Eh? Eh?
  12. 300 points, you will need specialists, and anything that helps you interact with terrain elements (hackers, engineers, d-charges, anti-material weapons, etc., will be very useful. Also, non-lethal weapons may be helpful. And speed.
  13. Anyone want to fight Joey in 300 points of Infinity mission special brew? Otherwise I'll have to play him. Which will be awesome, but less ideal for testing a new scenario. N
  14. I think I should make it out. I'm in a mission design mood. Would anyone with a little Infinity Experience be interested in playtesting a scenario? I would need 2 peeps, so I could just referee.
  15. I also loved the room to move and lay things out. Big fan of space on both sides.
  16. Oh, yeah, I thought the team giveaways were just fine. I imagine it's real tough to make the missions work in other formats, but I'd love to give it a go. I wonder if it would be possible with the missions published ahead of time, and maybe each player is allowed to bring two lists, and choose from each based if they are the attacker or defender. Or maybe use a sideboard. Anyhow, that's just stuff tumbling around in my brain. I had a blast, and I'm sure next year will be even more better!
  17. Can I use the 1/72 figs I bought to convert for playing cars? I'll just put them on 25mm bases. Pygmies. Mutant pygmies.
  18. I had a great time, and this was the most fun I've had out of 4 or 5 OFCCs I've been to. Simply the best weekend of solid games! I'm known up here in Bellingham to be really grumpy and to hate everything, so I want you to know how much fun I had. :D Anyway, here are my thoughts. I just wanted to preface it with the above disclosure, to let you know I'm grouchy by default, and so you should take everything I say with massive salt. Honestly, prizes were fine for me. I actually really enjoy smaller, more unique items like the Secret Weapon bases and the Fate and Fury dumpster I walked away with. I think for most of us, if we want an Infinity mini bad enough we'll buy it, so having more interesting prizes that you might not otherwise pick up are great. I only really noticed it one time, and that was in a later match, when there was a trooper who if he had been costed, probably would have been at least 1.5 if not 2 SWC. That's a pretty big swing in a 200 point game. I was actually looking forward to finally using XP to build a spec op, so I would either like to see some sort of XP system or perhaps make the Spec Ops optional. In such a small list, adding one more basic rifle trooper was actually a bit of a puzzle in list building. For the most part, I think they were just fine. I didn't like letting anyone be a specialist, all the time. Maybe in a few missions that would be ok. I liked the way the Biotechvore was rewritten to progress, but I didn't like that it was altered to only affect biological units. If you were facing a lot of remotes, you were at a disadvantage as the mission was pressuring you, but not your opponent. The only real beef I had was with the final mission. I chose to go first, got to the room in my second turn, used a lot of coordinated orders and luck to cross some brutal fire lanes, and finally got ready to deal with the room and try and score some points. I asked about opening doors, and was told that the Lockpick program would open just one door. So I spent two orders hacking that, only to find out that the room was trapped, and inside were two ARM 6, two-wound mutants with twin light flame throwers. So going first and trying to achieve the mission was really rough, as I had to spend the rest of my orders trying to deal with the board, and was essentially punished for trying to play the mission. If there are going to be hostile surprises, I would say less is more. A single random enemy that you're not expecting, even if it only takes 1 order to deal with, is still eating up 10% of your order resources. And if there are going to be hostile surprises, maybe there should be some good mixed in - like a panoply, covered position, turret that could be manned, or so on. Otherwise, the first player to try and deal with it is disadvantaged - they put in all the work to clear the room, and the 2nd player can just focus on getting in and scoring points. Also, traps aren't fun. Being told I could open just one door, then having them all open anyway was really not great. If there had been a mixed bag of good/bad inside the room, then I might feel better about it, but as it was, it was just a whole room full of bad, and a bit of a sucker punch after having worked really hard to dig out of my deployment. :D Were we supposed to bring giveaways? D'oh! I did find it a little hard to find the info on the event, seemed like it was buried in the forums. I think a packet or something we could download would be great. I know that's more work. I want to see everyone back, plus more people! I had such a great time. As far as constructive criticism, I would like to see: Terrain (walls, crates, etc) in objective rooms so they're not wide open. Asymmetrical Missions. What I mean by Asymmetrical Missions, is missions in which we have an Attacker and a Defender, or differing mission objectives for each player. My reasoning for this is, ITS missions are built to be super balanced for competitive play, but the OFCC is not about super-polished competitive gaming, but fun, narrative events. So why not abandon the ITS format and try something new? It's more work to write missions like that, but I think it highlights a lot of the possibilities in the rule set. I know I used to really enjoy the wackier missions from the old 40k and WHFB books. Anyhow, thanks to everyone who played, and especially to the organizers. It was really an incredible weekend.
  19. It was indeed awesome. Yarb, either you need to start playing Infinity or I need to get painting lizards so we can bro-battle next year.
  20. Thanks, man! Ooops - looks like trying to follow these gives me a google error page...
  21. Thanks everyone! Raindog, what an event. So stoked to see Infinity be taking off like this. Thanks to everyone I played - best weekend of OFCC games I've had yet.
  22. Probably out this week after the OFCC. Have fun, guys!
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