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a wargaming blog (plus some other stuff)

N3 Beginnings

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Well, we have finally popped our collective Infinity cherry. Over the last few weeks I have now played five Infinity games using my very small Nomad list (at 120 and 150 points), verus Morats and Japanese Sectorial.

The idea has been to keep the games relatively simple while myself and the three other players at club get our heads around the game mechanics. This means that so far we have been playing the basic ‘kill stuff’ scenario and avoiding the advanced rules, at least until I turned up with a Hacker on Sunday.

This has proven to be a good move because Infinity is a really complex game with lots of different rule interactions. Which leads nicely to today’s topic, my initial observations about the game…

I Can’t Talk

First observation, this game is very interactive. Very very interactive. Every move, every action requires constant communication with your opponent. This is very different to the your turn my turn approach of other games like Warhammer 40000 and Warmachine. It means you are continuously engaged in the game and also means that if you drop your concentration for a moment, you will miss something, and probably something quite important like an ARO.

After each game night where I have played Infinity, my throat has been sore the day after because I’ve been talking so much.

Another element of this is the Face to Face rolls. While certain outcomes might seem impossible (or at least improbable) the Face to Face mechanics means you normally at least have a chance. In a recent game my Lunokhod remote held out in a firefight against a HMG welding super Morat for five orders because dice happen.

Rabbit holes

My second observation relates to how orders influence the game. In Warmachine or Warhammer 40000 a model/unit does something, and then it is finished. If it screwed up, tough, your uber unit messed up. Infinity is not like that.

In Infinity you get multiple chances to use the same thing, so if your dice rebel against you, you can have another go. This means you can mitigate bad luck with resources which is really interesting and makes the game surprisingly dynamic and deadly. It also means there is some skill involved in when to cut your losses and when not burn your orders.

12009835_908952779160655_1621748274845864444_nScenery

OK, we already know you need plenty of scenery for Infinity, but more than any other table top game I have come across, scenery is critical for Infinity to work. When we first started playing, we had a relatively limited selection of buildings and scatter terrain. And 40K terrain doesn’t help you want terrain to fully block line of sight.

On the plus side, getting together rectangular boxes (cough, buildings) does not need to be expensive, but more on that another time. When fully setup an 4×4 board for Infinity looks fantastic. Even with the limited scenery we have, it turns heads.

One recommendation would be to get hold of a game mat. We have two now, the tri-city design from Gamemat.eu and the Warehouse design from Microart Studios, and both add a huge amount of flavour to the battlefield; and if models get knocked over, the mats are also nice and soft.

And don’t be afraid non-city terrain to your Infinity board. Trees for example make an interesting addition, blocking fire lanes or creating saturation zones.

And guns…

Coming from Warmachine the guns are one of my favourite elements of Infinity. It has lots and lots of guns; and they seem to be pretty damn lethal. Stuff dies super quick in this game, especially anything that’s not hiding behind cover. However what I really like is that the different weapons ‘feel’ different in the game, even the basic weapons. This is down to the different modifiers at different range bands, and this includes a lot of weapons that become less accurate at close range.

Using a combat jump Hellcat with an HMG this thing, and I like that your sniper might have to pull out a pistol to shot someone close up. And this is before getting into template weapons and different ammunition types which adds even more complexity.

11145174_824490811002970_6152555057366632254_nNext steps

For our little group, our next steps include using command tokens (on order from Customeeple), scenarios, and 200 point lists. After starting with just three of us, with now have a US Aridana player and we will also have a PanO player soon.

We are also getting together a reasonable scenery collection. The aim will be to fill two tables and perhaps play regularly every weekend. At least that’s the plan.

My first objective is to paint another two models to reach 200 points, and because smoke and TO camo are becoming an issue…

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2 thoughts on “N3 Beginnings

  1. We (me and some friends) are discovering/playing infinity quite a lot, lately. I agree on almost every point, especially on the “It also means there is some skill involved in when to cut your losses and when not burn your orders.” as you want to be careful on the enthusiasm with which you assign orders to your most aggressive designed unit, as you’re probably leaving stuff (you’ve paid points for) doing nothing. Especially on first turns. Also, a model acting a lot, is probably taking a lot of return fire, too =)
    Anyway neat game, and also a quite original one, not “overlapping” with any other one, so you can enjoy it along any other game you’re actually playing without feeling any “duplication” …hope what I’m writing makes any sense for you 😛

  2. That makes a lot of sense. I feel that Warmachine/40K/WFB kind of have the same design space, but in terms of game mechanics, Warmachine is much tighter and refined.
    However Infinity is very different to these games and I’m enjoying that. 🙂

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