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Made in gb
Fixture of Dakka






The other night, I tried out my two-Guijia list (well, there's two models, after all), and much to my surprise it performed rather well. The Engineer earned his keep, resetting and repairing one TAG about six times through the game.

I've not found the "spam" to be an issue - no-one I play with really likes that, so it doesn't come up.
   
Made in au
Regular Dakkanaut




Hiding behind terrain

Im here for InfinityTheTerrain, not InfinityTheGame. Looking at the terrain people/companies come up with is the main thing keeping me coming back from time to time.

Hopefully Code 1 will change that.
   
Made in us
Manhunter





Huntsville, Texas

Yeah, my buddy and I had started playing Infinity as a side game for when we wanted a sci-fi skirmish game with cool models.

However, the barrier to entry with the rules kind of left us feeling annoyed. The core rules are simple enough, but the layered special rules in other special rules, and fairly awful layout of the book for those rules made us lose interest.

Even after a couple dozen games we were spending an obnoxious amount of time looking in the rulebook for clarification or looking online.

And any break you take from the game feels punishing since we were feeling like we were having to relearn the entire system every time we played, making it not work as a side game for us.
   
Made in gb
Dakka Veteran





I understand your point, and I would agree that Infinity is not easy, but I think that's sometimes what draws people in. There is so much going on, and there are lots(possibly too many) of interactions between certain profiles and skills and equipment. I personally enjoy the nuanced movement and order pools, it offers a type of immersive combat which I have not found in other games. The character models feel unique and important, and don't just give me the ability to re roll ones to hit or something bland like that. It offers something other games don't, and if you are looking for something easy to learn then don't play infinity, if every game on the market was streamlined then we would have endless variations of the same games. Don't get me wrong, there are things within the game that I do not like. For example, I find Crit very frustrating at times, but as much as it can flaw an attack, it can benefit you in the same way on the next order. I think the idea of a grunt getting a lucky shot on a expensive character is extremely fun, and it adds flair to the game that makes every piece important in some form or other.

It is the only sci-fi rule system that has immersed me into the game, granted I have only really played a handful of sci-fi games such as 40k, kill team, some space battle games, and some superhero games. I found with 40k as much as I love the narrative and the background, the actual game just left me unsatisfied, for many reasons which I am sure have been said repeatedly. Primarily it was a lack of immersion and care for the models I was using, the repeated use of the same rules for characters who undoubtedly let you re-roll 1s! This made it dull, as I don't play competitively, I play because I love the setting and the models. Complexity isn't a bad thing IMHO, but like all things, it is down to taste and time.

2700
1500 
   
Made in us
Krazed Killa Kan





SoCal

I brought this up back when N3 was released and was yelled down.

N3, much like Warmachine Mk3 starts off okay as a new starting point, but they failed to consolidate and stick to that consolidation point. Constantly using the excuse of the rules being free doesn't change the fact that giant bloated rules sets are bad for game health.

This has me worried for N4 since they don't seem to understand the lesson of N3. Having a separate simpler rules set isn't the solution, it's a band aid over a festering wound.

   
Made in us
Fresh-Faced New User




washington state USA

Well the good news is that nobody is making you play N4, we still use the original suppression fire rules since the N3 ones are stupid.


 
   
Made in us
Manhunter





Huntsville, Texas

 Alphabet wrote:
I understand your point, and I would agree that Infinity is not easy, but I think that's sometimes what draws people in. There is so much going on, and there are lots(possibly too many) of interactions between certain profiles and skills and equipment. I personally enjoy the nuanced movement and order pools, it offers a type of immersive combat which I have not found in other games. The character models feel unique and important, and don't just give me the ability to re roll ones to hit or something bland like that. It offers something other games don't, and if you are looking for something easy to learn then don't play infinity, if every game on the market was streamlined then we would have endless variations of the same games. Don't get me wrong, there are things within the game that I do not like. For example, I find Crit very frustrating at times, but as much as it can flaw an attack, it can benefit you in the same way on the next order. I think the idea of a grunt getting a lucky shot on a expensive character is extremely fun, and it adds flair to the game that makes every piece important in some form or other.

It is the only sci-fi rule system that has immersed me into the game, granted I have only really played a handful of sci-fi games such as 40k, kill team, some space battle games, and some superhero games. I found with 40k as much as I love the narrative and the background, the actual game just left me unsatisfied, for many reasons which I am sure have been said repeatedly. Primarily it was a lack of immersion and care for the models I was using, the repeated use of the same rules for characters who undoubtedly let you re-roll 1s! This made it dull, as I don't play competitively, I play because I love the setting and the models. Complexity isn't a bad thing IMHO, but like all things, it is down to taste and time.


Don't get me wrong, my opponent and I enjoyed the game (when we weren't continually reading the rules in the book or off the Wiki page). But we felt it was a system the required it to be your main game to stay familiar with.

We wouldn't have minded that, if we didn't already have a game that required that level of dedication and time spent into playing and memorization of rules as our main game. The rules and things you can do in Infinity is incredible, with tons of depth to it, but like Warmachine, being able to fluently play a game of Infinity is a skill that decays fast when it is not used frequently.

And for two people who were looking to use it as a game played every now and then, it just didn't fit. However, thankfully the Infinity models we already have are perfect for Rogue Stars, so my buddy and I will be adding to our Infinity collections for that.
   
Made in gb
Dakka Veteran





 NH Gunsmith wrote:
 Alphabet wrote:
I understand your point, and I would agree that Infinity is not easy, but I think that's sometimes what draws people in. There is so much going on, and there are lots(possibly too many) of interactions between certain profiles and skills and equipment. I personally enjoy the nuanced movement and order pools, it offers a type of immersive combat which I have not found in other games. The character models feel unique and important, and don't just give me the ability to re roll ones to hit or something bland like that. It offers something other games don't, and if you are looking for something easy to learn then don't play infinity, if every game on the market was streamlined then we would have endless variations of the same games. Don't get me wrong, there are things within the game that I do not like. For example, I find Crit very frustrating at times, but as much as it can flaw an attack, it can benefit you in the same way on the next order. I think the idea of a grunt getting a lucky shot on a expensive character is extremely fun, and it adds flair to the game that makes every piece important in some form or other.

It is the only sci-fi rule system that has immersed me into the game, granted I have only really played a handful of sci-fi games such as 40k, kill team, some space battle games, and some superhero games. I found with 40k as much as I love the narrative and the background, the actual game just left me unsatisfied, for many reasons which I am sure have been said repeatedly. Primarily it was a lack of immersion and care for the models I was using, the repeated use of the same rules for characters who undoubtedly let you re-roll 1s! This made it dull, as I don't play competitively, I play because I love the setting and the models. Complexity isn't a bad thing IMHO, but like all things, it is down to taste and time.


Don't get me wrong, my opponent and I enjoyed the game (when we weren't continually reading the rules in the book or off the Wiki page). But we felt it was a system the required it to be your main game to stay familiar with.

We wouldn't have minded that, if we didn't already have a game that required that level of dedication and time spent into playing and memorization of rules as our main game. The rules and things you can do in Infinity is incredible, with tons of depth to it, but like Warmachine, being able to fluently play a game of Infinity is a skill that decays fast when it is not used frequently.

And for two people who were looking to use it as a game played every now and then, it just didn't fit. However, thankfully the Infinity models we already have are perfect for Rogue Stars, so my buddy and I will be adding to our Infinity collections for that.

Hey bud, It was more aimed at OP, I agree that you can't really play infinity as a side game. Unless wargaming is a full time occupation!

2700
1500 
   
Made in us
Longtime Dakkanaut





I play it almost exclusively as a side game, fwiw.
   
 
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