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Made in us
Fresh-Faced New User




I'm a total noob to this game. Probably won't get to play it much, but I have a mate coming down from Canada to show me the ropes. Are the starter boxes decent? He's being nice enough to pick me up a starter for the Shasvasti, as they are the aesthetic I like the best. We know they are a bit complicated, but I've been playing wargames for the better part of 20 years, so it should be fine.

My big question is do I need to buy any other models to get started playing? Are the online rules decent enough to get me moving? Or do I NEED a rulebook?

Thanks!
   
Made in se
Repentia Mistress






All the rules that are in the rulebook are available online, it's just the fluff and artwork that you're missing out on.
You can start playing with the figs that come in the starter kit.
The usual suggestion is you play the first few games with just a few basic troopers from the starter pack, just to get familiar with the ARO mechanic and basic structure of the game and then you can play some games using all of the figures and adding the more advanced rules, simply because there are so many rules to keep track off compared to other games.
   
Made in us
Fresh-Faced New User




Thanks, Hindenberg. I'll patiently await his visit and my dudes, then, and read the rules in the meantime.

I'm sure I'll pick up the books at some point, and more models, likely immediately after we play once...
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

One thing to note is that the Shasvastii Expeditionary Force is not able to make a "legal" list right out of the box. You have enough models within the list to make a 153 point list--but the SWC is incorrect for up to a 200 point list!

My youngest brother is in about the same boat as you, and as a result we're trying to find a workaround list for him at the moment which still uses the SEF Sectorial.

As soon as we find one, I'll send it your way if you'd like.
   
Made in ca
Martial Arts SAS





Montreal

Here's what I would do
Proxy the Speculo Killer as an Aswang
The Speculo is really not noob friendly =P
Still a delicate list but still not so bad I think

SHASVASTII EXPED. FORCES
──────────────────────────────────────────────────────────────────────

GROUP 1 (Regs: 6/Irrs: 0):

SEED-SOLDIER Combi Rifle + Light Grenade Launcher / Pistol, Knife (15 | 1)
MOV:- CC:- BS:- PH:- WIP:- ARM:2 BTS:-3 W:1
Linkable
CH: Limited Camouflage, Seed-Embryo


DEVELOPED SHAPE
MOV:4-4 CC:12 BS:11 PH:9 WIP:13 ARM:1 BTS:0 W:1
Regular, Not Impetuous, Cube, Shasvastii
Seed-Embryo

MALIGNOS MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife (47 | 1.5)
MOV:4-4 CC:13 BS:12 PH:12 WIP:14 ARM:1 BTS:0 W:1
Regular, Not Impetuous, Cube, Shasvastii
AutoMedikit, CH: TO Camouflage, Infiltration


SHROUDED Combi Rifle, Antipersonnel Mines / Pistol, Knife (25 | 0.5)
MOV:4-4 CC:13 BS:12 PH:12 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, Cube, Shasvastii
AutoMedikit, CH: Camouflage, Infiltration, Minelayer


ASWANG Lieutenant Combi Rifle, Adhesive Launcher / Pistol, Knife (25)
MOV:4-4 CC:17 BS:12 PH:13 WIP:13 ARM:1 BTS:0 W:1
Regular, Not Impetuous, Cube, Shasvastii
CH: Camouflage, S: Protheion, Lieutenant


SEED-SOLDIER Combi Rifle + Light Shotgun / Pistol, Knife (17)
MOV:- CC:- BS:- PH:- WIP:- ARM:2 BTS:-3 W:1
Linkable
CH: Limited Camouflage, Seed-Embryo, Forward Observer


DEVELOPED SHAPE
MOV:4-4 CC:12 BS:11 PH:9 WIP:13 ARM:1 BTS:0 W:1
Regular, Not Impetuous, Cube, Shasvastii
Seed-Embryo

SEED-SOLDIER Paramedic Combi Rifle + Light Shotgun / Pistol, Knife (18)
MOV:- CC:- BS:- PH:- WIP:- ARM:2 BTS:-3 W:1
Linkable
CH: Limited Camouflage, Seed-Embryo, Paramedic, Medikit


DEVELOPED SHAPE
MOV:4-4 CC:12 BS:11 PH:9 WIP:13 ARM:1 BTS:0 W:1
Regular, Not Impetuous, Cube, Shasvastii
Seed-Embryo


147 Points | SWC: 3

ARMY CODE: Army Infinity v.3.0.



Automatically Appended Next Post:
And I recommend following these steps =P

From IJW :

The aim of a series of intro games is to give new players a solid grounding in the rules. This generally means starting off with basic troops for the first game, not even any heavy weapons as HMGs (Heavy Machine Guns)/Spitfires/Sniper Rifles can be unbalancing before a player has learned some of the basic tactics.

In my opinion, a series of intro games runs something like this with stages being combined or split into multiple games depending on player progress and how much they've watched the videos/read the rules:


Stage 1 - Basic Mechanics
Orders, AROs (Automatic Reaction Orders), Normal Rolls, FtF (Face to Face) Rolls, Movement, Cover.
The basic approach of the Quick Start rules - four basic line infantry with an LT.

The idea of the first game is to get the basic Order/ARO and Normal/FtF roll mechanics plus modifiers. The first turn on each side is likely to be done by the person running the game.


Stage 2 - Intermediate Mechanics & Tactics
Coordinated Orders, Suppressive Fire, Cautious Move, Guts Rolls, Dodge in active & inactive turns.
Forces as above.

Once the basic structure of the rules is there, we can go into more detail on order declaration, really hammering home the '1st skill/declare AROs/2nd skill/any new AROs?' approach.
The more advanced of the 'normal' skills such as Suppressive Fire, Coordinated Orders and Cautious Move come in, along with brief explanations of how they shape the game and tactics. e.g. Suppressive Fire to channel the opposing models into the places of your choice, Cautious Move to avoid AROs, Coordinated Orders to reduce AROs while being aggressive.
Low visibility and difficult ground could also be introduced here.


Stage 3 - Big Guns, Ammo & Heavy infantry
SWC (Support Weapon Cost) weaponry, Heavy Infantry, Impetuous & Irregular, Direct Templates?
More varied forces, for instance two line infantry, a medium infantry and a heavy infantry with an HMG or similar in the force. An Impetuous or Irregular model in each force.

Not necessarily much in the way of new skills coming in here, instead seeing how things change with big guns and more robust models. Basic ammo types such as AP (Armour Piercing), EXP (Explosive) and Fire come in here plus multiple wounds. It's also a good point to bring in Direct Templates and their effect on FtF rolls and tactics.


Stage 4 - Advanced Skills & Equipment
Hacking, E/M Ammo, Speculative Fire & Parabolic Fire, Camo, AD (Airborne Deployment) Troops.
Now we're up to the level of most starter boxes in forces.

We're getting up toward the 'full' level of the game now, adding in the electronic warfare element, camo models with their need to be discovered & 'first strike' abilities and weapons that can hit without needing to see the target.
At this point new players will start seeing the huge depth of the game and the number of tactics and approaches that are possible.


Stage 5 - Advanced Skills & Equipment 2
TAGs (Tactical Armoured Gear), Possession, Sepsitor, TO (Thermo Optic) Camo.
Forces = big shiny toys!

This message was edited 1 time. Last update was at 2012/08/21 01:20:34


 
   
Made in us
Longtime Dakkanaut





Earth 616

Make sure to read as many sample games as possible. I read a half dozen or so before I ever played a game, and it made a HUGE difference, I can tell you. There's quite a few game mechanics happening all the time, so having the pieces in mind as the game progresses will be a solid place to start.
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

That's a good post from Von Skyfury, and I totally agree about easing yourself into the game.

I was in a similar position starting out with the Hassassin Bahram sectorial starter for Haqqislam. That box also has a 'disguised' model (in the form of a Hassassin, similar kind of unit to the Speculo killer) and the rules for it certainly took some getting used to. In the first few games its success seemed to win or lose the game. So, I would probably recommend starting with a few of the more basic line-infantry models, or even disregarding a few of the special rules altogether until you have got a grasp of the basic mechanics.

Funnily enough, I've found that in some ways have more experience of wargames when playing Infinity can actually make things more difficult. The 'blackjack' style dice rolling, failure rates and whatnot are sometimes at odds with a lot of other wargames, and I've found it quite difficult at times to re-program my wargaming brain to make the most of it. As an example, having to think more than one movement ahead of your opponent, or ensuring the facing of your units (in a previous game, I just shovelled all my guys forward, as you do, and a drop troop came in behind them and punished me for that mistake ) On the other hand, I've introduced the game to a couple of people with little or no wargaming experience, and they seem to have got into the swing of things far faster - "I want to run quickly between those bits of cover" "this guy is crawling behind the wall" or "I want that guy to shoot there to make that other guy keep his head down" etc. I would say Infinity is a really intuitive game, but at the same time that lack of abstraction, found in most other games, means that sometimes coming into the game as an experienced wargamer means that you might not necessarily pick up on those details immediately.

That's just my thoughts on it anyway! Hope you have fun in any case, we've now got a 'rules questions' threads if there is anything specific that you want to ask. http://www.dakkadakka.com/dakkaforum/posts/list/470404.page

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
 
   
Made in ca
Martial Arts SAS





Montreal

 Pacific wrote:

That's just my thoughts on it anyway! Hope you have fun in any case, we've now got a 'rules questions' threads if there is anything specific that you want to ask. http://www.dakkadakka.com/dakkaforum/posts/list/470404.page


Regarding this thread, do you think you can regroup every questions/answers in the OP to make it clearer when someone hop on the thread ? Maybe make a new one with only the questions/answers ?

 
   
 
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