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Made in us
The New Miss Macross!





Deep Frier of Mount Doom

Figured I wouldn't clutter up the News/Rumors thread with more questions so here we go...

Can you mix and match figures from different factions (not just sectorials) in Infinity? I like the art for the upcoming geckos (obviously I'd need to see how the figs themselves turn out) but frankly not much else in the nomads gallery of figs on CB's website catches my eye. Can you add stuff from other factions like Mercs (I assume) and even proper factions like Ariadna?

I had heard complaints from one of the local Infinity players about "ramboing" as well as from a friend online but wasn't completely sure how it worked. Apparently, it's like taking a bunch of space marine scouts that allow your terminator squad to move/shoot/assault over and over in their place. The link idea sounds like a good counter to having relatively useless units which works for Infinity's relatively low model count armies. So playing an army of the upcoming geckos then (even as small TAGs I assume they're a bit points pricey) would leave you with a relative order deficit then without the cheerleaders?
   
Made in us
Longtime Dakkanaut







Practically speaking...

Yes, most of the human faction models have Mercenary AVA ratings so could mix factions (it's 1/2 rounded down, so some models end up unavailable) to some extent.

No, most of the time you won't be mixing factions because it's not allowed in the ITS format, and it's about as poorly balanced as the GW allies system so you're not going to get a serious game using Mercs.

An actual Mercenary faction (or Mercenary faction lists) is planned for the near future.

As far as "Ramboing" goes, it's a bit like complaining about "Herohammer" in 40k. You put all of your eggs in one small basket, through the basket at your opponent, and hope that your opponent doesn't kill your Rambo using crits and lucky shots. It's important to keep in mind that in Infinity, your opponents models shoots back.

This message was edited 1 time. Last update was at 2013/08/21 23:30:59


 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

Even in 40k, your opponent's models shoot back.

The difference is, that in infinity, they will do it in YOUR turn, all the way through it, not just when you charge them.

Everyone has overwatch.

I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in us
The New Miss Macross!





Deep Frier of Mount Doom

Thanks even if that may put a stop to my idea if cross faction models are like allies (not a fan of them in 40k as they defeat the purpose of picking an army for it's strengths/weaknesses.. was hoping for something different here) and not allowed in the "standard" format. I'll have to see when the Geckos come out whether there are any Nomads at that time that I like enough to have as filler.
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

Several nomad units have got resculpts in the last year and more are due. That said, the spektrs are nice.


I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 chromedog wrote:
Several nomad units have got resculpts in the last year and more are due. That said, the spektrs are nice.


It is worth mentioning as well that Tunguska is getting their own Sectorial in the next book, and very likely will get their models resculpted to match.
   
Made in ca
Hauptmann





 warboss wrote:
Figured I wouldn't clutter up the News/Rumors thread with more questions so here we go...

Can you mix and match figures from different factions (not just sectorials) in Infinity? I like the art for the upcoming geckos (obviously I'd need to see how the figs themselves turn out) but frankly not much else in the nomads gallery of figs on CB's website catches my eye. Can you add stuff from other factions like Mercs (I assume) and even proper factions like Ariadna?


For the first half of the question, you can create Mercenary Lists under the rules. This is fairly uncommon since it largely allows you to circumvent a lot of factional weaknesses by taking units together that may never have been intended to be in the same list. But it can be done by reducing a units AVA by half (rounded down). Units with Total AVA become (I believe) 4 or 5 instead. And I think you can receive a certain number of AVA 0 units depending on the size of the game (that last bit is where the biggest abuses can come in).

As for using Mercenary units from the Mercenary section, I believe the official stance is that "vanilla" (i.e. non-sectorial) lists can take any mercenary (outside of certain ones that wont work with a given faction). Sectorials can only take the units listed as available on their roster (though these often include specific mercenaries and even units from other factions).

I personally can't really recommend using the mercenary list rules as they currently stand. They are way too easy to abuse by creating an "all the good stuff" force. Since you can get a decent game going just using the starters (i.e. 150 points or so), their use is kind of suspect. If you only have a small collection, play a small game. My group did 150-200 point games for a while early on. So if you just have a small collection of various armies without enough to make a 300 point force, then just play small games while you learn to play. A non-broken mercenary army requires a lot of self-restraint and understanding of the rules to avoid problematic choice combinations. So they seem more like an advanced-player rule than something for new people.

But using mercs in regular forces is (or at least should be) fine. Though I think that one also tends to be touch and go for some players (though the only real troublesome combo is that it gives PanO the Yuan Yuan for cheap, normal smoke). Hell, most armies practically have to use mercs in scenarios since few armies have access to combat-ready engineers like the Kaplan within their list.

I had heard complaints from one of the local Infinity players about "ramboing" as well as from a friend online but wasn't completely sure how it worked. Apparently, it's like taking a bunch of space marine scouts that allow your terminator squad to move/shoot/assault over and over in their place. The link idea sounds like a good counter to having relatively useless units which works for Infinity's relatively low model count armies. So playing an army of the upcoming geckos then (even as small TAGs I assume they're a bit points pricey) would leave you with a relative order deficit then without the cheerleaders?


c:\ execute rambo_ramble.txt

[led_zeppelin:ramble_on]

Ramboing is kind of the "my first degenerate strategy" of Infinity that comes about more from inexperience than anything else. Early on, a lot of players will be really nervous of the ARO system believing that their models will be a risk at all times (which is partly true). Combined with how a fickle crit can often end things in an anticlimactic way (and the fact that most early games are kill-em-all affairs) and you have a recipe for creating a two-way turtle-style standoff. Both side are afraid to pop out and take a crack at the other and realize that the best way to stop the enemy from picking them apart is to huddle up in cover and wait for the other guy to blink.

Well after a few games like this, one person will determine one thing. They will realize that those times they dumped a lot of orders in to a strong model and rushed to hiding hole, they actually did quite well. And with everyone in one place, they can probably splurge on one (maybe two) really strong units and leave the rest as basic infantry to make sure they have a ton of orders. Now, the very first degenerate strategy meets the next. Turtling is utterly trounced by a well-done Rambo run. The clumped models will die in droves as the the more maneuverable single unit takes its shots from ideal angles to chop the enemy apart.

At this point the learning cliff of Infinity is reached and most players are at the foot of it, and it is guarded by the Rambo manoeuvre. But there is an easy counter that most people often overlook at the beginning. See, a lot of people start getting in to an arms race. They try to build a better Rambo. And this, unfortunately is where a lot of people end up kind of getting frustrated as the logical extension is to grab TAGs and have at her (and some people resent dropping that much money on one unit). But a lot of people tend to overlook the "cheerleaders". This term was originally used as a disparaging remark for poor use of line infantry in a rambo; basically "they're no better than cheerleaders hanging back like that" (though it has since become the descriptor for line troops in general whether they are used openly as defensive troops or hidden away simply to provide orders).

You see, the real weakness of the rambo-list is that its order pool is very, very easy to kill. There are tons of ways to sneak something past the single rambo unit and in to the enemy deployment zone. A TO camo unit in hidden deployment, an Impersonator placed to be inconvenient for the rambo to intercept, or a drop trooper brought in once the rambo has passed. From there it is a straight run right in to their order pool and once that is gone, the rambo loses its main strength. This even leaves you in position to get back shots on the rambo unit.

From there, the benefits of a balanced list with a variety of troops starts to become clear. Because once you determine that going for too many cheap orders and a low number of specialists is vulnerable to getting its pool cut out from under it, you start to see the advantages of spreading specialists out and taking more of them. Because while pumping 10 orders in to one TAG is strong, it wastes a lot of time moving. But fast units, skirmishers, various other infiltrators and aerial deployment troops can usually start doing what you want with a minimum amount of orders spent.

You see, at its core, Infinity is more about attempting to do exactly what you need to do in as few orders as possible instead of pumping more orders than you need to to do a task. The rambo strategy is strong in early play because most players haven't grasped that key tenet yet. This is mostly because Infinity is fairly non-standard. Most people are used to actions being a one-off thing rather than a resource. So they treat the order pool with wild abandon instead of treating it as a scarce resource. Combined with the usual new player reticence to do a lot, they often end up feeling like they have a surplus of resources and nothing to do with them (thus rambo doesn't seem as wasteful as it is). But once you starting building lists with a nice pool of specialists, defenders, line troops and others, then those limits will begin to come in to focus. And the beauty of being able to pull off tasks for the least amount of orders (thus giving you greater board control over a wider area) will come to the fore.

Once you get some experience under your belt, the ability to "go full rambo" will become a tactical option to exploit a weakness in your opponent rather than a strategic build to exploit a metagame in its infancy. Even now, I will occasionally catch my opponent with their pants down and the best solution is to feed the model in the best position to exploit it seven orders, thus breaking my enemy's back. But it isn't often that that will be better than a coordinated use of 3-4 specialists across the board.

[/led_zeppelin:ramble_off]

As for the Gecko, they are actually cheaper than some elite Heavy Infantry units available to some factions. It is very possible to make a Corregidor force with four of them and still have a full order pool. That is actually the beauty of them. But beware, they are REALLY vulnerable to hacking (especially compared to other TAGs), and that means taking possession of them is much easier than normal. So taking a good defensive hacker (which Corr has in the form of the Wildcat) is basically required (unless you are fighting Ariadna and you can be double-sure they aren't going to be sporting a hacker 'for the lulz'). But one of my first tasks upon seeing the Gecko was to see whether I could make a decent 10-man list with them. And the answer is a resounding YES.
   
Made in us
Zealous Sin-Eater



Chico, CA

 Ronin_eX wrote:
 warboss wrote:
Figured I wouldn't clutter up the News/Rumors thread with more questions so here we go...

Can you mix and match figures from different factions (not just sectorials) in Infinity? I like the art for the upcoming geckos (obviously I'd need to see how the figs themselves turn out) but frankly not much else in the nomads gallery of figs on CB's website catches my eye. Can you add stuff from other factions like Mercs (I assume) and even proper factions like Ariadna?


For the first half of the question, you can create Mercenary Lists under the rules. This is fairly uncommon since it largely allows you to circumvent a lot of factional weaknesses by taking units together that may never have been intended to be in the same list. But it can be done by reducing a units AVA by half (rounded down). Units with Total AVA become (I believe) 4 or 5 instead. And I think you can receive a certain number of AVA 0 units depending on the size of the game (that last bit is where the biggest abuses can come in).

As for using Mercenary units from the Mercenary section, I believe the official stance is that "vanilla" (i.e. non-sectorial) lists can take any mercenary (outside of certain ones that wont work with a given faction). Sectorials can only take the units listed as available on their roster (though these often include specific mercenaries and even units from other factions).


AVA total become 4 and AVA 0 is 1 for every 200pts. Still not playable in ITS.

The bloded part, you get partly right, "vanilla" can never use Merc (except for the new bounty hunter), in ITS. In a friendly game ask your friend, the should say go for it, atleast I would. Sectional can use Merc in ITS, but only if the unit is on the sectional troop list.


Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
Made in ca
Hauptmann





Ah right, forgot to add the "not in ITS" proviso. Mercs are mostly a friendly game thing right now. Once they get their own faction (likely the next book) then they should see wider use outside of KQ lists.

And yeah, for the most part mercs tend to be fine. The only time I am a little iffy about them is if someone decides the Yuan Yuan + MSV3 is a nice combo. The Aquila is about as good as it already should be, giving it the same trick as the Hsien is just mean ( ).

But most other mercs are perfectly A-OK for friendly games. And in the campaign, they are basically required for those factions that lack combat engineers or a great deal of specialists. But the campaign (and mission play, though non engi/hacker specialists are used more in those) are a whole different kettle of fish from more combat-centric scenarios.
   
Made in au
Norn Queen






I find the 'only ITS all the time' attitude fairly annoying, personally.

If you're playing a tournament, sure. If you're preparing for one, go nuts. if you are at the shop/friends house throwing down while having a beer? Ease up and throw some Mercs in there. They were made to be used.
   
Made in gr
Thermo-Optical Spekter





Greece

ITS gives the framework for a balanced gameplay, so its preferred for pickup games and tournaments (of course) its only logical for somebody to automatically make suggestions based on ITS format.

Yes, playing with friends without restrictions can be fun, but its not the norm.
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

Very well written post Ronin_Ex!

Look at the official Infinity forum and there is still a fantastic amount of mission/game settings that were made before Paradiso came along - not least IJW's YAMs stuff (which I still play from time to time), but also some really characterful narrative missions ('kill the tank', zombie outbreaks, diplomatic battles, hire Yojimbo etc. just to name a few). Even though these are outside of what is usually found in ITS I think these are tremendous fun, and should be recommended to any casual groups playing the game.

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
 
   
Made in au
Norn Queen






 PsychoticStorm wrote:
ITS gives the framework for a balanced gameplay


The game itself provides a framework for balanced gameplay. ITS further balances it, but to suggest the basic rules are not good enough for pick up games is a bit much. ITS is a great framework for tournaments, but it really shouldn't be the basis for pickup games unless either party is preparing for a tournament.
   
Made in us
Zealous Sin-Eater



Chico, CA

 -Loki- wrote:
 PsychoticStorm wrote:
ITS gives the framework for a balanced gameplay


The game itself provides a framework for balanced gameplay. ITS further balances it, but to suggest the basic rules are not good enough for pick up games is a bit much. ITS is a great framework for tournaments, but it really shouldn't be the basis for pickup games unless either party is preparing for a tournament.


Umm... who saying ITS all the time. We use the ITS as a base, not the be all end all. MVS+CH:TO units are not blanaced win you can get lots of cheep smoke unit to go with them. There are some evil combos, ITS rules limit them. Thats why we use it as a base when, here is the important part, we talk to new people about army building rules. Not becouse we think ITS is the only way to play.

Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
Made in pl
Kelne





Warsaw, Poland

 -Loki- wrote:
 PsychoticStorm wrote:
ITS gives the framework for a balanced gameplay


The game itself provides a framework for balanced gameplay. ITS further balances it, but to suggest the basic rules are not good enough for pick up games is a bit much. ITS is a great framework for tournaments, but it really shouldn't be the basis for pickup games unless either party is preparing for a tournament.


I agree, that's why I promote using Mercs in my environment.
   
Made in gb
Dakka Veteran




Devon, UK

Noir wrote:
MVS+CH:TO units are not blanaced win you can get lots of cheep smoke unit to go with them.


I used to think the same way about massed smoke plus MSV2+, then realised that:

Qapu Khalki have linkable Djanbazan plus 11pt Yuan Yuans.
Morats have linkable Yaogats plus 14pt linkable Daturazis.
ALEPH can have a Marut surrounded by an honour guard of Myrmidons (and can have TO).
Nomads can have Intruders plus 7pt Morlocks (and can have TO).

Basically, any really horrible combination I can think of using a Mercenary already has something at least as nasty in a faction or Sectorial somewhere. :(

With perhaps the exception of Joan of Arc making a bunch of Yuan Yuans Regular, on the other hand you'd be losing the Impetuous Orders.

This message was edited 1 time. Last update was at 2013/08/23 09:11:07


 
   
Made in gr
Thermo-Optical Spekter





Greece

The unbalancing comes because you can pick the best of the best from everywhere and combine them in ways not entirely predicted by the game balance.

The "mercenary" rules were an afterthought to allow a collector to game with his collection, not a hard playtested set of rules intended to deliver the hardcore balance Infinity is famed of, that's why I am eagerly waiting for proper mercenary "sectorial" lists.
   
 
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