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Made in gb
Ghastly Grave Guard





Cambridge, UK

I just played my first game of Infinity yesterday and it was a LOT of fun. A friend demoed the game for me and 3 others.

I want to dive head-first into this game, but I had a few questions.

1) I was hoping that someone well versed in this game could give me a quick run-down of the playstyles of the different factions. Everywhere I look seems to have good storyline/fluff/background information on all of the factions, but little in the way of information concerning how they play on the tabletop.

2) I was also hoping that someone could explain to me a bit about the sub-factions. How do they work? You choose Nomads, and there are various subfactions. If I pick one, how does that choice affect my model usage and/or special rules? Also, do I HAVE to pick a subfaction?

3) Is there such a thing as "special characters" and, if there is, how are they perceived? Totally 100% legal to the point where you don't even have to ask your opponent if they care if you field one (which is my experience with 40K)? Or is it more on an agreement basis, where you and your opponent are expected to agree on their usage beforehand (which is more my experience with Warhammer Fantasy)?

4) Are there allies? If I choose Aleph, can I ONLY use Aleph models?

I know it's a lot and I apologize, but thanks in advance for the help.

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In answer to 2)

http://www.infinitythegame.com/army/army4.php Using this army builder will help you see which models different factions can get, as well as the different restrictions and allowances that the sectorial lists (what I think you refer to as subfactions) give to you. You could also use an army builder called 'aleph toolbox' to see the same stuff. Sectorials usually change it around by limiting the number of units you can pick, but upping the AVA of the ones remaining. For example, in a Caledonian Highland Army sectorial list (a sectorial of Ariadna) you can have unlimited Volunteers. But you cannot take Line Kazaks or Metros. However in a regular Ariadna list you can take Metros, Line Kazaks and Volunteers, but are limited to 2 of each of the first two, and can take unlimited kazaks. Sectorials also allow you to use Link Teams and Fireteams I think, but I start getting a bit blurry on the rules at about this point.

In an attempt to answer 3)

I am pretty sure that they are 100% legal and what not 40k style, and your opponent won't even know you have one until they see them on the table (because of how infinity uses a closed list system). But I'm not 100% on that.

This message was edited 6 times. Last update was at 2013/07/28 10:25:45


I wish I had time for all the game systems I own, let alone want to own... 
   
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Norn Queen






Playstyles tend to blend a lot - every faction can just about do everything unless they're locked out completely. For example, Ariadna don't have Hackers at all, so short of adding Mercs (which isn't legal under Tournament rules) they just can't hack.

Some factions have wider access to some units than others. Haqqislam are heavy on Light Infantry with some very specialised unit types and lots more full Doctors, with few Medium or Heavy infantry. Their Medium and Heavy infantry also tend to be much less subtle - they kill things dead, and do it well, but lack a lot of toys that the Light infantry can bring. Yu Jing and Pan Oceania however have less Light Infantry options but more Meium and Heavy options, which also have more tricks, like TO (think Predator camoflage) Heavy infantry and even a TO TAG.

Every faction has its strength which is reflected in one stat being generally one point higher. Haqqislam have higher Willpower (WIP), which makes them better doctors and even makes their hackers good. Yu Jing is the asian faction, so they went with the stereotype of all Asians knowing martial arts, they have better close combat (CC) scores. Pan Oceania are the best shots, so have a higher Ballistic Skill (BS).

Special characters are completely legal. They're just unit options like special characters in 40k now. Bringing Gabriel de Ferson is just like bringing another Knightly heavy infantry for Pan Oceania, for example, in the same way that Marneus Calgar is now just another type of Chapter Master.

There are allies after a fashion. There's a list of Mercs which, as I said above, aren't Tournament legal, but in friendly game aren't restricted (unless your opponent is a stickler for Tournament limitations). You can also run a Mercenary Company, which can select units from any list, but AVA (how many of that unit you can take) is halved, and AVA 1 units, IIRC, can't be taken at all.

There are, however, sectorials for the factions. Think of them like, say, Blood Angels to vanilla Marines. They're a sub-list which, while they don't usually (some do) have exclusively available units, DO have much higher AVA on some units and less or locked out AVA on others, making a very themed force. These armies can also make Link Teams, which are kind of like a squad.

So going with the Haqqislam example, I can take my normal Haqqislam force, and change it to a Qapu Kalkhi force. This lets me legally add some Merc units (the only faction that can), while having higher AVA on some units like Odalisques or Djanzaban, but being locked out of Hassassin units completely. Or I could go with a Hassassin Bahram force, giving me higher AVA for Hassassin units, but being locked out of most non Hassassin units completely.

This message was edited 5 times. Last update was at 2013/07/28 10:47:10


 
   
Made in us
Combat Jumping Rasyat






 Tangent wrote:
4) Are there allies? If I choose Aleph, can I ONLY use Aleph models?.
There's some unit cross over between sectorials and other armies. Check an army builder since it's easier to read the lists there then go over the pdfs. There's the official one that motyak linked too and Aleph Toolbox. They're both pretty good; the only difference is if you have a Flash preference.

You'll find the occasional Aleph units appearing in the sectorials of the two larger factions: Yu Jing and Pan O since they're "allies". Then there are the Nomads that sell their services to the lesser powers: Ariadna and Haqqislam and appear as options in some of those sectorial lists. Also there's a mercenary faction slated for sometime in the future.

This message was edited 1 time. Last update was at 2013/07/28 18:45:01


 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Tangent wrote:
I just played my first game of Infinity yesterday and it was a LOT of fun. A friend demoed the game for me and 3 others.

I want to dive head-first into this game, but I had a few questions.

1) I was hoping that someone well versed in this game could give me a quick run-down of the playstyles of the different factions. Everywhere I look seems to have good storyline/fluff/background information on all of the factions, but little in the way of information concerning how they play on the tabletop.

That is because you can do quite a bit of different playstyles even within Sectorials.

The playstyle is going to vary based on what you take.

2) I was also hoping that someone could explain to me a bit about the sub-factions. How do they work? You choose Nomads, and there are various subfactions. If I pick one, how does that choice affect my model usage and/or special rules? Also, do I HAVE to pick a subfaction?

Generally when you pick a Sectorial(subfaction), you see a loss of units from outside of that subfaction but gain availability of certain units within that subfaction.
To give an example:
The Corregidor Intruder Assault Commandos are normally AVA 2 in a Nomad list.
In a Bakunin list, they would be AVA 0 as they are a Corregidor unit not a Bakunin unit.
In a Corregidor list, they become AVA 5 as they are a 'signature unit'.

3) Is there such a thing as "special characters" and, if there is, how are they perceived? Totally 100% legal to the point where you don't even have to ask your opponent if they care if you field one (which is my experience with 40K)? Or is it more on an agreement basis, where you and your opponent are expected to agree on their usage beforehand (which is more my experience with Warhammer Fantasy)?

Special characters are 100% legal, and fairly balanced for the most part.
There are a few characters which have the "Linkable" trait with certain unit types allowing them to become part of a unit. In the case of the Shasvastii Expeditionary Force, the Agent Cadmus-Naish Sheskiin can be Linked with a Link Team of Gwailos to make it a full Link Team of 5(which is normally not doable as Gwailos are AVA 4 but Linkable).

4) Are there allies? If I choose Aleph, can I ONLY use Aleph models?

There are not Allies, but as Avantgarde mentioned some units have crossover into other factions with 'lore explanations'.
ALEPH's Naga, Deva, Garuda Tactbots, and a few other units make appearances in the various Yu Jing and PanOceania Sectorials.
   
Made in us
Leaping Dog Warrior






 Tangent wrote:
I just played my first game of Infinity yesterday and it was a LOT of fun. A friend demoed the game for me and 3 others.





1) I was hoping that someone well versed in this game could give me a quick run-down of the playstyles of the different factions. Everywhere I look seems to have good storyline/fluff/background information on all of the factions, but little in the way of information concerning how they play on the tabletop.

Okay, so the first thing you need to know is that every faction is capable of a playtstyle to some extent, some factions can just do it differently, and maybe more effectively than others.

But, for the love of all that's infinity, it's NOT this "Aleph is the CC army, Ariadna is the shooty army, Nomads are the hacky army, and PanO is the giant robot army. So if I run Aleph I have to max out my CC, and if I take Arianda I have to max out shooty, and if I take Pan0 I have to take as many giant robots as I can. . ."-- NO NO NO

Armies are not binary "do this well, don't do this well" sort of thing. Rather, each force offers several different options to address similar threats. As such, it's pretty hard to categorize each faction into a particular playstyle. :S


2) I was also hoping that someone could explain to me a bit about the sub-factions. How do they work? You choose Nomads, and there are various subfactions. If I pick one, how does that choice affect my model usage and/or special rules? Also, do I HAVE to pick a subfaction?

Sub-factions are called sectorials. You do not have to pick a sectorial. If you do, a sub-faction does two major things:
A) Gives more availability (ava) on units within that faction.
B) Provides access to using a link team, which is basically a fireteam of three to five linked models of the same type. These units get bonuses as long as they are within a certian distance of eachother.

However, if you've chosen to run a sectorial, you can only choose models from within that sectorial. Usually, this shifts the playstyle to an "extreme" for example, I play the MRRF, which allows me to take more FANTASTIC skirmishing, air-drop and in-your-face infiltration options than I would be able to take if I were playing as normal Adriana, however, I lose out on getting the long-range firepower from units like tankhunters, or the advantages of impetuous, claymore-wielding, bezerk highlanders, found elsewhere in the larger faction.

Still, while the MRRF prefers to play with a bunch of skirmishing nonsense, I'm not "locked into" that style completely. There are still some good units with sniper rifles and even one with a rocket launcher, my medium and heavy infantry choices are still solid, I have access to an artillery-type unit and I still even field one werewolf.

3) Is there such a thing as "special characters" and, if there is, how are they perceived? Totally 100% legal to the point where you don't even have to ask your opponent if they care if you field one (which is my experience with 40K)? Or is it more on an agreement basis, where you and your opponent are expected to agree on their usage beforehand (which is more my experience with Warhammer Fantasy)?

Yep. there are characters. They are 100% legal without consent. While sometimes powerful, they have to be used with a certian amount of finesse. (Except Achilles, he's about as subtle as a brick-wall to the face)

This message was edited 1 time. Last update was at 2013/07/28 20:14:05


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Zealous Knight







 kestril wrote:
So if I run Aleph I have to max out my CC, and if I take Arianda I have to max out shooty, and if I take Pan0 I have to take as many giant robots as I can. . ."-- NO NO NO


...Except, I mean, like, seriously: who the feth picks PanO and resists buying a TAG (or, uuhm, all four? ) for longer than a few months?
   
Made in us
Leaping Dog Warrior






 Bolognesus wrote:
 kestril wrote:
So if I run Aleph I have to max out my CC, and if I take Arianda I have to max out shooty, and if I take Pan0 I have to take as many giant robots as I can. . ."-- NO NO NO


...Except, I mean, like, seriously: who the feth picks PanO and resists buying a TAG (or, uuhm, all four? ) for longer than a few months?



True, but The REAL guy to look out for is the Aquilla guard with a HMG. I mean, look at him, he's one-handing the machinegun like a gangster at BS 15. If he took the time to aim with two hands, he'd get even MORE BS skill.

Aiming. Aquila guard ain't got time for that.

This message was edited 1 time. Last update was at 2013/07/28 22:22:32


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Zealous Knight







...Meh. I think we have a different opinion on 'cool' use of firearms; I have one of those incoming since MSV3 will be the perfect way to ruin my mate's day next time he brings one of his annoying camo-heavy ariadna lists but won't field it before I've resculpted both arms to hold the HMG in a similar fashion to my dragoe conversion: two handed. The only way to actually fething use such a gun... to each his own, though.
   
Made in au
Norn Queen






Yeah, I don't mind the 'strike a pose' figs. I love my Hawwa sniper and Muyib spitfire. But I'm not a hige fan of the models firing rfiles and bigger weapons one handed, even when they're heavy infantry in powered armour. Fire those weapons properly!

Like the Jannisary in the starter. Overall it's technically a better model than the old Jannisary with AP rifle. But it's firing its rifle one handed while brandishing a sword. That might fly in 40k, but Infinity sculpts are better than that. The older model using the unconventional (but actually military trained) method of balancing the rifle in the crook of his arm is a much better model because of the pose.

This message was edited 1 time. Last update was at 2013/07/29 00:00:46


 
   
Made in us
Leaping Dog Warrior






 Bolognesus wrote:
...Meh. I think we have a different opinion on 'cool' use of firearms; I have one of those incoming since MSV3 will be the perfect way to ruin my mate's day next time he brings one of his annoying camo-heavy ariadna lists but won't field it before I've resculpted both arms to hold the HMG in a similar fashion to my dragoe conversion: two handed. The only way to actually fething use such a gun... to each his own, though.


I think I just failed at sarcasm. Now I must wander the internet in shame.

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Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

TBH, the AG IS in powered armour - which is why he CAN one-hand the normally two-handed HMG (compare the fusilier version - she's carrying it with both).

@Bolognesus: If your ariadna camo wielding mate begins to hate you after you field your AG HMG to neuter his camo rush - tell him to wait until you play Neoterra and can field THREE of them.

Talk about table lockdown (but PUT THEM IN COVER. That extra -3 to hit often makes all the difference. ).

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 au
Norn Queen






 chromedog wrote:
Talk about table lockdown (but PUT THEM IN COVER. That extra -3 to hit often makes all the difference. ).


Also, to be in cover you need to be base touching the cover you are trying to get the bonus from. Big different to 40k. It's not intervening terrain, it's intervening terrain you are touching.
   
Made in us
Ghastly Grave Guard





Cambridge, UK

Wow, thanks a ton for the responses, guys!

All of my questions were answered, but I've got a follow-up question regarding playstyles.

Basically, what I'm wondering is... if every faction can essentially do everything, what differentiates them on the table other than how they look? If the answer is, "nothing," I'm alright with that - that gives me more freedom to pick the models that I like the looks of.

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Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

As mentioned, some factions have more access to certain kind of units, meaning you have more choice in how you deploy and play. Some have slightly different balances of tech, unit costs and so on meaning that although most factions can do most things, some will be better at something than others.

Personally I would just pick a faction you like the look and fluff of and see what kind of models fill the role you want to play on the table. I picked Nomad as I like the fact that they don't want to be ruled by a computer and their space nomad lifestyle seemed pretty interesting. Secondly their models looked pretty cool - not too anime. Thirdly they had plenty of models that I liked which did what I wanted - namely allow me to play a 300 point force which is entirely camo, most of which infiltrates.

   
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Brisbane

 SilverMK2 wrote:
As mentioned, some factions have more access to certain kind of units, meaning you have more choice in how you deploy and play. Some have slightly different balances of tech, unit costs and so on meaning that although most factions can do most things, some will be better at something than others.


Yeah the tech differences were what got me into Ariadna, and specifically the Caledonian Highland Army. Ain't nobody hacking my Heavy Infantry!

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in us
Leaping Dog Warrior






 Tangent wrote:
Wow, thanks a ton for the responses, guys!

All of my questions were answered, but I've got a follow-up question regarding playstyles.

Basically, what I'm wondering is... if every faction can essentially do everything, what differentiates them on the table other than how they look? If the answer is, "nothing," I'm alright with that - that gives me more freedom to pick the models that I like the looks of.


Weaponry, primarily.

For example, High-tech factions will have cool stuff like monofilliment ammunition. MF ammo causes insta-death if the opponent fails one armor save. This makes it great against stuff with multiple wounds.

Now, if you're not super-high tech, you may have an adhesive launcher instead. It's a giant glue-gun, basically. If you hit and the opponent fails a physical roll to un-stick himself, he is immoblized, and can't do anything but generate an order. This makes the AHDL great against stuff with multiple wounds.

Both weapons do similar things, but MF weapons are usually a template, and AHDL weapons are usually fired like a rifle. Therefore, a MF weapon-heavy list will want to close within template range, and have tough troops to survive ARO's (And that's just what the Aleph assault sectorial does.) Whereas, if your using AHDL, you want to stay not too close, but not too far away from an opponent and skirmish them within your weapon's "sweet spot" Meaning using AHDL requires careful placement and lends itself to a skirmishing sort of playstyle. (Which is what lower-tech factions with good light infantry do well.)


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Made in us
Zealous Sin-Eater



Chico, CA

 Tangent wrote:
Wow, thanks a ton for the responses, guys!

All of my questions were answered, but I've got a follow-up question regarding playstyles.

Basically, what I'm wondering is... if every faction can essentially do everything, what differentiates them on the table other than how they look? If the answer is, "nothing," I'm alright with that - that gives me more freedom to pick the models that I like the looks of.


The answer they each have there own twist to how they play a "style". Like my Nomads with GML, other factions mark a target with a FO by a shooting attack that the target can ARO if allowed. While Nomads fire a marker next to a wall near the target, then mark there target with there super advanced HD+. Never giving the target a chance to respond, But it is a bigger order sink then the other factions "style" of GML.

In the end the models you like the look of are a good place to start. It not your going to be playing with a single more then a few games .

This message was edited 1 time. Last update was at 2013/07/29 18:25:15


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Made in nl
Zealous Knight







 kestril wrote:
 Bolognesus wrote:
...Meh. I think we have a different opinion on 'cool' use of firearms; I have one of those incoming since MSV3 will be the perfect way to ruin my mate's day next time he brings one of his annoying camo-heavy ariadna lists but won't field it before I've resculpted both arms to hold the HMG in a similar fashion to my dragoe conversion: two handed. The only way to actually fething use such a gun... to each his own, though.


I think I just failed at sarcasm. Now I must wander the internet in shame.


Whoopsie, my bad! I kinda figured since you just mentioned you sort of started playing infinity because of the bright "cartoony" aesthetic in your painting thread, that kind of over-the-top stuff would be something you'd like

@fielding three AG: ...yeah, if I really want to lose friends I think there are better ways (besides, no way in hell am I painting three AG - they're just about the least pretty PanO HI there are! Oh, and neoterra has more fun ways to dal with camo - the amount of HF auxbots you can field, for example, is obscene!)
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

Yeah, I know.

3 AG+4 Auxilia (and a couple of TO surprises) are gold. Not to mention DEVA hackers for that Wip15 defensive.


Compared to a nomad GML spam list, Neoterra won't lose you friends.


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 au
Norn Queen






 SilverMK2 wrote:
Personally I would just pick a faction you like the look and fluff of and see what kind of models fill the role you want to play on the table.


This is the best advice for Infinity. Very few roles are completely locked out of a faction (the aforementioned lack of Hacking in Ariadna is the only one I can think of). Infinitys balancing and general spread of playstyles across all of the factions means picking one based on the look of the models is perfectly viable.

But then you have the problem of all of the ranges looking fantastic.
   
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Leaping Dog Warrior






 -Loki- wrote:

But then you have the problem of all of the ranges looking fantastic.


That's a problem?

MRRF 300pts
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Not as Good as a Minion






Brisbane

 -Loki- wrote:
 SilverMK2 wrote:
Personally I would just pick a faction you like the look and fluff of and see what kind of models fill the role you want to play on the table.


This is the best advice for Infinity. Very few roles are completely locked out of a faction (the aforementioned lack of Hacking in Ariadna is the only one I can think of). Infinitys balancing and general spread of playstyles across all of the factions means picking one based on the look of the models is perfectly viable.

But then you have the problem of all of the ranges looking fantastic.


And with spec ops you can get one hacker at least for ariadna.

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in us
Dakka Veteran





Bay Area, CA

Honestly, this is probably just really nit-picky, but this all highlights something that I I suspect makes it hard for people to get into Infinity in the first place. All the minis are amazing; all (or nearly all) the factions can do everything; there just isn't much to differentiate each force. CA, Aleph, and Tohaa are different I guess, but all the human armies are hard to pick between. Even the fluff of all of the armies is cool aside from OanO.
   
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Kelne





Warsaw, Poland

 motyak wrote:
 -Loki- wrote:
 SilverMK2 wrote:
Personally I would just pick a faction you like the look and fluff of and see what kind of models fill the role you want to play on the table.


This is the best advice for Infinity. Very few roles are completely locked out of a faction (the aforementioned lack of Hacking in Ariadna is the only one I can think of). Infinitys balancing and general spread of playstyles across all of the factions means picking one based on the look of the models is perfectly viable.

But then you have the problem of all of the ranges looking fantastic.


And with spec ops you can get one hacker at least for ariadna.


The French also have Nomad hacker mercenaries.

There is a very small list of things that are exclusive to certain factions. I also support going with what you like the look of.

This message was edited 1 time. Last update was at 2013/07/30 08:04:28


 
   
Made in us
Ghastly Grave Guard





Cambridge, UK

Once again, thanks for all the posts! You guys have been a big help, and it's good to know that I can essentially play what I want. I've been playing lots of games lately where the faction you choose almost locks you into a playstyle, and the freedom is daunting (in a good way).

I think I've narrowed my choices down to Nomads, Aleph, and possibly the Japanese dudes from Yu Jing. I also kinda like the PanO guys but I've gotta narrow it down somehow!

I like the hacking aspects of the Nomads but I like the Ghost in the Shell AI flavor of the Aleph, despite the fact that I'm getting beaten in Dreadball by the AI menace...

Anyway, if someone tells me that my hacking capabilities with Aleph will be decent, then that pretty much makes my decision. I'm assuming the Aleph are a newer faction, as they don't have as many models as some of the others, right?

The only thing I'm kinda missing from Infinity is that I typically like to play evil races, and there really isn't one in Infinity (at least not from what I can tell). Even if there is one, I think the aesthetics of the models don't exactly say "evil." That being said, aren't Combined Army supposed to be kinda evil?

This message was edited 1 time. Last update was at 2013/07/30 11:43:19


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Norn Queen






The Combined Army are the evil faction - humanity's great enemy led by their own AI, the evolved intelligence. Inter faction conflicts are generally skirmishes. The conflict with the Combined Army is all out war for survival.
   
Made in ph
Utilizing Careful Highlighting





Manila, Philippines

There's no stopping you from locking yourself to a certain playstyle, however.

I play Haqqislam and I'm a fan of camo models with mines and toss in a Hassassin Fiday (with mines!) here and there. I almost always use one list with a few variations, that way I master my list and learn how to deal with threats with the tools I usually have.

There's also nothing stopping you from buying into multiple factions. It's pretty cheap for a tabletop wargame, and you only need a handful to have a complete army.

About the "evil" factions: there almost aren't any. I would even consider the Combined Army not evil since we still don't know fully their objectives. I like to think of Infinity as like Gundam: there are no clear antagonists or protagonists and everyone has their own beliefs and principles. Everyone lives in shades of grey.


 
   
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Zealous Sin-Eater



Chico, CA

 Tangent wrote:
Once again, thanks for all the posts! You guys have been a big help, and it's good to know that I can essentially play what I want. I've been playing lots of games lately where the faction you choose almost locks you into a playstyle, and the freedom is daunting (in a good way).

I think I've narrowed my choices down to Nomads, Aleph, and possibly the Japanese dudes from Yu Jing. I also kinda like the PanO guys but I've gotta narrow it down somehow!

I like the hacking aspects of the Nomads but I like the Ghost in the Shell AI flavor of the Aleph, despite the fact that I'm getting beaten in Dreadball by the AI menace...

Anyway, if someone tells me that my hacking capabilities with Aleph will be decent, then that pretty much makes my decision. I'm assuming the Aleph are a newer faction, as they don't have as many models as some of the others, right?

The only thing I'm kinda missing from Infinity is that I typically like to play evil races, and there really isn't one in Infinity (at least not from what I can tell). Even if there is one, I think the aesthetics of the models don't exactly say "evil." That being said, aren't Combined Army supposed to be kinda evil?


ALEPH's hacking is second only to Nomads, but Nomads in the fluff are all about hacking the AI. We will bring the evil overlord of humanity down .

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 us
Combat Jumping Rasyat






 heartserenade wrote:
About the "evil" factions: there almost aren't any. I would even consider the Combined Army not evil since we still don't know fully their objectives.
Aren't they trying to ascend to another dimension or non-corporeal existence but they're too stupid to figure out how? So they're outsourcing the work to other species by conquering them first.

They sound like a more violent incompetent mash up of Geth and the Culture.
   
 
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