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Made in ca
Martial Arts SAS





Montreal

I decided last month that I would not buy any other 40k mini until 6th edition...
and bam !
Friday I take a look at Infinity, at work, for fun
and now I ordered 200 pts of minis and the rulebook

I have sooooo many questions but I guess I'll try to read more than the 10 first pages of the rules before asking =P

I've read everywhere that no models are really bad and it's all about how you use those models.

So my questions are :
- Are any of these models too complicated for starting ?
- Is a side really stronger than the other ?

Here's the models I ordered, solely by the good look heh

HAQQISLAM
──────────────────────────────────────────────────────────────────────

GROUP 1 (Regs: 4/Irrs: 0):

DJANBAZAN Sniper Rifle / Pistol, CCW (33 | 1)
MOV:4-2 CC:14 BS:12 PH:11 WIP:14 ARM:2 BTS:0 W:1
Regular, Not Impetuous, Cube
Multiterrain, Regeneration, Multispectral Visor L2


JANISSARY Lieutenant AP Rifle + Light Shotgun / Pistol, CCW (45 | 1)
MOV:4-2 CC:15 BS:13 PH:14 WIP:14 ARM:4 BTS:-3 W:2
Regular, Not Impetuous, No Cube
Religious Troop, Lieutenant


AZRA'IL AP Rifle + Light Flamethrower, Panzerfaust / Pistol, Knife (36 | 0.5)
MOV:4-2 CC:14 BS:13 PH:13 WIP:14 ARM:3 BTS:-3 W:2
Regular, Not Impetuous, No Cube


FIDAY Rifle + Light Shotgun, Smoke Grenades / Pistol, EXP CCW (34)
MOV:4-4 CC:17 BS:11 PH:12 WIP:15 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube
Martial Arts L3, Basic Impersonation, Religious Troop



148 Points | SWC: 2.5

ARMY CODE: Army Infinity v.3.0.

ARIADNA
──────────────────────────────────────────────────────────────────────

GROUP 1 (Regs: 7/Irrs: 0):

SCOUT Ojótnik, Antipersonnel Mines / Pistol, Knife (26)
MOV:4-4 CC:13 BS:11 PH:13 WIP:14 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube
CH: Camouflage, Infiltration


S.A.S. Boarding Shotgun / Pistol, AP CCW (27)
MOV:4-4 CC:17 BS:11 PH:13 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
Martial Arts L2, CH: Camouflage, Infiltration


S.A.S. Chain Rifle, Grenades / Assault Pistol, AP CCW (23)
MOV:4-4 CC:17 BS:11 PH:13 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
Martial Arts L2, CH: Camouflage, Infiltration


ZOUAVE Sniper Rifle / Pistol, Knife (28 | 0.5)
MOV:4-4 CC:13 BS:12 PH:10 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube
Mechanized Deployment, V: Courage, Sapper


MÉTRO Rifle / Pistol, Knife (8)
MOV:4-4 CC:13 BS:10 PH:11 WIP:12 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube
Multiterrain


TANKHUNTER Lieutenant AP Rifle, Adhesive Launcher, D-Charges / Pistol, Knife (27 | 1)
MOV:4-2 CC:14 BS:12 PH:12 WIP:14 ARM:3 BTS:0 W:1
Regular, Not Impetuous, No Cube
CH: Camouflage, Lieutenant


MÉTRO Rifle, D-Charges / Pistol, Knife (11)
MOV:4-4 CC:13 BS:10 PH:11 WIP:12 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube
Multiterrain, CH: Limited Camouflage, Inferior Infiltration



150 Points | SWC: 1.5

ARMY CODE: Army Infinity v.3.0.


Thanks Dakka !


 
   
Made in pl
Alguacile Paramedic




Hi and welcome to Infinity!

As for lists. While no troop might be strictly bad it is advisable to have "a healthy order pool" which is somewhere around 6+ for smaller (150) games and 8+ for bigger (250-300). With only 4 orders the Haqqislamites may have problems against force that has nearly double of that. Especially since Assassin often turns into something of one-mission suicidal homming missile, which leaves you at 3... I'm all for people finding their own playstyle so if you want to try that list do it anyway - it may work out just fine. But if you find out it frustrating that Ariadnians run circles around it would be advisable to look at some cheaper troops to get more orders:
Ghulam - (13 pts basic) cheap, versatile, good Lt
Naffatum - (10 pts basic 12 pts awesome) cheap Flamethrowers - very good against camouflaged units.
Halquas - (16 pts )more pricy, but may be good if you like playing aggresively (they start half up the board due to mechanized deployment)

As for special rules. The Ariadnians have lots of skills but usually the same (camo, infiltration) so it's not much reading and camo is cool, when you get the hang of it. Haqq list is also not too rules heavy, maybe with the exception of Fiday - impersonation can get quite complicated to begin with and use properly.

Both lists could use some more heavy weaponry - but for starting games it's actually good that weaponry is pretty basic. It's gonna be easier to learn and balance that way. It's just something to bear in mind for the future when you will want to make more brutal/competetive lists to drop some HMGs in them.

My final word would be about terrain. Due to long weapon ranges, high lethality and ARO mechanic, Infinity needs a lot more LoS blocking terrrain than GW games. If you find it hard to move your little dudes without causing tons of ARO and getting shot to pieces then some more walls and boxes would be advisable. Infinity is a lot about who can navigate terrain better to get an advantage.

This message was edited 1 time. Last update was at 2012/04/01 14:16:17


 
   
Made in us
Thunderhawk Pilot Dropping From Orbit






It's a really great game with some fun, but quite brutal mechanics. As rejnhard mentioned you need lots of terrain and some more orders for your haqqislam. I'd recommend some ghulam, which are cheap yet effective and give you plentiful orders.

Due to the way the orders work, even a lowly ghulam can pull off some epic heroic game-winning stunts. And that's where the real fun of the game is IMO. So, you might want to pick up the starter set.

Oh and, janissaries rock!

 
   
Made in ca
Martial Arts SAS





Montreal

thanks for the advices !
Got a little question that's been bugging me : Is it ok, rulewise, to use 4 orders on 1 guy so he can shoot 4 times in a turn ?

 
   
Made in us
Myrmidon Officer





NC

Von Skyfury wrote:thanks for the advices !
Got a little question that's been bugging me : Is it ok, rulewise, to use 4 orders on 1 guy so he can shoot 4 times in a turn ?
Depends on what you mean by 'okay'.
Rules-wise, this is totally allowed. Go for it.
Tactically, this is also sometimes legitimate. Do remember though that your opponent will be getting AROs to react to each order their models see you making.
   
Made in ca
Martial Arts SAS





Montreal

thanks for the answer !
as for ARO, a model shoots an other in the back, it can only turn around right ?
So if the backstabbing model kills his target, it is safe to shoot in the back of an other, am I right with that ?

 
   
Made in us
Veteran ORC







Another question about AROs.

If a Model moves out from behind a wall and shoots (Two Short half orders), and my Fusiler cannot see him when he is behind the wall, I am allowed to make an ARO when he shoots at me, despite not seeing him when he declared his first order?

The book makes it sound like you only get an ARO when a model sees the first Order.

I've never feared Death or Dying. I've only feared never Trying. 
   
Made in gb
Dakka Veteran




Devon, UK

You get an ARO to the first visible short skill, assuming everyone is outside the 8" Zone of Control.
   
Made in pl
Alguacile Paramedic




Von Skyfury:
Yes it can only turn around, and afaik only if it has been hit (but survived). He does that by willingly failing a guts roll (a check to see if he instinctively dives for cover or stands his ground), and since being shot in the back is not cool it's good idea to "fail" this roll (fortunately you can decide to auto fail it), and then can turn around as a part of the move that follows failed guts check.
However eager backstabbers need to remember about ZoC as well:
The rear sensors of a miniature, or even his auditory
perception (Amplifi ed or not) will allow him to be aware of
his environment in a radius of 8 inches. This 8-inch radius
around each model is known as the Zone of Control (ZC)
If any enemy moves into or acts inside the Zone of Control
but out of the LoF of a fi gure, he is immediately able to
react but only against that enemy. If an enemy enters a
Zone of Control but is behind an obstacle that does not
allow LoF to be drawn (For example a high wall or the
interior of a house) a miniature is only provided with an
Automatic Reaction Order to turn around and face his
enemy. The fi gure is considered to have heard some noise
and is turning towards its direction. If the model has any
Special Skill or Equipment that allows it to act without LoF,
it may use that instead of Change Facing.


I'm not sure I understand second part of the question...

Slarg:
You get to react to first short skill that you see. So if first short skill was out of LoF but the second one brings it into LoF you get your aro then.
1. Choose the miniature on which an Order will be spent.
2. Declare the Order, announcing the fi rst of the two Short
Skills it will undertake or the single Long Skill.
3. Miniatures with Line of Fire (LoF) or that have the acting
miniature in their Zone of Control (ZC) declare their
ARO, specifying which Skill they will use.
4. The player spending Orders declares the second Short
Skill used by the fi gure (If one is being used).
5. If new fi gures without ARO obtain a LoF to the acting
miniature as a result of the second Short Skill, they can
declare an ARO.


EDIT: Damn those crazy koala ninjas!

This message was edited 1 time. Last update was at 2012/04/01 18:40:41


 
   
Made in ca
Martial Arts SAS





Montreal

thanks !

as for the second part of my question :

Model B & C are looking north
if model A gets behind them, shoot at model B and kills him, it is safe for him to shoot model C without immediate shooting back from ARO right ? (always outside of the 8 inches radius)

Is it clearer ? =P

And thanks again for your time !

 
   
Made in us
Veteran ORC







Sweet, thanks for that; going to try to get brother to play a game with me when he comes up here.

I've never feared Death or Dying. I've only feared never Trying. 
   
Made in us
Myrmidon Officer





NC

Von Skyfury wrote:thanks !

as for the second part of my question :

Model B & C are looking north
if model A gets behind them, shoot at model B and kills him, it is safe for him to shoot model C without immediate shooting back from ARO right ? (always outside of the 8 inches radius)

Is it clearer ? =P

And thanks again for your time !
Essentially, you're correct for the first part. Note that you don't NEED an ARO to change facing.

Model A announces his first short order (whatever).
B & C are not facing A and are not within 8" of A. Therefore, they get no ARO.
Model A announces his second short order, shoot at B. B gets shot at a straight BS roll.

If Model B survived the attack, they get to Change Facing because they were hit by an enemy attack.
If Model C has Model B within its zone of control, then it can also change facing.
http://infinitythegame.wikispot.org/Change_Facing

Now we continue to Model A's second order, but this time Model C and Model B are facing Model A and thus will likely get AROs.

-

Do note that if you have a weapon with multiple shots, you can spread the burst. A Burst 3 rifle can be, in this scenario, be used to assign 2 shots to Model B and 1 shot to Model C. This will all be on a straight BS roll with no ARO from either. After being attacked, models B and C will Change Facing (likely).

This message was edited 1 time. Last update was at 2012/04/01 19:07:04


 
   
Made in ca
Martial Arts SAS





Montreal

Thank you very much =D
Now I need to convince a couple friends to try this out

 
   
Made in gb
Fixture of Dakka







Glad to have you on board, check out this thread for more information: New to Infinity?

   
 
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