Missions to be used:
Disclamier:
The Mission Deck for Infinity we use is mostly the works of various members from the Infinity Forum, most prominent of which is IJW, slightly adjusted by myself (backgrounds, maybe a typo here and there). IJW created and tweaked these to be what they are today, for tournaments and friendly games. For more information and insight on this individual and his amazing contributions to the Infinity Community please visit
http://wargamingtrader.com.
Overview
At the start of the game, each player draws a number of objective cards and then chooses some of them to discard. During the game and at the end of the game, different objective cards are revealed as their conditions are met. Each card revealed in this way is worth 1VP.
Pick Armies, Select Cards
After choosing their army list each player randomly picks 5 cards from their pile of objective cards and discards 2 of their choice leaving them with 3 objectives, each worth one
VP. These cards are kept secret, the other player does not know your objectives!
LT Rolls, Place Civilian & Crate
Roll for initiative/deployment as normal. The player that gets deployment should place the Civilian and Crate before any models are deployed. Place the Civilian on the center line of the table,
d20” from the left table edge and the Crate
d20” in from the opposite table edge, also on the center line. When deploying their main force, each player must also deploy a flag/
HQ marker in their deployment zone. This is the size and shape of a 25mm base, has ARM0 and BTS0 and is destroyed by any failed
ARM or
BTS roll. It cannot be moved and counts as having
CH: Camouflage against shooting. Deploy reserve models as normal.
Important note - models cannot deploy with the Civvie or Crate within their 8”
ZoC.
Double-Or-Quits, Start Game
Starting with the player who will get first turn, each player can announce ʻdouble or- quitsʼ. They then reveal one of their objective cards (if they called for doubles) or no objective cards (if they called quits). If the revealed conditions are achieved, this card is worth 2VP instead of 1VP. Ambush cards are then played, starting with the first player. Start the game as normal.
Game length is four turns on 4x4ʼ tables.
Notes
All Missions with the exception of "Kill the Leader"
cannot be done during the first turn
The Missions we will be using for each match are the following:
Advance
Ambush
Blockade
Capture
Capture the Flag
Catch the Pigeon
Collect
Infiltrate
Kill the Boffin
Kill the Leader
Kill the Pigeon
Mapping
Mystery Box
Only One
TicTic Boom!
Triangulate
The Missions can be fournd at
http://wargamingtrader.com and at www.pew-pew-pew.net.
Flags, Crates, and Civilian models will be provided for all participants
IMPORTANT: Tabling of your opponent will NOT net you full objective points, you will however be allowed 1 turn (if less then 4 turns have been played) to complete any objectives you can before your forces are extracted from the mission location.
Ties will be handled by points remaining from each game and lastly points killed beyond the mission
Automatically Appended Next Post: Tournament Scoring:
Objective Points■Each game allows the scoring of 5 Objective Points broken down as follows:
■Players will draw 5 cards from the mission deck, selecting 3 and discarding 2
◦Each Mission is worth 1 Objective Point if completed
◦One Mission may be revealed to the opponent prior to the start of the game, if this mission is successfully completed it is worth 2 Objective Points (note that Ambush does NOT provide 2 Objective Points if revealed)
■If a players forces are NOT in Retreat! at the end of the game, the player is awarded 1 Objective Point.
In order to resolve ties resulting from the Missions, and to provide rankings for additional awards, two additional tracking methods will be used. Reserve Points and Kill Points
Reserve Points■Each player is awarded additional points based on their remaining models each game. Divide the total number of points remaining on the table by 50, rounding to the nearest value. (i.e. 0-25 points equal 0 Reserve Points, 26-50 points equal 1 Reserve Points, etc.). There are a total of 5 Reserve Points available each game*
Kill Points■Each player is awarded additional points based on the number of enemy models killed each game. (models prevented from entering the table or that manage to Retreat! off the table are NOT counted towards this value). Divide the total number of points of all models slain by 50, rounding to the nearest value. (i.e. 0-25 points equal 0 Kill Points, 26-50 points equal 1 Kill Points, etc.). There are a total of 5 Kill Points available each game*
*Actual point totals will be used to break ties within Reserve and Kill Point scores
Awards will be given for:
Best Overall/ITS ranking (1-10, based on Objectives, Reserve and Kill Points)
Best General (Most Objective and Reserve Points)
Best Tactician (Most Objective Points)
Reinforcements! (Ended with LEAST AMOUNT of Reserve Points over all games)
Body Count (Most Kill Points over all games)
Best Paint (Self Explanatory!)
Sportsmanship (simple vote for your favorite opponent of the day)
The Dice Hate Me (Ended with the LEAST AMOUNT of points in all categories)
+ more prizes based on participation
Additional schwag such as pins/patches/posters/miniatures!