Showing posts with label Infinity. Show all posts
Showing posts with label Infinity. Show all posts

Thursday, September 27, 2012

Ottawa Casual Tournament - Part 1

Su Jian vs the world.

Last weekend, we held an Infinity tournament here in Ottawa/Hull at the Boutique FDB. Although not explicitly aimed at beginners like the last tourney, the atmosphere and scenarios were still designed to create a casual, friendly environment. We had a solid turnout of eight people, with a good mix of newer and more experienced players. I did not participate as I was running it. Overall, the tournament went pretty well and I look forward to the next one.

The scenarios used were the ones I posted up earlier, and are listed below. They were made to have different objectives each round, but all of them generally encouraged moving models up to the halfway mark, which is doable even for a slow force, and supporting them throughout so they could complete their objectives.

Round One: Crack the Code
Round Two: Rescue the Survivors
Round Three: Control the Sector


Keisotsu using the buddy system.

Endalyon came in first with the strongest overall record. The random draw prizes went to Bayruun and Oni_dave. Zebuth got the most VP for the day.

Below are the top four rankings of the tournament, as well as the other players with their factions. Following that are shots of the tables used during the day, then the army lists everyone used.

1st: endalyon (Aleph)
2nd: Tevesh (Haqqislam)
3rd: Zebuth (Yu Jing)
4th: oni_dave (Ariadna)

xth: bayruun (Yu Jing)
xth: Henshini (Yu Jing)
xth: Penemue (Ariadna)
xth: WiLDRAGE (Combined)

The desert board, featuring free-standing LoF blocking structures, including some tall ones.

The industrial site. Characterized by rooms on the outside and fierce fighting in the middle.

The abandoned complex has room to move around, but corners to duck behind as well.

The asphalt pit contains many opportunities to gain higher ground, but that reward carries risk.

The Victorian era portal reappears. Its restrictive zones generally favours mobile units.

bayruun - YU JING

  IMPERIAL AGENT Lieutenant MULTI Rifle / Pistol, Monofilament CCW (61)
  CELESTIAL GUARD Hacker (Hacking Device) Combi Rifle / Pistol, Knife (25 | 0.5)
  2x KEISOTSU Combi Rifle / Pistol, Knife (9)
  SHÀNG JÍ Combi Rifle + Light Flamethrower / Pistol, Shock CCW (42)
  GŬILÁNG (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife (26 | 0.5)
  Yaókòng HÙSÒNG HMG, Antipersonnel Mines / Electric Pulse (28 | 1)

 200 Points | SWC: 2

Henshini - YU JING

  CELESTIAL GUARD Lieutenant Combi Rifle / Pistol, Knife (13)
  CELESTIAL GUARD Hacker (Hacking Device) Combi Rifle / Pistol, Knife (25 | 0.5)
  2x KEISOTSU Combi Rifle / Pistol, Knife (9)
  SÙ-JIÀN Spitfire, Light Flamethrower, Panzerfaust / Pistol, CCW (56 | 2)
  DOMARU Chain Rifle, E/M Grenades / Pistol, EXP CCW (29)
  HARAMAKI Blitzen, Combi Rifle / Pistol, DA CCW (33)
  GŬILÁNG (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife (26 | 0.5)

 200 Points | SWC: 3

Zebuth - YU JING

  ZHANSHI Lieutenant Combi Rifle / Pistol, Knife (11 | 1)
  3x KUANG SHI Chain Rifle / Pistol, Knife (5)
  CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife (13 | 0.5)
  TIGER SOLDIER HMG / Pistol, Knife (35 | 1.5)
  NINJA Hacker (Hacking Device) Combi Rifle / Pistol, Shock CCW (48 | 0.5)
  ONIWABAN Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW (44)
  Zhanshi, ĪSHĒNG Combi Rifle / Pistol, Knife (15)

  3x SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW (5)

 196 Points | SWC: 3.5

oni_dave - ARIADNA


  LINE KAZAK Lieutenant Rifle / Pistol, Knife (9)
  2x LINE KAZAK Rifle / Pistol, Knife (9)
  PARA-COMMANDO HMG / Pistol, Knife (32 | 1)
  VETERAN KAZAKS (CH: Mimetism) AP Rifle, Light Flamethrower / Pistol, CCW (47)
  VETERAN KAZAKS (CH: Mimetism) AP HMG, Light Flamethrower / Pistol, CCW (61 | 2)
  CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife (20 | 0.5)
  112 Light Shotgun / Pistol, CCW (12)

 199 Points | SWC: 3.5

Penemue - ARIADNA

  VETERAN KAZAKS Lieutenant (CH: Mimetism) AP Rifle, Light Flamethrower / Pistol, CCW (47)
  LINE KAZAK Rifle / Pistol, Knife (9)
  LINE KAZAK (Forward Observer) Rifle / Pistol, Knife (12)
  ZOUAVE (Forward Observer) Rifle, D.E.P. / Assault Pistol, Knife (23 | 0.5)
  VETERAN KAZAKS (CH: Mimetism) AP HMG, Light Flamethrower / Pistol, CCW (61 | 2)
  SCOUT (Forward Observer) Ojótnik, Antipersonnel Mines / Pistol, Knife (29)
  DOZER Rifle, Akrylat-Kanone / Pistol, Knife (19)

 200 Points | SWC: 2.5

Tevesh - HAQQISLAM

  SALADIN Lieutenant Combi Rifle, Nanopulser / Pistol, CCW (37)
  NAFFATÛN Rifle + Heavy Flamethrower / Pistol, Knife (12)
  MUYIB (X Visor) Heavy Rocket Launcher, D-Charges / Pistol, Knife (34 | 1)
  ODALISQUE Spitfire, Nanopulser / Pistol, Knife (31 | 1)
  LASIQ Viral Rifle + Light Shotgun / Pistol, Knife (26)
  AZRA'IL AP Rifle + Light Flamethrower, Panzerfaust / Pistol, Knife (36 | 0.5)
  HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Grenade Launcher, Antipersonnel Mines / Pistol, Knife (24 | 0.5)

 200 Points | SWC: 2.5

WiLDRAGE - COMBINED ARMY

  ASWANG Lieutenant Combi Rifle, Adhesive Launcher / Pistol, Knife (25 | 1)
  MORAT Combi Rifle / Pistol, Knife (16)
  MORAT (Forward Observer) Combi Rifle / Pistol, Knife (19)
  SEED-SOLDIER Combi Rifle + Light Grenade Launcher / Pistol, Knife (15 | 1)
  SEED-SOLDIER (Forward Observer) Combi Rifle + Light Shotgun / Pistol, Knife (17)
  ANATHEMATIC Sepsitor, Plasma Rifle, Nanopulser / Pistol, CCW (99 | 2)
  2x ÍMETRON Electric Pulse (4)

 199 Points | SWC: 4

endalyon - ALEPH

  DEVA Lieutenant (G: Synchronized) Combi Rifle, Nanopulser+Devabot / Pistol, Knife (26)
      DEVABOT Heavy Flamethrower / Electric Pulse
  ASURA Hacker (Hacking Device Plus) Combi Rifle, Nanopulser / Pistol, AP CCW (77 | 0.5)
  NAGA (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife (27 | 0.5)
  DALETH Rebot Combi Rifle / Electric Pulse (21)
  NETROD Electric Pulse (4)
  PROXY Mk.1 Engineer Combi Rifle, Nanopulser, D-Charges / Pistol, Knife (14)
  PROXY Mk.2 MULTI Sniper Rifle, Nanopulser / Pistol, Knife (29 | 1.5)

 198 Points | SWC: 2.5


I managed to convince Endalyon, Penemue, and Tevesh to run different army compositions from what they're used to, for the sake of challenging themselves. So, their army lists may have some unusual choices, and may even be different from what they usually advocate.

I also want to give a shout out to Wildrage and Bayruun. Wildrage, a new Infinity player, was mostly running units he had never played before, because he prioritized playing with models he liked over going with the sure bets. Bayruun has been a long time proponent of the Crane Agent, and put his money where his mouth is by making it his Lt.

I'll have another post up later with more photos, as well as comments on how the day played out.

Monday, September 24, 2012

Tournament Scenario - Control the Sector

Round 3 – Control the Sector

There is an enclosed valley that headquarters has identified as a crucial sector that must be brought under our control as soon as possible. Possession of this sector will make or break our campaign in the area. Send out your best team and don’t let up until it’s ours.

Rules:
Two CD sized Objective Zones are along the x axis of the table, each one 10” from the centre. No terrain may be touching a Zone. Nothing may be deployed touching a Zone. The game is played under No Exit Conditions.

Starting on turn two, at the end of each player’s turn, check to see if any Zones are Controlled by that player (and only that player). A player Controls a Zone by having at least one figure completely on the Zone without any opposing figures also completely on the same Zone. Markers cannot Control or contest a Zone.

No Exit Conditions: The Retreat!!! rule is not applied in this scenario. In addition, if any figure, weapon, or equipment would disperse off of the table, it instead stops at the point it would normally exit.

Scoring:
+1 VP: Each time a Zone is confirmed as Controlled.

Tournament Scenario - Rescue the Survivors

Round 2 – Rescue the Survivors

A plane containing political VIPs has encountered a terrible storm and crashed. There are only a few reported survivors, and the enemy plans to take them as prisoners. Your mission is to immediately go to the scene, gather the scattered VIPs, and bring them back safely.

Rules:
There are four Neutral Civilians at the ends of an X pattern 8” from the centre of the table. The game is played under Unstable Conditions.

Starting on turn two, a figure may attempt to Synch with a Civilian. To do so, it must spend a Short Skill and succeed at a WIP-3 roll. If it fails, the Civilian will flee, disengaging automatically from Close Combat and moving 2”, applying the Dispersion rule. A figure may have up to two Civilians Synched.

Civilians cannot be synched with Remotes or Impetuous figures.  If a member of a Fireteam other than the Link Leader is Synched with a Civilian, it is automatically removed from the Fireteam. Civilians cannot be targeted by attacks. After 4 turns, the game ends and players count up VP.

Unstable Conditions: Troops using Infiltration or Mechanized Deployment to deploy outside their Deployment Zone must succeed at a PH-3 roll. Impersonators must instead succeed at a WIP-3 roll. Failure results in dispersion. These penalties are cumulative with any other penalties. In addition, AD: Tactical Jump cannot be used, and the PH roll for Combat Jump suffers a -3 penalty.

Scoring:
+2 VP: Each Civilian you are Synched with at the end.
-2 VP: Each Civilian you killed during the game.

Tournament Scenario - Crack the Code

We just had an Infinity tournament here in Ottawa. While it was not exclusively for beginners like the last tournament we held, it was still beginner friendly, so the scenarios were kept fairly simple. I'll have an actual tournament report up in a few days, which will cover how it went.

Meanwhile, I'll be posting up the three scenarios used, split up into individual posts, in case anyone finds them of interest. All scenarios have a turn limit of four full turns. The player with more VP at the end is the winner.

----

Round 1 – Crack the Code

Intelligence has gotten wind of critical data that must be collected from an enemy camp. Infiltrate the compound and gather as much data as possible before you run out of time. Be warned that the data is well encrypted, and cracking the code will require an expert.

Rules:
Three 25 mm Console Markers are along the x axis of the table. One is at the centre, and the other two are on either side 14” away. Nothing may be deployed within 4” of any Consoles.

Starting on turn two, a Specialist figure, but not equipment, may spend a Short Skill while in base contact with a Console to Interact with it. Roll a d20, and if the result is 15+, the Interact is successful. As well, all Consoles are now unlocked for both players. This unlocking may only happen once. After they are unlocked, starting on the next player’s turn, any non-equipment figure, even if they are not a Specialist, may successfully Interact with a Console with a Short Skill WIP roll.

Specialist Troop: Engineers, Hackers, Forward Observers, and your Lt count as Specialist Troops for this scenario.

Scoring:
+1 VP: Unlock the Consoles.
+2 VP: Successfully Interact with a Console. Limit of 1 per turn.

Wednesday, July 11, 2012

Ottawa Beginner's Tournament - Part 2

The Fiday spectacularly fails another WIP roll on the objective.
The first round was something of a warm up for the players, as some of them were not familiar with all the rules and abilities, including, in some cases, of their own units. Despite Doctors, Engineers, and Hackers automatically passing their WIP rolls against the objective, very few of them actually went for it. I did notice jean1951's Fiday fail multiple WIP rolls.

In other news, Lali managed to hack a Zayin Rebot, which caught my eye mostly because I'm so used to not seeing hacking happening at 200 points. Later in the day he also used hacking against a Su-Jian, so it was definitely something he was watching for.

Haqqislam snipers lining up their shots.
The second round mostly featured expensive, powerful models failing to actually cause damage. For example, Century's Multi Sniper Naga deployed on an elevated platform with great LoF, but was taken down by a Viral Sniper Lasiq before turn 1 even finished. Henshini's Su-Jian also missed both Panzerfaust shots on the objective, which probably ended up costing him the round.

Something interesting this round was seeing oni_dave's and Penemue's Vet Kazaks pairing off on opposite sides of the board, then stalemating each other for most of the game. Neither wanted to risk their valuable models against the other's Flamethrower.

Highlander Grey in the middle of his rampage.
Two reasonably similar models that are known for frequently dying before accomplishing anything went on rampages this round. Penemue's Highlander Grey took down a Naga, Zayin Rebot, and scored a wound on the Asura before being taken down. Henshini's Domaru Butai exploded three Naffatun in CC, and then cleanly got away with the objective.

For Penemue, all of the Aleph heavy hitters being dead or wounded meant he could safely protect the objective when he picked it up. For Henshini, the Domaru directly neutralized Haqqislam's defenses and then pulled the objective from their cold, dead hands.

Weekly cheerleader rally.
Overall, I think the scenarios were simple enough that the players didn't have to worry much about how they worked and could instead focus on just playing. In that regard, they were a success. However, I had not anticipated how often ties would be coming up, nor how low some of the scores would be.

In retrospect, it makes sense. Being new to the game, the players had different priorities than the people I tried the scenarios with. They preferred to attack the enemy forces instead of scoring the objectives, and games often closed out with players scrambling for VP as they realized how low they were.

I'd like to give special thanks to:
Penemue, who helped me out with the tournament in multiple ways, including driving over myself and a lot of terrain.
Boutique FDB, for having a large and cool playing area for us, as well as having a standing inventory so players could easily collect prizes.
All of the players, because without them there wouldn't have been much of a tournament.

And now, time for some more pictures.

Ariadna carefully checking out the dangerous intersection.

That smiley face means he likes you.

The Japanese forward guard loves Odalisque long time.

Yes, those are all Camo Markers.

Aleph sets up shop.

A Vet Kazak scopes out his next target, the Asura.

Haqqislam getting real comfy in their Deployment Zone.

Opposing Aleph forces face off. The Dasyu manages to survive.

The Asura and Deva have a nice chat while the Naga is murdered off-screen.

Monday, July 9, 2012

Ottawa Beginner's Tournament - Part 1

Fireman is ready to cut the first guy who comes around the corner.

This past weekend, we held an Infinity tournament at the Boutique FDB over in Hull. Infinity has picked up a lot of new players recently in Ottawa and especially Hull, so the tournament was aimed at beginners. No experienced players were allowed to enter, and the tournament itself was fairly casual. The rules were similar to the Newbie Tournament we ran earlier in the year.

200 Points
No TAGS
No Link Teams
Announce if you have Hidden Deployment or AD

We were supposed to have a solid turnout, but a combination of several last minute cancellations and others just not showing up left the numbers a little low. There were five players, plus Penemue who ended up joining to make it an even number but was not eligible for prizes. Aside from the fact that I counted as an experienced player, I was running the tournament so I did not enter.

The scenarios were the ones I posted up earlier:
Round 1: Let the Expert Handle It
Round 2: Destroy the Totem
Round 3: Find What Was Lost

Rival Nagas and Devas both attempt to secure the objective.
 
These were the army lists used:

Henshini - YU JING
  CELESTIAL GUARD Lieutenant Combi Rifle / Pistol, Knife (13)
  2x KEISOTSU Combi Rifle / Pistol, Knife (9)
  ARAGOTO Spitfire / Pistol, Knife (29 | 1.5)
  SU-JIAN Spitfire, Light Flamethrower, Panzerfaust / Pistol, CCW (56 | 2)
  DOMARU Chain Rifle, E/M Grenades / Pistol, EXP CCW (29)
  NINJA Combi Rifle / Pistol, EXP CCW (38)
  TOKUSETSU EISEI Doctor Combi Rifle / Pistol, Knife (14)
  YAOZAO Electric Pulse (3)
 200 Points | SWC: 3.5

oni_dave - ARIADNA
  LINE KAZAK Lieutenant Rifle / Pistol, Knife (9)
  2x LINE KAZAK Rifle / Pistol, Knife (9)
  VETERAN KAZAKS (CH: Mimetism) AP Rifle, Light Flamethrower / Pistol, CCW (47)
  VETERAN KAZAKS (CH: Mimetism) AP HMG, Light Flamethrower / Pistol, CCW (61 | 2)
  HIGHLANDER GREY Rifle, 2 Light Shotguns, Grenades, Smoke Grenades / Pistol, CCW (30)
  CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife (20 | 0.5)
  112 Light Shotgun / Pistol, CCW (12)
 197 Points | SWC: 2.5

Penemue - ARIADNA
  LINE KAZAK Lieutenant Rifle / Pistol, Knife (9)
  2x LINE KAZAK Rifle / Pistol, Knife (9)
  VETERAN KAZAKS (CH: Mimetism) AP Rifle, Light Flamethrower / Pistol, CCW (47)
  VETERAN KAZAKS (CH: Mimetism) AP HMG, Light Flamethrower / Pistol, CCW (61 | 2)
  HIGHLANDER GREY Rifle, 2 Light Shotguns, Grenades, Smoke Grenades / Pistol, CCW (30)
  CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife (20 | 0.5)
  112 Light Shotgun / Pistol, CCW (12)
 197 Points | SWC: 2.5

jean1951 - HAQQISLAM
  GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife (13)
  NAFFATUN Rifle + Light Flamethrower / Pistol, Knife (10)
  2x NAFFATUN Rifle + Heavy Flamethrower / Pistol, Knife (12)
  ODALISQUE Spitfire, Nanopulser / Pistol, Knife (31 | 1)
  DJANBAZAN Sniper Rifle / Pistol, CCW (33 | 1)
  LASIQ Viral Sniper Rifle / Pistol, Knife (29 | 1.5)
  HUNZAKUT (Deployable Repeater) Sniper Rifle, Antipersonnel Mines / Pistol, Knife (25 | 0.5)
  FIDAY Rifle + Light Shotgun, Smoke Grenades / Pistol, EXP CCW (34)
 199 Points | SWC: 4

Century - ALEPH

  ASURA Lieutenant MULTI Rifle, Nanopulser / Pistol, AP CCW (73)
  2x DAKINI Tacbot Combi Rifle / Electric Pulse (13)
  DEVA Hacker (Hacking Device) Combi Rifle, Nanopulser / Pistol, Knife (35 | 0.5)
  NAGA MULTI Sniper Rifle / Pistol, Knife (39 | 1.5)
  ZAYIN Rebot HMG / Electric Pulse (27 | 1)
 200 Points | SWC: 3

Lali - ALEPH

  DASYU Lieutenant Combi Rifle, Nanopulser / Pistol, Knife (35 | 2)
  2x DAKINI Tacbot Combi Rifle / Electric Pulse (13)
  DEVA (Sensor) Combi Rifle, Nanopulser / Pistol, Knife (26 | 1)
  ASURA Hacker (Hacking Device Plus) Combi Rifle, Nanopulser / Pistol, AP CCW (77 | 0.5)
  NAGA Combi Rifle, Antipersonnel Mines / Pistol, Knife (26)
  2x NETROD Electric Pulse (4)
 198 Points | SWC: 3.5


Final standings were:

1st - Lali (Aleph)
2nd - Henshini (Yu Jing)
3rd - oni_dave (Ariadna)
4th - Century (Aleph)
5th - jean1951 (Haqqislam)
xth - Penemue (Ariadna)

I didn't get a chance to really sit down and watch any particular games, so I don't have any specific battle reports. I did take pictures, but many of them were quite blurry. I am very much an amateur at photography, and am quite lost without a tripod.

These are the tables that were played on. I'll put up a second part later with some shots of games in progress, as well as thoughts on how things played out over the course of the day.


High tech dirty corridors and ruins.

Black building complex. A mostly indoors map.

Pseudo gravel/green water table with blocky objects.

Mountain oasis in the middle of the desert.

Terraclips table so oni_dave can run the store while owning people.

Friday, June 15, 2012

Jeanne d'Arc Mobility Form Headswap


I'm sure I'm not alone when I say this, but I never really liked Joan 2.0's head. She has this large, screaming head, and it's in sharp contrast to any of her art, where she tends to exude a kind of silent majesty. I know the point is that she's charging into battle eager to chop off some heads, but it seemed ugly to me, especially compared to some of the fantastic heads Corvus Belli has sculpted.


So, when her huge ponytail fell off recently (I've been carrying her in a bad case, so even pinned, her ponytail wasn't holding up), it was a good excuse to do a headswap. I'm two for two with conversions I've done that then received an official version immediately afterwards, but this time I'm definitely sure that they won't re-sculpt this. The conversion was trickier than I was hoping it would be, mostly because her odd position meant that any straight headswap would have her staring at the ground. I had to do a lot of finagling to have the new head look like it was bent back at a reasonable angle.

The end result is that it's not great, but still something I prefer over the old head. It looks significantly less awkward at a distance, which is how she'll be viewed 95% of the time. I also think that if I ever get around to painting her, the big billowing hair could make for a nice visual. Apologies for the blurry photographs; I've yet to figure out how to clearly photograph bare pewter models.

As an aside, she's been a great model for me on the tabletop. While she is expensive, there's still plenty of models that are even more expensive, and I consider her a bargain considering what you get. She has ridiculously awesome stats in everything except Armour, and the Burst 4 weapon really cleans up enemies. She has consistently pulled through in games I thought were going badly. I've yet to play her in vanilla PanO though, and I'm not sure why.

Thursday, May 31, 2012

Tournament Scenarios - Find What Was Lost


Round 3 – Find What Was Lost
“Recovering from the harrowing experience at the ruins, your team seems to have finally found their way to the burial site indicated in the glyphs. All you need to do now is find the relic. Unfortunately, someone else seems to have the same idea!”


Rules:

The player that chose Initiative receives an extra Reserve Deploy. The player that chose Deployment has their Deployment Zone extended by 4”. There are four Objective Markers on the table. Nothing can be deployed within 4” of these Markers.

Starting from the second turn, if a model moves into base contact with a Marker, roll a die at the end of the Order. If the result is 1-15, remove that Marker. If the result is 16-20, instead remove all other Markers, and the remaining Marker is now carried by the model. If multiple models move into base contact simultaneously, the active player can choose which model carries the Marker.


The Objective Marker travels with the model, and cannot be transferred or taken unless the carrier is unconscious or dead, at which point the carrier’s controller drops the Marker in base contact with that model. A dropped Marker is automatically carried by a model that enters base contact with it. If there is only one Marker left on the table, it is considered dropped. As well, the carrier may not move within 8" of his back table edge.

Scoring:
+2 VP: Carry the Objective Marker at least once.
+2 VP: Knock a carrier unconscious or dead at least once.
+3 VP: Start your turn with the Marker in your possession at least once.

Tournament Scenarios - Destroy the Totem


Round 2 – Destroy the Totem
“As your team continues their search, they come across what appears to be an ancient ruin. There is a strange feeling in the air that chills your bones, but you press on nonetheless. As you examine the site, you suddenly encounter enemy forces!”


Rules:
Each player owns an Objective Marker, which is along the y axis of the table, a short distance outside of their Deployment Zone. The goal is to damage the opposing Marker.


Each Objective Marker has Armour 8, BTS -9, and confers a -3 penalty to BS to anyone shooting at it. Monofilament weapons only cause one wound to a Marker on a failed Armour roll. The Markers may not be attacked or wounded until the second turn. Do not calculate VP until the end of the game.

Special: All critical results are instead treated as a normal success.

Scoring:
6 VP: Opponent’s Marker has been dealt more wounds than yours.
4 VP: Both Markers have been dealt an equal amount of wounds.
2 VP: Opponent’s Marker has been deal less wounds than yours, but has been dealt at least one.

Tournament Scenario - Let the Expert Handle It


We'll be having a tournament next month for Infinity. It'll be beginner oriented which means a few things, including that the scenarios will be pretty basic.

I'm posting up the scenarios here on my blog so anyone that might be interested in scenarios can take a gander at them. They're split into individual posts to make them easier to read, and have their brief flavour blurbs included.

----
“Headquarters has secured top secret Intel indicating there is an ancient treasure that could change the world as we know it. The lost technology of a long forgotten civilization has just recently shown signs of surfacing, and if we can unearth it we would be catapulted to the head of this never ending arms race. Your mission is to gather a team, find the relic, and bring it back. Let no one stop you.”

All scenarios have a turn limit of four full turns. Objective Markers are always the size of a 25mm base. The player with more VP, or Victory Points, at the end of a game is the winner.

----

Round 1 – Let the Expert Handle It
“Reports have led you here, where you are beginning your search. Upon inspecting the area, you notice mysterious glyphs, which are undoubtedly hiding vital clues. By coincidence, an enemy unit is also patrolling the area. Keep the secret safe!”

Rules:
Two Objective Markers are along the x axis of the table, each one 8” from a table edge. The Markers may not be touching any pieces of terrain, and nothing can be deployed within 4” of either Marker.

A model may spend a Short Skill while in base contact with a Marker to Interact with it with a WIP roll. A Doctor, Engineer, or Hacker automatically succeeds at this roll, but cannot Interact through a G: Servant. A player may only successfully Interact with each Objective Marker once per turn.

Scoring:
+1 VP: Successfully Interact with an Objective Marker.

Saturday, May 19, 2012

Doremicom in Ottawa

Doremicom dropped by Ottawa this weekend for work related business, and took some time on Friday night to hang out with us. His videos show that he is obviously passionate about his hobbies, but after meeting him in person I found that he's also a pretty cool guy overall. I didn't play any games with him myself, but our LGS closes relatively early so it couldn't be helped.

Odds are good that if you're looking at this blog you already know about his Youtube channel, but if not, give it a look. He's got a whole bunch of videos about tabletop wargaming, and most of the recent ones are Infinity related. I'll be honest and say that his Infinity expertise is still a little weak, but I'm sure it'll get better with time. There's not much Infinity footage out there, so he's definitely helping to get the word out.

Although I'll probably never see him again, if Doremicom ever does drop by Ottawa again I hope we can hang out.

Tuesday, April 17, 2012

Experimentation With Photos - Penemue's Ariadna

Time for some more experimentation with photography. Like last time, these shots were taken in the basement of the LGS using automatic camera settings. Although this time it's Penemue's Ariadna instead of his Yu-Jing. The results were pretty varied, although they all fell on the lower end of the quality spectrum.

In retrospect, the reason is fairly obvious, and solves the mystery of how I was able to take decent shots of his Yu-Jing despite the very mediocre basement lights. Simply put, his Yu-Jing is painted in bright colours, and his Ariadna is not. What this means is that the yellow on his Yu-Jing caught the light really well and the camera was able to capture it. Even the gloss varnish may have been more help than hindrance, as it only had a minor impact on the yellow and black while grabbing even more light. On the other hand, the greys on his Ariadna got muted and blurred.

Penemue himself feels that his Ariadna is not painted as well as his Yu-Jing, but the real issue concerning these photographs is that I simply need better lighting to properly capture these darker paint jobs.

Veteran Kazak with T2 Rifle

Zouave Sapper with Sniper Rifle

Kazak Doktor with Fuzzy Hat

Chasseur a.k.a Autoinclude

William Wallace with Large Sword

Dog Warrior with Chain Rifle x2

Tuesday, April 10, 2012

Dasyu Sniper Armswap


A Dasyu with Multi Sniper Rifle, a conversion I've been wanting to do for a while, especially after the Posthumans came out. I finally did it recently, by taking a Dasyu Hacker, slapping on the Posthuman Mk2's Sniper Rifle arm, and slightly repositioning the left hand. It fit pretty well, and I only had to do a little gap filling. I also replaced the thin barrel on the gun with a wire, but that was irrespective of the conversion itself.

I had actually expected a Dasyu Sniper to be out a long time ago since there's art of one in Human Sphere, but once the Dasyu Hacker came out, I figured it would be a very long wait. There's a joke that Corvus Belli releases a profile right after someone makes a conversion for it, and sure enough, less than a week after I put this together, a rumour went up that a Dasyu Sniper would be released soon.

Anyway, as indicated by my previous writeup, I'm a fan of the Dasyu with Multi Sniper; in fact I think it's the best TO Sniper in the game. As for the conversion, I'm reasonably satisfied with it, because at least I can stop proxying now.

Sunday, April 8, 2012

Ranges in Infinity

I've always imagined combat in Infinity to break down into certain range brackets, and have referred to them in this way in conversations. I'm putting these up, along with brief definitions, to get my viewpoint out there. Keep in mind that these ranges are mutually exclusive. 

Under 10" - Point Blank Range
This is where Chain Rifles starting hitting, and is close enough that melee becomes a real possibility. Many guns are +0 at around this range, which also means the ones that aren't are usually best here.

Under 16" - Close Range
Where Rifles shine. Theoretically where most of the fighting should happen, but since the active player wants to avoid giving the defender +3 range, is actually avoided like the plague.

Under 24" - Mid Range
Where Rifles are bad and things like Spitfires are good. The most common range for models with heavy weapons or X-Visors, because their BS and Burst advantage make many models easy pickings.

Over 24" - Long Range

The extreme range, which will be scarce on a table. HMGs and Sniper Rifles dominate here and will actively seek fights at this range, making it appear common. Nearly any other gun is worthless here.

I realize that these categories are rather broad, but I prefer that over making them too specific. To me, there's not much difference between 10" and 8", or 32" and 36", even though those few inches make a big difference depending on the weapons used. I feel that on the battlefield as a whole, they are similar enough in concept and execution. Obviously, not everyone will share my views on this, and I'm always eager to see other approaches to Infinity.

Saturday, April 7, 2012

Ottawa Hacker Bonanza Tournament - Part 2

First Marker to blink loses
Unfortunately, I don't have a variety of pictures like I had for the last tournament a couple months ago. Part of the reason for this is that the camera's batteries died partway through the second round. In fact, the shots of the armies were taken with an iPhone. Regardless, here we go.


In the first round, Hot Potato, I faced Penemue's Ariadna on the wilderness board. He was fielding stuff like Valerya Gromoz and William Wallace.

It started off pretty poorly for me, with Wallace and a Chasseur nailing my Netrod and Naga, and pinning in my Dasyu with Combi on the right side. My Dasyu Multi Sniper was the only thing stopping them from just running on in. The left side had Penemue's Moblot engaging my Posthuman Doctor, and in an attempt to shake it loose, the Posthuman jumped into her Mk2 body. Sadly, her shots killed not only the Moblot, but also her Mk1 body.

Despite my poor start, Penemue couldn't make much of a run for the room in the middle because I had a TO Multi Sniper watching each doorway. This evened out the momentum, and all he could squeeze in was Valerya, who wasn't able to reach the Terminal. I then moved my Dasyu Sniper into the room, but his Paracommando took her out. On the final turn, my Deva with Spitfire ran into the room and killed Valerya, giving me 3 VP for conquering the Terminal Room.


The second round, Environmental Consciousness, had me against endalyon's Aleph on the desert board. He had his double Hackers and Zayin Rebot.

My first roll of the game had my Netrod scatter way out into the open. My opponent's Netrod, of course, did not. =\ Endalyon deployed the Druze Hacker about 8" outside my Deployment Zone, so I had to kill it if I wanted to do anything. It must've had some neo-titanium armour, because it took forever to die. I then lost several units when endalyon's Naga Minelayer went on a Dogged rampage, somehow ducking every shot except for the very first one which triggered the Dogged.

The centre room was cleared out by endalyon's Asura, who saved against the Monofilament Mine that was then destroyed by his Zayin's E/M Launcher. I killed the Asura with shots to the back, then Annexed a Control Panel, but it was too little too late. An opposing Naga and Dasyu ran up and Annexed two Panels, leaving endalyon with 2 VP to my 1.


For the third round
, Yojimbo Cage Match, I faced JAD's Ariadna on the wilderness board. He brought his Loup Garou and Tankhunters.

I got Deployment, which meant that I got Musashi. JAD's Loup Garou blitzed up the board, taking out my Dasyu Multi Sniper, but a long shot Crit from my Posthuman Doctor stopped him. I ran Musashi right at a pair of Camo Markers, knowing that one of them was a Mine. JAD wanted his Chasseur to live, so he detonated the Mine, killing Musashi and netting me 1 VP. My Posthuman Multi Sniper exchanged shots with his troops, killing the Moblot and wounding the Vet Kazak.

There was then a lull in the action, during which I Mined the hell out the centre room, to make it difficult for JAD to claim the Blue Prints. After destroying some of the Mines, he decided to instead just go after my guys, killing my Deva Lt and almost killing my Posthuman Mk2. However, this left my Dasyu, who was still in the centre room, free to pick up the Blue Prints. End result was 3 VP for me.


Final standings:
1st - endalyon (Aleph)
2nd - Penemue (Ariadna)
3rd - MuRm (Aleph)
4th - JAD (Ariadna)

After the tournament, we all talked about the scenarios, and it was generally agreed that although the scenarios were good in theme and concept, they would get some balance tweaking for next time. Regardless, thank you Tevesh for running a great event. I am thinking about running the next tournament, as it's about time that I did so.

Here's some more photos from the tournament day.

JAD's rather linear deployment

Amorphous black mass descends from the skies

My terrible deployment in Round 1

The Dasyu wants that Potato real bad