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Friday, August 1, 2014

Icestorm 1st impressions



Operation Icestorm First Look!


Hello Infinity players,
            This blog post will cover our initial opening and review of Operation Ice Storm. This is the Infinity starter box set. It contains two factions (Pan O and Nomads) a few new models, a new quickstart rulebook, new cardboard terrain and a set of template and counters.
            The miniatures come in the standard infinity brown boxes that are now actually really useful as supports for the new terrain. (more on that in a minute) There are several new miniatures including the new Mobile Brigada sculpt  and a unit called the Reverend Healer. There is also a Father Knight and a Grenzer. The pre-order set comes with a Grenz Security Team model which is a mini-skirt clad business exec. with a suitcase gun. I was really taken back by the style and sculpt of the new models, especially the Mobile Brigada, which is a vast improvement. (just my opinion). I have included the complete list of components in the box.
 -PanOceania: 3 x Fusiliers; 1 x Svalarheima Nisses; 1 x ORC Troop; 1 x Akalis Sikh Commando; 1 x Military Order Father-Knight; / -Nomads: 3 x Alguaciles; 1 x Grenzer, Grenz Security Team; 1 x Mobile Brigada; 1 x Spektr; 1 x Reverend Healer; / 1 x CSU, Corporate Security Unit (EXCLUSIVE FOR PRE-ORDERS); Game Mat; 3 PanO Dice, 3 Nomads Dice; Scenery; Ruler; Markers


The game mat and terrain are interesting and I found myself liking the terrain way more than I thought I would and the game mat way less than I had hoped. The terrain is essentially fold-out cardboard buildings that can be reinforced by sticking any infinity box-set box inside of it. This works well because it encourages you to buy more box sets or it rewards your purchases by giving you sturdy buildings. The buildings and containers have ladders printed on them so the roofs are accessible. The buildings are also designed to give your troops cover when they are on top. Assembly was a breeze (after some initial confusion) and the buildings seemed very sturdy considering they are made of card stock. I was thoroughly pleased with the terrain.





Except for the game mat.





The game mat seemed too brightly colored and more like the deck of a ship and less like something people would erect buildings on top of. I really feel like CB could have made the mat look more like a sidewalk and made it less bright and shiny overall. The game mat seemed to distract the eye from the terrain and the miniatures. It is a good start but I wouldn't use it in a tournament or even a friendly game.


The templates and counters seem like they are a good start for a beginner but if you wanted to play a larger game you should reinforce them or use a more durable style of counter.

The book was well written and had some teaser information. I will not give away new rules but there were a few oddities and surprises. (two units are equipped with something called a breaker pistol which I guess will be in the new edition.)


Lastly, the box set comes with six faction specific dice. (3 Pan-O, 3 Nomad) These dice are really nice and have the faction symbol cut into the "1" place on the die. I hope CB decides to release these types of dice for each faction. I think they would sell a ton of them.


Overall the box set was very nice and I think it would be a good starting point for new Infinity players. I hope CB decides to release other box sets with different armies. That may just be wishful thinking on my part though.

Sunday, July 27, 2014

Cameronian Attack @ Leisure Hour Hobbies



On Saturday July 26th a group of eight Spec Ops embarked on a secret O-12 mission. They were tasked with breaching a secret underground laboratory beneath an abandoned military base. The mission was frought  with danger as the area surrounding the base had a large population of Dog Warrior rebels that were drawn to the base for unexplained reasons. The labratory was also rumored to hold several captured Combined troops that were no doubt unhappy to be experimented on. 

We had a better than expected turnout for this event. The rules for which can be found:
http://chicagolandinfinity.proboards.com/thread/214

There were eight players that pretty much stomped their way through the two maps. Every player took the die rolls for XP and the lowest score was 55 I believe. There were some beefy Spec ops running around. 

Looking back,next time we do something like this we will be capping the amount of XP that a player can get. Probably using 25 +1D6 as starting Xp. That should give everyone a more even playing field. The more powerful characters were able to do the missions far too easily and left nothing but scraps for the others. We will also be instituting another method of determining activation order. Players will roll a WIP test at the beginning of the game and will activate starting with the best roll. 


Thanks to everyone that came out. It was awesome to meet some new Infinity players. 


Not enough pics were taken as I was too enthralled in the game. 1 vs. 8 is a lot if AROs to keep track of :)








Tuesday, July 15, 2014

July I.T.S. Tournament and logging festival.


On Saturday we had another tournament. This one was a primer for the 2014 Gencon Invitational where we hope to send Scadugenga from our group. The top prize for thst event is a trip to Vigo, Spain to compete in the 2015 Interplanetary Tournament. 

The tournament format was a single 300 point list with a 12 Xp Spec Ops model.
The missions are Lifeblood,Antennae Field and no ones favorite Beacon Race. These are some of the toughest I.T.S. scenarios for this season. 

This was one of the oddest tourneys of the season. The first round went off with out a hitch. We decided to take a lunch and most of the guys went to go get sandwiches only to return to this:




That's tree was in my front yard then it was in the street. So after feverishly clearing it from the road we ate our lunch and finished up the tournament. I have to thank all of you for helping get that beast out of the road. 

The rest of the day was relatively uneventful with the final standings being

1. Scadugenga 
2. Turlisk
3 . Bebot
4. Sphendule
5. Celestial Dragon King
6. Angron
7. Kelreth
8. Kuozar


Here's the layouts we used;


Thursday, July 10, 2014

Zach aka IsI YAMS batrep

OK. Over the last half year I have gotten to the point that I finally think I understand

most of the Infinity game and ITS play from the Tohaa's perspective. Though I often kick

myself for forgetting how some common skills can stack-up to my advantage, and have suffered

a bit from learning some rules wrong or having other rules reinterpreted to my disadvantage as I

have progressed, overall it has been a fun ride and I have become comfortable with playing the

game as Tohaa… maybe a little too comfortable.

With this in mind and the escalation league starting up it was time to branch out a bit and

shake things up. To that end I looked at all the forces in my growing infinity collection after

setting up a game with drobuff and turned to my already prepped (but at this point only primed)

YuJing Japanese Sectorial. With only a few punitive try-outs behind me, I hoped this would be

my first really go with them and I prepped a can opener of a 300 point ITS list with several

specialists packed into a Keitsotsu fireteam, a fast moving combo of Aragoto and O-Yoroi, and

some hard HI in the form of a Domaru and a couple of Harmaki.

However, dro had other ideas in mind and only around 230-something points prepped to

face me when I arrived. Monkeywrench in hand I dropped the O-Yoroi, traded out some of my

specialist Keitsotsu to missile launcher and grenade launcher, and was ready to give the card

objective system a go. My draw of 6 keep 4 missions netted me what I would call mostly easy

ones. Listed in ascending order of difficulty I had to: abandon my deployment zone, keep

drobuff's infantry out of it, open a single crate mid-board, and kill half of drobuff's figures (by

numbers not by points). The discarded missions included making a hand-to-hand kill (which I

rarely do) and having dro reveal one of his mission cards then stop him from completing that

mission (which I figured would be cause me to focus on it too much, to the detriment of my

other missions).

Missions in hand, I won the roll, taking first turn and then starting my set-up with a few

simple plans in mind. To start, I split my forces in roughly two with about half the objective in

mind for each. After a quick consideration I also got ready to sacrifice one half my troops to get

the other objectives if they faltered too much. On the right flank I set-up for a sweeping advance

with all the HI and the spitfire Aragoto using the heavier cover on that side to make them more

all survivable. Primary mission would be to abandon the deployment zone, close the lanes of

advance, and hopefully reach a point that I could hammer dro's infantry from the back and sides,

catching them without cover thanks to a flanking Aragoto attack. On the left I would use the 5

man fireteam, protected by the dangerous (HMG, missile, and grenade launcher) mass of ARO

they could throw. Primary missions for them would again be to abandon, the deployment zone,

close the lanes of advance, and to go after the crate in the sparser cover of the left.

With the start of game turn 1, I stuck to the plan. Using my Aragoto, I sped forward and

engaged in a close fire fight, killing dro's ???? on the roof, then cowed his Anticmentos (who
dodged into cover to avoid the hail of spitfire shells), before taking up a position I hoped would

pin his HI Knight of Santiago on the right flank. To back up the Aragoto, and ensure I wasn't

pinned in the deployment zone in dro's turn (since he really like suppression fire), I also spent

orders to close on the mid-field on the right flank with the Doramu and Haramaki, taking up

firing positions I hoped would support keeping the knight pinned and airborne deployment on

that side to the minimum. A single order was then spent to get my hacker into what I thought

was a good hiding position. This left the left flank, where my link team used the remainder of

my orders to get into what I thought was well protected firing position that would again keep air

deployment off my back.

From my perspective dro's turn went down kind of like I expected it would. Despite the

fire lane on the right, my Aragoto was a goner and my Doramu ended up pushed out of position

after dro's knight, hugging edge of cover as he advanced, gave him his first wound in an

exchange between chain rifle and combi. Quick thinking by dro then cost me the Doramu from

flanking fire. However, due to the set-up of the Haramaki on that flank, the knight stopped there

and dro's drop troops chose to eat up most of the remainder of his orders deploying in the middle

to go after his objectives, only further costing me my hacker when Rao dropped into just behind

him with assault pistols blazing.

At the start of turn 2 I will admit that dro's turn had hurt my chances, Rao had retreated to

cover in my deployment zone and my right flank was falling into disarray. That said, I knew I

what I had to do and it started with killing that knight. A quick stat check and I figured that a

Haramaki was up to the job, so I pushed forward guns ablaze to little effect on the first 2 orders.

With the combi not cutting it against a knight in cover, a change of tactics was at hand along

with a DA katana, and the 3rd order saw the Haramaki charge. Though wounded in the process

of getting to hand to hand, I now appeared to stand a better chance of killing the knight due to

martial arts first strike, and so I turned to the left flank with the remainder of my order pool.

After opening this box to complete mission, I pushed for a better position with the fireteam,

eliminating an Anticmento and one of dro's air-deploy troops via an overkill back attack of a ???

with missile launcher. Though dro still saved 3 of the 6 potential wounds this caused even

though he had no cover form that side, it was not enough and I was now within a few kills of my

goal of eliminating half his troops. Further shrinking his order pool was a bonus.

This left me in good position as dro started his turn and things were looking even better

as the first order saw continuation of the hand to hand combat, which quickly resolved thanks to

DA, resulting in the death of the knight on the right flank. This left dro with some tough choices

and one of those was to jump down my through on the left. With combat shotgun in hand

his ???? raced in against my fireteam and gutted it, killing both Yurika Oda and my LT in one

devastating double tap. Though it meant that my grenade launcher counted by killing him, it was

a pretty devastating shot. However, as his order pool getting thin, this was going to be highlight

of his phase and the remainder of my forces escaped his turn unscathed.

This brought me into my final turn, and thanks to impetuous I grabbed positions early

with my two Haramaki. The first moved in close to Rao trying to tempt him out of the backfield

and gain me another victory point. The second used my two orders for the turn, and in lieu of

electing a him lieutenant I drove him forward, removing the last of dro's drop-troops and one

more Anticmento. I was now in good position, having completed 3 of my 4 missions, and in

dro's last turn he took the bait with Rao. Though it would cost me one more Haramaki, it also

pulled Rao out of my deployment zone, and I came away victorious 4-2.

Overall I would say it the card mission system produced a pretty good game. I had to

keep track of the missions, prioritize, then stay focused, but at the same time I had to re-
prioritize.

My only real critiques were that some missions seemed a bit odd on a second read, and

they were definitely were unequal in their complexity even when equal in points. Example, I

believe dro had to drop one of my guys then get to him to search him for documents where I only

had to walk out of my deployment zone to score the same points. I also think a few of the

mission could be improved by being made specialist specific, or having at least a specialist

bonus to complete them. After reading a few of the missions, I dropped most of my specialists

in favor of more heavy weapons, and I think having mission bonuses might encourage the use of

certain specialists that might otherwise not see the light of day.

YAMS... no not the vegetable

A couple of weeks ago, Zach and I got together for a little after dinner tussle with YAMS.
YAMS or "Yet another mission system" created by IJW on the Infinity forum, is a nice break from the ITS scenarios. You have 25 different missions available to draw from, each player is supposed to have same set to draw from. We did it differently, were in we both drew from the same set of 25 missions. We each picked 6 and kept 4. Zach went with, blockade, search the crate, decimate and clear the area. I went with kill the pigeon, mapping, collect and flag kill. These missions spread you out, so you are fighting or occupying several fronts. This makes for some hard strategic choices to make, do I focus on one mission at a time or spread myself out and try to accomplish all at once? We made a few mistakes, 1 was playing 3 turns instead of 4 turns, 2 was not doing double or nothing(this gives you a change to score 2 VP's).
I like the system but think you should really play with 300-400 pt lists, so things don't feel so thinned out and spread. Zach ended up winning 4-2, you can read his batrep posted.



Dro




Wednesday, July 9, 2014

June I.T.S Tournament


On June 28th I hosted ( and got to play in ) a 400 point Spec Ops I.T.S. Tournament. There were eight of us for this slobber knocker. We did three rounds with the missions being LifeBlood followed by Antennae Field and wrapping up with Annihilation.

Here's some (bad) pics of the action


Jp was kind enough to bring 4 tags for his Annihilation list 


The standings ended up:


1 Scadugenga
2 Jmeis982
3 Sphendule
4 Benot
5 Celestial Dragon King
6 Kuozar
7.Angron
8 Kelreth


Can't wait for next months tourney!


Monday, June 23, 2014

Leisure Hours Demos a SUCCESS

On Friday I went out to Leisure Hours Hobbies for an Infinity Bootcamp and it went great. I did three introductory games and all three players enjoyed the game. Two of them already had armies, just hadn't played yet. 

Thanks to Jon over at Leisure Hours for having me, can't wait to do it again. If your ever out in Joliet you have to check this store out. They have one of the most well stocked Infinity sections around.  









Sunday, June 22, 2014

Casual versus competitive wargaming

Greetings,

My name is Jerimy Elliott and I am a contributor to this blog. Please don't take anything I say too seriously.


Recently I have been thinking alot about the types of war gaming that people do. Generally there are three types of war gaming experiences; Casual play (you versus a friend or friends) Leagues (casual/competitive play over time versus friends or strangers) and Tournaments (competitive play over and afternoon or weekend). Each style of play can be a challenge and each style offers up its own set of rewards.

Casual play helps people learn the rules and develop strategies. It can also help someone get a new army into circulation or try a new build for an old army. Casual play is generally more forgiving of mistakes and less pressure packed than a tournament. It's inherent disadvantage is that you can see the same armies and opponents constantly and get used to their play style. You may fall into the trap of engaging the player instead of the army. That may be okay for a time, but it will handicap you when you play a different person who may use the army in a heretofore un-thought-of way. Casual play is great for fun and army trials but you wont get the full range of opponents and strategies until you get out and play in a tournament.

League play is a good cross between casual and tournament play. League play has the atmosphere of a casual game night with a long term, competitive goal. League play usually lets you develop armies or build an geographic empire. League play has the disadvantage of being scaled to favor the victors. Generally in war gaming leagues, the victors in early going soon become unreachable and discourages the rest of the field from participating in later rounds. (Infinity Escalation leagues do a good job of navigating this hazard {http://www.infinitythegame.com/infinity/downloads/its/%5Ben%5DEscalation%20Leagues.pdf})

Tournament play (my personal favorite) is the most competitive and the most rewarding when done well. A good tournament will be run well and very organized. It makes for interesting games with new strategies and ideas. It also brings out the best in terms of army painting and competitive play.

I don't want to paint too rosy of a picture of tournament play. Tournaments can, at times, be filled with shady or whiny players and disorganized organizers. Just remember that even if you are in a less than perfect tournament scenario, you can still benefit from the experience of playing multiple games in a given day.

Remember the goal of the game is to win but the point of gaming is to have fun.



Tuesday, June 17, 2014

Doing Work, Warcor Style

Coming up on Friday the 20th of June I'll be doing my first Infinity Bootcamp at Leisure Hour Hobbies in Joliet, IL. I will be there from 6ish PM until they close at 9PM.  

I'm super excited, not only for the opportunity to share the awesome game of Infinity with other gamers, but my favorite BBQ  place is right down the street. 



Saturday, June 14, 2014

Chicagoland Region Infinity Players Escalation League

Locally we've decided to do an Escalation League. It will last for the final six months of the year with each round lasting the whole month. We're playing this super relaxed, it's not getting submitted as an ITS event and you have a month to play one game.

I couldn't decide what to play for this so I put a poll up un our forum and let the rest of the crew decide. I ended up with Tohaa.

The first round is a simple Annhilation scenario with no Lieutenant required and no Hackers allowed. You are allowed a 120 point army. The army I'll be using for this round is:

 Tohaa - Untitled Roster (120/300 | 2/6)

Group #1 | 6 Models |  6  0  2

 Gao-Rael Sniper | Sniper Rifle, Pistol / CCW (1 | 37)
 Kamael Light Infantry Sniper | Sniper Rifle, Pistol / Knife (1 | 18)
 Kamael Light Infantry Combi | Combi Rifle, Pistol / Knife (12)
 Kamael Light Infantry Combi | Combi Rifle, Pistol / Knife (12)
 Sakiel Regiment Lieutenant | Lieutenant, Viral Combi Rifle, Swarm Grenades, Pistol / Knife (26)
 Makaul Flamer | Heavy Flamethrower, Zero-V Smoke Grenades, Pistol / Viral CCW (15)

 





The basic plan for this army is to park a triad consisting of the Gao-Rael, Kamael sniper and a Combi Rifle Kamael.  This group is going to provide covering fire for the other triad that will attempt to take the fight to the enemy.


So, I forgot I set this thing up.

A while back I thought it would be a good idea to chronicle my various gaming exploits. I had this great epiphany while my wife was trying on clothes at some random store in the mall. So while sitting on one of the couches outside the dressing room I set this thing up. I had great plans of posting all kinds of info about planning Infinity events at Adepticon and my awesome tactical skill at the myriad of games I play. Then my wife was ready to check out, I think there was a Cinnabon and with that I completely forgot about this blog.

Years have passed and it's time to pick this up again for the first time.