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Hi there. I´ve found an awesome Battle Report of "Infinity the Game".
MISSION: HOT POTATO
A Toxic gas catastrophe forces an evacuation from an industrial complex in the Novocherkask area.
Important Ariadnan installations and buildings get vulnerable during the 48 hour cuarentine.
This means a very valuable chance for an special spionage mission. Special commandos are sent to take control of an exposed data terminal of old Ariadnan technology. The data that can be extracted from that terminal and from the other computer connected from there can be crucial.
- Conquering the terminal room (3 Victory points).
o The room is considered to be conquered when there is no enemy miniatures inside.
o Fight the room (1 Victory point) When there are miniatures from both factions in the room, the point goes to the army which has more miniatures. If both have the same number of miniatures, the troop points will decide.
- Extract and keep the data (2 Victory points).
o The old Ariadna technology has an anomalous behaviour in the sophisticated computer systems of the other factions:
The data can be extracted from the Terminal only by a Hacker or repeater in close contact with the Terminal, spending a short skill using Will.
The data cannot be copied, it can only be “Cut and paste”. Its behaviour is like the ball in a football match.
The data can only be transferred to another Hacker device or repeater if it is in a 20cm. range. Always spending a short skill.
All troops can acquire the hacker device from an unconscious troop. Always spending a short skill.
Forces: Both armys of 300 points.
Special Scenary Rules.
- All troops are specially trained for this kind of missions, so all they can acquire the hacking device from an unconscious troop and use it.
- There is a forbidden 30cm. range area surrounding the Terminal. Infiltration, Impersonation, Combat Jump and Mechanized Deployment skills cannot be used directly in that area.
- The Mission is limited to 3 complete turns. When the third turn ends is time to decide which army has more Victory points.
- The data only gives 2 points to an army if at the end of the 3rd turn it is in the Hacker device of a conscious troop.
- Mercenary troops are available.
• Zoe & Pi-Well
• HellCat with ADHL
• HellCat with HMG
• Intruder HMG
• Spektr Sniper
• Zero E/Mauler
• Securitate Lt.
• 2 Morlocks with Chainrifle.
• 2 Alguaciles.
Yu Jing Force:
• Domaru with Chainrifle & CC EXP Weapon.
• Hac Tao with Missile Launcher
• Güíláng Sniper
• Ninja Hacker
• Yaokong Husong
• 2 Zhanshis
• Invincible Sháng Jí Lt.
Turn 1: Nomads Begin.
The mission begins. The Nomad player spends the Impetuous and Irregular orders of his Morlocks making them advance.
Using the orders available in their group, the Nomad player makes the Morlocks throw smoke grenades to blind the enemy´s lines of sight.
Once the path is safe, the player begins to spend orders making Pi-Well acces to the Terminal. Using Zoe´s will, the data is extracted and downloaded in Pi-Well. The Scenery Rules specify that the data is in Pi-Well, it cannot be transmited to Zoe at this moment.
Now the data is in the hands of the Nomad Army, so the Nomad player decides to move his troops towards the Terminal room. He moves his Zero and plants an E/Mauler to difficult the access to the Yu Jing forces.
After that, the player decides to use his Spektr Sniper to destroy an enemy remote.
Now the zone is secured, and a Hellcat with HMG can descend.
Using the remaining orders, the Nomad player approach Pi-Well to the Hellcat so both are under de DDO, that means a -6 for all the enemies that will try to shoot them. The Nomad turn ends here, excellent turn!
Turn 1: Yu Jing strikes back.
Yu Jing player uses his Domaru trying to kill the Spektr, but in his first attack the sheet is still very short for a shot from that distance. Domaru suffers a first wound.
The second order is move-Shoot with Chainrifle, and that kills the Spektr.
Finally the Domaru charges against a Morlock. Both troops are killed, the morlock dies in the combat against the Domaru, and the Japanese heavy armor is killed by a long range lucky shot by an Alguacil.
Now, the Yu Jing player reveals one of his deadliest soldiers: a Hact Tao with missile Launcher!! The Hac Tao surprises the enemy and makes the first shot.
Hac Tao fails! The Hellcat survives thanks to the added difficult of the DDO from Pi-Well. Both soldiers make reaction shots to the Yu Jing armor.
The Yu Jing player goes on, and now, the missile impacts killing the Hellcat and breaking Pi-Well. The data is still in the remote.
Now the Yu Jing player surprises the Zero. The Zero is killed by a precise shot from the Güíláng.
Her Cammo was not an obstacle for the visor level 1 from the Yu Jing. Zero dies.
Using his Leutenient order, the Sháng Jí destroys the E/Mauler so he can advance towards the Terminal room.
EDIT (Don´t know what happened to the thread, but it does not allow me to reply.)
Turn 2: Nomads
Nomad player uses his Morlock´s impetuous order to try to blind the Hac Tao using an smoke grenade. The Morlock fails and a Missile blows him away in pieces.
The Nomad player realises that the Hac Tao is a really decisive troop, so he uses his Intruder with HMG. He spend most of his orders making him advance until he gets line of fire with the Hac Tao.
Using his Cammo hability, the Intruder can surprise the Hac Tao and kill her with the whole burst of his gun. Althought the Hac Tao is a Thermo Optical troop, and that usually means a -6 modifier to the attacker Ballistic Skill, the Intruder has a Multispectral Visor Level 2, which allows him to shoot with no modifier.
The Nomad player does not forget about put the mission objectives. He gets the data from the destroyed Pi-well and hides with his cammo as protection for the incoming Yu Jing Turn.
His remaining orders allows him to make Zoe advance and a Hellcat to descend in the battleground.
Turn 2: Yu jing
The Yu Jing player reveals his Ninja Hacker and makes him advance until he gets in the 20cm. zone close to the Intruder. He can not try to steal the data using his Hacker device from the Intruder, because the intruder is camouflaged at this moment. So, he has to use more violent methods.
In a carefull manouver, the Yu Jing player gets closer to the Intruder and discovers him. Now both troops are revealed.
In his next action, the Ninja kills the Intruder in a CC combat. After that, the ninja gets the data from the Nomad enemy.
Turn 3: Last Nomad Turn.
The Nomad player knows that his lasts orders has to give him the victory after the next Yu Jing turn, so he uses Zoe to get near the Ninja and uses Anti-Hacker Protocols to kill the ninja and steal the data from him. Zoe Succeds!
With his last orders, all that the Nomad Player can do is to move the Hellcat inside the room and put a Supression Fire over the only access that the closest Yu jing Troop has to get inside the room.
Turn 3: Last Yu Jing turn. Last Mission Turn.
The Nomads has the data. The Nomads has the room. Yu Jing´s only chance is to kill the Hellcat, so they can conquer the room and win 3 victory points over the 2 victory points that the Nomads have for obtaining the data.
Yu Jing Leutenient Invincible Sháng Jí spend the orders to move until he gets line of fire with the Hellcat. He crosses through the suppression fire of the Hellcat, so both troops confront the whole bursts of his guns.
Finally the Yu Jing Lt. dies.
Victory is for Nomads.
Last edited by BountyHunter; February 11th, 2011 at 23:29.
While it's been over a year, this post is still on the first page so I don't feel too bad about thread-necromancy...
Awesome battle report!
I like this way of showing the progression of the game, as the traditional 'before' and 'after' shots of the table doesn't really work in an Infinity game (as parts of the board will change profoundly while others will remain the same). Also the special effect graphics are quite well done, and holding true to the anime-esque nature of Infinity .
WoW.....what a battle report, the only question I have is , how the hell did you do it?
"For Russ and The Allfather"
The general answer to the question of how to do the effects: a good camera to take the pics and Photoshop to edit in the effects.
It should be noted that pics from this batrep are also in the rulebook, and as such was probably done up ala 'White Dwarf'-style to serve as a form of advertisement of Infinity by people from CB.
EDIT: Side-notes, for people who might use this batrep as an example of a standard game of Infinity.
This demo game seems to take place on table roughly 1/4-1/3 the size of a more appropriate Infinity table. There's also a rather very sparse amount of terrain as compared to what's normally needed and as such, for demo purposes many of the opportunities for AROs (inactive player's reactive actions to the active player's actions) were possibly ignored to allow more cinematic action of troops maneuvering about on each other.
It was also a little short turn-wise as most games will generally at least 4-6 turns. Where the first couple of turns may be a little less 'action-y'/shooty as player's first carefully move their troops into position for tactical advantages over their opponents before the firefight begins. While it is usually possible to start attacking on turn 1, it usually means advancing a unit unsupported across the table in order to get proper Line of Fire and range to do so against an opposing player deploying properly to go second (ie not leaving units out in the open or visible to get sniped/hmg'd from across the table on turn 1).
The demo game simply cut down on a lot of the 'pre-fight' turns of closing the distance and getting into position to deliver the general meat and potatoes of Infinity.
For those looking to start Infinity, I have two pieces of advice. The first is to just start simple and small, and get the basic mechanics/tactics down before attempting to use hackers, TO camouflage, parabolic fire, TAGs, etc, slowly testing out a new unit/rule or two each game. Secondly, make sure you have an adequate amount of Line of Sight blocking terrain, and by adequate I mean lots of it. The more terrain used, the more tactical depth added to the gameplay.
Correction on my part, the table looks to be roughly 3.5x3.5 ft, which is actually close to the standard/minimum 4x4 tables (though, playing length-wise 5x4 or 6x4 can lead to some more interesting games due to having to factor in weapon ranges a bit more). The terrain being a bit sparse w/ a lot of open area inbetween is just what helped them advance forward in a straight line much quicker than normal (thx to lack of AROs from all the snipers who can easily see across the table).
Anyways, here's a pic of the terrain set-up in my last game. All the paper terrain was free to use off of Tommygun's site (buildings) and Toposolitario.com (crates and dropship), though I did reinforce the buildings w/ foamcore to make them more durable.
For the most part, you don't want any major lines of fire to extend more than 30-36" w/ only a few that extend from deployment zone to deployment zone. Usually w/ around 4-6" between each piece of terrain.