We’re running a miniature league right now. Basically, each session is a single ITS mission, we escalate the points a little each time, and at the end of the sessions we score it like a tournament. It just takes us three months is all, grin. So far it seems like a good option for us, providing the time to get in proper matches while fitting into our Sunday evening availability.
Our most recent Infinity night saw us playing out session 2 of 3, and the ITS scenario assigned to the evening was Rescue. Group consensus? Once was plenty, let’s never play Rescue again.
Rescue felt like one of those overly complicated ITS scenarios where you keep losing track of what you’re supposed to do. Not as fiddly ss some, but still a lot of extra stuff to keep track of. We had two games running (only 4 of us that night), and we finished with scores of 0-0 and 6-0. Almost nobody was able to get effectively through the massive difficult-terrain exclusion zone.
I had the 6pts, and even that pretty much hinged on the fact that I brought Uxia with me and managed to drop her into Pan-O’s dead zone, halving the distance she’d need to travel. If she’d failed her deployment, I’d have done significantly worse.
Didn’t take any pictures, but we ran a 150pt tournament the other day. We got six, which is pretty solid these days, especially since a couple of our former regulars are super busy these days and haven’t had much luck getting out. It is my personal short term dream to have everybody make it out simultaneously and get an 8-man tourney. So many of us are adults, though, and adulting often interferes with miniature gaming. Grin.
Lots of sectorials again, folks love their link teams! From what I saw I may have been the only vanilla army. A couple of rough rolls with paratroopers in my first game meant a big loss right out of the gate (shotgun spetznaz and mirage 5 equal a *lot* of points in a 150pt game and they didn’t kill enough to justify their losses), but I can’t complain too much as my second and third games went much more smoothly for me, landing me in third overall.
Felt good to get out and play; I think we’re going to take a break from ITS formatting in October and see if we can’t get Hunger Games running a little more smoothly. Maybe on an interior map.
Another tournament this past Sunday night. In past tournaments we’ve found that we almost always have at least half the pairings go to time and lots of third rounds go unplayed. This sucks. So, in order to alleviate this a bit – and all the more so because this would be an evening tournament – I dropped it to Low Tier; I gotta say, 200pts was about perfect for us. I wasn’t paying too much attention to the other battles, so this tournament report will be a bit of a blitz.
Veteran (APHMG, Lt)
Antipode Assault Pack
Isobel McGregor (T2 rifle)
Bounty Hunter (BShot)
Veteran (APHMG, Lt)
Antipode Assault Pack
Loup Garou (Viral)
Round 1; Biotechvore
Ariadna vs Pan Oceania
I was expecting to be facing a Jotum, so my lists were built to be a little more lethal than my usual. I also had more time to spend list building than usual, and second guessed myself like crazy. I started with a list full of impetuous and infiltrators, and didn’t realize until I went to field them that I’d cut almost all of that stuff out, leaving a lone ADHL chasseur and a dog warrior as my only non-standard units. The chasseur made his infiltration roll without difficulty, and set up in a ruined building overlooking the Pan-O army, perched by a broken window just outside of the biotechvore zone. Pan-O brought Joan of Arc and four other knights; they choose to go first. Their first turn was to coordinate a charge at my chasseur. A fairly tall mid field and my own distaste at the idea of leaving snipers in the btv zone to die meant he was more or less on his own, but he did well, nailing Joan with an ADHL round during his first ARO. With no engineer, the Pan-O force opted to continue its coordinated charge (I had opted to cut him by two orders); the panzerfaust-toting knight was next to be hit with an adhesive round. The chasseur was cut down before accomplishing anything else, but he didn’t really need to at this point. As the chasseur was getting hacked to pieces, my viral Loup Garou was landing a critical hit on a knight that had advanced into his path. Only three effective AROs, but *very* effective. My own first turn was a matter of getting my units out of the biotechvore zone and eliminating as much of the remaining opposition as possible, via a combination of autocannon tank hunter, AP HMG veteran, and an antipode assault pack. The next round was really a mop up and classified grab; the surviving knights were overwhelmed,and the immobilized knights were executed. Final result: Ariadna, 10-1.
Thoughts? This one went very well for me, but part of that was probably the result of Pan Oceania’s inexperience. Not that I’m a super hardcore player or anything, but he’s only been playing infinity for a couple months, and a long history with 40k means he probably leans on unit stats pretty hard. Stronger tactics might not have saved those knights, but would likely have narrowed the gap a bit. The fact that I built an annihilation list expecting to deal with an Armor 10 TAG (the Jotum was in his second list, incidentally) also meant that the knights weren’t the overwhelming prospect they might otherwise have been.
Round 2; Cold Sleep
Ariadna vs Yu Jing
This was a much closer battle, and I expected it to be. Zeb and I are usually pretty closely matched (see last week’s Biotechvore run) and this was no exception. He went first and kept the pressure on; I just had far better luck with rolls. I made a lot of successful armour rolls, and more importantly had some really lucky AROs. Going last netted me one of each type of objective for the win.
Thoughts? I definitely got lucky with the dice rolls. Second week in a row that my Veteran got 2+ crits in ARO. A more even score wouldn’t have altered the standings, but it would have been closer. I expect my dice to punish me this weekend, whatever we may be playing.
Round 3; the Armoury
Ariadna vs Combined Army
This time I went first. My first few orders went into an autocannon Tank Hunter and my Cateran, who thinned the Combined ranks significantly. By the time I advanced on the armoury itself, there was maybe half the enemy force that there had been. That didn’t stop them from knocking an Irmandinho into the next life, and I still had a bit of trouble getting the Combined to stay down until I managed to take their doctor / medic out.
By my second turn I’d looted the panoplies and blown them up, which was pretty much game.
Thoughts? This one went my way largely on the strength of deployment and initiative, I think. Matt denied me the really good sniper positions by choosing sides, but wasn’t careful enough with placing his units; I had decent lines of fire on much of his army from both my Cateran and my Tank Hunter (the TH started out of sight, but within a few inches of a good ‘nest’ corner, so he was able to move and shoot right of the bat). Between the two of these, I was able to get in a pretty strong first turn. It was hard for the Combined Army to recover after that (although, like I said, the medic tried pretty hard).
Ariadna 10-1 Pan Oceania
Nomads 7-3 Combined Army
Yu Jing 10-0 Haqqislam
Combined Army 4-1 Haqqislam
Ariadna 7-0 Yu Jing
Pan Oceania 10-0 Nomads
Yu Jing 8-0 Nomads
Haqqislam 1-1 Pan Oceania
Ariadna 7-1 Combined Army
Final thoughts? Those are a lot of really lopsided scores. Part of that is probably just the nature of ITS (in general, we don’t really split the objectives too evenly), but I wonder if part of it is that we rolled up Biotechvore and Armoury, both of which some folks (online and otherwise) have voiced concerns about regarding balance. Anybody had experience with these two scenarios? How did they go?
Tonight? Infinity – Hunger Games!
Zeb (our regular Yu Jing player) and I tried out Biotechvore on Sunday, in preparation for the local tournament this coming weekend. We both brought lots of infiltrators, and both had no problems with our confused deployment rolls, which helped us out immensely. We set up an urban battlefield; I deployed second and went first.
Both of us managed to clear the biotechvore zones without too much difficulty. Between our infiltrators and our impetuous units, we each only had a few units that actually needed to make much of an effort. The weirdest thing for me was not being able to set a solid sniper position in my deployment zone, but I offset that a little by fielding a foxtrot sniper on the left side of the midfield. She was eventually eliminated by a ninja that had secretly deployed on the same building, just behind her, but not before dispatching a fair number of Yu Jing, including all of Zeb’s impetuous units.
All in all, my force performed well, although I think I’d have had a lot of trouble with the Jotum that one of our Pan-O players is likely – okay, guaranteed – to field. My Veteran was probably the only unit that would have been a serious threat (although my Irmandinho rolled an E/M CCW on his booty table, so I guess you never know). I also need to re-read the command token rules, and make sure I’ve got a good handle on coordinated orders; with that Jotum floating around and a decent likelihood that I’ll be facing it on the 26th at some point, my list is probably going to have to swap some infiltrators for big guns. I need to take another look at my glue options, too.
My biggest letdown of the evening was my Spetsnaz sniper, who got shot very early and spent the rest of the game unconscious in the biotechvore zone (he passed his rolls, but it occurs to me now I’ll have to check if he gets any…). My Kazak Veteran easily made up for him though, advancing across the battlefield eliminating serious threats, managing not just one, but two critical AROs! I actually remembered to *use* smoke, which my Irmandinho put to excellent use, and managed to get two classified objectives (Extreme Prejudice and Sabotage).
A very close game, and a nice opportunity to bounce our lists off the rules before the tournament this coming weekend. Now to make some tweaks and follow up with some extra rules reading…
Sunday we held our first Infinity tournament at one of our friendly local game stores here in Thunder Bay, Thunder Games and Gifts. We set up a couple tables in their main game room and four of us fought it out in a Modified version of the ITS format. Mostly, that means we cut ourselves some slack regarding proxies (allowing up to about 50%) and mercenaries (1 per list) so that we could have a tournament, grin. We also used 3rd edition Loss and Retreat rules, as we’ve been doing in all of our games lately. Everybody had a blast, and as the store had Magic the Gathering league finals and miniature painting on the same day we were able to give a few other gamers a chance to see Infinity in action.
Round 1: Quadrant Control
ARIADNA vs NOMADS
I used a fairly aggressive list for my first round, and dropped my only paramedic into a corner on her own, so the classified objective was a bust. The biggest problem with this first round is that we simply took way too much time. I spent over half my first turn trying to shoot down one enemy sniper that had an amazing LOS on most of the battlefield. My stubbornness was later vindicated to some degree (in round
3 my Cateran would largely dominate the battlefield from that same perch), but it seriously limited how far I managed to advance, especially as I lost my lieutenant near the end of the first turn and spent the second turn irregular.
Nomads dominated 2 quadrants to my 1 in the first round, but I was able to turn the tables in the second, despite being irregular. We were well out of time by then and the third round was not played. Final score was 3 pts each.
Highlights included my autocannon tank hunter and my Cateran taking out 40% of a link team (the Cateran faced down a bunch of rocket launcher fire to do his part), and my paratrooper successfully killing a far superior soldier with a pistol shot while simultaneously making a successful ARM roll against that soldier’s flamethrower.
YU JING vs HAQQISLAM
I missed much of this one, but I did catch that Haqqislam’s tank had its most successful run ever, and also that Haqqislam came away with 9 pts. A strong early lead, largely the result of Haqqislam’s commander; Peter was by far the best of us at keeping the objectives in the forefront of his mind during combat.
Round 2: Antennae Field
YU JING vs NOMADS
I missed the bulk of what happened here, but I snagged some photos!
ARIADNA vs HAQQISLAM
A brilliant example of my inability to focus on objectives. I brought my Specialists list to this table but barely managed to use any of them. I started out in control, taking out a couple of Lasiq snipers to clear room for my advance. I then tried to move my Mormaer into a new position, only to watch him get shot and wounded, and this is where my plans fell apart. At zero wounds and being Dogged, I reacted rashly and began to advance up the board, thinking only about doing as much damage as I could with the HMG before I inevitably died.
Oh, did I ever! The tank, Avicenna (modified, remember!), several doctors and a heavy infantry of some sort; I realised too late that I had put them into retreat, and spent my last couple of orders desperately trying to reach some antennae.
I finished with 4 pts, 2 at the end of the first turn, plus 2 at end of game. A close one, another low score, and generally my own fault.
Round 3: Seize the Antennae.
ARIADNA vs YU JING
Yu Jing would be deploying first, as I had won the WIP roll and chose deploying second on the side of the board the Nomads held in my first game. Much of the Yu Jing force deployed into some fairly central ruins with a few snipers on the edges of their deployment zone. I set my Cateran up in the position I mentioned earlier and deployed my Spetsnaz sniper in the watchtower on the right side. I spread the rest of my Specialist list out trying to position most of them where they couldn’t be shot too early (mixed feeling on this, as some of them never became useful; I often just couldn’t bring myself to spend an order moving a fully concealed model the half inch that would get them a useful firing line).
I lost Uxia as a result of my own ambition, deploying her in a very exposed position in the hope of seizing the centre antennae early. My excellent sniper lines, however, meant it was not a total loss, as my Mormaer landed a lucky critical HMG shot on one of Yu Jing’s snipers during the discovery rolls and one of my own snipers finished him off when Uxia was gunned down. I was able to keep Yu Jing pinned down for much of their active turn, thinning the ranks a little and limiting their movements. My own first turn involved laying some mines, advancing a little, and further thinning the ranks. Isobel Macgregor seized the antenna on my end as well. Paying more attention to my objectives this time I stopped just shy of putting them into retreat on my turn. My second turn would be our last, as my Mormaer advanced up the right side, killing a ninja, a sniper, and at least one other model with a good line on the Yu Jing antenna. The remainder of my orders (less the Cateran, of course, who shot at somebody) went into running a Foxtrot Ranger (forward observer) up the battlefield to seize the remaining antennae. With only one or two models left going into the third turn, the Yu Jing were unable to recover and I finished with my best results of the tournament.
HAQQISLAM vs NOMADS
Again, not the battle I was focused on, but it sounds like Nomads made a similar error to my own regarding objectives, putting the Haqqislam force into retreat at a point where the Nomads could no longer reach any antennae before their turn ended. Haqqislam seized at least one to win the battle.
FINAL RESULTS :
3) Yu Jing
Everybody had a blast and are looking forward to doing this again in a few months, hopefully we can round up a couple more players by then. Perhaps one of our Combined Army players, or the friend that fields PanOceania. If we’re really lucky, maybe somebody new.
Last night was our first effort at an ITS scenario, and boy was it a whole new experience. We still usually play generic kill missions, although we have recently been making use of the YAMS mission system for a change of pace. Even with YAMS however, we don’t usually limit our turns. So what did we learn? Well, for starters, there’s definitely a reason why so many people field multiple groups; our order pools were looking a little slim. With 300 points, I myself only fielded 10 models. Peter fielded 12, but without realizing that separate groups have separate order pools, and so we treated them as a single group. We also learned that three turns is not a great deal of time, especially with only two players on the battlefield. We both realized simultaneously that the third turn had already arrived, and so began a mad dash to open some crates. In case it isn’t obvious, we were playing the lifeblood scenario.
Once again, we went for a fairly dense battlefield, with plenty of cover and minimal firing lanes.
A good game, but I definitely took a lot away from this. Half of mirage team 5 didn’t even make it onto the board, and no part of me remembered that smoke grenades were even a thing. I think I’m just so used to bringing my airborne deployment in behind my opponent and gunning them down from outside their line of fire , that it didn’t even occur to me that I can bring them in on my side and use them strictly for defense. Next time things should be very different.
One final note, I did field the Spetsnaz sniper once again but only half of the marksmanship skill came into play, as the viral Lasiqs that he was primarily up against were depending on their mimetism, and were not behind cover at all.