Wednesday, July 31, 2013

Life got in the way...

Life can sometimes suck and that happened last week.


I had my aunt and her two little boys over at my house last week and I never found the time to get the CA sectorial infomercial up. Then starting earlier this week I was fitting a horrible stomach bug. Now I'm having writers block on the CA sectorial infomercial... wonderful.

I hope to have something this week for you guys.

Tuesday, July 23, 2013

The 2 a days payed off.


Wow I couldn't believe I could write so much in a period of 8 days. I know I still need to get out the CA sectorial piece for the Infomercial but I think I have deserve a nice little break after giving you 4 new and pretty damn nice posts.

I might pull off another one of these multi post weeks so I can get a good amount of content to you. I'll keep up with my post a week for now though. Next on the list is the CA sectorial piece coming sometime this week.

Friday, July 19, 2013

Aleph Part 7


Time to show off the rebots! Now the term rebot basically refers to the chassis Aleph uses for it's remotes. There are multiple versions of a rebot and they'll all be covered int his one post.

Zayin: Do you remember those sentry guns in the movie Aliens? Well this rebot is exactly that but it can move!

The Zayin has the basic stats of a combat remote with 6-4 MOV, BS 11, CC 8, WIP 13, PH 8, BTS -3, ARM 0, STR 1. Now those numbers don't really make you go wow but it's the nice little skills this robot has. He comes with one skill called climbing plus and this allows the Zayin to treat vertical surfaces as if they were horizontal. So it can basically climb walls like spider man. This helps the Zayin a lot by letting it get to the top of roof tops without making climb rolls (with a PH of 8 it's very unlikely you'll make it far) and set up awesome overwatch positions for your troops. The second skill is what makes the Zayin shine. The skill is called Total Reaction. What this does is that it allows the Zayin to shoot it's full burst in ARO instead of the regular 1 burst shot for an ARO.

The Zayin comes in 3 flavors. They all come with a HMG so that means you'll be blasting the enemy with 4 shots of damage 15 goodness in your reactive turn. The first option is just a bare bones Zayin with a HMG that comes out at 27 points and 1 SWC. The second option is give the Zayin some mines but not any wimpy mines but mono mines! This option is a little pricier coming out a 34 points and 1 SWC. The last option gives you the interested option of E/M LGL. The E/M ammo in the LGL can effectively shut off anything that is effected by E/M like MSVs or even combi rifles. It it the most expensive option coming out at 36 points and 1 SWC.

Samekh: The rebot that rain hell down onto the enemy. It has the same stats as the Zayin but it loses the Total Reaction and climbing plus. It however comes with one very nasty weapon and that's the GML or Guided Missile Launcher. What this does is if you had a FO or HD+ unit mark a target successfully you can spend a long order and the missile from the GML will automatically hit that target. The target model will get no ARO from this unless it has SS2 or ECM. The missile is loaded with AP and EXP ammo and it hurts a lot with damage 15!

Now you might be like this is so OP! It hardly as a hacker can knock those missiles out of the sky by passing a WIP test minus 3 (the missiles have -3 BTS). Oh and if the hacker crits it disables the GML for the rest of it's active turn. Also GMLs are very order intensive and you have to tailor make a list around them. Also the easiest way to take out a GML is to just kill it with a AD unit. Be warned though people that run GML lists are going to want to protect the key piece of their list.

The Samekh only has one option and that's the GML for 34 points an 1 SWC.

Daleth: Same stats as the Zayin. It comes with climbing plus, FO, sensor, and a repeater. It's basically the unit you take along with a Samekh for some GML nonsense. It can also work as a camo hunter with it's sensor and mark those camo troops it just discovered with it's FO ability.

The Daleth just comes with a combi rifle for 21 points.

Lamedh: This is bacailly a very fast moving repeater for your hackers. It has a MOV of 6-6, BS 8, CC 8, Ph 8, WIP 13, ARM 0, BTS -3, STR 1. It comes with climbing plus, a built in repeater, and Mimetism. It has no weapons what so ever for 8 points.

Wednesday, July 17, 2013

Infomercial: Combined Army


Background: "Two possibilities exist: either we are alone in the Universe or we are not. Both are equally terrifying." - Arthur C. Clarke

Well it seems Arthur Clarke was right about one thing in the Infinity universe. Not being alone is terrifying and that's all do to the Combined Army. The Story behind the Combined Army has to start with the Evolved Intelligence or the overlord of the CA. It was created by a race called the Ur Rationalists looking for a way to ascend to something greater aka transcendence. They created a very powerful AI at first but it turned out the AI was looking for ways to transcend itself and not the Ur. It finally transcended and left the Ur high and dry. The Ur tried again but this time installing some perimeters for the new AI to follow like looking for ways to make the Ur transcend and not itself. With this we get the EI. The EI has been a very long quest looking for ways for the Ur to transcend and it's started this by assimilating other species to help on it's long quest. Now the human's were introduced to the CA on Paradiso (a planet in the human sphere). Now it was only a scouting force though and the humans were tossed aside like kids in a NFL game. The CA didn't take over the whole planet though as it didn't have the forces to do so but it did take over a very big chunk of the planet and the scouting force is slowly gaining ground and losing ground to the humans.

This scouting force is made up of three alien races that the CA has assimilated into it's ranks. We have the warlike and shock troopers of the CA known as the Morats, the survivalists and guerrilla warfare experts known as the Shasvastii, the war contractors of the CA's navy called the Exrah. There's a fourth race but it would be hard to classify them as a race but they are basically the personal troops of the CA known a EI Constructs.

On the Table: These guys are just like Aleph being an elite army. A majority of the troops in the CA have above average stats and some equipment that isn't even found in the human armies. What sets them apart from Aleph though is that they are are a faction of specialists while Aleph is faction of well rounded units. This doesn't make the CA bad in anyway as you bring specialists of all the races and mix them into one unstoppable force. Each race can do the things the others can but some just do it better like the Morats being the shock troopers, Shas and there camo, the Exrah being the jack of all trades.

Now it's hard to talk about the CA without talking about each race as they bring something to the table like I listed above.

Morats: The Morats provide the CA with shock troopers par excellence. They do on thing and that's kill things. The Morats are the ones you look to if you want firepower giving you everything from HMGs, autocannons, HRLs, panzerfausts, feuerbachs, and mulit sniper rifles. There are also the only source of cheap smoke grenad units in the CA coming from two warband units. They also have the only other HI units outside of the EI Constructs. The Morats also come with a skill called Morat. What this does is that makes every Morat religious (not in the human sense but in the fact that they are a race of professional soldiers) and just having one Morat in a CA force bumps your retreat threshold from 60% to 75%. That is super big with a bunch of units costing over 30 points in the CA. Now what the Morats aren't good at is camo or any suitable tricks. The Morats are as suitable as a brick to the face on the battlefield.

Shasvastii: The Shasvastii provide the CA with a crap ton of camo troops and then some. The Shas are what strike fear into the enemies of the CA as they can attack out of no where at any time. They provide what the Morats can not and that's camo troops from regular camo to TO camo. Now the Shas can fight like the Morats with some of there troops but the Shas are the kings of playing mind games and making your opponent paranoid not the kings of brick to the face like the Morats. The Shas like the Morats come with a racial skill known as Shasvastii. What this does is when a Shas is killed it drops a seed embryo (so it goes unconscious, dead, seed embryo), this basically forces your opponent to kill the Shas troop three times over to make it count towards retreat.

Exrah: The jack of all trades for the CA. The Exrah don't have a lot of units in the CA but they do provide very versatile troops compared to the Morats or Shasvastii. The units that aren't a TAG are all MI and they are very good MI with 6-2, Super Jump, and ARM 3. Ones a camo hunting machine, another is a close quarters specialist (not in CCW but like in ship boarding actions), the other is drop trooper from hell (not the TAG), The Exrah have a racial trait named after there races name but it doesn't give them any benefits. What it does is if a Exrah receives a wound of fails a BTS it will outright die so no unconscious state for an Exrah. This basically allowed the Exrah to be very cheap for the good amount of equipment and good stats they have. Did I also mention the Exrah that have a TAG that has AD...

EI Constructs: The biggest baddies you can bring to the table in a CA force. There are 3 flavors of a EI Construct. You have a basic remote unit called a Ikadron that is a baggage bot but provides a great tool for a EI Construct (more on that in a second). You also get a MI unit know an a Skiavoro and is considered the best Lt out of the EI Constructs do to his Strategos Lvl2. Now when you take a EI Construst as a Lt he has this very awesome ability known as G: Mnemonica. What this does is if the EI Lt is ever killed his transfers himself into a friendly models cube. He can only take along his WIP and the Lt skill but that bascially means you never go into LoL as long as you have a model with a cube on the table or a unit with G: Autotool like a Ikadron. There's also a very nasty skill that a EI Construct can take as well known as a Sepsitor. So if you ever have a model with a cube in the model's ZoC that has a Sepsitor you can attempt to take it over. It all comes down to a FtF roll between the target and the Sepsitors models's WIP. If you win you the model joins your force (it doesn't grant a order though). Now the other two flavors are the HI or Charontid (one of the 3 models to have a MSV3 in the game), the ever rude Anathematic that's a TO camo HI. The last flavor the TAG that's the biggest and most expensive model (point wise) in the game. It's known as the Avatar.  It's a engine of death, destruction, and despair. These guys also get access to the plasma rifle... it's only found on EI Constructs (the Charontid, Anathematic, and Skiavoro to be exact).

Why play the Combined Army?: If you're looking for a alien faction in Infinity the CA might be for you. If you're looking for diverse group of minis that has a diverse group and a rule set the CA is here waiting for you. Looking for stuff the other factions don't have access to? Well the CA has that and they are ready for you to turn over your cube to be Sepsitorized.


I'll post up the Morat and Shasvastii sectorials sometime late this week or next as this post is already long enough with them.

Monday, July 15, 2013

Aleph Part 6


Netrods: These are what people call the cheerleaders of Aleph. How these pools of goodness work is that just provide an order for 4 points and that's it! Did you actually think that was it... if you did the netrod would be the cheapest order generator in the game. Now the netrod does give you a cheap order but that's if it makes it on the table. The netrods are a little interesting in that they have to deploy by AD: Combat Jump (and ONLY AD: Combat Jump, you can't downgrade it). They also have to deploy in your deployment phase of the game and not any other time. Now the only stat on the netrod is it's PH of 12 for the AD. All the others stats are non existent and this thing is basically a little rod that rockets in the ground and goes beep (*beep* order *beep* order *beep* order). Now with deploying with AD the netrod is susceptible to scattering. Also if the netrod scatters off the table it is gone. You can't get it back either like a regular AD troop spending an order to do so. When it's gone it's gone. This is the balancing power for the netrod to keep them from being a OP piece in the game.

These guys are also vital if you have a post human on the table. What happens when a proxy goes down the post human that was using it transfers it's conscious back into the net. The netrod allows for the post human to upload itself into the rod and then back into another proxy, no order need to do so either, if there is one on the table still alive. If there is no netrod on the table and the body the proxy was in dies it's gone for good so that means the other bodies are useless.

Yudbots: The little helping bunnies of Aleph's engineers and doctors. These little guys are called servant remotes. What that means is that the little guy is slaved to a specific doctor (not a paramedic) or an engineer. What they can do is pilot this little guy around and apply there skills of either fixing people or machines through the servant remote (replacing the remotes WIP with the users when doctoring or fixing something). It basically allows for a doc or engineer to perform there tasks without being in harms way.

The Yudbot is like any other factions servant bot. It comes with 6-4 MOV CC 8 BS 8 PH 8 WIP 13 ARM 0 BTS -3 STR 1. Now this little bugger like the rest of them are unarmed. The only defense on these guys are mimetism and electric pulse. They cost 3 points BUT they do not take up slots in a combat group as they are considered equipment and not models, That also means they do not provide orders for your force.

Saturday, July 13, 2013

Aleph Part 5


Achilles: The man sized TAG is the perfect description of Achilles. Achilles was originally designed by Aleph to provide a TAG plateform in a man sized unit but it turned out that human minds working through remote presence couldn't handle it so Aleph turned that project into Achilles. Achilles' stats are really impressive coming with MOV 6-4, CC 20, BS 15, PH 16, ARM 5, BTS -6, W 3. Those stats are basically what a TAG would come with. Achilles also comes along with a bunch other goodies as well like ODD and MA4 (Speculos and Fidays beware). He however does come with Frenzy so he will go bat shit crazy when he kills something. He's also very expensive for a HI but you get what you pay for.

He comes with 3 load outs and each comes as a Lt option as well. Every profile also comes with a naopulser, pistol, and EXP CCW. The first is the cheapest (75 points) for a Heavy Shotgun. The Heavy Shotgun uses shotgun range bands but it hits like a truck with DAM 15 and comes with regular shots and AP shots (very painful for TAGs or HI). The next option is the Multi Rifle (80 points). This profile is not very interesting because of the Multi Rifle and the other and best option comes with at the same price. The final load out is the Spitfire (80 points/2 SWC). This is the option you want to take if you want unleash hell on the enemy.


Patroclus: Achilles side kick (no really that's what he is!). Pat here was created by Aleph to serve as bodyguard for Achilles in the field as Achilles was very reckless at times and rebuilding Achilles' man sized TAG body is not cheap or resource conserving. Now moving on to the nitty gritty here with stats. Pat is like a downgraded Achilles (or upgraded Myrmidon) really with MOV 6-4 CC 18 BS 13 PH 13 WIP 13 ARM 3 BTS 0 W 1. Now what sets him apart from Achilles is that he's not designed to be a combat monster but a support element. Pat comes equipped with smoke grenades, a Holo projector lvl1 (Paradiso update), and ODD. His skills are that of MA3 and NWI. He however doesn't come with Frenzy like the rest of the Myrmidons in Aleph.

Pat comes with 3 profiles and they mirror that of Achilles but he has no Lt option. He comes with a Heavy Shotgun loud out for 51 points. A Spitfire loud out for 56 points and 1.5 SWC. The last option is the Multi Rifle for 57 points.

Now many people don't like Pat here because he's expensive but I haven't had the chance to try out his Paradiso profile (his HS profile got updated in the Campaign: Paradiso book) so I can't consider him lack luster or awesome. My personal opinion though is that every unit has a use in Infinity and if you can't make it work doesn't mean others can't make it work.

Friday, July 12, 2013

I haven't forgotten! I swear...


Okay maybe I forgot I had a blog but that's manly do to the fact I haven't played a game of Infinity in 4 months. I hope that changes soon...

Anyways, I'll have a new infomercial up sometime this weekend. I'll also get Aleph part 5, 6, and 7 (you heard me right) up this weekend as well. If I don't get any of this up well proceed to throw as much shit as you like at your monitors.