Wednesday, June 25, 2014

June Infinity Releases



I don't usually do the release news stuff but I need to at least write about something this week, right? I kid, I kid, I plan on covering more the releases then I did before so I can give my opinion on the figures and show you how awesome some of them are.

Ghazi Muttawi'ah

Commonly known as the Mutts among Infinity players. These guys are little pests on the battlefield which cause more pain then their point costs let on. They are an irregular warband unit but with gadgets only others dream of like the Jammer and E/Marat. They are designed to cause absolute havoc and panic among your opponents force.

 As far as the models go I find the two Jammer models to be the weakest of the group. The poses just seem odd or off to me. The chain rifle Mutt has a good static and let loose with his chain rifle pose. The boarding shotgun Mutt is probably my favorite. Good dynamic with the running pose with the BS leveled at whoever is in her sight.

Ariadna Scout

The Ariadna Scouts are one of Ariadna many skirmisher/camo units. They are specifically the skirmisher for the Kazaks. These guys suffer a bit as a unit selection when compared to the likes of the Chassuer or Foxtrot. They are more expensive than the cheap Foxtrots nor do they have the cool equipment like the Chassuers. We'll see if anything new will be added to the Scouts to make them a contender among the other skirmish units in Ariadna when the 3rd Edition comes around.

The first thing that sticks out to me with the model is how much he looks like the Lasiq Sniper from Haqqislam. The pose is almost exactly the same just the Lasiq's sniper is angled lower then that of the Scout. The foot on rock though and the little whip of the cloak is just like the Lasiq's. Now I haven't said anything bad about this because the model is really well done. I will point out though (and thanks to someone on the official forum for pointing this out) that the sculptor put the magazine of the rifle way to far forward to make room for the Scout's supporting arm.  In reality this would actually decrease the range of the sniper rifle do to the shorter barrel length the bullet has to travel.

Agema Marksmen

The Agema Marksmen are the primary support unit for the Steel Phalanx. They are equiped with most of the long range weaponry like the Mulit Sniper Rifle, Missile Launcher, and MK12. They also come equipped with an MSV2 which helps them combat camo troops and perform smoke tricks. These guys are also a competitive bunch having competitions between each other to see who can bag the most targets in an engagement. So don't let them see you as you might end up on their scorecards.

This Agema Marksmen in my opinion is a lot better then the "Oh yeah I just killed a TAG" Agema from the Steel Phalanx starter box. With the Sniper Agema I like the slow looking movement as if he was slowly making his way across a catwalk or street looking for targets as he moves. Also I like he looks bulky without looking fat like the Missile Launcher Agema does. I have no big grips with the model as he's just a well rounded one. Nothing great but nothing bad either. Oh, and how many of you noticed he was a lefty?

Nikoul Ambush Unit

The Nikoul Ambush Unit is a brand new unit for the Tohaa. As of right now we don't have official stats for him but we'll probably see them soon just like we did with the Spetsnaz. For the moment it is said the Nikoul comes with the Sapper skill, Minelayer, Symbiot Armor, and an MSV1 (which is said to be better in N3). That's a pretty nifty package for the Tohaa.

It's probably also safe to assume this unit doesn't come with the ability to link with other Tohaa units.

I really like this model. The amount of detail that you see in all Tohaa units is present here. The unique mask, cloak, and the rest of the armor just make me go "wow". Also the pose for this sapper sniper is just perfect with his legs curled behind him and using his elbow as a bi-pod to prop up his Viral Sniper Rifle. Also you can see his mines resting next to him and I thought that was a cool little detail.

Suryat

The Suryat Heavy Infantry Regiment of the Morats are the guys you find at the front of every charge, every defensive action, and every ship boarding. These guys are what all Morats dream of becoming (next to Sogarats) and held to high esteem among Morats. These guys are what I classify as light Heavy Infantry do to having ARM 3 and a MOV of 4-4. This unit actually used to be ARM 4 and MOV 4-4 but they got a profile update that dropped their ARM down and upped the BTS and made them jungle fighters in Campaign: Paradiso. They did this because they showed up with armor and equipment for close quarters firefights and ship boarding actions. However none of it was needed in the jungles of Paradiso and the Morats changed up there gear and armor to reflect their current environment and old enemy showing up (Tohaa).

This Suyat is leaps and bounds better than the old Suyat HMG. The armor has the same look as the Sogarat and some have complained about it but for me it makes sense on a standardization factor for the Morat military. Also some have complained he doesn't look like an ARM 3 HI or one equipped for jungle warfare. I agree he doesn't look like ARM 3 but Morat armor might have different designs than that of humans. Also on the jungle warfare front who knows how Morats conduct that kind of warfare. The joy of being an alien species is that you don't go by the same rules as humans. Back to the model. I absolutely love him (in a bro love kind of way of course). He defiantly looks like a Morat HI. Also those hanging pipes going down to his chest give me a Predator dreadlocks kind of vibe. Kind of fitting for jungle fighters, huh?

Sunday, June 15, 2014

Me and the new season of ITS just don't get along.




So confession time. Since the new season of ITS began I've never won a game. Not a single one.

I can probably chuck it up to two things why. One, taking units I have to use who I have no experience with. Two, my mind set for ITS scenarios is totally wrong.

Lets start with having to take units (specialists for taking objectives) that I never really used before. So chalk it up to inexperience with some units I guess. So something like the Sophotects who I rarely used before but see myself taking them because of there speed and durability in objective games. However, I have learned they are not combat units and can't keep an objective without a true combat unit for support. That's just one example.

I originally got into Infinity because I could put anything in a list and have a fighting chance. With ITS though I'm forced to take units to accomplish objectives so I can win the game session at hand.

That leads me to my second point is that I'm just used to a YAMs, custom scenarios, or basic kill 'em alls, compared to the new ITS scenarios. I've tried to force myself to get better at ITS scenarios but when you already hate something for one thing it's kind of hard to change to it.

I guess I can roll with a SP force who based of talking to other players is "too damn" good at ITS scenarios. However the SP sect doesn't interest me. I like my vedic and posthuman units to much to drop them for a Greek fest.

I could change to regular CA from MAF but it's the same as going from vanilla Aleph to SP. I have no real interest in vanilla CA. However in MAFs current form its and up hill battle during any ITS games do to expensive specialists and a lack of them.

Maybe the current ITS scene is not for me. I don't mind that but that means I'm not going to compete in official tournaments because those are all use ITS. I like playing in tournaments and I used to play in them a lot before we had official ITS scenarios. To my surprise as well I actual got a podium spot at a tournament early last year. Sometime after I've tried the new ITS and its scenarios. There I am dead last in those tournaments and not just for one tournament. I don't mind losing but you can find yourself kind of getting tired of it when it keeps happening over and over.



I guess I'm like the Dodo bird almost. Something that has failed to evolve to something new and is bound to die out. For me I'm not dropping Infinity but the tourney scene might be over for me unless something drastic happens to the current system.

Tuesday, June 3, 2014

The Future Of Infinity



Well hello there blog world. This is Solodice signing back in after too long of a break. We also have a crap ton (and I mean a lot) of things to talk about.

Let's start with some old but very important news.


Infinity is getting a 3rd edition. Now saying this was a surprise for me would be a lie... I was kind of expecting it. Others on the other hand kind of got blind sided by this. Not that's a bad thing as it's a very good thing!

Moving along now with the gritty details or at least the details CB has teased us with. Here's a nice interview done by BoW early this year at Ficzone giving us some details on 3rd edition and some concept art of some resculpts and new units (which will be shown later in the post). WARNING: Video is 45 minutes long.



Some details about 3rd editions gained from the video:
  • 3rd edition will have better translations, set, and order.
  • Only units from PanO, Yu Jing, Nomads, CA, and Haqq will be in the book. Tohaa and Aleph units will be found on PDFs on Infinity's main website. 
  • The book WILL NOT advance the fluff. It's a redone version of the original rule book and that's why the Tohaa and Aleph are not in it. Aleph was introduced in Human Sphere and Tohaa in Campaign: Paradiso.
  • News units doesn't mean new Sectorials either. We'll have to wait till the next book (rumored to be Acheron Falls). 
  • New Silhouette mechanic will be introduced to help will LoS.
Now for some other cool info. We have some concepts, and renders, of some new units and some old units getting resculpts (similar to the Morats from last years GenCon). Here they all are in all there glory.

The concept art from the resculpted Nomad Interventors. They even get a new piece of equipment the fast-pandas which are G:Sync repeaters. You can also see how the concepts translated to the models which just put up for pre-order last week. 






A new Ariadna unit called the Spetsnaz.They seem to have two flavors just like that of the Scots Guard. Ambush unit (new unit description) and a AD troop. The ambush model also came out just last week.





Concept of a new Yu Jing HI called the Terra-Cotta Soldiers. These guys are most defiantly part of Yu Jings future Invincible Army Sectorial. 



The concept art of the rescuplted Kum Riders from Haqqislam. These guys were actually released before we even saw their concept art. We however only have the two male riders in miniature form.





Concept art for the Muttawh'Ah resculpts.



Concept art and render for a brand new Tohaa unit called the Nikoul Ambush unit.




Concept art for the Neo-Terran Bolts whose models we saw before seeing their concept art.





The O-12 Commissioner concept art.This model was released last week under the bootleg line.



Concept art for the Squalo resculpt.


The concept art for the resculpted Sun Tze whose model has already been released.



The concept art for the Steel Phalanx's last named character Thamyris.


Concept art for the Tankhunters rescuplt.


Concepts and renders for the rescuplted Antipod Assault Pack for Arianda.






Concept art for the Warcors mini.


Concept art of a brand new unit for the CA.


Concept art for the Tarik Mansuri rescuplt who's model we've already seen.


Monday, March 31, 2014

Sorry For My Absence

Sorry for the lack of posts (or any for that matter) these past couple of months. This is just the time of year where my life gets busy with sports and school and time dedicated to table top gaming takes a back seat. That means I don't have a lot of content to share or can't find the time (I know... lame excuse). Expect this blog to be booming when Summer comes around.

In the mean time here's a picture of some kittens.


Monday, December 30, 2013

MAF Starter Is Here!



It's been a long time but we finally have the MAF starter pack!

Every single mini is a winner in this pack. We got ourselves the Vanguard re-sculpts which are a vast improvement over the old ones (to be fair they were some of CBs first Infinity models). Then check out that Raktorak (the Light Flame Thrower is also a typo by the way as it's really a Heavy Flame Thrower),  the Oznat who will probably make any Morat's jaw hit the floor (plus the paint job is awesome on her, nice work Angel), then big and IMO the best model of the group, the Sogarat! Big, mean, and ready to blast you to chunky pieces with his Feuerbach.

We also had some other releases this week but who cares because the MAF starter is here ;)

Nah here's the whole line for those interested:

 

Saturday, December 28, 2013

When you haven't played in a while...



Let's just say when you haven't played or done anything in a while you are not going to be the best at it. It's even worse when you play against people that have been actively doing it for the past couple of months.

I recently played in a 5 man tourney and I will give you a guess on where I finishes. It's start with a F... yeah I didn't do so well. You know how many objective points I scored through the whole tourney... 7.5 (even with a bye round), bleh. The games went like this:

Beacons: QK - 7 Aleph -2
Frontline: Bye
Annihilation: Nomads - 5 Aleph - 3

Now I will say I'm not really down about placing last because well it's a game. You win and you lose. Sometimes you come out big and sometimes you come out small. However I did come close to winning both my games until the last rounds... maybe I should stick with deployment instead of initiative.

Hopefully I'll improve on my competitive play next year. I guess I'll report my progress here on how I do next year as I plan to get more practice and tourneys in. I guess a goal would to try and grab a podium spot at Feast of Blades.

Alright, you heard it here first ladies and gents. I'm going to try and grab a podium spot at Feast of Blades in 2014. The adventure should be fun!

Wednesday, November 27, 2013

Infomerical: Heavy Infantry

Sorry that I've been gone for almost a month. I hope this post makes up for my absence.

Heavy Infantry


I see you have taken an interest into the pointy thing in my hand. I bet you didn't even
notice the Spitfire hiding behind my cloak...

Hammer time!
Transformers!
The Heavy Infantry or HI of Infinity fits in as a unit that can take punishment and give it back. All HI (expect Ariadna) has 2 wounds and have above average BS and PH all thanks to there power armor. Due to this power armor we also get sub types of HI units that we need to go over. This is all due to the fact that not all HI is the same and due to this they have different ways of use.

Sub Types:

Light HI

If you see a link team of Haramaki you're going to have a bad time.

Don't let her good looks confuse you. She's just as deadly with that Spitfire as anyone else.

When I say Light HI I'm talking about the HI that come equipped with ARM 3 but have MOV 4-4. Light HI are basically up gunned MI that are quicker and can take an extra hit. Light HI also come equipped with interesting weapon load outs like Panzerfausts, Blitzens, Contenders, ect. A large majority of Light HI also have the ability to link in there respective sectorials. They are also some of the cheapest 2 wound models you'll find in any force.

Tactics: When it comes to Light HI it's all about the speed and price tag. That 4-4 move should not be over looked when you bring along a light HI. There speed allows them to move about for less orders compared to 4-2 move HI. This allows you to have more orders to use on your force as a whole. To add on top of this nice speed the Light HI come out as some of the cheapest HI options on the market. This allows you to field multiple of them (if allowed by AVA) or leave you open to take other units that more expensive HI wouldn't allow you to.

Now the Light HI aren't perfect. Light HI have the lowest ARM rating of any HI out there. Now the Light HI still come with 2 wounds but with the low ARM value they have a higher chance of blowing through those wounds compared to higher ARM value HI. This lends to the light HI being a very active model in your active turn where it only has to fear single shot AROs when engaging targets. A light HI though is not a stalwart defender in the reactive turn where it's low ARM makes it vulnerable.

Bullet point form for the lazy readers!
  • Take advantage of there 4-4 move.
  • A cheap price tag leads to more options in the force or more Light HI!
  • You get the most out of them in your active turn.
  • Try to keep them out of harms way during your reactive turn.

Basic HI

MBs are a solid and reliable unit in any Nomad force.

These guys are military criminals you don't want mess with.


Basic HI is what it sounds like. A Basic HI is a bare bones, no bells and whistles, unit. What the Basic HI does do is provide a very stable and dependable platform. A basic HI unit will come with a wide variety of load outs that range from a basic multi-rifle to a HMG. They are like the LI of the HI world. They aren't very flashy but they provide options and flexibility. 

Most basic HI have a 4-2 mov and come equipped with ARM 4. This makes them slower then Light HI but they have a better chance of shrugging off attacks. Basic HI also come out to be only slightly more expensive then there light HI brethren. 

Tactics: These guys are going to be your hard pounders in the game. They are going to take punishment and give it right back. With there wide range of weapons to choose from this makes them really good at engaging almost any other unit in the game. Now there are some units that will give them fits like Skirmishers, MI with camo, and LI with camo, and Warbands with camo. This is all do to the fact that the basic HI has no bells and whistles aka no MSV. They however make up for this by having some of the heaviest weapons available to them like an HMG which do to how many dice you roll with it can overcome a camo units BS effecting abilities.  Also keep in mind these guys are not the fastest HI to ever grace the Infinity universe. This can be overcome though if they can link in there respective sectorial.

  • Large range of weapon options to choose from.
  • Cheap for HI standards.
  • Can engage a wide variety of units.
  • No bells and whistles.
Special HI

They don't care if you wound them. They'll heal right back up by themselves and
put one right between your eyes.
TO, ARM 5, plasma rifle, and a sepsitor... run and run very far away.
These guys are the cream of the crop when talking about HI. These guys have all the fun toys that cause massive damage, misery, and pain. They also come with the best equipment there factions can come up with. That includes camo, MSVs, regeneration, automedikits, ect. Special HI also starts to blur the line between basic HI and light HI. You have some HI like the Asura who has a MOV 4-4 but also has ARM 5. Then there's the special HI who are upgraded Light HI or Basic HI like the Asawira and Sogarat. This extra firepower and goodies though come with a cost.

Tactics: A special HI is going to be the focal point of your force. They are going to do the heavy lifting and are going to be at the top of your opponent "to kill list". Now these guys needed to be supported just like everyone else to stay alive for a good couple of rounds because if your special HI goes down it can be a long up hill climb to victory. So I will say this once and only once. Don't rambo with these guys. By rambo I mean pump all your orders into him because he's a badass and can't die. Well I have news for you. They can die and it's usually because they rambo out and about and no one is near them to support them during the reactive turn. Some HI can weather the storm better then others in this case but it's only a matter of time until they break. So keep him within support range of your other units so they can help and keep the HI alive. 

Now these HI don't always need to do the heavy lifting. They can be used as a distraction because they are an immediate problem for an opponent and they want to get rid of them quickly. Use that to your advantage. Make your opponent commit to your big nasty and let the rest of your force hit the holes he left in his lines to go deal with your HI. 

  • Cream of the crop.
  • Best equipment and skills you'll find on any HI.
  • Expensive
  • Number 1 on your opponents "kill list".