Opening Shots

Hello, Bob again, reporting from the baby steps end of entering into a new game for me.

I first started into wargaming because I wanted to paint. I had, at the start, no intention of playing a game. However, from my humble beginnings of a box of Eldar Swooping Hawks six years ago, I’ve built up a decent sized Eldar army and dabbled in a number of other games systems.

In each game I always looked for a model I wanted to paint before looking at the play style of the faction.

Infinity is no different in that aspect. I picked the ALEPH faction due to the models. I appreciate the style of the faction and I’ve been wanting to paint them for years. Bill Taylor (web guru and filth-monger) had been talking (with lots of arm waving and cuss words) about how good the game was and that he’d already got some of the minis.

This gave me an incentive to get the box set to paint up. Since receiving the box set the following things have happened.

  • Box set arrive, miniatures cleaned, built and primed
  • Read far too much information online
  • Watched far too many battle reports for Infinity on Youtube
  • Read the rulebook, wiki and messed about with the army builder app on the Infinity website
  • Attended a ITS tournament (spectator) at Nordicon (Queens Dragonslayers games con)
  • Allowed 40k models to gather dust in the corner
  • Played first game against the aforementioned potty mouth
  • Played another learning game against a seasoned player
  • Got 7/8ths of my models painted

So that seems to be a busy four weeks.

Things I’ve learnt about the game:

  1. High ground is definitely the premium in this game. Special weapons (sniper rifles, HMGs and rocket launchers) can all cause a problem even if they don’t fire. You do not want to risk showing anything of your model to a line of fire of one of these.
  2. Camo units can win a game for you even if they die.
  3. Sneaky tactics are encouraged (but apparently not in beginner games)
  4. It’s nothing like other games out there

I will explain a bit more about point 4 above. In most skirmish games or even large battle games for the tabletop, close combat is a main part of the game play. In Infinity it does happen but is not a huge focus of the game play. It’s quick to resolve and happens very rarely.

Shooting and hi-tech combat are the main focuses of this game. It plays out like a close quarters section of a FPS videogame. Hugging cover, using firing lanes, using area denial tactics and, of course, running for the objectives.

Scoring in the game is all about the scenario played and the known objectives and “classified” secret objectives. This means that you could be getting your butt handed to you but be ahead with the scoring. A forced retreat (losing 60% of your force) can be an advantage, making the game end early giving you the win. This gives an unusual situation of not trying to kill a model is actually to your opponents advantage.

Looking forward I hope to get some 300pt games on the go. For what I can see this is where the variety in game play comes out. There is no sure fire win-em-all lists as a player can build in a number of counters to any tactic. Versatility is the key to a good list.

This evening I’ll be taken through another demo/beginner game with our local Warcor up at Queens Dragonslayers. Hopefully, I can get some pics and do a Not-Rep for the game. Then in the Saturdays to come get detail reports of the games we play at LGC itself.



To Finaghy and Beyond (*stolen from a courier company)


My name is Bob and I’m a wargamer.

This post (and future posts) will be about the progression of Infinity: The Game at LGC.

A few years back a number of members did try to introduce the game to the club and a few demonstrations did take place. However, a number of factors contributed to it not really taking off. Mainly the overpowering influence of GW games and other games(Warmachine, Malifaux) also making in roads at the same time.

I’m not even going into the playing of the game too deeply or what the game is about. There are a number of better websites for that type of info and the link above goes to the very informative main site for the game. I’ll give a brief overview of the game, what we hope to achieve at the weekly club days and, in time, quick battle reports. (Side note: I hate calling them battle reports because the number of models is so low in this game it’s really a skirmish report but hardly seems grand enough difference to bother with…)

Overview of the game:

Set in a futuristic sci-fi setting the game provides an excuse for hi-tech shenanigans over densely terrain-ed tabletops. The game is very familiar if you’ve played a you-go-i-go game but with the twist that the non-active player still gets to react. (Called and ARO in the game rules).

The rules to learn are not that difficult, they can be picked up in a few minutes. However, like most good games the rules have great depth and will take time to master.

Terrain is a huge part of the game. Scenery is not just nice to set the scene but is a necessity. Cover is king in the this game. A sparsely covered board or a board without varying height level will make a quick and boring game.

What we are looking to do:

With the release of 7th edition of Warhammer 40,000 and the mess it has become, some of us are looking for something to take us away from the imbalance that the new rules have brought into that sphere of gaming.

Infinity as a few aspects going for it that I see as big positives.

  • Smaller model count = less expensive and shorter game times.
  • Different game mechanic – the ARO system can really change a game and tactics are really important with these
  • Scenario driven – yes, there is the kill everything Annihilation games but all tournament and campaign games involve objectives that only “specialists” can perform (I’ll touch on this in a later article)

Yes, there are still issues that can break the game. Certain army builds can really ruin the play style that is intended by the boys at Corvus Belli. Having said that once you see what these are you can craft a list that will counter the tactic. There is no such thing in this game as a useless model. Whatever you field is of some worth. Especially, during scenario gaming.

To kick things off we are going to get a small Escalation League up and running. This will allow people who haven’t played before (myself included) to learn the rules from small point games and gradually ramp up to the tournament (or ITS) points level. It’ll also give folks a chance to build up the models for their force in stages; rather than investing in a bucket load and not using half of them after trying them out only to find they don’t suit their play style.

I’ll keep this updated over the next few weeks and we’ll see how we get on.


Thanks for reading,