What infinity army should i play




















The biggest hurdle I find is that veteran wargamers know there is always a "ignored faction", or "lower power" faction that usually has an uphill battle against all others and its difficult getting across to them that Infinity does not follow that trend. This is the single biggest challenge and the idea of "just choose the faction with a cool looking model".

They don't get it. Warmahordes, 40k, Bolt Action, etc, all these games you have to see the faction as a whole, but in infinity, you can just look at a unit or two. Keyrott , realder and TheDiceAbide like this. Section9 Well-Known Member. Joined: Nov 24, Messages: 6, Likes Received: 9, PanO - Plan A is shoot it in the face. Plan B is shoot it in the face again. Yu Jing - If shooting it in the face doesn't work, try a knife in the ribs.

Ariadna - "Say hello to my 20 friends in camo! Their most normal attack is what most other factions call a dirty trick! Combined Army - All the scary aliens. Aleph - The Computer is your Friend. You trust the Computer, don't you? Tohaa - Guyver Bio-Boosted Armor. NA2 - Mercenaries and minor players, hard to describe in general.

Stiopa , loricus , Keyrott and 1 other person like this. Joined: Nov 24, Messages: 2, Likes Received: 2, Maksimas Heavy Infantry Addict Maxim. Joined: May 23, Messages: 1, Likes Received: 1, Mahtamori Well-Known Member.

Joined: Nov 23, Messages: 10, Likes Received: 13, The Human Sphere perpetually teeters on the edge of war. Each faction, not wanting to risk open and direct conflict, constantly wages shadow strikes against the others.

Behind the curtain, small groups of special operatives assassinate, extort, and steal assets for their parent nations. All of this adds to the dizzying maelstrom of politics and turmoil, creating a tenuous and delicate balance.

Whilst the Human Sphere fights amongst itself an alien menace, known as the Combined Army, presents a serious and ever-present existential threat. The Combined Army has launched frequent offensives against the Human Sphere, and thus far the defenders have only been partially able to rebuff them.

As the alien forces march ever onwards, the Human Sphere shrinks and begins to look like a far more dangerous place. Combined Army units skilled in stealth and subterfuge have infiltrated critical human organisations — governments, militaries, and research labs — creating a feverish paranoia. Where will the Combined Army strike next, and can the Human Sphere put their own differences aside for long enough to rally together and launch a coherent defence? It focuses on a tense narrative involving subterfuge, struggles between corporate and government interests, and mysterious alien technologies.

The universe uses extensive sci-fi and cyberpunk tropes e. The story-telling treads a fine line between being gritty and serious but also humorous and light-hearted. The RPG books are packed with information about the setting and the factions that inhabit it. Factions in Infinity are sorted into large, parent factions and smaller subfactions called sectorials.

The main, overarching factions are known for their flexibility and wide range of options. The subfactions, or sectorials, are smaller selections of units from their respective parent faction. Units in sectorials tend to all have a particular theme. Sectorials lose some amount of flexibility and choice, but gain the ability to take more of certain units, and can also be built to have some powerful bonuses.

Panoceania is number one. The biggest, most advanced, and richest nation in the human sphere. This faction controls the most planets and boasts the largest economy. Panoceania uses its enormous wealth and power to support a healthy welfare society and to fund the development of exotic new technologies.

On the tabletop: Panoceanian armies tend to not be subtle. They boast the widest selection of TAGs Tactical Armoured Gears: big walking mechs , and a healthy array of infantry in power armour. On the other hand Panoceanian forces tend to be lighter on stealthy, less direct options.

Panoceania really are the number one gunfighting faction. Quick pitch: Big guns and heavy armour. Blast away any problem. It is an Asian giant; the far East united under the banner of what was once China.

Consequently, Yu Jing culture is vivid and heterogenous but also integrated. It is the second largest faction in the Human Sphere, supported by robust technological and industrial sectors.

Yu Jing sets itself apart from the passing whims of the West and prides itself on possessing a foundation of rich cultural wealth, stretching back thousands of years. On the tabletop: Yu Jing is a remarkably varied faction, but leans towards aggression.

It is best known for possessing the widest variety of heavy infantry tough troops in powered suits of armour , supported by strong weapons and equipment.

These troops are often remarkable gunfighters and can absorb a lot of enemy fire. However the faction also possesses more subtle options, such as stealthy ninjas or camouflaged remotes, and notable close combat options. Another interesting facet of YJ is that they have access to many troops that give the player more moves in a turn than they would ordinarily get.

Quick pitch: Balanced faction that prioritises aggression and heavy armour, but has options in all areas and can do subtlety well. Good melee and ranged choices. Ariadna is a faction of hardened survivors. A human colony that was once left adrift in an isolated star system on a hostile planet, Ariadnans had the endurance and mettle to build and develop.

The faction might lack advanced technology, and be positively old-fashioned compared to most others, but Ariadnan individuals make up for these shortcomings with true grit and tenacity. In the Human Sphere Ariadna struggles for recognition and respect, but leverages exports of the super-hard metal Teseum to improve both its military power and its financial position.

On the tabletop: Ariadna is an extremely low-tech faction that typically uses clever tricks over raw power. The faction has no TAGs, and virtually no capability to hack opposing heavily armoured targets.

However, it boasts incredible access to stealthy, camouflaged troops and weapons that can punch through armour. Ariadnan forces typically block enemy fire with smoke grenades and attack from unexpected angles. The faction also has access to terrifying werewolves that can viciously rip apart opposing heavy infantry. Has werewolves for brute force! Lacks technology but possesses good armour-penetrating weapons. Haqqislam is the faction that this blog focuses on!

Haqqislam from Arabic meaning New Islam is a neo-Muslim culture, formed on a revision of classic Islam. Haqqislam is a relatively minor faction, occupying just a single star system and an associated planet named Bourak hence the name of this blog. Haqqislamite culture has rekindled the tenets of the Islamic Golden Age and places great emphasis on scientific advances.

Their medicinal research is responsible for pioneering the processes through which individuals can be resurrected, and tissues can be regenerated. These discoveries ensure that Haqqislam plays an important role across the sphere. On the tabletop: Haqqislam is another varied faction, but has a particular emphasis on light infantry and less-direct methods. They often utilise lots of lightly armoured troops, but many are highly elite operatives with advanced biomedical capabilities.

Some have the ability to regenerate themselves, others can use augmented physiology to jump great distances. Many Haqqislam lists use camouflaged troops and smoke grenades to avoid enemy fire, but the faction also has decent access to heavier troops and strong gunfighters.

Haqqislam is particularly known for using shadowy assassins that can disguise themselves as enemy units before launching a lethal opening blow. Quick pitch: Strong fighters and skilled specialists that hit hard and fast, but generally lack armour. If this medical technology was purely for the benefit of humanity Aleph… might consider letting this one go. She might consider making an excuse about deployment schedules and let the hackers escape with this one. The revenue that flows her way as a result of the increased corporate taxes paid by the BlackSun corporation can do more good than letting a team of petty crooks walk away.

She named the killbot the Garuda, after the legendary bird. She bids it a fond farewell as it drops from the bomber. It starts as a cube — the most space efficient shape given that there were eighty of its brothers side by side in the bomber — but it unfolds in seconds into the form of a winged angel.

She packages up a standard-issue notice of her assistance in this lawkeeping operation to the megacorporation and lets her attention wander on to the next hotspot. No more time. He grabs the briefcase and jumps right the fuck out of the opposite window to the Garuda. Sorry Iyanka. His biology pounds with unstable chemical concoctions, an entire medical ward worth of drugs, stimulants and wetware. His hands stick onto the glass like a lizard and he clambers down the side of the building in a flash, constantly glancing over his shoulder to check if the tacbot is pursuing.

The only way anything makes any sense is if he imagined that. Thermo-Optic Camouflague was the absolute cutting edge of technology. Invisibility, true invisibility — the ultimate tactical asset. Armies across the human sphere were scrambling to equip their most elite operators and secret agents with it.

Two hundred kilometers away, Rajah Singh sips a cup of coffee and presses the button that makes the TAG open fire. The command is carried across the electrical void and the target is peeled off the side of the skyscraper in a hail of heavy machine gun fire. He sets his mug down, flicks to the next song on his playlist, and moves the TAG up.

Briefcase, briefcase, something about a — ah, here we go. Locked and… transmitting? He checked his taccom. Nowhere close by… damn it!

Who was running this fucking operation? Swearing, he rummaged through the candy wrappers in his desk drawer for his emergency electronic warfare guide. With a few keystrokes the TAG knelt down on the street, torso armour parting to reveal the crabbot — the multi-limbed robotic brain of the TAG.

It drops out, the size of a dog, delicate manipulating limbs unfolding. Singh is still flipping through the datapad, skipping past the helpful animated guides. Buttons are pressed and the crabbot starts to do its work, prising off the control panel and exposing the data input core.

Rajah flips back to see if he missed something. What — what the fuck even was that? Who made this? His face darkens as a notification comes up on his screen that the transmission was successful — the data got out, who the fuck knows where. Depending on your faction you can bring a team without any heavier weapons than a basic rifle and still come out on top by playing to the mission.

Infinity is a fantastic game with a huge amount of depth. Buy-in is also very cheap, with Infinity lists running at models, meaning that a starter force comes in at about the same price as a Start Collecting box from GW.

In a traditional miniatures game each turn each model activates one time. You move all your stuff, or maybe you alternate moving all your stuff, but once all your stuff has moved the turn is done. In Infinity, each turn each model generates one order. You can spend these orders moving each model one time… or moving one model ten times.

This is the first big paradigm shift of Infinity. As befits a game about elite special operators, your most highly kitted-out operatives will go in to wreak havoc while the bulk of your forces hang out in your deployment zone performing overwatch.

Think of it like the police setting up a perimeter and then sending in the combat robots so no human lives are risked — or an action sequence where the protagonist goes one-man-army against the SWAT team sent to bring her down.

Do you invest the majority of your army points in an ultra-premium invisible giant robot? Do you spread out your assets so you can present a valid threat on any given flank? In Infinity, when it is not your turn your models still react. The player who is having the Active Turn has generated orders and is spending them as described above, but when one of those models crosses the line of sight of a model in reactive turn then an exchange takes place.

At its most basic, the reactive player will choose to either shoot or dodge — but some models may do other things, such as use a hacking program or lay an antipersonnel mine. If two models shoot at each other, as is the most common exchange, then what is known as a Face to Face roll occurs. Both combatants are wielding identical combi rifles which have a burst value of 3 — but while in Reactive Turn your burst is dropped to 1.

This means Fusilier Angus is rolling three twenty sided dice while the Zhanshi is rolling one. Both are looking to get less than or equal to their ballistic skill. Fusilier Angus rolls a 1, a 9 and a The Zhanshi rolls a 6. This means Angus has landed one hit, and the Zhanshi must make a single armour save or lose a wound.

The face to face roll is the heart of the game. What it means at its most basic is that you can never be certain how a gunfight is going to go. Infinity is as much a game about recovering from crises as it is about managing risk. You could find yourself in a state where your backfield troopers are dead, leaving your premium attack piece having to get a lot done in a tiny timeframe, or where your elite piece is dead forcing you to prosecute a desperate attack with a lowly grunt.

These two rules together are the heart of Infinity and everything else builds off of them. Infinity has a lot of factions. Seriously, a lot — it can be disorienting and overwhelming when you start to look into them.

In addition, all profiles are priced according to the same formulae. This means that despite having dozens of possible factions to choose from the balance across them is razor sharp. Different factions will place emphasis on different units — for instance, Ariadna might equip a skirmisher with a rifle, while Aleph equips their skirmisher with an advanced cyborg body and monofiliament mines — but both pieces will recognizably be a skirmisher and operate in fundamentally similar ways.

Each of the core factions has a general-purpose list comprising everything available to that faction. Vanilla lists have the widest range of flexibility, able to draw units from anywhere in the faction or its sub-branches giving them a diverse range of options.

Each of the factions has a number of Sectorials. These are cut down, thematically linked fighting forces based on a specific planet or mission — the Varuna Immediate Reaction Division, for instance, is a SWAT team employed by the PanOceania government on an ocean planet, so they specialize in underwater infiltration, light armour and aquatic operations.

A Sectorial loses the full range of options available to the core faction, but to compensate gets access to fireteams — the ability to have a squad of five troopers move and fight in unison. The rules for an inactive sectorial are still valid but models may not currently be available for them. PanOceania is the Hyperpower, the government, the corporate goons in black power armour that come when you are getting too close to the truth.

They are the richest, largest, and most powerful organization in Infinity. Everything they do projects strength — and a blunt, blundering directness. If you love the 40K aesthetic, PanOceania may be for you.



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