Saturday, 29 September 2012

Infinity Battle Report

I fought an Infinity game with my friend Harry this week at the Christchurch Crusaders club.

We played a 250pt game, Harry with his Haqqislam and me with Yu Jing.

GROUP 1 (Regs: 10/Irrs: 0):

GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife (13)

NAFFATÛN Rifle + Heavy Flamethrower / Pistol, Knife (12)
GHULAM Doctor Rifle + Light Shotgun / Pistol, Knife (17)
2x GHULAM Rifle + Light Shotgun / Pistol, Knife (13)

MUYIB Rifle + Light Grenade Launcher (Normal and Smoke Ammo.) / Pistol, Knife (23 | 1)

DJANBAZAN Doctor Rifle + Light Shotgun / Pistol, CCW (32)
DJANBAZAN HMG / Pistol, CCW (36 | 1.5)
JANISSARY Doctor AP Rifle + Light Shotgun / Pistol, CCW (49)

RAGIK Hacker  Rifle + Light Shotgun / Pistol, CCW (42 | 0.5)
250 Points | SWC: 3

ARMY CODE: [code]eNozMVQ1VbNQM6wxVAPCGlM1czBpACfNwOKGhmomEArMM1EzAlFGasZqhgDnkQ6L[/code]]Army Infinity v.3.0.

My list was  a bit different to last week, although there were some familiar faces.


 GROUP 1 (Regs: 8/Irrs: 2):

CELESTIAL GUARD Lieutenant Combi Rifle / Pistol, Knife (13)

ZHANSHI Combi Rifle / Pistol, Knife (11)

CELESTIAL GUARD MULTI Sniper Rifle / Pistol, Knife (27 | 1.5)

CELESTIAL GUARD Spitfire / Pistol, Knife (20 | 1)

ARAGOTO Spitfire / Pistol, Knife (29 | 1.5)

SHÀNG JÍ Combi Rifle + Light Flamethrower / Pistol, Shock CCW (42)

DÀOFĚI MULTI Rifle / Pistol, Shock CCW (60)

NINJA Combi Rifle / Pistol, EXP CCW (38)

2x SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW (5)

250 Points | SWC: 4


I've since realised this list is not legal as you can only take 2 celestial guards, so the list should have a Zhanshi lieutenant instead.

It was quite a treat this week as Harry jointly owns the Warmill terrain company was game testing some prototypes for some new terrain, so we were using one of the club's urban boards instead of the trench one from last week. This is a shot of deployment with markers indicating where we set up

My ninja has Thermo-Optical Camo, so deploys completely hidden from my opponent at the start of the game - he doesn't even know I have a ninja, let alone where it is!! The Daofei in the bottom left conversely is deployed as a marker saying "camo" my opponent knows there is something there, but not how hard it is (it could only be an anti-personal mine, but is in fact a hard-as-nails heavy infantry!)

We were playing a game someone else introduced me to, so I might have messed up all the rules, but basically there is a civie + 2 bodyguards in the middle of the table who will receive a data download at the end of turn 2. Both sides have to try and get this data. If there is any combat within civie's LOF he will spook and run. If this happens before end of turn 2 he will not get the data (so everyone loses!). Once spooked he moves towards the side of the table. Info can be got by synching, interogating (short skill WIP), or short skill WIP to remove his memory cube after death. Whoever gets the Info has to make it off own board edge. 6 turn limit.

Turn 1

Cagey movement was the order of the day, the Yu Jing spent most of the orders on the impetuous troops to get them far forward. The Celestial spitfire made a silly move-move order into the large hab unit on the right of the picture, the second move order revealing him to a Djanzaban for a long-range ARO*. One shot, one kill.

(* - An "automatic reaction order" lets your troops react to orders given to enemy troops in their own turn, its a little like "overwatch" in old versions of 40K, but everyone has it all of the time)

The second Djanzaban was taken unconscious by the rampaging Aragoto spitfire

View from the Haqq side of the board

 Celestial Sniper provides cover

In turn 2 the Haqq forces again moved into prime positions to intercept the courier and to provide covering fire, the Janissary doctor healing the Djanbazan who had got spitfired in turn 1. The Yu Jing impetuous troops again dashed forwards. The monk on the Yu Jing left got shot as he attempted to throw a smoke grenade, but the right flank exploded into life, the Aragoto went on a suicide run gunning down both Djanzabans and taking a wound off the Janissary doc without taking any return hits. Crucially though both Djanzanbans were only unconscious not dead...* The monk on this flank ran up to support and the ninja revealed himself as a marker and ran up to support as well, eventually being discovered by the Janissary as he closed in.

(* - In Infinity most models have 1 wound, when you lose that wound you go unconscious,and can be healed by doctors or some special skills. If you lose another wound while unconscious you die)

In the following Haqq turn the Naffatun ran forward and flame everyone, killing the monk and aragoto and burning the Thermo-Optically Camouflaged ninja who passed his armour roll (but lost his camo abilities due to the flames), he then attempted to flame again, but the ninja succeeded in his dodge roll and dodge into close combat with the janissary!

Things then got even more complex! A ghulam popped up from the central building and shot into the combat between the ninja and the janissary, the ninja electing to dodge. The ghulam missed by miles, but the ninja made his dodge. We then weren't quite sure what was supposed to happen as a dodge in CC seems to take you OUT of CC in the rules. This is the way we applied it, so the ninja dodged back, promptly got shot in the face by the janissary who then healed both Djanzanbans with his doctor skill!!

The suicide mission had cost a monk, a ninja and an aragoto for no Haqq losses! However it had cost all 7 of the Haqq orders this turn to deal with the threat.

Turns 4 & 5 - the Haqq Ragik dropped down at the back of the board to threaten the Yu Jing firebase (A ragik is a type of airborne deployment troop), but was taken out in the Yu Jing turn when the lone Zhanshi ducked behind the shipping crate and shot him.

The Janissary, Djanzabans and Naffatun made their way towards the target who was rapidly approaching the board edge.

Meanwhile the Daofei moved rapidly from left to right across the middle, driving ghulams back into cover, but not causing any wounds. The celestial sniper tried to pick off the Djanzaban HMG but was taken out in ARO instead!

The Haqq forces dispensed with subtlety as the clock ran down, the naffatun ran forward, round the right-hand crate and flamed the target, killing both bodyguards, the twice healed Djanzaban ran forward into cover and was promtly shot in ARO (unconscious #3).

The Daofei again ran to the right, taking out both the Djanzaban HMG and then last wound from the Janissary in consecutive turns, both to fully dead. He ended in touching distance of the target, with the Shang Ji in support.

The Naffatun ran forward and tried to flame the target and the Daofei who elected to stand and shoot, resulting in all 3 going unconscious. The Djanzanban regenerated, but was promptly shot with a critical ARO from the Shang Ji (unconsciousness #4!) he then regenerated a second time and attempted to reach the unconscious target and was again wounded in ARO! (unconsciousness #5!!)

In the Yu Jing turn the Shang Ji flamed the unconscious Naffatun and Djanzaban to put an end to his regenerating antics. The Muyib attempted to take him out with repeated speculative grenades* and although some were on target no wounds were caused, it also allowed the Shang Ji to move into full cover and into base-to-base with the unconscious target.

(* - troops with grenades can launch them parabolically to drop down on troops they can't see)

At the end of the Haqq turn we realised that Yu Jing didn't have enough orders to get the target's memory cube off the board (& were in retreat due to their losses) and Haqq were unable to retrieve the data so we declared a "winning draw/minor victory" for Yu Jing.

It was a cracking game with loads of fun little talking points, the Djanzaban regeneration/doctoring was great, real relentless intent. I found it pretty funny when my sniper who had spent the first few turns passing up ARO's and shots to avoid spooking the target finally got a clear shot on the HMG in the open, missed both double-action shots (special ammo) in their excitement and got killed by the ARO! The prototype Warmill buildings played really nicely, good balance between cover and "permeability". Hopefully a version of them will be available to buy in the near future.

Thanks for reading!

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