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Infinity

 Post subject: Infinity
PostPosted: Fri Apr 07, 2006 6:44 am 
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Quote (CyberShadow @ 06 April 2006 (20:43))
in fact I am working on a sequal set of rules - Advanced Space Crusade Two, initally called ASCII

Hey, hey, HEY!! What's this, a closet game designer? Be nice to your resident rules collector and send me a copy of the draft. Please?   :cool:

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 Post subject: Infinity
PostPosted: Sun Apr 09, 2006 10:17 pm 
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Quote (primarch @ 06 April 2006 (20:34))
Legions of Steel from the now defunct Global Games was pretty good.

LoS was a pretty playable game all things considered.

The 28mm skirmish game version of it... called Planetstorm... was pretty decent as well IMO

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 Post subject: Infinity
PostPosted: Thu Apr 13, 2006 4:10 am 
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Quote (primarch @ 06 April 2006 (19:34))
....not as much as space hulk.

I will alway have a soft spot in my heart for Space Hulk. It was a great, yet simple game and was fun to play.

dafrca

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 Post subject: Infinity
PostPosted: Fri Oct 20, 2006 1:14 am 
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Update:  The English Beta rules are available for download.  

Despite some odd translation artifacts in phrasing, and some example pics that didn't get translated (not that it really affects my readability of the rules), it's actually a pretty tight system.  The rules do make allowances for >10 models per side (although I'd guess that many models starts to bog the game), with multiple 'combat groups' of 10 orders each.

The game has multiple balancing mechanisms built into army construction:  Points per model, model availability limits, and support weapon points.  Model availability is just that:  Every model has a limit on how many models of that type can be fielded, from "total" to 1.  When building an army, every 50 army points gives 1 Support Weapon point, and certain models have a Support Weapon Cost, in addition to their points cost and model availability.  This prevents taking pure heavy weapons, which would otherwise dominate the game (they pretty much dominate the game now, if you don't get enough terrain on the table).

Example 1: I'm building a PanOceania force of 300 Army Points, so I have 6 Support Weapon points. Fusiliers have Total AVA(lability).  This means that they can make up the entire force (most other troop types have a limit of 2 or 3).  A basic Fusilier is 10 Army points, as is the Fusilier Lieutenant.  I'll start by taking a Fusilier Lt for 10 Army points and no Support Weapon points.  A Fusilier with an HMG is 19 Army points, and costs 1 Support Weapon point in addition.  A Fusilier with a Hacking Device is 22 Army points and 1 Support point.  A Fusilier with an underbarrel 'Light Grenade Launcher' is 15 Army points and 1 Support point.  A Fusilier with a Missile Launcher is 26 Army points and 1 Support point.  A Fusilier Sniper is 24 Army points and 1 Support point.  Each Fusilier Paramedic is 14 Army points and 0.5 Support points, so I take 2.  So far, I've used up all 6 of my Support Points and 144 Army points, so I could take another 15 Fusiliers, for a total of 23 models at 294 Army points.

There's one other limit in the army builds:  You can't take any REM(otes) without either a Hacker or a Tactical Assault Gear in the force.

Example 2:  I'm building another 300 point force, but this time I'm using the Yu Jing army.  Guijia TAGs are AVA 2, so I can't have more than 2 of them in the army.  I'll take one Guijia Lieutenant for 91 Army points and 1 Support point, and another Guijia armed with a MultiHMG and a Heavy Grenade Launcher for 99 Army points and 1 Support Point.  Now, I'll add a pair of AVA 2 Husong REMotes for 35 Army points and 1 Support point each, and one AVA 2 Weibing REMote for 21 Army points and 1 Support point.  That makes for 5 models at 281 Army points and 5 Support points.

Some models actually add support points instead of costing support points.  These are usually the super-heavy hitters of that faction's force.

The Army boxes seem to be built around 150 Army point forces, although the PanO and Haqq' starter boxes are right about 120 points (the Yu Jing box has more expensive troops on average, and is just under 150 points for the full box, but by taking one model out it ends up at 107 points to the PanO's 113 or the Haqq' 115).  

I still haven't had a chance to play yet, but I have 3 of the starter boxes now, as well as the corresponding REMotes.  The Remotes are on 40mm bases, not 25s, and are roughly shoulder-high to Infinity minis.

From reading through the full rule book, it actually looks like it flows much easier that CS' impression, although activating a model that's badly outnumbered seems a sure recipe for disaster, with all the Automatic Reaction Orders available to the other side.  The limit is that all AROs must be resolved simultaneously on the FIRST action of the Order, so if a hidden sniper activates and tries to move and shoot the only figure that can detect it (ie, is within 8"), even if that unit detects the sniper, all the other AROs can't be to shoot the sniper, as the sniper was hidden when the AROs were declared (and therefore untargetable).

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 Post subject: Infinity
PostPosted: Fri Oct 20, 2006 11:01 am 
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Thanks for the heads up. I must admit that my enthusiasm for this game has subsided considerably, with the delay in getting the rules in English, the lack of publicity or availability and the fact the the rules seem fairly ordinary. The minis are very nice, but in my mind there are better sci fi skirmish rules sets out there.

I would like to be proved wrong, as I really like the idea and background to the game, but my last read through the demo rules left me feeling that there were a number of strange points in the rules, and the report in Fictional Reality just confirmed that.

Still, I will give the rules another read through and see if my opinions have changed, since it seems a little unfair to dismiss a game based on the quick play rules alone.

Thanks.

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 Post subject: Infinity
PostPosted: Fri Oct 20, 2006 5:07 pm 
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You're right, the rules are really different, but I think that's because they're trying to get a Roleplaying/anime feel to the combat without having to fuss with simultaneous turns (I've never seen a system that did simultaneous movements and actions very well).  

I really like the ARO system myself.  If it helps, just imagine that it's the modern, Skirmish version of Warhammer Fantasy's charge reactions (just with more possibilities of what your reaction will be).

****************

After some further reading, I've noticed that there's a distinct advantage for larger numbers of models in the game, both in number of actions available, and in Morale.  Your force breaks after taking 60% casualties, period (barring some of the alien forces).  After seeing that, I really wouldn't want to play that Yu Jing force I wrote up (with 3 Remotes and 2 TAGs), since after losing the remotes, I'd auto-break, which kinda defeats the purpose of taking the remotes in the first place (at least in a 300-point game, although they may be considerably more viable in a 500 or 600 point game).  I'm going to take another look through the rules, and try to get a couple games in (today's open gaming at the FLGS, maybe I can convince someone to try the game).

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 Post subject: Infinity
PostPosted: Tue Oct 24, 2006 11:32 am 
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I have not read through the entire rules carefully, but I have now skimmed them. I must admit that I still have my doubts about the system.

For example, would this work: Take (for example) nine really cheap troops and one most expensive/powerful. Then, place the nine cheaper troops well back from the front line and in as much cover as you can. Send in the big guy, giving him all ten activations. Sure, he would get knocked out eventually, but played carefully, I dont think that a well balanced force would enjoy this experience.

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 Post subject: Infinity
PostPosted: Tue Oct 24, 2006 12:30 pm 
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EHEM!

I had played two battles using the Infinity system (which is very popular in my home city), but they were a bit different... because a friend of mine devised rulesets for Colonial Marines, Aliens and Predators. Anyway, the system looks good but has one major flaw: if you don't use missions and try simply to annhilate the enemy, when fighting human vs human, the one to reach the best firing positions will win the battle almost always (but fortunately i think they created some missions for the game).

Anyway, would you like me to contact them and tell them about the translation/naming issues? i'm fluent in spanish :)

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 Post subject: Infinity
PostPosted: Tue Oct 24, 2006 1:37 pm 
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Hi Iain,

*** What happened to your rule set? ***

Shalom,
Maksim-Smelchak.

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 Post subject: Infinity
PostPosted: Tue Oct 24, 2006 2:54 pm 
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(MaksimSmelchak @ Oct. 24 2006,13:37)
QUOTE
Hi Iain,

*** What happened to your rule set? ***

Shalom,
Maksim-Smelchak.

:D  Which one?

I have three sets of rules on the go right now... at various stages. My fantasy rules set is still under development (Dark Portents).

My 40K, Advanced Space Crusade spinoff is on pause. It is at a stage where games can be played although there are a few holes in the system it seems to be working OK.

Doesnt everyone have a number of their own rules in production at any time?

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 Post subject: Infinity
PostPosted: Sat Oct 28, 2006 9:53 pm 
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Not really, unless you count the Campaign stuff for Epic and 40k, or the debated Gearkrieg to Flames of War conversion.  (We realized that GK is 15mm scale, and gives us an excuse to put the what-if toys on the table)

I'm generally much happier playing someone else's rules.

Odd mini projects, however... (related to Epic, 40k, and that 'Gears of War' or 'FlameKrieg' conversion)
*****************
CS:  More or less, but you're drastically underestimating the effectiveness of ranged combat in the system.  The first time that one guy gets popped by an HMG firing on ARO will probably be the last time anyone tries that particular 'tactic'.

Y-O:  Please?  some of the Spanglish is awful, and some of the untranslated text doesn't even look like it's in Spanish (French, maybe?).  Maybe a collaboration between a native English speaker fluent in Spanish and a native Spanish speaker fluent in English, or at least a native English speaker to proof the work?

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 Post subject: Infinity
PostPosted: Mon Oct 30, 2006 10:14 am 
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(Lion in the Stars @ Oct. 28 2006,23:53)
QUOTE
...or the debated Gearkrieg to Flames of War conversion.

Where can I find this one? I love the GK universe but the rules seem, well, not exactly my kind of rules.

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 Post subject: Infinity
PostPosted: Mon Oct 30, 2006 6:03 pm 
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Well, it's a combined project between about 8 guys at the shop, converting Gearkrieg units into Flames of War units.  We're still working out the details, so don't hold your breath, but it'll probably get it's near-polished state a little after the second Late-war book (Aug-Sep 1944-1945) comes out (sometime next year).

I think I'll be able to snag copies of the Gearkrieg books pretty soon (unless I can borrow them from one of the guys at the shop...)  and start getting the stats written.  Points will be a little difficult, though.  My 'Late-War' army is going to be Lost Battalion Waffen SS, so it should be fun breaking out all the freaky toys.  Infantry with Vampyr-scoped StG44s, Kerberos Panzer Cop heavy armor (with 2 MG42s per stand!), Zombies (to out-horde the Russian Horde), Maus and 'Rat' superheavy tanks ... [evil grin]

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 Post subject: Infinity
PostPosted: Fri Feb 16, 2007 10:37 pm 
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I have heard that the new version of this is available to buy... and I have been looking at the Nomads. Besides, it has got a couple of good reviews about the 'realism' of the rules set. Are there any more opinions about this game...?

Thanks.

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 Post subject: Infinity
PostPosted: Sat Feb 17, 2007 5:17 am 
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Probably not many/any new opinions... I'll talk to the FLGS, see if they can get a copy of the rules in for me.  It certainly looks pretty, and I like the way the games flow for a skirmish.  30Euros is a bit steep, though that depends on the exchange rate.  $45-50 is reasonable for a Hardcover that size.  Hopefully they've fixed the translation glitches that plagued their internet releases...

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