Wednesday, February 27, 2019

Infinity


I don't really have any idea of what to write about, so I figured I'd post some pictures from a game of Infinity I played a couple of weeks ago and give my thoughts on the game.

Yu Jing
Above is my collection of Yu Jing faction figures.  I don't think I can actually field all of them at once, or if I could it wouldn't be the best choice.  When creating an army "list," you have to contend with the usual points values but in addition to that is SWC (special weapons something) and more importantly, the number of orders your force has at its disposal.  SWC limits the number of big guns and fancy gadgets you can bring to the battle.  The tournament limit is 6 SWC for a standard 300 point list.  Orders are trickier.

Infinity is driven by its order system.  Basically, each figure contributes one order to your pool.  There are some exceptions, but for the most part one man (or woman, or werewolf) equals one order.  So, while getting to 300 points and staying at or under 6 SWC isn't that hard, you don't want to do that if you're winding up with 6 or 7 orders.  It seems that the sweet spot is 10 orders in a 300 point list.  So while I can get to 300 points with little trouble, the maximum orders I'll have with the figures I currently own is 7 maximum.

Yu Jing High Value Target
And the figures are the second best thing about Infinity.  They are what got me interested in playing in the first place.  In every game you have to place a High Value Target (HVT) that your opponent will try to do various things to in order to score points.  The Yu Jing HVT pictured above is one of the reasons I chose it as my faction.  That and the fact that it was one of the two factions in the two-player starter set that had just been released.  But all of the models are pretty great.  Almost impossibly difficult to assemble, being all-metal and very delicate, but absolutely gorgeous.

The third best thing about Infinity is the setting.  The quick lowdown is it's the future and mankind has expanded beyond the solar system.  But it's not 40,000 years into the future, just a few centuries.  The world as we know it is gone, replaced by the superpower of Panoceania, kinda like Australia writ large, and Yu Jing, sort of a combination of Communist/Imperial China and Japan (though in the latest background Japan has separated itself).  Along with that you have Aleph, which is the AI that runs everything for humanity, and well, I won't go into it anymore because I'm no expert.  Why am I no expert?  Because the background information is for the most part contained in the physical rules you can buy, which I don't own.  But how can I play the game without owning the rules?

Because, the number one best thing about Infinity, is the rules.  And they're free.  So many miniature games falter over how to handle turn order.  Who gets to go when.  Right now, Infinity does the best job of handling this crucial part of miniature gaming.  Each turn (there are three) one player is active and the other reactive.  Once the active player is finished those roles reverse.  On the active player's turn, he issues orders, one at a time, to his soldiers, who can be ordered multiple times in a given turn.  The beauty of the system is that the reactive player gets a chance to react to what the active player is doing by winning an opposed die roll.

The game is complex.  Dense is another good description for it.  The action/reaction system demands both players full attention.  Additionally, there are numerous weapons, abilities, and pieces of equipment each figure has that can take awhile to learn.  But the game is incredibly fun and worth the learning curve.

I'm looking forward to playing the game much more in the future.  The buildings shown in these pictures are 3D prints made by the guy who taught me the game.  Which leads me to another observation, the game doesn't require many miniatures, but you'll need a lot of terrain.  Or someone else's!

Imperial Service Judge and Ninja Bodyguard







Tuesday, February 5, 2019

Necromunda





After owning the "new" Necromunda set from Games Workshop for over a year, I've finally actually played the game.  Even more significant considering that I've wanted to play Necromunda since the first edition came out back in the 90's.

Received the game for Christmas back in 2017, and while I enjoyed reading through the books (also got the first supplement which has the rules for playing what I would consider "true" Necromunda), I didn't really have any plans to play since I didn't know anyone interested in the game.  Right around Christmas of 2018 I ran into a guy at the local store that I'd played Blood Bowl with, and he told me he had a group of guys playing a campaign on Fridays.  Since my kids are getting older, I figured it'd be okay to have another evening out gaming, especially since Friday is generally relaxed and it'd only be every other week.  The two gangs that come in the box are Goliath, big hulking brutes, and Escher, nimble females who like to gas their opponents.  At first I planned on playing Escher, but decided on Goliath since they're tougher than the other gangs and since they're male I could name them after the members of Iron Maiden.

House Goliath in progress.
 At the time the only painting I had done on the miniatures was the bases.  Earlier in the year I had painted up some WW2 Soviet and German tanks and since I planned to apply a rust effect on them I figured I might as well paint up the Necromunda bases too.  One of the things that I really liked about the new Necromunda is how it comes with sculpted bases, so it was super easy to make them look really nice.  Beyond that, I did what I would have said was the fastest and sloppiest paint-job I'd ever done, but that has been surpassed by my work on the A Song of Ice and Fire figures I'm working on (more to come later).

Melee encounter.
Not that it matters I guess, since of the six players in the campaign, I am the only one with fully-painted figures.  For years I've often joked about being "that guy," like the guy who will only play with painted figures and looks down on those that don't.  In reality I didn't really care.  But now I have to say it's kinda disappointing. 

Aftermath of being shot with a template gas weapon.
Don't get me wrong, I'm having a good time playing, though it's still early going and I only have a vague grasp of the game as of yet.  But I do wish that the other players would put forth some effort to paint their stuff.

I can't compare the game to the earlier version since I never played that.  It shares some of the simplifications that Games Workshop has introduced in Warhammer 40,000, such as Weapon Skill and Ballistic Skill being simple what you need to roll numbers (3+, 4+. etc...).  Wounding is also simplified in that if you're Strength is equal to the target's Toughness, it's 4+, anything else is going to be 3+/5+ depending on which attribute is greater, up to being twice greater when you'll wound on 2+/6+.

Determining the actual result of a wound is somewhat complicated and uses custom dice included with the game.  There are "flesh wounds," "serious wounds," etc...  I won't go into any of that since I barely understand it myself.  The game does have the typical (and in my opinion GREAT!) system with these campaign-style games where you have to roll to determine what actually happens to a model that is taken out completely.

Which leads me to what I really like about the game.  Technically, each game you play as part of a campaign doesn't have a winner or a loser.  The overall objective of the campaign is to have the highest Gang Rating, which is a combination of the number gang members you have and their skills and equipment.  So instead of just worrying about capturing objectives and/or killing the enemy gang members (not that there's anything wrong with that), you have to keep the overall goal in mind, which is accumulate wealth so you can hire more gangers and gain more territories.  Also, your gangers will gain skills and increase their attributes as the campaign progresses.  SO, it can be a wise decision to run away if the odds are against you, considering what the ultimate goal is.

For example, in the first game that I played, I'd say that my opponent "beat" me, since he forced me to "bottle" before he had to (bottling is when you've failed what I would term an army morale test).  However, none of my gangers were permanently killed, which came down to favorable rolls on the injury results table.  On the other hand two of his gangers were required to be taken to the doctor after the battle.  Problem was only the Leader and Champions can perform post-battle sequences like visiting the doctor (they would carry the unfortunate ganger to the doctor, if they themselves required medical attention then someone else would have to perform that action).  So, he had to make a Sophie's Choice and leave one of them to die since he could only take one to receive medical attention.  Since this was our first game it wasn't so bad, but if these had been experienced gang members it would have been very grim indeed.

The "leveling up" of your gang members does seem a bit slow.  I'm used to Blood Bowl where usually at least one of your players gains an increase after every game.  In Necromunda I'd say it takes 2-3 games to gain enough experience to improve.

Overall a very fun game.  Personally I've always liked the Warhammer 40,000 setting, but never really enjoyed the few times I've actually played the game.  I think that I would have liked playing the original Rogue Trader game, which I own but have never played, and that the original 40K is probably more akin to Necromunda than the later editions of the mainline game.  More to come as the campaign unfolds.   

The "Car and Horse Pub Boys."