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Author Topic: Two games I don't hear a lot about Urban War and Infinity?  (Read 12084 times)

Offline WarGameGuru

  • Scientist
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Re: Two games I don't hear a lot about Urban War and Infinity?
« Reply #45 on: 08 October 2010, 12:18:01 AM »
resins vary tremendously in strength and durability, not too mention cost.

cheap, bulk polyester resins, often padded out with fillers, tend to dominate the scenery/terrain market.

Figures tend to be in more expensive polyurethane resins, but the main condition of use is often dictated by pot-life and cure-time, rather than expressly strength.

Resin, when broken, is often incredibly easy to fix with super-thin CA leaving no visual mark at all (unless it shatters); so there are pluses and minuses.

Yes I was able to fix the one that broke, because it was a clean break, so you're right about that. I just hate that I need to repaint it now to fix the chip missing out of the arm.

Offline Major_Gilbear

  • Scatterbrained Genius
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  • God-Emperor of Dune
Re: Two games I don't hear a lot about Urban War and Infinity?
« Reply #46 on: 08 October 2010, 12:15:05 PM »
hmm, I have to disagree here on technical terms: metal (figure-metal) simply cannot show the same detail as resin: it isnt possible: different metals can hold more detail (such as silver) but the white-metals used infigure casting just isnt capable of holding the level of detail that resin can.

So whilst i agree that the Infinity figures have very good detail levels for metal figures, there is no way they can be compared to the crispness and level of detail achievable in resin...for no other reason than it being techncially impossible.

This is one reason why you tend to see a lot of resin-cast figures in "show" figures as opposed to gaming figures - the higher detail capture capability of resin gives more detail and crsipness to paint, but lacks the durability of metal. The metal has the durability but loses the crispness and level of detail of resin.

As to the impact on sculpting - putting in higher levels of details on greens to be cast in metal is a waste of time; which is why sculptors will ask you what the intended medium (casting) will be: if its resin they can do more detail that will be replicated in the end product - if it is metal then a certain level of detail will be lost, sculpting it in the first place is a waste of time and money.
You are of course completely right - I do know this, and I think many other people here do too, but your explanation is still very good and clear.

However, what I was getting at in my post was that the level of detail and the finesse of that detail was unusual in most metal models that are available, and for most people that sort of detail would be closer to what they might expect from a resin model rather than a plastic or a metal model. I did not mean to imply that metal models were capable of holding the same level of detail that resin equivalents can.
__________________________________________________

As for the rules and gameplay, I do find it very well balanced and the core rules are both quite straightforward and intuitive. The reaction system seems (and actually is) quite brutal. The play complexity is actually in the tactics rather than the core rules, and bad tactics will lose you a game almost every time.

Because of the reaction system, very heavy terrain presence is imperative. It also helps to balance out the different troop types and stops heavy weapons becoming too Death Star-like.

As others have said though, the special abilities and equipment are where the real rules complexity comes in, and it is easy to get misled into thinking that they are what the game revolves around. This is the part of the game that requires quite a lot of memory-work too, especially as they are distributed throughout the book and there is no index or cross-referencing within the rules themselves.

Equipment-wise, some of the rules and their examples are not too clear. They make sense when they are explained to you, and quite often the common sense answer is the correct one. But between the lack of cross-reference to other relevant rules, and the fact that it is translated material, it can be hard to appreciate the effects of some of the equipment rules.

For example, most guns fire more than one shot, and many have more than one ammo type. Certain weapons allow you to choose more specialist ammo from their list at a reduced rate of fire, and even combine the abilities of more than one ammo type at a further reduced rate of fire. In reactive fire though, you can only fire once - you can choose an available special ammo type if you want to, but you cannot combine ammo types like you can when it is your active turn. Rules like this are fairly straight forward, but are not all presented together in the book and takes people a few passes before they understand it.

Abilities are more complicated again, because they have levels. Each ascending level affords the models all the rules of the previous levels too. So for example, an ability like models entering play as drop troops has a number of levels; but higher levels must determine how they enter play and then use the relevant rules for that level only. So a model might be able to jump into the middle of the table, or be allowed to come in from a table edge if it has a higher level of the ability. Other abilities like Martial Arts at the higher levels can cancel out the abilities other models have at lower levels.

This interaction between the rules, abilities and equipment can get confusing fast. It also doesn't help that whilst the force composition is important, it isn't quite the be-all that it is in 40k or Warmachine. Sure, some stuff can be hard for some armies to counter, but good tactics can see you through a lot of situations. This tends to trip up many folks who are more familiar with those sorts of mainstream games, as it requires a different approach.

I also see a lot of people complaining about a few common tactics, but again many of these come down to how you play:

Having cheap troops to feed a TAG (the battlesuits in the game that are effectively light tank equivalents) is a common tactic that many players struggle to counter. The solution to these is usually to distract the Tag with a worthy target and then clear out the cheap troops instead. On its own and starved of orders, the TAG ceases to be much of a threat. All the factions have suitable cheap-troop hunters too. Don't forget that volume of fire can also score lucky hits; most people seem to forget about tactics like Co-ordinated Actions or Supressing Fire, but factor in Critical Hits and that volume of fire will wear down the TAG.

A similar tactic can be had for cheaper with a small number of elite troops instead of the TAG. This is also hard to counter if you're not used to it, and is a very common tactic. Again, targeting the cheap troops hidden at the back (AKA 'Cheerleaders') starves the 'Rambo' models of orders. Many troops also carry all kinds of equipment that is a serious threat to Rambo models (electromagnetic weapons, adhesive launchers, AT weapons, etc), so make good use of them. Also, you can always counter-Rambo your opponent to level the playing field again.

Many forces that go heavy in one or two aspects are usually not balanced in other areas. A balanced force and good tactics will usually win out over such a list, especially if you don't play to their favour and keep them on their toes.

The new Sectorial lists have a number of differences to the main lists that are worth keeping in mind too. Firstly, these are essentially subfaction lists. Secondly, the availability restrictions are often increased to counter the more restricted troop variety. Thirdly, some models gain the ability to be in a Fire Team when in a Sectorial list. The Fire Team is sort of like a loose squad, but where each order spent affects all the models in the team. The size of the team also gives it various buffs depending on the number of troops. Fire teams can be heavy infantry (very expensive to do points-wise!) or more usually light troops that are normally cheerleaders in other lists. For the light troops, Fire Teams make them deadly!

Rounding out my ramble here are some notes on force composition:

Each player can choose as many troops as they can afford for the points. Models are split into Combat Teams, and each team can be up to ten models strong. Most players use a single team of ten or fewer models.

Each model contributes an order to its team's order pool, which limits all teams to a maximum of 10 orders. One model in the force will be the Lieutenant who is the force leader. There is only one Lieutenant per force, not one per team! The Lieutenant gets an extra order that they can use in addition to any other(s) from the pool - if the order goes unspent, then another model in the team may use it to automatically pass a morale check if they are called to make one in your opponent's turn.

Each model costs a number of points, and you choose up the total as with most other games. For every 50 points, you also get a single support point. So in a typical 250 point game, you will have 5 support points to spend as well. Some weapon options and troop types require that you spend support points in addition to the normal points. For example, a basic trooper with an assault rifle might cost around 11 points, but if you want to equip it with a heavy machine gun, it will cost about 20 points plus 1.5 support weapon points.

The number models of one type that may be selected depends on the availability of the troop type. Line infantry are your basic footsoldiers, and are typically unlimited. More elite versions of these might have big availabilities (like 4+). Then you get more specialised troops like heavy infantry, and these are usually limited to three or fewer (often fewer). Each troop type has a number of standard weapon/equipment loadouts, and you choose what weapon fit you want when you select a troop from that type. Different fits cost different amounts of points and support points.

Many troop types have the option to be upgraded to a Lieutenant, and you must upgrade one model in your force to Lieutenant. No more, no less! Some troops are better suited (background wise, not model-wise) to leading your faction's forces, and these will often cost you the same points as the basic model of that type. Occasionally, some Lieutenant options give you extra support weapon points if you include them, but more usually 'unsuitable' Lieutenant options cost you support points to field.

The dual points system helps to limit powerful equipment and troops beyond just having troop class restrictions (like the 40k Force Organisation Chart does), and the combination of the dual points systems and the restricted availability of troop types makes it quite hard to build a cheesy force. The only two good rules of thumb when list building is that you should try and use up all/most of your support points if you can, and that you should try and avoid forces with fewer than seven models if possible. This is because support points unlock better troops and equipment and because you need enough troops to survive a couple of casualties but still have enough orders left to do something useful with.

In conclusion then, it is a difficult game to master, and new players will benefit greatly from being taught the game rather than having to learn it through reading the rules themselves. The game is based at a strictly skirmish level, and the rules not only reflect this level of combat very well, but also allow models to carry out most actions that you could imagine (including being able to alert friendly models of enemies that they might not be aware of, going prone, etc). A lot of terrain is required for the best game experience, and much of that terrain needs to be solid to cut down on being able to draw lots of long lines of sight (so not like the old Necromunda terrain). The factions are well balanced and all the force choices have good reasons for being selected. The game makes it hard to build cheesy forces, and rewards balanced choices and good tactics. The only thing missing is a selection of decent scenarios (which is a gripe of mine)!


Offline sasori

  • Bookworm
  • Posts: 71
  • Oh really?
Re: Two games I don't hear a lot about Urban War and Infinity?
« Reply #47 on: 08 October 2010, 01:24:23 PM »
...The only thing missing is a selection of decent scenarios (which is a gripe of mine)!

That's a gripe of every Infinity player.  :?

Great detailed write-up by the way.
Viewer suppression is advised.

Terry "the other white meat" m

 

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