Saturday Evening Infinity

Z and I pulled the Infinity stuff out again last evening. The last time we played Ziggy started using the Fireteams rules. They were certainly effective and useful, so this time the force I put together was set up to take advantage of them. I used my Ariadna Frenchies and had little trouble putting 15 troopers in a 300 point force. Ziggy of course used his Pan Oceania Knights. He's got some Japanese guys he's been working on but they're not quite ready for prime time.

We played a scenario out of the MRB - The Armory. It features an 8" x 8" building in the center of the battlefield with four closed doors, one in each side. When any of the doors are opened, all open at the same time. The objective is to have the largest contingent in the armory at the end of each turn and at the end of the game.

Out setup. The armory in the center looks a bit disheveled. I have a Loup Garou fireteam and some Briscards off to the right, a large Metros fireteam in the middle with a medic assisting. The left was a bit weak with a Briscard sniper and trooper holding it down.

The armory was considered to have solid walls, with only the doors providing any gaps. 

Early into the proceedings, my sniper pops a couple of shots at a knight. It was kind of a gimme. Although it was a nice way to get things started, no damage was done.

My right flank troopers, three Loup Garou with a Briscard medic and rocketeer.

The PanO hacker opened the armory door and was greeted by a hail of gunfire! The Metro machine-gunner sprayed shots wildly, clipping the hacker and the emergency services medic finished her off with a remarkable shotgun blast! (critical hit)

For their next activation, the Metros continued to lean on their machinegun who gunned down another of the knights - the only one visible through the narrow gap.

The downward spiral showed no signs of letting up for Ziggy's knights. His Crusader Bretheren dropped in from above with his jump pack, but a stiff south-western breeze pushed his landing spot well past what would have been advisable. Instead of landing in a relatively safe spot to ambush my big fireteam with his flamethrower, he dropped in right in front of them! He was gunned down and coup-de-gras'ed in short order. My Frenchies still have a lot of hate and anger towards that sumnabitch.

This is how turn 1 ended. I had snuck a single Metro into the armory, giving me a victory point. I also had two Para Commandos infiltrate deep on the left (circled in white). Taking out three knights in the first turn was huge for me and I had 'em on their heels now.

The Father-Knight takes control of the situation and bursts in on my trooper in the armory and takes her out with little trouble. Blast!

But in terrain like this, you've got to watch out! My Commando with the machinegun managed to find a suitable spot to take shots at the Knight's leader and gunned him down with some excellent long-range shooting! He's a real Frederick Zoller at that range.

We played a few more activations. I lost one more trooper while Z lost two more to my Loup Garou viral rifles who got very brave after the Father-Knight had been sorted out. Between the loss of the Lieutenant  and heavy casualties, the writing was on the wall and we called the game. Finally, a victory over the Knights!

Using fireteams really changed things for the Ariadna army. I was able to get a lot done and had a bazillion order markers to do it. It helped a lot that Zig's dice were atrocious and for a change his armor wasn't up to the task. Regardless, it was good evening of gaming and fine morale booster.

Looking forward to the next as always! Be well and good gaming.

Comments

  1. Superb.
    Always loved the look of this game and the minis are fantastic.
    Sounds like great fun.

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    Replies
    1. It's a great game, but the learning curve is steep. Very good for scratching the small unit skirmish itch. It helps that the rules are all free and that the minis are on sale from various online sources on a pretty regular basis.

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