|
![]() ![]() ![]() What is Infinity? Infinity is a science fiction skirmish-level tabletop miniatures wargame produced by Corvus Belli. Set approximately 175 years in the future, players enact covert operations and small-scale skirmishes between opposing forces of nations and/or mega-corporations. ![]() The Setting. The human race has finally reached the stars, while the nations as we know them no longer exist, humanity is still divided into several factions. Whilst still locked within a cold-war style mentality, humanity is fighting for its existence against a menacing alien threat known as the Combined Army. Meanwhile a new, enigmatic threat, the Tohaa Triumvirate operates behind the scenes. Infinity is played as a cutting edge, high tech firefight. It is set as a skirmish game, which means there are typically between 5-15 miniatures per side. The game is not played as a full scale war, but a group of special operatives fighting a lethal gun battle whilst attempting to achieve their primary objectives. In an Infinity firefight there are hackers using attack protocols to meltdown enemy hacker's brain-implanted hardware, as well as immobilizing heavily armoured troops. Thermo-optic camouflaged ninjas and snipers stalk the streets, invisible to their prey. Combat drop troops use gravitic technology to quickly land behind enemy lines and slay vulnerable hidden troops and leaders. Warband troops aggressively charge the enemy behind a curtain of smoke grenades, while remote-operated mechs climb up buildings and mark targets with laser guidance systems. Infinity draws heavily from Japanese Manga (think anything Masamune Shirow (Appleseed/Ghost in the Shell)), any general science fiction, especially anything cyberpunk. It does have a hard science fiction background however if you can ignore the occasional Bakunin furry. ![]() Game Mechanics. Infinity uses the standard “I Go, You Go” system of most wargames with a unique spin: The player who is not actively taking his turn takes the role of the reactive player and can react to the actions taken by his opponent. In other words, if you move a guy into the line of sight of one of mine, I get to shoot at him. This creates a tense, vicious firefight setting, in which one careless move by a player can get a valuable operative killed; this creates a realistic feel to the game. Infinity uses d20 dice. Typically you are attempting to roll equal or below your statistic on 1d20. When two models attempt actions that affect each other, like both shooting at each other, a "face to face" (f2f) roll. In this case, both models are attempting to roll under their stat, and the winner is whoever rolls under his stat and has the highest roll of the two. One of the mechanics that makes Infinity a bit unusual is the orders mechanism. Every model generates an order that goes in to a total order pool. These orders can be spent on any models you wish when it is your turn. This creates a potential for "ramboing", when one model goes on a rampage moving very quickly or shooting multiple times. However, this is countered by the fact that every time a model spends an order in line of sight of an enemy, the enemy get a reaction. IMPORTANT NOTE. This game requires a TON of cover, it is not optional. The rulebook states that no terrain piece should be further than around 8” or so further apart, with plenty of large LOS blocking pieces of terrain. ![]() How do I get into this game? If you’re looking to get started as a club or with some friends, I highly recommend the Operation: Icestorm or Operation: Red Veil two-player starter sets. They come with two starter armies each, some paper-based terrain and all the basics you’ll need to get started playing Infinity! If you’re joining an existing club. I recommend picking up a faction starter that you like the look of, some D20s and getting in touch with your local community. If you have a local Warcor, I’d recommend speaking to them as well! They are the local official promoters of the game. Warcors access link: https://infinitythegame.com/community/warcors As of writing, there are three main rulebooks available: Infinity: N3 Rulebook. This is the core rulebook and lore book. Containing all of the basic rules and unit profiles. Infinity: Human Sphere N3 Rulebook. This is the first expansion book of the 3rd edition. Adding sectorial armies, fireteams, additional rules, weapons and equipment. Infinity: Uprising. This is the second expansion book of the 3rd addition. Additing the Non-Aligned Armies, some additional unit profiles, weapons and equipment. All rules for Infinity are available for free on the official website. The only reason to buy the books are for the background source material and to support the developers. ![]() Additional Info/Links. Official Website: http://www.infinitythegame.com/index.php Miniatures Gallery: http://infinitythegame.com/catalogue/ Official Downloads: http://www.infinitythegame.com/archive.php Official Free Rulebook: https://assets.infinitythegame.net/downloads/rules/en/v1.8/rules.pdf Infinity Wiki: http://wiki.infinitythegame.com/en/ Infinity Tournament System: Season 9 - Treason Rules https://assets.infinitythegame.net/downloads/itsrules/season9/en/v1.2/season9.pdf Official Quick Start Guide: http://www.infinitythegame.com/start.php Infinity Warcors: https://infinitythegame.com/community/warcors Infinity Army Builder: https://infinitythegame.com/resources/tools/infinityarmy Human Sphere, a catalogue dedicated to the miniatures and accessories produced for Infinity: https://human-sphere.com ![]() Infinity Bootleg. Infinity Bootleg is a new line of miniatures by Corvus Belli based within the Infinity universe for the dedicated painter and miniature lover. I’ll leave it to CB themselves to describe it. Corvus Belli posted:Infinity Bootleg is the collector’s brand of Infinity miniatures. Infinity Bootleg will provide a reduced range of models, all of the finest quality but totally separate from the main Infinity catalogue. Why this name? Because these are the models the concept designers always wanted to design, the miniatures all the Infinity modellers always wanted to sculpt, and the figures Infinity fandom always wanted to get, but none of them could have as those models have no room in a game-focused catalogue. Bootleg Gallery: http://infinitythegame.com/catalogue/#bootleg ![]() Aristeia! One hundred and seventy five years into the future, the human race has reached the stars. The ancient nations have gathered into immense, international, federated blocks and have divided the star systems proved suitable for human life. The most advanced medicine makes it possible to extend life and, together with the most advanced (and most expensive) technology, almost reach corporeal immortality. It also allows treats such as the most popular extreme contact sport: Aristeia!, a series of high-level, armed combats where death is a real possibility. quote:Aristeia! is the new sports game and MOBA style by Corvus Belli that allows two players to take the role of a competition team manager in the greatest visual show of the Human Sphere. You should play Aristeia!, it’s really good! Discuss it here, it’s not big enough for its own thread but it is a Corvus Belli brand game, so here’s the best place to discuss it. Aristeia! Website: https://aristeiathegame.com/game/core
|
![]() |
|
![]()
|
# ? May 18, 2024 18:46 |
|
The Factions. Here’s a rundown on the factions in Infinity, the actual background story in the books is only available via purchase, the rules are still free however. IMPORTANT NOTE: Infinity is a very well balanced and designed game and currently every faction can do the vast majority of playstyles, there are rough foundations to each faction in how they play, but do not feel limited by wanting to play one playstyle but liking the look of another faction. In addition, each of the main factions also have subdivisions known as Sectorials, which are basically themed sub-factions within that faction. So why play a sectorial army? Well each sectorial army lets you take more numbers of your favourite models and gives you incentives to do so by letting you form them into fire teams, known as Link Teams, letting them all receive bonuses for doing so such as activating a group of models with a single order, giving them additional shots, allowing them to react faster and being more accurate. The downside of this is that you get essentially half of your army options taken from you, allowing you to only field what is available to that sectorial. They are a lot of fun to play and are equally as competitive/balanced as the core factions, so it's purely preference on what you want to play. Prepare for information overload! ![]() ![]() The only hyperpower of the Human Sphere, PanOceania has the largest territorial holding, population and economic might of any of the factions in Infinity. Boasting the highest levels of technology and close ties to ALEPH, PanOceania represents the success of modern corporate based economy. The result of an Australian/New Zealand and Filipino economic alliance buying out of the debts of the US and EU, PanOceania stands at the forefront of the human presence in outer space. Rising under this success, PanOceania absorbed much of the Western Nations (and Corporations) of Earth, combining into the economic and political juggernaut it stands today. As a result of the mega corporate influence in its daily dealings, the citizens of PanOceania are ultra capitalists who worship the free market as the ultimate arbiter and fairest distributor of wealth, with most left-wing ideologies having died out (or having been actively killed off) on the back of the nation's success. Of the current star systems under control of PanOceania, the noteworthy include the capital of NeoTerra, the aquatic planet of Varuna, the industrial jungle of Acontecimento and the desolate frozen wastes of Svararheim, of which PanOceania holds claim over with its rival; Yu Jing. This position as the sole hyperpower of the Human Sphere has reaped many advantages for PanOceania, not only does it own the largest amount of star systems and therefore the most territory, it can also boast owning the largest economy, most technologically developed industry and society and most political and social influence of the Human Sphere. PanOceania's military is the largest and most well equipped, its industry the largest and most capable and its economy the most powerful. It is a nation built on success, and it likes to brag about it. Thanks to this success, PanOceania is able to carry its weight politically and is somewhat domineering, ensuring further success in any and all PanOceanian interests. Why play PanOceania? You'll like PanOceania if you enjoy a general technological supremacy in games; most of your troops have access to better equipment than average to any other faction in the game from Multispectral Visors to Thermo-Optic camouflage. PanOceania players will have access to some of the best Heavy Infantry and TAGs (Tactical Armoured Gears, think Mecha) in the entire game. PanOceania also has the best shooting of any faction in Infinity, and for a skirmish shooting game? That advantage is huge! You will also pay less than any other faction for these advantages, however it comes at a cost: namely that PanOceania units suffer from a lower Willpower (WIP) than other factions, making them poor specialists and tend to be less mobile than other factions with very few forward deploying troops, which can make PanO forces slow to react to a rapidly changing game table. You'll enjoy PanOceania if you like the theme of playing as the "Corporate/Government Forces" type of faction whilst rumbling towards the opponent like a high-tech steamroller. Sectorials: NeoTerran Capitaline Army: The NCA is the elite, pampered army of PanO High Command, enjoying the luxuries of being based on the capital planet of PanOceania; NeoTerra. The NCA has access to the best equipment and training available to PanOceania and can take more of it than usual, allowing them to deploy a larger number of PanOceania's best units. The NCA plays very much as an extension of PanOceania, exemplifying its core strengths and weaknesses. Shock Army of Acontecimento: The Acontecimento Shock Army is a veteran jungle fighting force of the planet of Acontecimento. This is represented in game by being a bit of a wildcard for PanOceania, the ASA is a very mobile fighting force that tends to eschew armour for speed and hitting power. Featuring the most forward deploying troops in all of PanOceania, the ASA requires a very aggressive mentality to play well, but will be very rewarding to those who can command their play style. Military Orders of PanOceania: The ace up the sleeve of PanOceania, the Military Orders are a unique force of power-armoured equipped Order Knights lead into battle by their Father Officers in the name of God. On the table the Military Orders are extremely aggressive, featuring a very large selection of durable Heavy Infantry (The Knights) with extremely varied capabilities, a well piloted MO force can be as unpredictable as it is decisive. ![]() ![]() ![]() ![]() ![]() The result of China buying out Japanese and Korean post-economic collapse debts as a means of vindicating its colonial ambitions, the nation of Yu Jing is a Chinese hegemony on a scale not seen before. The only nation in Infinity capable of matching PanOceania politically, Yu Jing is the only other superpower nation in the Human Sphere. With the Emperor restored to the throne as a means of promoting the Chinese identity, the State Empire of Yu Jing functions as a hybrid of Communist, party based police state with Chinese Imperial customs and traditions. With the rise of the Chinese national identity, those of Japanese or Korean ancestry have been relegated to second class citizens and have seen resurgence of their own, largely in race-based military units, political movements and criminal gangs. These revolutionaries strive in everyday life to retain a sense of identity within the Yu Jing identity, largely turning inwards to historical identities, such as the way of Bushido to impose themselves within the State Empire. The rising star of the East, the State Empire of Yu Jing merges tradition and technology, favouring heavily equipped elite soldiers supported by Japanese divisions. The military of Yu Jing shows less emphasis on Remotes and Tactical Armoured Gears as their PanOceanian rivals but are just as technologically advanced, seamlessly blending the historical warrior castes of old with the sleek technology of the new, perfecting the way of the warrior and giving the soldiers of Yu Jing a high degree of skill, regardless of the situation. In recent times, the Japanese have revolted against their Yujingese oppressors, carving out a bloody swathe in Yu Jing society and forming their own micro-nation, only time will tell how this develops. Why play Yu Jing? Yu Jing’s play style is heavily influence by its martial setting and features an emphasis on close quarter combat. You will like Yu Jing if you appreciate historical Chinese culture blended with bleeding edge science fiction and cyberpunk themes. Emphasized in game with very elite, top of the range equipped Heavy Infantry and combat Remotes supported by cheap fodder infantry. Yu Jing plays very well at rapidly moving assaults and lightning fast close-range fire fights. The result is that a well-played Yu Jing force plays like an oiled machine, but this comes with the downside of requiring a degree of knowledge to utilize your troops correctly and knowing which key pieces need support where and when. A critical mistake can result in a valuable operative being killed and finding yourself unable to deal with a situation in an battle as it develops, or having your support wiped out, leaving your heavy infantry very vulnerable to being surrounded or ambushed. Sectorials: Imperial Service: The Imperial Service of the State Empire plays as an extension of the core Yu Jing identity, the IS is capable of deploying larger numbers of the best HI Yu Jing has to offer and offsets the points cost by deploying larger numbers of expendable light infantry. The IS also has a large amount of Mercenary and ALEPH liaison access, giving you a large degree of variety in list builds outside of regular Yu Jing options. ![]() ![]() ![]() ![]() ![]() Out in the far flung depths of space, traversing the swathes of territory owned by the various nations of humanity are three massive independent spaceships, they are Tunguska, Corregidor and Bakunin, collectively known as the Nomads. Refusing to be part of any state identity or collaborate with ALEPH, the Nomads are a collection of misfits and criminals carving their own identities out in the stars. Their presence located not only in their iconic motherships, but also in orbitals and outer layers of the atmosphere of gas giants, in the asteroid clusters, near the Jump Gates and along intra-/extra-system trade routes. To be a Nomad is to be an outsider. Tunguska is not known, but known of. The operations on this ship are all kept from the public eye. They are specialists of information warfare and specialist services, be it extortion, lawyering, data abduction or wetwork. Tunguska is the ever vigilant on the presence of ALEPH in the Human Sphere, ensuring that its own banking and intelligence systems are securely separated from the AI and capable of dealing with any intrusion that arises. Meanwhile, Corregidor is known for one thing, brutality. Originally launched as a prison ship, the ship was forced to sell its prisoners off to the highest bidder, either to rival gangs or cartels to make money or as hard labour. Now however, Corregidor is the Nomad ace up their sleeve: Mercenaries. Many of the prisoners on the ships are ex-war criminals and convicts, forged into veteran special forces units and commando groups. Deployed not only for the Nomad cause, but also for to those who will pay them. The Nomad ship of Bakunin is known for social anarchy. There are almost no laws on this ship, what few are select to keep the ship out of internal danger. The ship is made up of modules, each one containing its own little micro personality. From bio-modification with no limits, violent sports with no rules, communities with no laws and any political mind set you can think of, Bakunin is truly the only free place within the Human Sphere. Within this ship is the sect of the Holy Order of Saint Mary of the Knife, a religious technological cult dedicated to destroying ALEPH at any cost. Why play Nomads? The Nomads are a faction built on specialists and skirmish warfare. Lacking the brute prowess and manpower of most other Infinity factions, the Nomads tend to specialise heavily on skirmish and info/electronic-warfare, allowing them to excel at denial and control aspects of gameplay. The Nomads have a large access to infiltrating and forward deploying models with a wild degree of varying equipment and skills, giving them a large amount of flexibility when playing on the table. The Nomads also have the best hackers and tactical Remotes available to them thanks to their investments in information warfare which can completely shut down tech-reliant foes if allowed to do so. The cost of these edges in Nomad skill is that most of their troop options are very fragile and not as suited to direct fire fight engagements as most other factions, even their dedicated run-and-gun troops tend to be more fragile than other faction equivalents. The Nomads are for you if you enjoy playing a skirmishing, specialist faction with some of the most cutting edge scientific developments in the Human Sphere. Sectorials: Jurisdictional Command of Corregidor: Made up of the toughest, most reliable and aggressive troops in the Human Sphere, the Jurisdictional Command of Corregidor is built upon the back of its veteran commando forces. Built for direct aggressive play, the Corregidor forces of the Nomads tend to eschew traditional info-warfare for a more direct brute approach, relying on their “do-or-die” attitude to win the day. Jurisdictional Command of Bakunin: Ever vigilant of ALEPH, the Jurisdictional Command of Bakunin is built around covert intrusion, information and electronic warfare with table controlling elements, be it from information warfare specialists or irregular forces. A Bakunin force tends to be built as a group of overlapping specialists requiring synergy and a degree of skill to play well. Jurisdictional Command of Tunguska: Tunguska is a strongbox full of data, money, and secrets that sails through space. Ruled by Mafias, directed by banks and controlled by hackers, the military force of this mothership combines the implacability, resources, and technology needed to keep it safe. The best hackers and crackers of the Human Sphere are found in Tunguska. Tunguska has some of the most powerful hackers and strangest troops in the game. Their variety allows many different choices in play style, be it full of tricks or heavy shooting. While these choices may not be as strong as the factions who specialize in them, they can keep your opponents guessing. ![]() ![]() ![]() ![]() ![]() The new Islam, HaqqIslam are a sect of followers that promotes tolerance and scientific enlightenment based on the Islamic Golden Age. The uncontested masters of biotechnology, they have a monopoly on a substance called Silk which has enabled mind uploads and reincarnation. Because of this monopoly, HaqqIslam has been able to secure official neutrality and financial security, allowing them to focus on the sciences and further push humanity through scientific development. Leading this new movement of Islam, scholar Farhad Khadivar stressed that the message was the most important of the faith, not the messenger. He sought to bring hope to a fatalistic people suffering under ignorant leaders. At the age of 42, he was assassinated by more fundamentalist believers. However the HaqqIslamite movement was not to be stopped, the discovery of star co-ordinates within the Qu’ran revealed a desert planet in a far star system, which was named Bourak after the Holy Scripture. With the combined wealth of Khadivar's followers, they purchased what had remained of the NASA program and launched a terraforming programme to turn Bourak into the new paradise of Islam. Succeeding in their task, HaqqIslam now stands as a bold new movement and nation in the Human Sphere. HaqqIslam is more than just a nation however, it is a way of life and a method of existence. HaqqIslam stands for progression and stands at the forefront of biomedical and terraforming development. These developments have progressed with body rejuvenation, with the regrowth of organs and body parts becoming increasingly common throughout the clinics of Bourak. This has bled into the HaqqIslamite military, with their more elite special forces capable of regenerating from near-fatal wounds whilst in the field, in mid combat. Not all is paradise within HaqqIslam however, with the HaqqIslamite Intelligence Service ready to eliminate those who threaten the progress of mankind's development and HaqqIslams progress towards true paradise. Why play HaqqIslam? A blend of specialists, HaqqIslam utilizes their faith and biotechnological edge to their own benefit. HaqqIslamite forces feature a very high Willpower (WIP) stat across the board, making them very effective Lieutenants, Doctors and Engineers. A lot of HaqqIslam models come packaged with the Religious Troop special rule, allowing them to keep fighting even when affected by Retreat! or Loss of Lieutenant special rules, making them a very persistent force on the table. This is only amplified by a few of their models packing the ability to regenerate wounds mid-fight, or even the ability to completely ignore vertical terrain effects thanks to the benefits of bio-engineering. These benefits come at a price however, with few tech specialists, HaqqIslam does not play well at the information warfare game. Be wary of deploying too many specialists as you will find many miniatures wanting to take their share of the order pool. With this in mind, you will like playing HaqqIslam is you enjoy a large degree of options at your disposal at any given situation, allowing you to deal with multiple situations as they develop. Sectorials: Hassassin Bahram: The intelligence network of HaqqIslam, the Hassassin Bahram are an elite force of assassins under the command of the Mysterious Man of the Mountain, the puppet master of the Human Sphere. The Hassassin Bahram play as an elite strike force of specialists capable of dispatching key enemy models before they can react, which can give them a decisive upper hand. Qapu Kalki: The force of Mercenaries and Corsairs of the Sultanate that defends the Caravansaries of HaqqIslam. The Qapu Khalki has a wide degree of Mercenary options at its disposal, giving itself a lot of flexibility in list design outside of the regular HaqqIslamite forces, making them a very unpredictable force to face. ![]() ![]() ![]() ![]() ![]() Ariadna is the nation of descendants of Russian, French, Scottish and American colonists of the first colonization mission launched in the 21st century. The starship Ariadna entered a wormhole (the discovery of which prompted the second space race and the first colonisation programme), succeeding in travelling to the other side and set up base on the planet of the same name, Ariadna. However, when Earth attempted to send a second ship through the wormhole, the wormhole promptly collapsed and began the economic collapse that marked the end of Earth as we knew it. The wormholes crash also marked the Ariadne being stranded on a hostile planet with no way of sending contact back to Earth. The colonists quickly antagonised the sentient, dog-like native Antipodes and ended up at war with them for the better part of a century. The result was a collapse and relapse of the colony, with sides reforming under national identities of the colonists to maximize individual survival chances. Since then, the planet has been rediscovered first by PanOceania and then Yu Jing. This has also coincided with the discovery of an incredibly valuable and rare mineral known as tesseum. Harder than diamond yet easier to shape, it is also used as a primarily component in starship fuel. PanOceanian lawyers rushed to exploit a technicality in interplanetary law: claiming that Ariadna only had claimed a small portion of the planet and that the rest of the landmass was up for grabs. With the original nations that had financed the colonization having being absorbed into PanOceania and Yu Jing, both began to send corporate-lobbied starships to land on Ariadna and claim ownership to parts of the planet, not only antagonising the Ariadna who had been fighting for their very existence on the planet as their only home, but also the native Antipodes. The following Commercial Wars were fought between the Ariadne, who were supplied and funded largely with equipment and training by the Nomad Nation (acting in their interests as a minor power by making sure the hyperpowers didn't establish a precedent of violating sovereignty) against the PanOceanic (and Yu Jing) backed corporations. Eventually, the Nomads and HaqqIslamite Sultanate forced a bill of legislation through the O-12 (Organisation of the 12 Planets) that established Ariadna’s sovereignty over the whole planet and recognized them as an independent nation. Today, Ariadna stands as part of the O-12 alongside the other nations of the Human Sphere in the fight against the Combined Army. Why Play Ariadna? Ariadna is a faction of cheap and efficient skirmishers that look for asymmetrical opportunities to put down their opponents down hard. The three elements a good Ariadna player leverages are efficiency, camouflage, and lots of guns: Lacking the fun toys, crazy profiles, and bizarre gimmicks of other factions, Ariadna brings models cheaper than their equivalents from other factions. Ariadna also boasts the ability to bring a terrifying amount of camo-infiltrators, dominating the mid-board and objectives before the game begins, and denying their opponent the ability to make informed decisions. Ariadna also rocks some of the most Special Weapons Cost (SWC) efficient heavy weapons in the game and can stack these big guns on their already cheap, efficient, and camouflaged models to wreck havoc. Ariadna wins by placing the double the necessary tools for the job exactly where they need to be, without your opponent even realizing the tools are there! The asymmetrical efficiency of Ariadna comes at a price. Ariadna lacks tactical options and technological flexibility. There is a lot of important equipment closed off to Ariadna alone. The big elements missing from the Ariadna army are hacking, multispectral visors (MSV2), and good remotes. Without hacking, Ariadna has no answer to heavy infantry, remotes, and TAGs, other than coordinated, overwhelming firepower. Lacking MSV2 leaves Ariadna players at the mercy of opposing thermo-optic camouflage, smoke, and Optical Disruptors (ODD). And Ariadna’s lone remote, the faithful Traktor Mul, can’t play on the same level as the standard array of drones available to the other factions, most notably missing a total-reaction heavy machinegun (HMG) option. Lacking these three options forces Ariadna players to accept that some fights are unwinnable out of the box - Ariadna is efficient, but uniquely predictable, and savvy opponents will hammer down on your weaknesses with their tricked out, purpose-built models. Sectorials Caledonian Highlanders: The Caledonians are cheap, tough, and as subtle as a brick to the head. The Scots are filled to the brim with claymore-wielding-kilted-maniacs, overgunned infantry, and the best murder-werewolves in the business. If you look at vanilla Ariadna and think, “This army has too many options and plays too carefully” then the Caledonians are your bag. Mechanically, the Caledonians field hilariously killy link teams, insanely fun dogged-impetuous diehard models, and a great gimmick in -the- William Wallace. A good Caledonian army features a swarm of cheap, efficient fighters that delivers cheap, efficient badasses to the exact part of the battlefield where they’ll do the most damage. Force De Rapide Résponse Merovingienne: The Frenchies are Ariadna’s rapid reaction force. Always first on the scene, the FRRM brings mobility, manpower, and firepower, to the battlefield, overwhelming their opponents with cheap skirmishers, quick ambushes, and coordinated retreats. Be wary, CB has said they’re on the list for a major overhaul, but for now, the FRRM army is probably better played by taking a bunch of French models in vanilla Ariadna. USArianda: USAriadna is the elite army of Ariadna, boasting better equipment and training than the rest of the factions, with the added benefit of a little ![]() Mechanically, USAriadna is the platonic ideal of Ariadna as a whole. They have little-to-no special features, abilities, skills, or gimmicks, excepting very high armor for the faction. Efficiency, efficiency, efficiency, is the American’s motto: efficient link teams, efficient camouflage-infiltrators, and efficient characters. The no-nonsense approach makes USAriadna the best pick for a new Infinity player looking to get into Ariadna, reinforced by having Infinity’s first discounted sectorial box. ![]() ![]() ![]() ![]() ![]() Dominated by The Evolved Intelligence, the Combined Army is the latest terror to threaten Humanity. The Combined Army itself is an instrument of conquest in the EI’s constant paranoid ambition to dominate, subdue and annihilate entire civilizations in its quest towards its singular aim: Transcendence to an evolutionary superior plane of existence. The Evolved Intelligence (EI) is a force with only one aim: Transcendence. Designed as a backup AI by its creators after the first one transcended without them, the EI’s imposed limiters are the one thing keeping it from transcending and the only conclusion the EI could draw was that it needed more data and forcibly began to expand to gain as much information as possible from the galaxy as we know it. Entire civilizations and star systems fell to the grasp of the EI as it expanded outwards and has now began to approach Human space. The first scouting fleets have sent Humanity reeling, forcing them to stand together or be crushed apart. Humanity now stands, barely holding off the tips of the invasion fleets of the Combined Army. The military forces of the EI itself are the Combined Army, made up of the multiple enslaved or indoctrinated species to perform its will. Notable are the Morats, the Shasvastii and the EI Aspects themselves. The Morats are a martial and warlike expansionist species, perfect as shock troops to assault enemies of the EI directly, taking a direct approach to warfare wherever possible. The Shavastii are more akin to infiltrators and saboteurs, relying on sleight of hand tactics to constantly undermine the abilities of their enemy, the Shasvastii are primarily known for their uncanny ability to constantly reproduce with their primary motivation being the survival of the remnants of their race. The EI Aspects - known as Charontids - function as extensions of the EI itself. They are the perfect soldiers of the EI and will never cease until the aims of the EI are finally realised. Why play the Combined Army? You'll like the CA if you want something very different, an elite army with a twist: The CA is an army of specialist, a giant box of unique tools. You have excellent shock troops, awesome infiltrators, HI as strong as TAGs and TAGs even stronger. The CA boast a number of unique abilities that will make less prepared players pause in alarm; such as hacking personality implants themselves (taking over human troops) or movable cover. You still have to pay for it though, and the CA is not a cheap faction. Also, you're fighting for the loftiest ideals, who needs plain money/power when you have the potential for Transcendence? Sectorials: Morat Aggression Force: The Morat army is as subtle as a brick to the face and hurts just as much. A warrior race that respects only strength, the Morats were subjugated and made the assault arm of the CA. Forget camo, forget cute tricks, the Morats don't play like that. You've got good link-teams screenned by awesome warbands, good HI, and airborne diplomats carrying rapid-fire guns. The Morats shine in annihilation or area-control scenarios, but lag behind when subtlety and varied mission objectives are needed. Shasvastii Expeditionary Force: The Shasvastii suffer from a racial trauma from a near-extinction event. Allied with the EI to increase their chance of survival, they play very different from other forces. Survival is the name of the game - your units have a shitload of camo and either automedkits or regeneration from eating fallen enemies. Did I mention that every Shasvastii has to be killed twice or it'll grow back after the battle, granting the enemy no VPs? OTOH, you've got absolutely no heavy firepower - learn to use your camo snipers, reaction drones as active force projectors, terror units (Speculo!), and more landmines than the Bosnian war. Control the table and make it a living hell for the enemies while they fight you on your terms. Onyx Contact Force: The first contact of the Evolved Intelligence for many, the Onyx Contact Force are a blend of Ur-Drones, Umbra, Morat, Shasvastii and Sygmaa. A sectorial containing a very large population of Remotes & TAGs, it isn't uncommon for lists to be a majority of alien machines bent on stamping on the face of humanity. The OCF plays like a slimmed and toned version of the core Combined Army, forgoing some of the very best EI Aspects for things like the ability to form fireteams of Remotes wielding deadly plasma weaponry. You should play Onyx if your heart is filled with the desire to brutalize all under the wrath of the EI. ![]() ![]() ![]() ![]() ![]() With the rise of Humanity as an space-faring species, a system had to be created to manage it, this system was named ALEPH. This unique and only (legal) Artificial Intelligence, ALEPH controls the entirety of the data networks and technological systems of the entire Human Sphere. From interstellar communication, inter system banking to the daily life of the Maya (the interstellar Internet network), ALEPH is involved within every type of daily dealing of humanity imaginable. From this ALEPH has evolved and gained self-awareness and sentience, using its new found intellect, ALEPH has expanded and infiltrated into most human factions to the extent that it is an inseparable part of humanity and is considered by some to be humanity’s greatest ally. Without ALEPH, intergalactic socio-political and intergalactic-economics would collapse instantly. There are those that distrust ALEPH however, suspicious of its movements and are forced into self-segregation from the rest of society as ALEPH is such a central part of human life that its influence cannot be avoided. Even the Nomads who have separated themselves from the Human Sphere cannot avoid ALEPH, having their own Arachne (Nomad equivalent to Maya) connected to Maya to maintain links with the rest of the Human Sphere. Built upon Post-Human designs, ALEPH has as its disposal military-grade biosynthetic bodies designed to host Aspects, which are partial representations of ALEPH itself. These L-hosts are still human, however they have transcended technologically, having the luxury of being digitalised human beings, capable of switching between bodies to further the aims of ALEPH, of whom they owe this luxury. Others still are artificial digital humans, some recreations of historical figures, designed for various political aims. Either as figures designed to bring humanity together with figures of its past, or those brought back from the pages of history to lead the fight in the name of ALEPH. Why Play ALEPH? You'll appreciate ALEPH if you love the heavy cyberpunk/GiTS feel to your miniature game. Every model in ALEPH is tech-porn ranked up to eleven. Each model in ALEPH tends to be over-equipped to the point of absurdity but pay for the privilege with higher than average points cost across the faction. Essentially, you'll get the best of the best, the elite black ops of the super AI itself, but you will pay for it. Every model in ALEPH is loaded with special rules and bolstered statlines making them more effective at their jobs than other faction equivalents whilst being difficult to kill, from being equipped with Optical Disruption Devices (ODDs) to completely ignoring the effects of being unconscious, ALEPH brings the best to the table. For these reasons, most ALEPH forces tend to be outnumbered, relying on smaller numbers of elite troops to get the job done supported by inexpensive AI constructions to pump orders into. The downside here being that individual troop losses tend to hurt more than other factions, not to mention that list building tends to be difficult as you will find plenty of expensive models all vying for spots in list compositions whilst you try to find a sense of balance, which can be tricky in such a scenario and objective driven game. Sectorials: The Steel Phalanx: Commanded by the artificial recreation of Achilles himself, the Steel Phalanx is a shock force designed to take the Combined Army head on in the fight for humanities survival. The Assault Subsection plays as a shock force lead by our greatest heroes reborn, preferring to engage the enemy head on in direct combat, eschewing any meaning of the word subtlety to win the day. ![]() ![]() ![]() ![]() ![]() The Tohaa Triumvirate are an advanced alien civilization curently wagning a campaign of war against the EI and its Combined Army. The Tohaa are guardians of the of the great treasures of the universe, the T'zechi Digesters, which hold the secrets to the knowledge of the known Universe. Masters of biotechnology, the Tohaa are most known and feared for their viral weaponry and symbiotic armour, but also for their tendency to alter and uplift other species to fight and serve alongside the Tohaa. The Tohaa desperately need allies and Humanity seem fitting as the new front line against the Combined Army. The Tohaa Trident functions as the armed forces of this implacable race and are renowned for their combat Triads, operating in cells of three that act as one. Tohaa troops are seasoned professionals, with a long history of fighting against the EI, without support and hopelessly outnumbered. The Tohaa themselves are unique strategists, known to operate in complex and closed situations, breaking forward with direct, disruptive actions and punching through enemy lines via unexpected vectors. However the endless years of war have taken is toll on the Tohaa civilization, they are showing signs of exhaustion and are in a desperate need of an alliance with Humanity. However, with their known history of manipulation, the question remians whether they plan to collaborate fully with their new allies, or will they manipulate Humanity into the sacrificial lamb to allow the Tohaa Trident to be the final blow against the EI? Why play the Tohaa? The newest faction in Infinity, Tohaa break the mold set by other factions by utilizing new rulesets to give them a fresh take at game mechanics. The Tohaa playstyle is established by by a series of individial models utilizing their own fireteam rules to help manipulate the flow of the game state by providing sectorial bonuses in a vanilla faction and utilizing these strengths via a series of individual models co-operating together. An important point to note with the Tohaa as they are a new faction, they currently lack the amount of releases or unit profiles of the other factions, giving them a much shallower approach to list building. The first notable thing is that a lot of Tohaa models have the rule of "Fireteam: Tohaa", namely models with this rule can form a 3 man Link Team with other models of this same rule. You can have as many of these so-called Triads as you want in your force and there are no restrictions on what models are in the fire team, only that they require the Fireteam: Tohaa rule to qualify. The second noticable thing about Tohaa is the Symbiont Armour rules they utilize, some Tohaa fighter profiles wear a living armour that bolsters their capabilities over their normal thresholds. This combines together to make the Tohaa fairly unique compared to the others as Tohaa Triads can be formed on the fly with different load outs creating a unique approach to scenarios as required. Tohaa troops themselves tend to be specialists in their roles allowing for not only unique list compositions but also unique ways of dealing with a situation as required, this does however come with the downside that Tohaa tend to struggle when applying a simple solution to a problem, especially with their currently limited army options compared to other factions. Currently the Tohaa have no sectorials. ![]() ![]() ![]() ![]() ![]() The Non-Aligned Armies represent neutral interests in the Human Sphere, individual nations or mercenary companies forging out their own existence in between the colossal powers of humanity and the alien forces. These can be separated either by national identity and cause, or seeking pure profit in the universe. These are the Non-Aligned Armies! The Non-Aligned Armies are exactly that, individual sectorial armies that are not officially aligned with any of the major powers. They play as four individual sectorial armies made up from existing forces in the Infinity universe, so expect a lot of faction-cross over with unit profiles. Currently, there are four sectorial armies for the NA2. Druze Bayram Security: The Druze Society is probably the most powerful criminal organization within Submondo, the international mafia entity that reaches all across the Human Sphere. The unmeasured use of unparalleled violence and their keen sense for business, reaching success with their companies used as a front to cover their illegal activities are the factors that have taken them to the top of Submondo’s inner circle. Primarily known as Haqq units, the Druze in this NA2 sectorial come with several new options making them significantly more dangerous here. Many of Infinity's "traditional" mercs can be found here as well and combined with some of Haqq's leanest units make the Druze a small but lethal force. Japanese Secessionist Army: Previously aligned with Yu Jing, the Japanese Secessionist Army have carved a bloody path out of the StateEmpire, with a heavy emphasis on powerful, lightning fast offensives, the JSA is one of the most aggressive and fast paced armies in Infinity. Favouring speed and firepower over armour, the JSA plays like a short ranged glass hammer and tends to be very unforgiving on mistakes but is also very rewarding to play with a high degree of skill. Ikari Company: The Ikari Company is the most despicable mercenary company in the entire Human Sphere. The reputation of this mainly Japanese group of mercenaries is based on a record of contemptible actions committed in the name of others, either unscrupulous corporations or criminal organizations. Forget about honor and the samurai way; the ideology of the Ikari is that of the ronin, the warrior without lord or honor, who is interested only in money. But not only Japanese make up this company. Here you will find the worst scum of the Human Sphere. Ikari, despite being described as a Japanese group, borrows units from all over. some of JSA's strongest options can be found here supported by many LI and remotes from other factions. Ikari is less of a glass cannon than JSA but has few LT options and no command skills. Starco. Free Company of the Sphere: The Free Company of the Star, or StarCo to abbreviate, conceived as an external financial resource of the Corregidor Jurisdictional Command, is proud of the professionalism of its members. Only a few in the mercenary market can compete against this company in terms of effectiveness and precision. However, the feature for which it is really appreciated is the value of their word, because even if things go off the rails, the StarCo always keeps it. Basically the only "Good Guy" faction in this game StarCo is frequently described as the "4th Nomads sectorial". Combining Bakunin and Corregidor, adding a few non Nomad pieces, and the protagonists from the Outrage comic, StarCo brings strong links and powerful tricks but can feel very "one note". Spiral Corps: Foreign Company: With its name, The Foreign Company pays homage to the famous French Foreign Legion, an elite military formation surrounded by romanticism whose war record has made it synonymous with courage and implacability, Assuming this name, the Company jopined that legend full of great deeds, bravado, and stories worth of the best adventure novels. Foreign Company is a strange mix of Nomad and PanO troops. Included in this lot are the stars of the Ariestia! team Soliders of Fortune, Hannibal, Sr. Massacre, Laxmee, and Valkyrie. Along with these extremely unique individuals, Foreign Coy boasts powerful shooters such as the ORC troops and Kriza Borac and dangerous stealth toops like Crocmen and Zeros. Foreign Company is an expensive army to run but their breadth of strong options make up for it. Dashat Company: ![]() ![]() ![]() ![]() ![]() There are those throughout the Human Sphere who refuse to affiliate with any faction. Those who eke out their existence by hiring out their skills to the highest bidder where only one calling is made; profit. These are the Mercenaries and providing you can afford to pay their price, they will work for you as marked from their contract. Mercenaries can vary from individual minor celebrities; known for their skills on the battlefield or their grace with a hacking rig, or from entire Private Military Contractors, hiring out entire squadrons to mega corps or nations as required. What are Mercenaries in Infinity? Mercenaries in Infinity are essentially additions to your force, they are not a main playable faction, but an out of faction extension to function as the ace up your sleeve which your force cannot traditionally provide. A thing of note with Mercs is that in a casual game, any player can take any Mercenary as dictated by their availability (AVA) and there aren't really any restrictions unless your play group does decide otherwise. However, in tournament or format play, every force and sectorial will have a specified allowance for Mercenary forces as dictated by their respective availability charts, dictating what they can and cannot take and what numbers they can deploy these Mercenaries in. ![]() ![]() ![]() Flipswitch fucked around with this message at 11:00 on Aug 22, 2019 |
![]() |
|
Flipswitch posted:reserved ![]() also you're threadfu a poo poo
|
![]() |
|
yo momma updated. I need to do the Druze/Ikari/Starco bits, I'll do them next week as I haven't played vs Starco yet. I'll add the closed battle lists too. Flipswitch fucked around with this message at 21:07 on Apr 18, 2018 |
![]() |
|
hello
|
![]() |
|
That's quite an op.
|
![]() |
|
I've got a Wu Ming ISS list with three separate minelaying profiles, in addition to a Madtrap equipped Zhanying, that I'm taking into my store today. I've never used Mines or equipment before so this will be a fun exploration. e: what do you guys think is better in a 5-man link, Heavy Rocket Launcher or HMG? Magic Rabbit Hat fucked around with this message at 21:59 on Apr 18, 2018 |
![]() |
|
If I had to pick one it'd be the hmg, mainly for the extra 2 burst. That guy will be rolling lots of face-to-faces, and 5 v 1 is a hell of a lot safer than 3 v 1. Also means that taking on another link team is less risky.
|
![]() |
|
If the link is going to be doing the majority of the offensive work then the HMG is the right choice.
|
![]() |
|
yeah, if it has to do lifting, get a HMG. If it's purely reactionary, then the HRL.
|
![]() |
|
Flipswitch posted:
|
![]() |
|
This is a cool and good thread for the coolest and goodest miniature game. This is legitimately the most balanced tabletop skirmish game I think I've ever played. If you are reading this for the first time, I would heartily recommend you try it out with a friend.
|
![]() |
|
Good thinking. Thankfully I can have the best of both worlds and slot in a Zhanying with a Missile Launcher ![]()
|
![]() |
|
There are a lot of interesting choices for the Zhanying slot in the Wu Ming fireteam - hacker can enjoy the benefits of Deflector against enemy KHDs and brings D-Charges, madtraps rule on their own and their owner brings sensor.
|
![]() |
|
ML and HRL have slightly different roles. I only use MLs in a reactive way unless I'm feeling real good about a shot. They also have slightly better range. I'd be perfectly happy to run a HRL upfield to fish for armor failures on high ARM targets. Multiple fire saves is kinda scary for anyone. Maybe it's because I've got access to way more MLs than RLs. I'm looking forward to the Kamau HRL/SMG in a link.
|
![]() |
|
To continue a conversation from the last thread. I only saw vague chat and wishful thinking about a Yu Jing closed battle list for a potential sectorial, nothing concrete. Do people play the closed battle lists much?
|
![]() |
|
I definitely recall someone, maybe Bostria, mentioning cbls for YJ. Regarding the PanO ones, it sounds like a lot of people tried them but they're honestly not very good lists. A Jotum without an engineer is just asking to be obliterated. Nisse sound like they'd be good linked but MVS2 on multiple models gets expensive fast.
|
![]() |
|
The CBL lists are alright for a challenge but the main limiting bit is there's only one of them for now. They're okay at best. E; for those interested. The CA have covertly managed to start colonising Dawn. Our planet now. Flipswitch fucked around with this message at 00:18 on Apr 19, 2018 |
![]() |
|
And they're not even the fun Nisse, just let them commit to a 3 man multi sniper link team. Ariadna Sepsitorized confirmed.
|
![]() |
|
Flipswitch posted:E; for those interested. The CA have covertly managed to start colonising Dawn. Our planet now.
|
![]() |
|
Ilor posted:Hahahaha, our campaign was prophetic! All according to plan.
|
![]() |
|
Cassa posted:Ariadna Sepsitorized confirmed. won't be that easy without cubes
|
![]() |
|
They did it the old fashioned way with Russian bots. Huh this is a bit annoying. I got the Treason Pack for my event but the missions are preset and can't be changed. Seems dumb. Flipswitch fucked around with this message at 09:24 on Apr 19, 2018 |
![]() |
|
What are the missions.
|
![]() |
|
How
|
![]() |
|
It'll slow your opponent down. How much depends on what they're playing. If they can run koalas or trash troops into them they'll go pretty quick. Plus you'll need to invest in all the orders laying them out. It can also be pretty mission dependent.
|
![]() |
|
One can use coordinate orders to drop mines though, right? It'd require command tokens but...
|
![]() |
|
Pyrolocutus posted:One can use coordinate orders to drop mines though, right? It'd require command tokens but... Yeah but it's gotta be all the same kind of deployable. All normal, or mono, or viral.
|
![]() |
|
Cat Face Joe posted:What are the missions. Annihilation, Hunting Party and Safe Area. My mates event got forced into Grid, Deadly Dance and Show of Force.
|
![]() |
|
Cat Face Joe posted:Yeah but it's gotta be all the same kind of deployable. All normal, or mono, or viral. Fair enough, though one order to drop 3-4 mines seems really good for area denial.
|
![]() |
|
Pyrolocutus posted:Fair enough, though one order to drop 3-4 mines seems really good for area denial. I might have, uh.... 8 infiltrating mine droppers in my 16 man Ariadna force. Only one with minelayer though.
|
![]() |
|
Flipswitch posted:Annihilation, Hunting Party and Safe Area. My mates event got forced into Grid, Deadly Dance and Show of Force. Having never run a tournament, in what way are you forced?
|
![]() |
|
Flipswitch posted:Annihilation, Hunting Party and Safe Area. My mates event got forced into Grid, Deadly Dance and Show of Force. Wait, so the missions for each pack are static but each pack is different?
|
![]() |
|
Yeah, normally you pick missions but for the narrative packs like Uprising it's randomly generated and locked. It's pretty dumb. It was like this for TAGLINE too IIRC.
|
![]() |
|
Cat Face Joe posted:Yeah but it's gotta be all the same kind of deployable. All normal, or mono, or viral. I don't think you can co-ordinate dropping mines... wouldn't all the minelayers have to pick the same spot? That's how smoke grenades and pitchers work. Spamming mines is fun, but if they happened to bring a minesweeper you will Regret it with a capital R. Having your mines flipped is the worst poo poo in the world.
|
![]() |
|
Under 15 posted:I don't think you can co-ordinate dropping mines... wouldn't all the minelayers have to pick the same spot? That's how smoke grenades and pitchers work. Smoke grenades and pitchers have to do that because they are still bs skills, even if they are targetless. Placing a mine is actually it's own skill, in particular each type of mine is. So as long as everyone in the order has antipersonnel mines they can use the short order "Antipersonnel Mine" in the coordinated order.
|
![]() |
|
Nice, a new thread! Time to poo poo it up with some lists! Haven't posted for a long while but I've been up to Infinity things. Finished my USAriadna last year (Okay, except for the Blackjacks, they came out after I decided it was time to move on). Designated this year as my Corregidor year. So I've mostly been painting and playing them, with a handful of mercenaries and generic Nomad units so I can play Vanilla every now and then. I also hosted a four person legit ITS Beer-finity tournament at my house last month. We had.... way more beer than we needed. And were able to fit two tables (with MDF extensions) worth of tables on my dining room table. So that was a blast. I came last, it was my first tournament with Corregidor and I was putting the emphasis on beer. Really good time, I would recommend it. So playing another tournament next weekend with 10 people. Unmasking, Supplies and Front line. I"m thinking of running with these two lists. I've played one the one with Massacre in it, and it was very effective. I've played one similar to the drop trooper one, but I'm thinking of running it anyway because it's got four drop troopers and no one is prepared for that. How stupid is this drop trooper list? It's either that or maybe I run a ten order list with Mobile Brigada and a ton of bots just for the cool models. Deadpool list: ![]() ────────────────────────────────────────────────── GROUP 1 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() GROUP 2 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 6 SWC | 300 Points Open in Infinity Army WTF are you doing list: ![]() ────────────────────────────────────────────────── GROUP 1 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() GROUP 2 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 6 SWC | 300 Points Open in Infinity Army I like this because it's stupid. I also like it because I used to love running Van Zant or an Airborne ranger when I played USAriadna. So having really good drop troopers is very appealing. It's not Van Zant or a Spetnaz, but it is pretty drat cool. I figure I try and bait them out of position a little bit and then walk the HMG on for maximum carnage. E: One more list. I actually really like this one for Frontline. I may go with this and then use the intruder list for Supplies and Unmasking. ![]() ────────────────────────────────────────────────── GROUP 1 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() GROUP 2 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 6 SWC | 299 Points Open in Infinity Army Sir Teabag fucked around with this message at 03:04 on Apr 20, 2018 |
![]() |
|
How much beer is going to be at the new tournament? I'd say play the list with your favourite models. \/ I think that's an ARO requirement, so you can't deploy a mine while hearing a noise through walls. Cassa fucked around with this message at 08:50 on Apr 20, 2018 |
![]() |
|
Don't forget that in this game you can't just preemptively drop mines in your active turn - they need a target, even if you are dropping it from the corner. Minelayer lets you drop one during deployment, but thats it. If you want to secure zone with explodey stuff before any enemy models get there, use perimeter weapons and place them on standby. Unfortunately, they won't react to camo, but they are very annoying. Under 15 posted:Spamming mines is fun, but if they happened to bring a minesweeper you will Regret it with a capital R. Having your mines flipped is the worst poo poo in the world. Eating orders from an opponent is worth it, especially if they don't run a spammy list. Flipping AI Beacons is way more rage-inducing ![]()
|
![]() |
|
![]()
|
# ? May 18, 2024 18:46 |
|
Under 15 posted:I don't think you can co-ordinate dropping mines... wouldn't all the minelayers have to pick the same spot? That's how smoke grenades and pitchers work. You can, since mines don't have a target apart from "the ground" fatherboxx posted:Don't forget that in this game you can't just preemptively drop mines in your active turn - they need a target, even if you are dropping it from the corner. Minelayer lets you drop one during deployment, but thats it. What do you mean? You can place a mine in your active turn wherever and whenever you like. It's a short order skill and doesn't require a target. If you want to place it next to a (camo) marker though, you need to do it as an intuitive attack. Not a viking fucked around with this message at 09:31 on Apr 20, 2018 |
![]() |