Infinity: Campaign Paradiso Prelude report 4


Campaign Paradiso (partial)Welcome to the Campaign: Paradiso Prelude AAR.

The Prelude saw the Ariadna forces of G$ take on Alex’s Tohaa, in what is essentially a couple of test games designed for new Tohaa players.

As befits these two missions, the AAR is necessarily brief. I will provide basic steps through both missions and provide the outcomes, with some attached pictures.

My conclusion will discuss my thoughts on these missions, and provide some ideas on terrain and setup.

Infinity: Campaign Paradiso Prelude report

FORCE LISTS:

The below forces were used in both missions, without changes.

TohaaHelp
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Group 1 10 0 9
MAKAUL Heavy Flamethrower, Zero-V Smoke Grenades / Pistol, Viral CCW. (13)
MAKAUL Heavy Flamethrower, Zero-V Smoke Grenades / Pistol, Viral CCW. (13)
MAKAUL Heavy Flamethrower, Zero-V Smoke Grenades / Pistol, Viral CCW. (13)
SAKIEL Spitfire / Pistol, Knife. (1.5 | 23)
SAKIEL Spitfire / Pistol, Knife. (1.5 | 23)
SAKIEL Combi Rifle, Swarm Grenades / Pistol, Knife. (20)
SAKIEL Combi Rifle, Swarm Grenades / Pistol, Knife. (20)
SAKIEL Combi Rifle, Swarm Grenades / Pistol, Knife. (20)
SAKIEL Combi Rifle, Swarm Grenades / Pistol, Knife. (20)
IGAO Combi Rifle, Nanopulser, Flash Grenades / Pistol, DA CC Weapon. (26)

Group 2 5 1 0
DIPLOMATIC DELEGATE (Civvie) . (0)
CHAKSA AUXILIAR (Neurocinetics, 360º Visor) HMG / Pistol, CCW. (1 | 25)
KAMAEL (Forward Observer) Combi Rifle / Pistol, Knife. (13)
KAMAEL (Forward Observer) Combi Rifle / Pistol, Knife. (13)
NIKOUL Viral Sniper Rifle / Pistol, Knife. (1.5 | 30)
KAMAEL Lieutenant Combi Rifle / Pistol, Knife. (12)

5.5 SWC | 284 Points

 

Ariadna
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Group 1 10 0 0
MINUTEMAN Lieutenant AP HMG / Pistol, CCW. (1 | 34)
FOXTROT Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24)
FOXTROT Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24)
S.A.S. Chain Rifle, Grenades / Assault Pistol, AP CCW, Knife. (22)
S.A.S. Boarding Shotgun / Pistol, AP CCW, Knife. (25)
KAZAK DOKTOR Rifle / Pistol, Knife. (13)
VOLUNTEER HMG / Pistol, Knife. (0.5 | 19)
MÉTRO HMG / Pistol, Knife. (0.5 | 19)
CHASSEUR Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0.5 | 19)
CHASSEUR Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0.5 | 19)

Group 2 7 0 0
TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11)
TRAKTOR MUL (Total Reaction) Uragan MRL / Electric Pulse. (1 | 18)
DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (14)
112 Light Shotgun / Pistol, CCW. (12)
LINE KAZAK Paramedic (MediKit) Rifle / Pistol, Knife. (11)
VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (6)
LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (10)

6 SWC | 300 Points

PROLOGUE 1 – VALLEY OF DARKNESS

Infinity: Campaign Paradiso Prelude report Inf_CP_PR1_Mission

Prologue Mission 1: Valley of Darkness board setup

 

Infinity: Campaign Paradiso Prelude report Inf_Pr1_Dep

Mission 1 table, closest edge is the Ariadna deployment edge, the grey board of the background represents the interior of the “Dawn” spaceship, used in mission 2

Mission Objectives

Colonial Troops: Try to get as many troops as possible into the Dawn spaceship, leaving the table through the Spaceship Access Area. To be victorious, at least 1 troops must leave the table through that area

Tohaa Forces: To prevent Colonial Troops entering the spaceship. The only chance for victory is to prevent any Colonial troops from entering the ship.

 

Game Report

The roll off to determine the winner of Deployment or Initiative was won by Tohaa. As deployment zones were already determined, Alex chose ‘Deployment’ to force the Ariadna troops to deploy first. This forced G$ to show his hand, allowing Alex to react with his troop placement. As the winner of Initiative, realising he had to get across the table, G$ elected to be the first Active player.

Infinity: Campaign Paradiso Prelude report Inf_Pr1_Deployment

Mission 1 – Deployment Aridane on the left, all lined up. Tohaa in the centre of the table focussed on the bottom edge.(apologies for the beverages present in the shot!)

With the starting game roll completed, Alex spent a Command Token to remove two orders from G$’s order pool in the first turn.

I think this may have been the only time in the game G$ stood a chance of winning. Activating his first unit, to get some movement happening, the Tohaa forces were waiting and ready. Three Makaul in a fireteam, spewing forth streams of fire with three heavy flamers, obliterated a large chunk of the poor humans. Realising the danger they were in, the Traktor Mul’s were ordered to rain down a hail of fire on the lead Makual.

As rockets and bullets were fired, the Makauls responded by obfuscating themselves in a hail of Zero-V smoke, all but leaving the Aridna force with no targets.

Infinity: Campaign Paradiso Prelude report Inf_Pr1_Trakto_Mul

Ariadna Traktor Mul’s, hoping to rain down death and destruction.

Infinity: Campaign Paradiso Prelude report Inf_Pr1_ViewfromTohaa

Tohaa view after heavy flamethrowers cleared the Ariadna lines.

Seeing an advantage, one of the S.A.S. troopers used his stealth to close with a Makaul, and then put an end to the alien with his trusty knife. Given that a knife is a silent weapon, this allowed no ARO’s for the poor Makaul, and he met with a grizzly fate, never knowing his assassin.

Unfortunately, this signaled the end of the turn and the Smoke blew away, exposing the entire Ariadna force to withering fire from the Tohaa. Given how much was wiped out in the initial round, to the Heavy Flamethrowers, there was nothing G$ could do to claw back from here.

Infinity: Campaign Paradiso Prelude report Inf_Pr1_AriadnaLt

Ariadna Lieutenant, of the 5th Minutemen “Ohio”, carrying his AP HMG, looks on as the way is blocked by the Tohaa. “No way through to the ship, fall back”

The way to the Dawn spacecraft was closed!

RESULT – Tohaa Victory

PROLOGUE 2 – FINAL CHANCE

Infinity: Campaign Paradiso Prelude report Inf_CP_PR2_Mission

Prologue Mission 2: Final Chance board setup

 

Infinity: Campaign Paradiso Prelude report Inf_Pr2_Dep

The interior of the “Dawn” spacecraft

Mission Objectives

Colonial Troops: The force Lieutenant is also the nominated Comms Officer. Any troops making it to the Dawn from Mission 1 is available for free in this mission.

1) Evacuate the Comms Officer and as many troops as possible through the Evacuation Area. The evacuation of the Comms Officer means an automatic victory for Ariadna.

2) If the evacuation cannot be achieved, the Comms Officer can active the ships seld-destruct system from the Main Control Console. Destroying the spaceship provides an automatic victory

Tohaa Forces:

1)  Capture the Comms Officer and as many troops as possible. If at the end of the game the Comms Officer is captured, and the spaceship is not destroyed, the Tohaa win.

2) Activating the Access Terminal and identifying the Comms Officer is a secondary objective.

 

Game Report

Again deployment zones were pre-determined as per the mission, Alex won the roll to start the game and selected Initiative, electing to go first. G$, winning Deployment, forced the Tohaa to deploy first.

Alex went with a broad deployment of his Tohaa, covering all the approach avenues, making it hard for the Ariadna troops to escape. Realising this, G$ determined the best hope for victory was overloading the ‘Dawn’, and making sure no Tohaa lived to tell the tale. A worthy sacrifice.

Infinity: Campaign Paradiso Prelude report Inf_Pr2_Generator

The power generator, secondary objective. If the Ariadna troops can;t get off the ship, then they will be force to use the control console to blow it up instead.

To this end, G$, deployed his Ariadna troops to provide the best access to, and support for, the main console room.

Infinity: Campaign Paradiso Prelude report Inf_Pr2_TohaaDeployment

Tohaa Deployment, covering all approaches. The exit off the “Dawn” is in the top left corner.

With his first orders, Alex moved his troops into the best covering positions he could find. This drew the attention of the Traktor Mul’s and some long ranged bombardment began.

With a barrage of fire, the Flamethrower Makaul’s were thinned out, leaving a slight gap in the Tohaa covering fire.

Infinity: Campaign Paradiso Prelude report Inf_Pr2_TohaaSmoke

Tohaa Zero-V smoke blocks all vision out of the corridor.

With short firefights erupting in various corners of the ship, the main Ariadna element, with the Comms Officer, strode purposefully down a central corridor, reaching the corner of the Control Room.

Engaging in a double front, the Ariadna troops, made it count, knocking some Tohaa aliens out of the fight. Unfortunately an small Tohaa fireteam had made their way around the corner, and were now in Zone of Control. This allowed some smoke to be thrown, blocking any ability to continue clearing a way for the Ariadna Comms Officer.

Infinity: Campaign Paradiso Prelude report Inf_Pr2_TohaaSmoke2

Tohaa and Ariadna, fighting in the corridors, almost back to back around the corner from each other.

The second turn saw Alex reinforce his Tohaa covering positions, allowing a Sakiel to lob a Swarm Grenade into the corridor where the Ariadna troopers were hunkered down. The swarm went off neutralising part of the Ariadna support.

Seeing the Command Console in the room ahead, the Comms Officer could see no solution other than braving the swarm in an attempt to blow up the ‘Dawn’.

Infinity: Campaign Paradiso Prelude report Inf_Pr2_TohaaSwarm

SWARM GRENADE! Tohaa block the entrance to the generator room, in an all or nothing move the Ariadna Comms Officer/ LT braves the nanobots… and succumbs to their overwhelming number

Striding bravely through the Nano-Swarm left by the grenade, the bug sized robots turned and launched a savage attack. Unable to fend off so many, the Comms Officer succumbed to the tiny ‘bots, ending any chance the Aridna forces had of warning humanity.

RESULT – Tohaa Victory

or was it? A quick, double look through the Mission rules indicated that the Comms Officer needed to be captured. In this case the Comms Officer was killed, and if that happened Victory went to the Aridna forces.

Looking more closely we say that in addition to Stun Guns being available, all Tohaa weapons with a special ammunition type could also be loaded with Stun ammunition, but this needed declaring at the beginning of the game, when deployed. This is something that was overlooked at the time.

In the end we looked and thought that realistically, Tohaa would be using stun on pretty well everything with a special ammo type, and the Ariadna forces would stand little chance of escaping from their current position.

We decided to move the result to a DRAW.

OVERALL RESULTS

The Tohaa were able to stop the Ariadna forces from sending a warning to the rest of Humanity about Paradiso. Humans would arrive, just as the Tohaa predicted.

Thoughts

Unfortunately I can’t say that the Prologue/ Prelude games were good. They read well on paper, but in practice they don’t play out well. Neither player enjoyed either mission. Not a great way for a Campaign to begin.

It does seem that the two missions are designed to help provide the Tohaa player with a basic run through of his army (and this is mentioned in the book) . At the time of publication, Tohaa was a new force, only released in the Campaign Paradiso book, and had a limited selection of troops to choose from. As it is now, that range has grown, and I believe no longer fits the mission parameters. Both missions originally seemed to have a bias towards Tohaa victory, using a now expanded range of miniatures seems to add to that bias.

Mission 1 turned into a turkey shoot, it was purely a dice rolling exercise, and we called it after Round 2 (at my insistence as it was ready to be called in Round 1).

Mission 2 was similar, the odds seem stacked in the Tohaa player favour, where they can simply sit and wait for the Ariadna troops to show themselves.

Having a limited selection of troops for Ariadna also hurts, they get very few units other than basic troopers, whereas Tohaa get a full selection.

I also fully appreciate the terrain may indeed have caused this outcome. Terrain is such an important part of Infinity, and it can directly affect the outcome of a game. In this case I was looking to provide an outside ‘valley’ leading directly into a spaceship. This gave a more open outdoors table, and a winding corridor filled spaceship interior.

I struggle with non-city/ building terrain with Infinity. The Saturation and Visibility zones don’t compare to full line of sight blocking terrain. I really don’t want outdoor games of Infinity to simply be about replacing buildings with hills, or rock formations, but I can’t see any other way (at the moment). With the force selections available in these two missions, and the more open table, the Tohaa were having up to 10 models with ARO’s, for each Ariadna order. That is a lot of shooting to try and avoid. Weight of numbers eventually wins.

Changes and Recommendations:

Personally I would recommend skipping these two missions altogether. If you find yourself needing or wanting to play them, really take a look at them and modify them to suit you gaming group.

My suggestions:

1) Have to deployment areas for the Tohaa pushed back to the opposite edge from the Ariadna deployment zone. Keep the 2 deployment areas, and Infiltration zone, but keep them 24″ apart.

2) Remove any restrictions on the Ariadna force. I know this deviates from the ‘historical’ replay value, but it should provide a better game

3) For Mission 1, wooded areas won’t cut it. You need lots of hills, rocks and maybe even containers/ scatter terrain so the Ariadn force can get out of line of sight.

4) For Mission 2, I would presume the entire 4×4 table is a huge hanger for the ‘Dawn’ and fill with scatter terrain and real Industrial type buildings (workshops, hangers, pipes. pumps etc). This will stop the funnel process. Corridors are AWESOME in Infinity, but not when you need to get across the table.

Positives

Troy and I played the next mission in the Campaign (500 points on a 6’x4′ table for fun, that is a story for another time), 1st Mission, and it was great. I have a much more positive outlook after playing that game. The mission is well thought out, balanced and has a lot going on..

No force limitations will see people much more interested. Experience will be a huge factor in keeping people invested in the game/ campaign.

Overall, even though the start was bad, I maintain high hopes and think the Campaign overall will be successful and entertaining.

Now, if anyone has any ideas on how to represent outdoor/ wilderness games of Infinity, without it simply replacing rocks/ hills for buildings, I would love to hear it. Saturation and Low Vis Zones don’t seem to make up for a lack of Total Cover.


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4 thoughts on “Infinity: Campaign Paradiso Prelude report

  • coyotesplat

    I’ve been struggling with the idea of an outdoor style table for infinity too (only done a more urban/industrial style table so far though). Some suggestions for stuff other than hills (although those could be good too) would be: Bits of crashed spaceship (think the old GW terrain pieces that came with one of the starter sets – 5th ed?), cabins/research facility (for a building), outpost/staging camp (tents), and of course to borrow from history – bocage. 🙂

    • unhingedtangent Post author

      Thanks for the ideas, never even thought of bocage! 🙂
      I had considered containers and the odd bit of scatter, but I think small demountable, or moveable, style buildings would also work well. We have that old crashed Aquila, worth looking at as well.

      I think in my mind I had the idea of a primary forest table broken up by a bit of hills/ odd piece of terrain. A lot of other games give you a form of cover in forests, or have rules allowing things to not be seen ‘x’ distance inside a forest/ or through a forest. I think I had that in the back of my mind. The Low Vis and Saturation Zones work, but are easily removed by MSV, essentially leaving you with an open board (to those models).

      I think that combination undid me. Will keep looking at it and see what we can find.
      Thanks again!

      • coyotesplat

        The micro arts shipping containers are ok (I’ve got some for my urban table). But what you really need for infinity is large LOS blocking terrain. (Similar to the later editions of 40k, but with even less cover given for ‘area’ terrain) Some rock formations might also work (you can get a nice large bag of rocks from bunnings for all of $15-$20.

        And a MSV is going to ‘make the day’ of any faction that relies on cammo too – the counter to it is pretty much the white noise hacker program. 🙂 (Remember that everything has a counter – and the challenge is crafting a list that has a counter to pretty much everything, or as much as you can squeeze in…) o_O

        • unhingedtangent Post author

          You bring up some good points there. I’ve been thinking about it a bit, and maybe it is a perspective thing.
          I have been trying to use the forests/ woods/ Low Vis and Saturation zones AS the cover and blocking terrain. I think a better way to look at it, in Infinity, is that it simply adds another feature to the board, not replaces LoS blocking terrain.

          We tried a 500pt match, on a 6’x4′ table, and we used smoke/ zero-v smoke and white noise to great effect. I think knowing the best ways to use these is part of the learning curve of the game, but produces excellent results.