Thursday 24 August 2017

Infinity N3 Escalation League - Missions Rejig

Amongst others, I must thank Nate, Dan and Mike, for their comments and changes to the missions below. The agreed view was that they needed to more closely mirror real ITS, but still allow scoring on both sides and assist new players to learn the game. Two missions from the original four have been totally changed, and the other two have been tweaked. Mission four now allows a HVT and uses the classified deck.

Above: Ahh. Happy Infinity gamers.


The plan is still to begin the league in September and finish at the end of October, when participants will have played a maximum of four games.

I have a list of players who have so far said they are going to take part:

1. Richard 
2. Nathan
3. Joe
4. Mike B.
5. Dave G.
6. Ed
7. Kannan
8. Nicolas
9. Ziggy
10. Jim
11. Mark M.
12. Dan
13. And myself.

I know that we might have more (perhaps, Dave R., Scott L., Stephen). I have no problem if people want to join the league during the two months. Just let me know.

It is perfectly fine if participants want to play the same opponent for every game, but ideally, it would be nicer if you could cross pollinate with other opponents.

Each week I will put a post on the club's Facebook page, and following each game, please could I ask that both players provide me with the following information:

1. Round/Mission
2. Name of player one and faction.
3. Name of player two and faction.
4. Result (win/loss/draw).
5. Player one objective points score (out of 10) and casualty points caused on opponent.
6. Player two objective points score (out of 10) and casualty points caused on opponent.
7. Any feedback on mission, likes/dislikes.

The winner will be who scores the most objective points, with casualty points being the tie-breaker if needs be.

Mission 1: Going Long.

I have limited the points cost for this first mission to 150, but honestly if you are few points over, with the models you have available, I am not going to kick up a stink. Primarily we are here to learn the game and the abilities of your new figures.

If you are an experienced player, I recommend you chose an opponent who is still learning the rules, and help them through the experience of a three turn game. Thank you.

Objectives (a maximum of 10 points available):
A maximum of two points for each of the following:
- At any point in the game, get a friendly model (which began the game on the table) to enter opponents deployment zone.
- Declare a CC attack in your active turn.
- Cause your opponent's Lieutenant to enter a 'null' state.

Then one of the following:
- At the end of the game having caused 0-50 points of casualties (1 point)
- At the end of the game having caused 51-100 points of casualties (2 points)
- At the end of the game having caused 101-150+ points of casualties (4 points)

Classified Objectives: None

Limitations:
Points: 150-ish (no model in excess of 50 points).
SWC: Maximum of 3
Command Tokens: No
Classified Deck: No
Hackers: No
Named Characters: No
Link teams: No
TAGs: No
High Value Target (HVT): No
Remotes: No
Combat Groups: A maximum of one.
Game turns: Three

Table set-up: Standard 4x4 table with 12 inch deployment zones.


Mission 2: A Very Special Somebody

Objectives: (a maximum of 10 points available). 

The following can only be scored from once:
To successfully carry out a doctor or paramedic special skill (2 points)
- To successfully carry out an engineering special skill (2 points)
- To successfully carry out the forwarding observer special skill or Spotlight hacking program (2 points)

Then one of the following:
- At the end of the game having caused between 0-100 points of casualties (2 points)
- At the end of the game having caused 101-200+ points of casualties (4 points)

Classified Objectives: None

Limitations:
Points: 200
SWC: Maximum of 4
Command Tokens: 2
Named Characters: No
Linked teams: No
Hackers: Yes
TAGs: No
High Value Target (HVT): No
Remotes: A maximum of one.
Combat Groups: A maximum of two.
Game turns: Three

Table set-up: Standard 4x4 table with 12 inch deployment zones.


Mission 3: Panoply Pitstop 

Table set-up: Standard 4x4 table with 12 inch deployment zones. Outside of deployment zones divide the battlefield into four equal quarters (2 long and 2 deep) and at the centre of each quarter place an objective marker, which represent one of the four panoplies. 

Successfully searching a panoply requires a model (not just specialists) to be in base to base. Spend a short skill and pass a WIP roll to open the panoply. A specialist (doctor, paramedic, engineer, forward observer, hacker or special operative) receive +3 bonus for the WIP roll. A successful search allows the model to roll on one of the two booty tables (page 69 of the main rule book). A specialist with a successful search can roll twice and chose which result they wish.

IMPORTANT: A model can only have one successful panoply search during the game (remember to save some of your models for turns two and three).

Objectives (a maximum of 10 points available):
- To have the most number of successful searches in panoplies in the 1st game turn (2 points).
- To have the most number of successful searches in panoplies in the 2nd game turn (2 points).
- To have the most number of successful searches in panoplies in the 3rd game turn (2 points).

Then one of the following:
- At the end of the game having caused 0-150 points of casualties (2 points)
- At the end of the game having caused 150-200 points of casualties (3 points)
- At the end of the game having caused 200-250 points of casualties (4 points)

Classified Objectives: None

Limitations:
Points: 250
SWC: Maximum of 5
Command Tokens: 3
Hackers: Yes
Named Characters: No
Link teams: Allowed - (Link teams are very powerful in the hands of an experienced player - No noob stomping please)
TAGs: No
High Value Target (HVT): No
Remotes: No limit
Combat Groups: A maximum of two.
Game turns: Three


Mission 4: Difficult Reception.

Table set-up: Standard 4x4 table with 12 inch deployment zones. Outside of deployment zones divide the battlefield into four equal quarters (2 long and 2 deep) and at the centre of each quarter place an objective marker, which represent one of the four Antennas. 

To activate, and take ownership, of an antenna, a specialist must spend a short skill in base to base, and pass a WIP roll. The opponent can successfully 're-take' the antenna, with a successful WIP roll in their own active turn. 

Objectives: (a maximum of 10 points available).
- To have the most number of activated antennas at the end of the 1st game turn (2 points). 1 point is scored if the number of activated antennas is equal.
To have the most number of activated antennas at the end of the 2nd game turn (2 points). 1 point is scored if the number of activated antennas is equal.
- To have the most number of activated antennas at the end of the 3rd game turn (2 points). 1 point is scored if the number of activated antennas is equal.

Then one of the following:
- At the end of the game having caused 100-200 points of casualties on your (1 point)
- At the end of the game having caused 201-300+ points of casualties on your (2 points)

Classified Objectives: One Classified worth two points

Limitations:
Points: 300
SWC: Maximum of 6
Command Tokens: 4
Named Characters: Yes
Hackers: Yes
TAGs: Allowed
High Value Target (HVT): Yes (you will need to have an additional model to use).
Remotes: No limit.
Combat Groups: A maximum of two
Game turns: Three

Table set-up: Standard 4x4 table with 12 inch deployment zones.

Happy to take any questions in the Facebook comments or at the club on Friday night.

Good luck, 'and gentlemen, start your factions'.

Alex

No comments:

Post a Comment