I’m just kinda going to go around the nerd world in a few minutes, there have been a ton of developmens I want to touch on that I’ve not been able to just sit down and rash out into a full post. It’d be perfect for a bite size nerd, If I wasn’t trying to paint every second I possibly could!

Warmachine Developments/Spoilers

Recently, there were released a number of excellent spoilers/previews from the next/last Privateer Press Anthology book.

From the already released Exigence:

The Skorne Aradus model.

Aradus Sentinal from Will Schick

Aradus Sentinal from Will Schick

The Gatorman Sacral Vault

Sacral Vault

The Doom that came to Infantry Armies

I think there is a ton of potential for both of these models to be in my armies. I really wish that I played either Circle or Legion, so that I could use the Sacral vault in that army as well, but thats not happening any time soon.  I really like the look of the Aradus, but the base-to-model ration is, as always, suitably Skorny. The guns it brings are a welcome addition to almost every Skorne army!

The Sacral Vault I am a little less thrilled about because I am gonna have to get a PG to paint that monstrosity up for me, and then trade them a painted model of equal value. Hopefully I can get this done before Lock and Load, where I play my gators.

There were also reveals, releases and spoilers on the jacks for three of the five factions that are going to be getting new character Jacks in the upcoming Reckoning book.

Dynamo, who’s just a monster from hell, was released, Moros was spoiled in the latest No Quarter, and Ruin has their rapid prototype model revealed. Honestly, Ruin determined my second Khadoran caster, and is allowing me to comfortably expand into a two list pair that is extremely cool to theory about. Moros is going to cause me no end of fits, when I play Skorne. For the vast majority of the time, however, I play Cryx, and I won’t need to worry about that little machine from hell. Dynamo is the model I am least enthused about, but that is probably because I don’t want to get shot in the face anymore. I just can’t take it.

Well, I probably can. I’m playing Fist.

Oh, Right. Pictures:

A really cool model, though in ret, so BOO!

A really cool model, though in ret, so BOO!

King Missile

King Missile

THE Khadoran Warjack of the Future.

THE Khadoran Warjack of the Future.

Seriously, look at that thing. He’s wearing a Warpwolf for a cloak!

The Complete Release of Infinity v. 3 or N3

When this initially came out, I was ecstatic, and I think I still am. This game has a ton of potential, and is a very, very well made game. That doesn’t mean its perfectly balanced or an extremely tight ruleset, though is it better than most.

They had originally said that Human Sphere and Campaign: Paradiso were going to be kept as is, but they have since recanted, in their own way. Now, with the release of the edited rules for the expansion books and all my models with new stats and rules again, I can feel the excitement creeping up on me.

Oh, and have I mentioned that all the rules are FREE

What you would need and want to assess the game are:
Basic Rulebook
Troop Profiles
Human Sphere Rules
Paradiso Rules

I really think its a game that most minis gamers will enjoy and find enjoyable, and you should try it out!

Malifaux Avatars

According to this post, Avatars are completely removed from the game of Malifaux. While there are various ways of saying it nicely, they are out. There are rules for using them in a campaign, which is adorable, and there are ways to use them as legal proxies, which I fail to see as a reason to purchase them, but they don’t mean anything. I think its a brave decision, but its even harder on me in the wake of the Infinity Profile Trim. Out of three games I play, only one has never removed a model willfully from the game. While it may be eclipsed by other models, I will always be able to field the models I purchased within the limits of the game. Infinity recently took some of the weapons and options away from certain troop profiles, removing some of my models from the game, and now Malifaux is doing the same. Thankfully, I’d never gotten my Perdita Avatar after the rules made her so derpy I never wanted her.

Going along with that, I understand their decision. Its 30+ models that need to be worked into their new style of game, and I don’t even think its possible, especially when your trying to get player feedback. Certian Players are going to want big, nasty, awesome centerpiece models, while others are going to want the choices of taking or not taking the model to be nearly automatic. I agree with the decision, but I don’t like it.

Conversions and Painting

After the success I had with my Bane Spartans, and the initial rush of the Ninja Nyss, I have expanded further outward with my desire to convert. Its not an overwhelming desire, but I do like the uniqueness it gives my army. The first thing I had decided was that I was going to turn my bane Knights into Samurai. That’s being done by a simple head and weapon swap, and I have actually built them and have em ready to go onto the new bodies when I get them. The second is the Bane Halberdiers. I use Steelhead Halberdiers from time to time in my  Cryx lists so I wanted them to match just a little. In order to accomplish that, I’ve decided to replace their halberd heads with Bane Axe heads and replace the Steelhead Bucket Helmet with Bane Knight heads. After I paint them up and get them matching the color scheme of the Cryx army, they’ll fit right in!

Painting is finally happening on my Skorne force. I’ve joined the Tale of Warmachine and Hordes Painting Group, and I have to paint five points of models every month in order to continue participating. To accomplish the monumental task, I’ve decided that I’m going to paint up the rest of my unpainted Skorne warlocks, and get using them on the table. First up is Rasheth, who I have to say, I am pretty proud of, for his spot. He’s sitting about 70% finished, and I look forward to having him finished!

You will also notice that my pictures suck less. Thankfully, the phone I have sucks less!


Nova Open and the ECR

Its about time for the NOVA Open and the East Coast Rumble to start getting ramped up, and I am looking forward to seeing a ton of people and getting some games in. Running and judging WMW qualifier events is no small task!


Last week, Corvus Belli worked together with Beasts of War to provide a sneak peak at the Infinity N3 rules that are on their way. I was able to gather up a few of them , but Friday proved to be the lions share of rules, going over Close Combat, Hacking and Weapons and Ammo, along with a two part battle report using a pile of the new rules. I spent last week talking about Infinity itself, and today, prompted by my experiences over the last few years, I want to ramble for a bit on the subject of edition changes within games.

It feels like, back when I was playing games as a younger man, that they never changed unless I wanted them too. Board games rarely changed, and D&D, at the time, was fairly stable. The first real change that I’d encountered was in MTG. While the sets pushed forward and added new and interesting events and cards, there was’t really a philosophical design change. The story followed the same characters, the same locations and felt almost eternal. With the end of The Weatherlight Saga and the departure from Dominaria, I felt betrayed, I felt lost. I didn’t want any part of this new game that had forced itself into the world that I had created for it. Now, with a changed world, new characters, and an inevitable change in philosophy upcoming, I snapped. I played the game at friends houses fairly regularly for a little bit, but the love had died off. I sold almost all my cards, keeping just a few here and there, and left the game.

during and after high school, I was also playing pen and pencil RPG’s, most notably D&D. My experience in MTG Still colored my opinions, and the change from 2nd to 3rd edition was one we did not embrace readily. It wasn’t until our group was introduced to the new edition by a friend who loved it deeply that we even gave it a shot, right before 3.5 came out. Again, we were convinced that the game we’d come to enjoy and love was being replaced with this foreign object that has the name and face of the game we still played, but the soul of it had changed, and the body had morphed into something wholly unrecognizable.

Shortly after my break with MTG, I was introduced to Warhammer 40K, a game that filled a similar void, that allowed me to nerd out with my friends and flexed my brain meat in methods that didn’t really get exercised with board games. I felt that I was making tactical and strategic decisions about the game on a scale that I’d not been able to with games like D&D. I spent and unknown amount of money and time on Warhammer. I poured many hours of creativity, thought and artistry into the hobby, eventually even getting a job at the local store and suckering in masses of people. Then, My first edition change with the game came, and man it was a doozy. I’d heard of the long ago days of Rogue Trader, and how it was a vastly different game and again the legends of the fabled Second Edition of the game, with complex and strange rules interactions. Now, Living in the age of Third edition, I was experiencing a toned down version of the game, streamlined to a basic, no frills game that allowed me to simply play. I’d built armies using all sorts of obscure and insane lists. Now, with the coming of fourth edition, I experienced something I’d never known before. Obsolescence. The army I had grown to love and enjoy playing the most, with which I had put tons of time and labor into converting and collecting, had been discontinued. This army was so specific I could never even pretend it was something different. I, as a player, had been tossed aside. I played the Fourth edition for a short time before being fired for Poisonous Thinking. Between being fired and having a favorite army discontinued, I’d quit Games Workshop games completely.

While I was playing these two games, I was also playing pen and pencil RPG’s, most notably D&D. My experience in MTG Still colored my opinions, and the change from 2nd to 3rd edition was one we did not embrace readily. It wasn’t until our group was introduced to the new edition by a friend who loved it deeply that we even gave it a shot, right before 3.5 came out.


While I was working at Games Workshop, I was introduced to this amazing miniatures game with a very different style of play than the one I was selling. A number of us all got into it at once. The game was over-the-top crazy! It has robots and undead and this new theme called Steampunk, with tokens and gadgets and all sorts of effects all over the field of play. The experience was as different from any wargame I’d played before or sense.  I’d fallen in love with a game in its first edition.

I hadn’t quite learned. I thought that FAQ’s and Errata would be enough to stem the tide of a new edition forever. I never thought there would be a day when the game would need to be looked at in such glaringly harsh light that it would need to be upended, rewritten, and brought back into line with what the creators and designers of the game really wanted. Inevitably, though, it happened. This time, though, was different from all the others. This time, there was an open, public beta test that gave us insight into how and why the changes were coming. This was the first I had heard of such things happening, and dove in deeply, submitting feedback and trying to balance a game myself.

This was a turning point in my understanding of how and why games go through changes. What had once been assumed to be an ever stable landscape of games, founded on a bedrock of impenetrable rules and infallible game designers was now show to be what it was. These games I played were created by gamers like myself and my friends, who had a great idea and decided to run with it. They would play-test it and enjoy it and hone it, but inevitably, mistakes would be made, loopholes would be left open, and strategies would be missed. Game design, especially now, is a quick turn around affair, with internal testing and outside playtesters doing their damnedest to try and iron out all the kinks and make a spectacular game.

But, as more and more gamers get a hold of a product, these seemingly small portions of the game that were missed become magnified and extrapolated. It is especially obvious in the United States, where the culture of taking any edge to win is so ingrained that we don’t even find it problematic. In general, Americans enjoy pushing the boundaries to win and enjoy pushing themselves to discover new and unintended loopholes and kinks that they can exploit to their benefit. This comes not just from our culture, it is almost who we are as gamers, brought up on video games and sports, where anything that isn’t explicitly called out is fair game. To take that a step further we were even encouraged to find that way around that lead us to victory. Built into Super Mario Brothers are the warp pipes that let us cheat out whole levels!

Many times, it is this wide exposure and popularity that leads to a streamlining and changing of a rules system. To some, this is the worst of the worst, and evidence that the game designers are pandering to the masses by making the game more palatable, more understandable, and easier to sell. While this sometimes may be true, I would instead counter with the fact that it is under this new weight of players that the game must be rebalanced. A player base is a much greater testing ground than anyone could possibly hope to achieve prior to release, and many times this player base will find and exploit a system in the rules that allows for victory at a much lower cost than one is used to. This is countered by a tactic or seldom used loophole, and the rabbit hole continues. After years of these cycles, the game is often at a point that no one could have ever intended when they launched the game or wrote the rules, and the change of edition is a come back home moment.

The big problem with players is that they have very little of that frame of reference, and even less of a problem with the problems in a game. Between a lack of perspective into game design and Edition Fatigue starting to lay thick, many people rile against the changes in edition not even as a necessary evil, but as a betrayal of trusts.

These changes never get easier, but these companies will never stop making them. In the last 5 years, I’ve seen D&D, Warmachine, Infinity, Malifaux, and Descent each change editions and rulebooks. Each release I have looked at with enjoyment, trepidation, excitement and anticipation. These events are going to happen, and if you think your playing in the final edition of a game, I envy your ability to look at the here and now without looking towards the future. Each of these games changed, sometimes in significant ways, from the edition that preceded them. Some, Like Malifaux, Warmachine, and the Most recent D&D, have changed for the better, adding and subtracting complexity and rules where needed. Descent and Infinity are, currently, mixed bags, with Descent going to far, and maybe infinity not going far enough.

I’ve found its best not to look at the game you love, the one you currently play, with rose colored glasses proclaiming it to be the best ever, but once an edition change is announced, take a critical look at the game your playing and see how it varies from what seems to be the goal of the game in the first book, and how it contrasts with its image from the outside. Take your time and try to get inside the head of the developers. Remember, they don’t want any model, unit, or rule to be a stinker. They want every option to be good, competitive, and worth considering. Every bad model they make is simply another model that they have to pay development, design and production to make that will very likely never, ever sell.

Well, perhaps until a new edition comes out. Then some of those scrap models will have life breathed into it once again, as I very much hope some of the Haqq models are this year.




Corvus Belli and Carlos continue to reveal new tidbits and whole rules around the new Edition of Infinity. Extremely late on Monday they revealed how retreat works, with an addition Tuesday as to how the new templates will work. Each of these portions of the rules has some very, very strange interactions in the last edition. Each of these rules needed serious work, and they got them. Continuing to build on the excitement of how Loss of Lieutenant works and the clarification and simplification of a number of issues, the new template rules and the new retreat rules are fantastic.

Retreat was always a funny beast in 2e. I never really suffered from it, but it was always on your mind. You’d have to keep track of how much of your army you lost, and what portion was left to loose before your army went into retreat and started acting weird. The new rules are extremely interesting to me, as morale and fleeing are very large parts of many miniatures games, but no player likes to see their models turn tail and run or collapse with feat. Instead, everyone wants their troops to behave in predictable, standard ways. Some game companies temper morale by eliminating it completely, which I am not a fan of, and some will simply try to have it exert a minimal effect.

The new strategy that Corvus Belli is enacting with N3, is one of mitigated failure. They’ve moved the retreat threshold backward to 75%, meaning that you have to have less than 25% of your points on the board in order to be in retreat. In a 300 point game, that’s 75 points or less on the table. Combined with what Carlos mentioned were longer games, this is likely to come up later in the game than it used to. In addition to being later in the game, they way retreat works varies based on certain skills they have.



The chart above gives a good concept of what is happening at two points in time: Loss of Lt. and the Retreat Status.

Normal units are units without any special skill mitigating these two very bad positions.

  • Loss of Lieutenant – Normal Troops become Irregular, and may generate only a single (Yellow) Impetuous order, which only they can use.
  • Retreat! – Normal Troops become Irregular, but they also become non-combative. This means that they may only move, dodge and be scared.

This is a large change from 2e, where any number of times I would have had to deal with troops retreating in place. The old rule was that these troops had to make a compulsory move towards their owning board edge. This is no longer the case. Many losses in the game can be mitigated by getting models that are retreating off the board edge, due to the fact that you don’t get points for what you’ve eliminated of the opponents, but what you’ve managed to save of your own squad.

Impetuous units are those troops who suffer from the Impetuous skill. They are generally uncontrollable, and tend to have other benefits that allow them to ignore or mitigate this rule, but it is here for completeness sake, a method I can get behind.

  • Loss of Lieutenant: Impetuous troops become Irregular, but also retain Impetuous (red orders).
  • Retreat: The Impetuous Order Phase (the “red” phase) no longer occurs during retreat, denying them a move, and during retreat they are both Impetuous and suffer from non-combative.

Courage: Troops with the Courage Ability suffer the discord of retreat and loss of a chain of command admirably. Instead of becoming non-combative, these troops become Irregular in both situations. This allows them to continue to act, albeit at a loss of effectiveness, while the rest of their unit gets their shit together. This ability, granted by all levels of martial arts, also allows a unit to perform a fighting retreat, attempting to get off the board and and save points.


As the list goes down, the type of troop gets better and better.

Here we have Remote Presence, the Courage of the robot world. This operates with the same minimal downfalls and immense upside that comes with impetuous troops.

Regular Religious Troops.
As a Haqqislam player, I really look forward to using this profile. While in Loss of Lieutenant they suffer the same penalties as other factions, they refuse to retreat due to their overwhelming religious teachings. This allows them to generate a Green (standard) order, allowing them to both spend orders from the pool, and contribute orders to the pool as normal. This is truly amazing, allowing your troops to keep the fight going while the rest of the army retreats in good order. Oh, and one more thing: Religious Troops are not allowed to leave the table edge in a retreat situation. They will stick it out and sacrifice themselves to cover for the retreating troops.

Veteran Level 1
Veteran troopers are amazingly skilled and disciplined warriors. They have the ability to work together through the toughest of times and come out on tip. Neither Loss of Lieutenant or Retreat will cause them to break, and they will continue to function at full capacity no matter what the fight entails.

Finally, we have the baddest aliens in the known space.

Morats Morat

Not only do these guys retain their orders, they are also religious, meaning that they will never retreat off the board, they will always stay and fight, and they will keep fighting until they perish a glorious death. Its very interesting to me and I look forward to fighting them once again!

The other rules change, as part of an almost half-hour video, is the changes to template weapons. There are some very interesting changes here. Because I’ve not had a ton of experince with templates, I’ll just list the parts that seem important to me.

  1. All templates act the same. The only difference are terminal templates now exist. The simple difference between a standard blast and a terminal blast is that the template either exists, or is generated on hit.
  2. Templates ignore partial cover.
  3. If you can see the model who originated the Template, you may dodge the damage. This is a normal PH roll. The worst PH still had a 50/50 shot!
  4. If the model does not see the originator of the template, that model may still dodge, but at a -3.
  5. Templates cannot affect models that are completely blocked from LOS by terrain in between the template focus, ie, the point on the template with the hole, and the target.
  6. All models attacked may choose to ARO as normal, and all will a normal roll. Each troops results will have no effect on the next. You cannot eliminate a terminal Template (Missile Launcher, Shotgun) by being the target and succeeding in your ARO.
  7. A troop may place the tip of the template anywhere within their silhouette, but not next to it. This is true in all three directions. You can shoot it from your head, your toes or your chest, but not next to you, over you, or under you.
  8. Smoke Grenades are template weapons, and can be ARO’d as normal. He specifically calls out a model being targeted by smoke grenades nullifying their placement with a good ARO, but I’m not sure about targeting the ground.

Templates deserve their own entire post, but that’s all the time I’ve got right now! Hopefully tomorrow they have move videos and sneak peaks!

Its been relatively quiet on the Infinity front since their Gencon announcements, and its been trying to keep up the hype I had going for it when it was first announced. I was initially psyched to get some games in with my current line of models and rules, but that thought was quickly quashed by the portions of my brain that just want new stuff to come out.

Its not even just the new shiny syndrome, which I tend to suffer less from. Instead, its the promise of a better balanced and more intriguing gameplay. There are a number of things that I just don’t feel like playing against on the off chance that they could change. Instead, I’ll revel in the good news nuggets that they drop here and there and be very excited about the game.

Thankfully, I’ve been rewarded! You can now pre-order N3 Directly from Corvus Belli or through your local store. It is very pricey, honestly, approaching $77.00, but the mail rules are divided into two parts, so your paying for two books: The price of each is about $38.50 at that point, which I am more likely to pay. I’m not sure that I really like the concept of a split book, but it definitely has its selling points. Carlos mentions that he was approaching 400 pages in the standard rulebook, and that they had to cut it in half for it to be portable and useful. While I am not particularly in tune with the Fluff, and don’t necessarily want to pay for the fluff, I am willing to shell out the cash to have a nice, streamlined rules tome to take with me, and a neat, shelf-watching fluff book I can maybe sell off to someone.

Though, honestly, some people aren’t even going to want that, and will be able to update their entire collection on Jan 1 when the downloadable rules come out. The fact that there are even downloadable rules is a boon to their company and a nod to their fans. They want to make this game as easy and simple to get into as possible and having rules on line is exactly the way to do that. It also makes sense with their insanely high learning curve. Give the new people rules to be able to peruse and get excited about, and they will purchase models.

That announcement of the pre-order, along with its requisite exclusive miniature, has started off a week of announcements about the game, the news, and what is going to happen in December. One of the details they keep going over a decision that gives me pause every time I think about it. They keep mentioning that they are only replacing the first, core book. The other two rule books, Human Sphere and Campaign:Paradiso, are going to remain legal rule books, able to be used with the new edition. Except where they aren’t. Supposedly, all the profiles got tweaks, skills were revamped and rules were clarified. Even if none of that was true, the weapons got new range bands, and are invalid for the books. Its all very confusing to me, and makes my poor brain hurt.

In addition to the announcement of a pair of books, they have also announced a new mechanic for Infinity: Command Tokens. Command tokens are a spendable resource that each army starts the game with. Each army will generally have four, though some models or abilities may add or detract from that. These tokens, which you may only spend during your active turn, are used for a number of powerful in game effects and never replenish.

Command Tokens

You are not limited in how many you can use in a given turn, and sometimes  its very useful to have a number of them hanging around in order to save your bacon. Whats really fun about the tokens is that they have a variety of uses, and depending on the events over the course of the game, you will inevitably have a reason to use them. They also add an interesting element of control over some of the more notoriously random elements in the game, namely Doctor and Repair.

I am intrigued by the fact that this command token is how you recreate a fire team. This has stunning implications on Tohaa, as they can have multiple fire teams in a single army, and may have the need to reform more than one in a round. Where before this wasn’t possible (at least as far as I remember), you now can. This comes with risk, however, because you can only do that on two of your turns before you run out of Command Tokens.

It also allows a resource that Link Teams don’t really have a ton of access too. A vanilla army is extremely likely to use the tokens to leverage advantage, where an army with a link team will either conserve them against inevitable Link Team Deaths, or burn them and have the opponent take advantage. Its an incredibly interesting system, and I can’t wait to try it out, get frustrated, and swear to learn the game.

The more utilitarian uses for the tokens are ones that straight up offer re-rolls: Doctors and Repair via remote presence. Though each roll can be re rolled only once, it does represent an added chance of victory. This is something I really want to see in action, and see if it will affect my usage of Doctors in Haqq.

The final group is part of Order Manipulation, which I think is a grand Idea. Spending the tokens in this way gives you more control over your models/orders. These effects include: Turning an Irregular (only spendable on the generating troop) order into a standard order, removing a single model from the state of retreat, recover a possessed TAG, and move a model between combat groups. I really like all of these abilities as they make the game more manageable in previously untenable situations. Retreat, Loss of LT, Possessed TAGS and picked apart combat groups can be exceptionally frustrating to deal with, and I can see the immediate use in being able to spend an outside resource to mitigate them to a point.

Overall, I’m still really looking forward to seeing the new rules, stats and abilities. Its a good time to have played infinity!!!


A while back I mentioned that Infinity was going to have a new version of their game come out this year, and over the last few weeks, their has been a flurry of activity around what these changes will bring.

Infinity is sticking to the time tested version of edition change, and has already done all the work. Unlike Warmachine, Malifaux, D&D and numerous Kickstarters, there will be no public beta test of this edition. I think this is a bold move, in the modern age of minis games, but not one without its perks. The game is built buy a Spanish language company, but a large portion of its community are decidedly not. While this includes the USA, it has a broad appeal across Europe. This has created problems with translation to other languages, including English, obscuring the original intent of rules. The decision not to let the community test the product signals confidence in the product that they have,  it also signals that they don’t feel they need the community input to make a balanced, enjoyable game. It also shows that they feel they have achieved a very solid translation, and I hope that they have achieved that goal. I think one of the defining traits of a good minis game is the tightness of the rules set, and Infinity, while good, has a ton of growing room in the clarity department. I don’t like arguing over obscure or strangely interpreted rules in any system. I have high hopes for N3, something I try to keep myself from doing.

These are the changes I have found and/or been exposed to:

  • Combat Camo – What used to be an unopposed shot will now be an opposed shot, but the target suffers a -3 penalty on their return fire. Almost all the math shows that this is a nearly lateral change. Before, you could only shoot back, with no penalty, if the sniper completely missed, you now get a chance to defend yourself, but with a penalty. While it is a lateral change, it does make the game easier to explain and more enjoyable to the defender due to rolling v. not rolling.
  • Capped Modifiers: Supposedly, all modifiers are being capped at +12 and -12. I don’t think this is incredibly common, but in a game that can stock mods, making shots impossible is something to try and avoid.
  • Ranges are being changed, and though I don’t get the particulars and nuances of the numbers, many people smarter than me are extremely enthused. Changes of note
    • Double effective range of grenades, from 0-4″ to 0-8″
    • Double the bonus of the shotgun at short range (+6) which is the only gun to achieve the +6
    • HMG’s have reduced good ranges, making other guns stronger chouces.
    • Sniper Rifles are stronger at long range than they are now, and also the penatly maxes at -3, which X-Visors ignore.
  • Climbing: Climbing is now a long skill that does not require a roll, no longer being betrayed by the dice and plummeting to your death.
  • Discover gets a minor range buff, now being +0 at 8-36″
  • Measurement: Ranges are now measured from Edge to Edge, instead of Center to Edge.
  • Silhouette LOS – When determining LOS from/to a model, you may use a pre-determined silhouette instead of true LOS.
  • Inaction: A rule that allows you to activate a trooper/model but they don’t do anything. It just forces an opponent to declare ARO’s
  • MSV1:  reduces combat camo and TO camo by -3
  • Kinematika is a new skill, that adds 1 inch further with every ARO Dodge, and has levels
  • BTS: is now a positive stat, like all the rest.
  • Smoke: A model touching smoke is considered part of the smoke cloud its touching. I assume that it simply means that he is completely concealed, not that his base can conceal others.
  • And, my favorite change:
  • Loss of Lieutenant – The loss of your LT will no longer cripple your order pool and loose you a turn. Instead, each model becomes Irregular, only able to spend orders on themselves. Using the LT order will now also reveal the LT. You also get an auto-promote of a new LT
  • The dispersion template has been changed in N3 too, it now has ten scatter directions instead of eight – the 9/10 and 2/3 results have been ungrouped.
  • Finally, there are some significant changes to models points and stats here, but they are of factions that I don’t really understand the significance.



Announced on Saturday with the incredably short video below, Corvus Belli announced that they will be releasing a 3rd edition of their Game Infinity this year. 

With the success that was both MK II Warmachine edition and Malifaux 2e, I am cautiously excited. While I have been burned before on bad rules, the more modern redesign concept of miniatures games has in both cases I experienced, expanded the game and made for a better, more enjoyable rules set.

That will be no comfort for some, however.

Infinity is an interesting game, and occupies its own niche in the miniatures game world, both in rules and in theme. The game is set in the near future. Mankind has tamed space, and this has allowed great nations to rise to meet the great challenges. The ‘net has expanded ina great data Sphere, as has humanities influence among the starts. Until recently, there had been very little interaction with aliens of any type.  PanOceana, Yu Jing, and  Haqqiaslam fought wars of influence and stealth while the Nomads traveled the edges of civilization, purposely cutting themselves off from Aleph, the AI and controller of the Data Sphere and international politics. The discovered the first Colony from earth, lost and abandoned, and the Ariadnans joined the interstellar playing field. Eventually, however, they were contacted buy the Combined Armies of the EI – The Evolved Intelligence, seeking to engulf Humanity into its hegemonic empire. The newly discovered Tohaa, great enemies of the EI, have joined humanities fight against absorption.

The setting is good, but its not particularly mobile. Much of the background is exactly that. Like Warhammer 40k and Warhammer Fantasy, the Fluff bits, generally, define the world more thoroughly.

The visual niche is nothing to be dismissed, either. They make very fine and delicate 28mm true scale models. They are extremely detailed, and generally stay in scale with each other, with very few divergences. Its also very anime inspired in its models, both pose and overall design. its not for everyone, to be sure. I do like that it maintains the flavor, though, and has some of those super-futuristic developments in body armor and defensive weaponry, while maintaining a semi-modern offensive parallel. It definitely seems that defense has outpaced offense in the wars of the future.

But what will N3 bring us? Right now its speculation only, but there are a number of very good theories out there. Theories, though, because CB is not going to do, at least as it seems from here, a public beta or field test. I don’t know how I feel about this. Both Malifaux and WM/H did public field tests, and while there were some hiccups, there was a lot of good dialogue that came out between the creators of the game and the fans. There was also, in Warmachine, a sense of entitlement afterwards that made many people feel that they could engender change in the game, even after the field test. This has gotten much less, now, but it has taken a number of years.

My Faction, the Haqqislam

My Faction, the Haqqislam

CB looks to avoid the entitlement of players, but also will probably disenfranchise many. No edition change goes off perfectly, and no matter the changes, some people will always abandon the new in favor of the old. Some people are really resistant to change and can’t handle when things move forward: Though I will admit that forward is not always good.

I think, though, that CB is doing the right thing. They have grown up from a local game in Spain and Europe to a worldwide game. They have to see their growth and realize that the rules ambiguities and strangeness that they have had in the past need to be streamlined into a good, solid rules set.

Note: This does not necessitate simple.

To be honest, Infinity is one of the most complex games out on the market. It has a plethora of rules, a steep learning curve, is written in a foreign language, and can suffer from balance issues. Combined, it makes the game very difficult to learn, but a rewarding task when you finally do. Its one of the few games that truly leverages the battle of wits between to commanders. They can easily clarify the rules, clean up the language, and make combine redundant scenarios into single, understood concepts without loosing the feeling of the game.

Among the things I really want changed is the Loss of Lieutenant rule. The game has changed a lot in the years since they started running tournaments, with four turns becoming the normal length of a game. Given that time constraint, losing 25% of your game time to a Loss of Lieutenant situation is damning. While it is possible to guard against it with deployment, I think its an unnecessary complication to an already hard game. I think that there should be some detriment, but loosing your whole turn is extraordinarily brutal.


My extreme hope is that something is done with the link team rules. I’ve never personally liked them, and never enjoyed fighting against them. This is definitely the time to change them!  I don’t need them eliminated, but I’d really like them to be less overbearing.

Other things I’d like to see changed:
– Model profiles are “non-contextual” I would like to see even brief descriptions of rules along with the models.
-Weapons Damage matter more. Right now Burst is king
-Retreat and Impetuous made less weird
-Scatter. Right now its a strange setup.
-Surprise attacks codified
-True LOS  – I would love it if this was killed.
– CC has a Burst of 1. This lowers its value extremely, considering the danger you have to get into in order to actually fight in CC.

Well, thats about it. I’m really Looking forward to N3, and can’t wait until January. I know it’ll be out by then!


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