Friday, February 27, 2015

Corvus Belli Infinity Review Mechanics - Feature Friday

Infinity is a tactics-based wargame developed by Corvus Belli. It has three mechanics that really separate it from a traditional wargame and thus make Infinity a truly tactical experience. The first is the "Automatic Reaction Order" (ARO) which is when any time an enemy model is seen, your model may act - Shoot, Dodge, Hack. The second is the "Face to Face" (FtF) which is how these conflicts are resolved. Players roll d20s, try to roll as high as possible without going over their stat and compare. The highest dice rolls that succeded dictate the result. The third mechanic is their Order system. Instead of each model activating individually once per turn, you count up your models and that determines how many actions you get split between any of the models. For example, 10 Models are 10 Orders which an be spent: 10 Orders on 1 Model, 5 Orders on 2 Models, 3 Orders on 3 Models, 1 Order spent on 10 Models, etc.
These three mechanics is what makes Infinity a tactical experience that invalidates a lot of experience that comes from traditional wargames. Many wargames are strategic. For example, the 2d6 on Warmachine means you can plan your entire turn out (literally, because very few interrupts in the game exist), and then you determine whether you are fine with hitting on 6s, 7s or 8s. Seven is the average, so a risky player might be willing to push to requiring eights while a conservative player might wish to only hit on sixes. Then, using buffs and abilities, you can go along your merry way throwing dice about to accomplish what you want.

Infinity is tactics because engagements aren't static. There is no Ballistic Skill (BS) 12 to hit (Armor) ARM 3, must roll 9. No. It's where do you engage with what. The problem is the math is invisible so it looks random, especially if players engage at what are 'strange' ranges. I think my favourite example of this is if two Rifles shoot at -3 Range Bands with Cover (Cover provides -3 BS to opponents and gives +3 ARM to yourself). Due to the FtF mechanic, the odds work out roughly to be: 59% of the time nothing happens, 32% of the time the Attacker Wounds, 9% of the time the Defender Wounds. So, to new players, who frequently engage in this terrible fashion, it seems that half the time their dice do nothing, the other half is a Crit from the ARO (as your brain picks up the outliers as if they're the norm for confirmation bias). It is quite easy, mathematically, do spend 3 or 4 Orders and come up with nothing but when the turn changes, the now Defender Crits. Seems random.
How you play is you ask yourself when do you strike. Each Order is an investment. Do you risk the -3 Range and both in Cover (59 Nothing/32 Attacker Wounds/9 Defender Wounds)? Do you move out of Cover to gain a better range (38 Nothing/40 Attacker Wounds/22 Defender Wounds)? Or do you spend a lot of Orders to maneuver so that you're in Cover and they aren't (25 Nothing/67 Attacker Wounds/8 Defender Wounds)? That's the thing also, the Defender has a shot to defend himself even if he's caught out of position. The thing is, good players don't let their models get out of position cheaply. And you've only got "10" Orders, do you spend that many killing one guy, or do you play a little more riskier to get more kills?

And that's only with two BS 11 Line Troopers. Things get wildly lopsided once you use the right tool for the job. Infiltrator (Model can start up to halfway up the board) with Mimetism (-3 BS) and Combi Rifle moves to deny Cover vs HMG Heavy Infantry Rambo (Rambo is slang for models that use a lot of Orders to go on killing sprees) who is too far forward? 28% Nothing, 67% 1 Wound vs HMG, 25% 2 Wounds vs HMG, 4% 3 Wounds vs HMG, 5% 1 Wound vs Mimetism. However, if the HMG was more cautious and didn't let that situation happen, even by creeping up to targets in Cover, his odds improve on the same counterattack. 48% Nothing, 39% 1 Wound, 7% 2 Wounds, 1% 3 Wounds, 13% Mimetism is Wounded. People push their HMGs because of these great numbers, but they leave themselves open to a Counterattack.  If the HMG survives the turn, their ability to retaliate at undefended flanks is amazing: 23% Nothing, 72% 1 Wound, 34% 2 Wounds, 5% Mimetism Wounds HMG.

With the three mechanics of AROs, FtF and Orders, Infinity seems quite alien to strategic thinking wargamers, while quite intuitive to FPS heavy gamers and Paintballers. The concept of Shotgun beats Sniper Rifle, Sniper Rifle beats Rifle and Rifle beats Shotgun may be simple; however, Infinity also requires the player to perform the execution quite well.

That's the tension in Infinity. Where do you spend your Orders on what. Unlike strategic games where the thought process begins and ends with List Construction (how comfortable with your troops hitting on 6s, 7s or 8s from WM/H), Infinity has you thinking with each process. Do you move your Sniper for good odds? Or push your forward troops closer, knowing that revenge will be easier? You make your own luck with the game.

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