It's super hard to effectively spend points with the reinforcements section I frequently wind up with 87ish points spent and then find myself unable to spend the remaining 13 or so points because there's just physically nothing I can spend it on. I get why there's a limitation on ultra cheap troops to try limit how aggressive the reinforcements can get on the turn they show up, but it'd be nice if the remaining points that didn't get spent could be put back into the main list because right now it feels pretty bad to be stuck playing 13 points down for no real reason. That's a whole extra Zhanshi or something that could be hitting the table. @Koni
My main complaint for now is that there's only one Commlink option per army, and how expensive it is. It'd be better to have few of them, giving some choice when building army lists
I also thought that we would get some more variety: Some profiles with Commlink +0, some with +1 and a few armies get additional +2. Ariadna vanilla has 5 (!) units that have a commlink-profile, but all costs 18 or 19 points and all have commlink +2. I would like to have the option to reduce the effectiveness of the commlink to get it for a better price.
If you are going to give 95% of all comlink options +1 (or +2) why not just give it to the other 5%? Right now the only armies in the game without access to at least +1 are: Druze, JSA, Ikari Company, White Company, Spiral Corps and Aleph (all). Everyone else has at least +1. Edit: Morat also has +1
Aleph and CA historically leant themselves to smaller, more elite armies while Ariadna and Haqq favoured swarms. They'll appreciate the extra space for their Irregular troopers. There's no excuse for NA2. I'm finding it increasingly difficult to care about Infinity due to the rules design being seemingly only focused on selling new miniatures instead of a strong, cohesive game to use them in.
I am also disappointed in not having any kind of commlink alternatives. It makes any kind of list building to not have any kind of alternative from “1st include that 20+ points 0.5 tax basic line trooper” EVERY SINGLE GAME
I think, 0,5swc for this have no sence. We already have problem with that because of 5swc in main group, and now we have 4,5 as a limit and autoinclude option if we even want to play forcement. As I understood it. There is choice for us. If you are not Nomad. They have now swc required. Is it some kind of social experiment? Which makes other players watch at nomads with an eyes af angry medieval person with torch? It is a very cruel, CB...
Hey, at least PanO Peacemakers got nerfed: The costs of the Peacemaker go up from 20 to 24 and from 26 to 29. They were dominating tables everywhere, right? And helpfully, Nomad REMs got nerfed as well: Tsyklon Sputniks gain a Chain Rifle in all their options. In the Vostok Sputniks, the Mimetism (-6) ability is moved from the troop option to the profile's own abilities list.
It's actually a secret nerf to Druze. This is one of my biggest issues and a reason we're transitioning away from Infinity locally. They decided on the GW business plan of not caring about the game itself, and just wanting to push new minis.
Well I am usually joking about nomads are OP... So, fellow children of Space, I dont hate you or something. Now, when everything is clear here... All questions to CB, not you.) But such a moments are making this meme about favorite CB's nomads looks like true x) If you want to make a stupid show about conspiracy and aliens and so on and get random facts and comlipate them to prove something, then in our case it is an easy job. But it would be on level of that show. Or?..
Reinforcements add an extra layer of complexity to balance the points and SWC in a list. Testing is questionable, for example Korsans or the commlink tax in SWC. In tournaments with two extra "deployment" phases and more points, the time will be rushed. So, with all these negatives, is the reinforcement mode fun enough to compensate for?
I am pretty disappointed with the way reinforcements are brought into the game. CB pretty much forces everyone to use profiles that are pretty terrible and just reduce your limited points of 250 further to like 226 and minus 0.5 swc. Except for Nomads which atleast pay 0 SWC for whatever reason. So why wasnt Commlink given to all LT profiles? Maybe with some adjustements for SWC and +0/1/2. Or to the utility drones or evo drones? Even from a lore perspective, would you give your Commlink to a no name trooper, or the leader of your forces? Or maybe a unit that's support? CB could also have added simply a zero points / zero swc REM unit for all factions which got the Commlink skill and then special Lt profiles . There are just so many ways to make the Commlink and reinforcement fun and balanced. Instead we got this mess.
Honestly the most disappoint thing about the update is that most of the new reinforcements units are ONLY reinforcements, maybe the idea is that they'll be available after all the boxes release, but who knows? Oh and the commlink costing a 0.5 SWC is just blatantly silly, I get it if that was on some better profiles like if for example CA got a commlink skiavoro in vanilla, or as an option for commlink +1/+2 with another option of a normal commlimk for 0 SWC, but putting that tax on top of a more or less already expensive 20+ points cheerleader hurts already constrainde listbuilding at 250pts. On a positive side the main rules for reinforcements seem interesting, and it's good that you can go second and get them to arrive on the first turn if you lose enough VP's, and If local players don't drop like flies I might even get in a 3 round tournament this weekend to try out the new mechanic.
I will say this, regardless of opinion of how good the mechanic is, much as I'm v happy to get +1 with 0 SWC, I think +2 at 0.5 SWC is more powerful and that Haqq and Ariadna actually won big on that one. Especially as both can absolutely use those slots really well and both have great reinforcements. Azra'il with a B3 DAM 16 continuous damage shotgun? At 33pts? Brutal Fortunately my second faction is haqq so once again megalolz etc
Just played a game with reinforcements tonight. I think nay-sayers should give the mode a go before passing judgments. It was a smash hit with me and my opponent, I can't wait to play again.
I think the preview videos were quite clear, play the game see how it plays make reasonable and well thought suggestions and maybe you can influence and shape how reinforcement rules possibly get updated in the future. For me reinforcements is a great new way to play Infinity and I do feel it will be shaped by the community to be the standard way.
Played my first game last night, NCA Vs morats. Concern going into the game was that reinforcements would arrive too late to be able to do much. Played supplies, both players ended up with a box each, minimal casualties caused due to order intensity of advancing, smoking, retreating with boxes. Reinforcements turned up turn 3, didn't do much of anything due to lack of orders. The whole mechanic felt like it lacked impact as there were too few orders available, too late in the game. I'd like to see either the reinforcements come on earlier, the game go longer to give them time to be useful or a method of getting them more orders. My initial thoughts would be: Players can call them in at start of any turn. The turn they arrive, they arrive with their standard order pool, plus a number of orders equal to the turn number (eg arriving turn 3 they get 3 bonus orders)
My main complaint is that since ALL of them cost 10pts over the base unit cost, regardless of faction, effective game size is 240+100, not 250+100 XDDD If we are all forced to deploy a commlink unit (AND ONLY ONE, mind you, even so I think it's too much to pay 10pts for every extra order potentially added to the reinforcements group), then why not make it a free update... as it is, it's merely removing extra points from the player's list, even if it's stealthily doing so You must add that, since the reinforcement bubble will show up without generating any ARO, the new troops can be deployed so as to assault from a flank, or shoot diagonally against the other deploymet's side easily. Also, they are deployed against a known deploymet, after at least one player's turn of movements (and possibly overextention), or even around a target. I can envision a bunch of Apaches grinning madly around an Avatar, all in Berserker charge range... and spread so the Sepsitor won't catch more than one, for example. I think two options are available: force the opponent's reinforcements to drop and mince them (all troops with template weapons and Hidden Deployment got a sudden META improvement, I think), or Alpha without a care in the world, since if you are going to get those drops after killing 50100pts, why not go for broke and try to kill all 250pts in front of you? Retreat is, after all, impossible until the Reinforcements get causalties... Player1: masacre of almost all units. Player 2: forced to drop Reinforcements, causes some damage, possibly in LoL. Player 1 turn 2: reinforcements probably drop, kill remaining enemy reinf, or ignore and score, causing enough at least to force retreat. Player 2 turn 2: retreat, gg...