Not really sure where to put this question, it's not a Rules question. Could put it in ITS, but I will stick it in OT because I don't want to limit the scenarios to just ITS ones. Anyways. I've been teaching @Indominus Rex how to play Infinity, and we have worked up to having 10 models per side, including a camo'd sniper, TR HMG, AD4 trooper, doctor, engineer, and hacker. We're both kinda tired of playing kill-em-all games. What's a simple objectives mission for new players to do?
Hack-able objective ? To avoid some wait and shoot behavior then no winner if intel is not retrieve by any opponent ?
In the past our go to is dumbing down the ITS into a couple of missions that keep the basics. One mission is about button pushing (first time any one can push but specialists get a bonus) with 3 consoles, then a basic quadrant control with a button in the center to break ties. After that if they still need non ITS missions I suggest repeating with variations such as 5 consoles.
Seize the Antennas was always a favourite. It's rules are on Commlog under Rumble missions (just ignore the AD restriction). I am also a huge fan of Supremacy as it's extremely well rounded with a mix of Zone Control and Button Pushing.
What about the TACOS system? It is fun, easy to understand and reusable. It requires you to place only 4 scenario elements, and to have at least one of each kind of specialist.
First time i heard of it, interesting, here's the thread: https://forum.corvusbelli.com/threads/alternate-play-system-tacos-mk-ii.578/ Also, CB just announced that by the end of next year they'll launch "Infinity Code One", sounds like a lighter version of Infinity by the description. That might be useful for this too.
Kinda need a scenario idea for Jan1, but yes, Code 1 is what I will be using to teach new players when it comes out.
Supplies is my go-to mission for noobs. Even if you're doing a 4vs4 model game, having a central objective to hack a datanode and retrieve changes it up from being a kill-em all
@Section9, I am usually teaching with Acquisition. It's a fairly simple mission that can benefit from both killy troops and some light specialist presence, and also highlights the benefit of choosing the right troops to control the central objective. If you are playing a 200 or less pts game and your student is really just at the beginning, I would replace some of the objectives so the mission is easier to grasp: 2 pts for Activating an Antenna 0 pts for Controlling an Antenna 0 pts for Controlling the Tech-Coffin with a Liasion Officer I also did something similar with a modified Supplies mission to have a really simple game that can be played with Starter sets: there are two Tech-coffins instead of three there are no classified objectives and HVT any specialist receives +3 to their WIP rolls and rolls two dice whoever has the most boxes at the end of the game, wins
My 'demo' scenario is 3 objectives in middle of the table (like the set up for Acquisition), where you score a point at the end of a turn (or round) for each objective you're in base-contact with. First player to 5 wins. It's balanced, keeps the game moving quickly, is easy to understand and you (as the experienced player) can easily manipulate the score and ensure the game ends the way you want it to if need be (mostly for when you're providing demo games, less important for the next 5-10 games a new player participates in).