Sunday, March 1, 2015

Magic weapon damage in 5E.

Thinking lately about weapons imbued with magic. And about how 5E handles resistance, immunity, and vulnerability. I had the idea of adding a damage die. Mostly because I feel a sword should still do its damage type as well as magic. Rather than all of its damage as a magical type.

For example, a flaming sword. Rather than doing all fire damage. The damage roll adds 1d4 of fire damage. Any resistance, immunity, or vulnerabilities to fire applies to only the d4 and not the sword damage die.

The to hit bonus would determine how powerful the weapon. Which would determine the die size of magical damage. +1 would equal a d4, +2 a d6, and +3 to a d8. Anything greater is religated to greater monster abilities and/or Arifacts.

Wednesday, February 11, 2015

Infinity 101: Sectorial Armies

I see new players ask all the time why play sectorial armies over general lists. Most people respond with fire teams. Yes they give a nice advantage .Only sectorial armies may field them.

While I can't deny that fire teams are a big advantage. Even at the cost of less troops to choose from. It's not the real reason I field them.

Sectorial armies open up the availability of most its units. For me this is the number one reason for playing them. Often I find units within a Sectorial army I really enjoy and want more of them then would be allowed in a general list.

For example three of my favorite PanO units are the Bagh-mari, Akilis, and Guarda de Assalto troopers. In a general list I would be able to use a wide array of units but only 2 Bagh mari, 3 Akilis, and only 1 Guarde de Assalto.

But If I play the Acontecimento Shock army, a sectorial army of PanO I can use 4 Bagh mari, 5 Akilis, and up to 4 Guarde de Assalto. With other troops although my list of troop typesI can choose from is considerably smaller that a general PanO list.

As another example, in an Army like ALEPH I really only care for myrmodons. I just absolutely love them. With the exception if a few other units I really dont like much else ALEPH has to offer. In a general ALEPH list Im limited to just 5 myrmodons. In the steel phalanx sectorial I can have as many Myrmodons as I can budget for.

Sunday, February 8, 2015

Infinity 101: Sweet spots (Weapons)

One shift in the 3rd edition (N3) of infinity is modifiers to weapon ranges are much more focused. Giving many weapons a bad, normal, good, and best range. Some are even more cut and dry with just good and bad. It may seem to go without saying that knowing you weapons "sweet spot" is a huge advantage.

Knowing a weapons "sweet spot" is especially critical in a game like infinity where premesuring is not allowed. Getting to know your weapon profiles is every as important as troop profiles. Try mesuring out and studying the distances. Try laying out a table and a few troops, try and guess the distances then mesure and see how close you were.

One thing that helps me make snap distance calls is keeping in mind the length and width of the play area. If you know the length of the table is 4' its easier to judge what would appear to be half, quarter, or possibly a third of that distance in inches.

Know when to switch weapons, sometimes the HMG is not the best option. When things get close up pull that pistol and use it. Know the sweet spot for each weapon your guys carry. Each troop type has a tool box of options.  Use them.