Since the discussion is raging, here is my take on how to balance these skills without completely gutting them of what excites their respective Haqqislam and Nomads players.
I notice my theory articles get a fair bit of traffic, so I’d like to talk about guns and Ballistic Skill in general in Infinity. Some things I would like, some things I actually expect in the future, and some things to run by the perpetual daydreamer.
The forum is always stoking a discussion about varies troops in Infinity being overpowered or underpowered. An occasionally credible naysayer will say, “No, anything can work,” which is true, but I think the fundamental point that player frustrations center around is not specific combos of units, but the relative costs of their abilities. This is an article inspired from a recent Infinity Discord chat with Teslarod on the topic.
Last week, I gave the small crop of Tunguska units a try as a sectorial, presuming a few things like Fireteam: Core on the Grenzers, and AVA2 (at least, hopefully!) Transductors, with my opponent’s permission. Here’s the result of that game and my thoughts on “Tunguska” as-is.
I was watching this battle by Guerrilla Miniature Games of Tohaa vs Military Orders. And I saw comments like this:
No. This battle is not your crystalline example of Tohaa Balance™. But it was a very good example of some very bad plays. Follow along in this smartass article as I go through Ash and Owen’s battle play-by-play and give my commentary.
My thoughts on Infinity’s factions after 12 months of Human Sphere. Because I am rating factions on a scale of 1 to 5, I don’t see how it’s meaningful unless at least 1 faction gets a 1 artichoke rating, and another gets a 5 artichokes rating. This rating considers factional context, and model availability and obsolescence. On a strict rate of balance, nothing would get lower than a 2 or 3. With that said: