Looking at the recent sectorial releases, the Non-Aligned Armies sectorials, in particular, let’s look at core Fireteams and Harises from when they were first introduced, and the modern move towards a sort of “Fireteam: Everything”.
Here is my summer 2018 version of a popular article from last year—my rating of each faction and sectorial in Infinity. As last time, I’ll deduct a point or two if the models are old, ugly, or out of production. Of course, Infinity is much better balanced than many other wargames out there: On a raw comparison, no faction should get less than 2/5 or 3/5. But if I am going to give a faction a 5/5, then someone has to get a 1/5. Here we go:
Infinity players like to believe that Infinity is perfectly balanced. We’ve met or watched or posted with staff like Bostria, HellLois, and Gutier, and we’ve played horribly imbalanced games like X-Wing and 40K, and this game and its creators just feel better. But, if the ITS statistics are anything to go by, and the salt of the forum, and my personal experience, it is most definitely false that all factions are created equal. This is the S-Tier, these are my top 3 Infinity factions.
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.