Campaign Paradiso

Paradiso 203: Anatomy of a Pounding

Last night I got curbstomped in an Infinity game. This isn't a particularly common occurance for me so some post-game analysis was required...

This wasn't part of our club's Paradiso campaign as the next round of campaign matches are next week.

 

The Mission

Mission 203 from Campaign: Paradiso.

Campaign Paradiso Mission 102 Batrep

or, Nomad Nutters v. Caledonian Nutters: the Batrep

If you're not familiar with the Campaign: Paradiso missions, 102 basically involves trying to get a single model around four out of five objectives scattered across the table. In the right order. Needing to start off where the first model left off if the model gets taken out. In four turns! For more details, see my Tabletop Nation release event report.

First, the table:

Campaign Paradiso Launch Panorama

A group panorama from the Campaign: Paradiso launch event at Tabletop Nation last month. See the event report, part one and part two.

Click and drag to navigate around the panorama.

Paradiso Mission Requirements (Updated)

Because I'm a nerd, and because I wanted to see how army-building requirements are going to shift with the new campaign book missions, here's a breakdown of what unit types you need for the various objectives in all fourteen of the main Campaign: Paradiso missions.

Click on the column headers to resort the table.

 

Event Report: Tabletop Nation Campaign Paradiso (part 2)

Continuing on from part one...

 

Mission Three - Central Seizure

 

Overview - divided forces are approaching a ruined alien spacecraft from different directions. The table was divided into quarters, with the winner of the initiative roll-off having his two forces deploy in random quarters. The other player then took the other two quarters. Each player's forces had to be split into two Combat Groups, each with at least 140 points in it.

The objectives were to get into the spaceship, shut down a security system that did nasty things to people inside the ship, put down beacons in the ship, stabilise some systems inside the ship and check out some consoles outside the ship. All of these required either Hackers or Engineers (but could be done remotely) except placing the beacons which could be done by any 'Specialist'. For what counts as a Specialist see the Prisoner 09 mission or the New Rules PDF for more details, but the Forward Observer models listed below count for this.

Event Report: Tabletop Nation Campaign Paradiso (part 1)

So, this weekend a bunch of us from the Exeter and Reading areas headed over to Hockley on the far side of London for an event put on by Corvus Belli and Tabletop Nation. This was the UK introductory event for the new Campaign: Paradiso missions and campaign book for Infinity.

All we really knew in advance is that we would be playing the first 'chapter' of missions from the book and that they would have very different requirements from previous Infinity games we'd played and that Baggage Remotes would be really important. In preparation I loaded up as many of my painted Nomads as possible and (shock! horror!) got a few new ones assembled and base coloured including an ALEPH Probot for baggage as I haven't yet got the Nomad Salyuts.

Anyway, on with some photos!

The main table with derelict overpass.The main table with derelict overpass. Carlos distributing objectives.Carlos distributing objectives.

Infinity Autumn Challenge 2012

 

A full weekend of campaign/team gaming based on the new Campaign: Paradiso book.


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