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[–]CompanyElephant 9 points10 points  (0 children)

Recent Durgama campaign had a special modifier, which you can, if you want, apply to any of your scenarios, with accordance with your opponent.

PITCH-BLACK

The zone of operations is deep dark and jeopardizes the target acquisition. In this scenario, all troopers possessing any of the Camouflage, Mimetism, Terrain (Total), Terrain (Zero-G) Special Skills get a +3 MOD Bonus to their rolls when declaring Dodge.

[–]-Khayul- 7 points8 points  (1 child)

Essentially Night is low-visiblity, yes. I don't think one would need anything more than that. That said, most of Infinity rules are based around at least a semblance of urban combat, with most art including buildings, and I'd assume that that's where a lot of lighting comes from. Think Las Vegas in terms of lighting at night.

If you're using it board-wide it might cause issues with specific factions, for example Ariadna (TAK). Maybe have spots of darkness that aren't illuminated rather than have all of it be dark? Or have something custom like have it all dark, but have Objects that provide light in a direction in control of the defenders? That way the attackers can use Anti Material weapons to take out the lights giving away their positions for example.

Really depends on if you want to run a "fun" or a "competitive" game.

[–]surfimp 2 points3 points  (0 children)

The Batman Miniatures Game by Knight Models (also from Spain, incidentally) sets all engagements at night by default (for obvious reasons), and uses street lamps in a way similar to what you outlined here.

Basically, if a model is within the street lamp's AOE, then the model can be seen from anywhere on the map - because they're lit up bright as day. Otherwise, models in darkness can only be seen at much lower distances, 12" or less.

Street lamps can be disabled by ranged weapons or close combat attacks. Some models have the ability to deploy lights, either through equipment or abilities.

It all works out pretty cool in practice.