A Glance at Infinity: Operation Red Veil…

Base Game Review

Players: 2

Play Time (Box): 60mins

Play Time (Goof): 30mins – 60mins

Producer: Corvus Belli

I’ve tried something new here these past weeks. Miniatures. Wargaming. Hours spent gluing, moving figurines across a silly Imperial measurement system, and poring agonisingly over the most complex rules I have ever come across.

And I’ve had the best time.

Seriously! If you’ve ever had the inclination to get into miniature games, you should find a mate, each grab a starter pack and have a blast with it.

Operation Red Veil is a 2 player starter park for Infinity. It gets you some basic terrain, two small squads, six 20 sided dice, and hours of fun.

The Good

I have loved every moment of playing Infinity. Even when I lose badly, I’m having a great time and I’m ready to go again. I lost my first four matches in a row and didn’t even want to slow down.


There’s some luck in Infinity for sure, every shot plays out by the roll of a 20 sided die. But you can mitigate a lot of the luck by ensuring you’re firing when you get to roll more dice (such as when you’re the active player). By hugging the walls and shooting from cover, not to mention working at your weapon’s optimal ranges.

One of the issues I’ve had with getting into miniature games in the past is the fact they’ve looked so finicky. Measuring every inch, range, and line of fire. Sure, this is part of Infinity, but the way the game handles this is to deny you to ability to determine the distance of fire before you declare a shoot. You decide if you’re going to fire, and with which weapon, and then both sides measure the distance. To me it simulates the experience of being in a firefight a lot better. You take the shot, if you miss you have more information for next time. It keeps things moving at a steady pace.

Can I just say, I’ve never experienced a game which keeps you in the moment more than Infinity. When it’s not your turn you are actively looking for lines of fire, determining if your units can react to what they’re seeing. Meaning you have absolutely no downtime. For a game to accomplish this is an absolutely incredible feat. I will say those, seven hours later I was pretty mentally drained but excited for more.

Given how much there is to Infinity, Josh from Tabletop Wonderland, Lachlan from Attempted Comedy and I have spent countless hours messaging back and forth about cool equipment we’ve found or new rules which carry interesting implications. And since we’re all looking at different factions, we’re all discovering completely cool new units and abilities.


The Bad

Operation Red Veil is designed to get new players into Infinity; to show them how to breach this dense wall of rules, complex tactics, and interesting ideas so all in all… I get it, Corvus Belli. What you made here is a complicated beast with a ton of different units, equipment, ammunition types, guns… I mean there’s a bunch of rules for hacking, whether your character who just got hit by gunfire is going to run away (if by some miraculous chance they actually managed to survive). But I don’t think players are as simple as you think they are. If gamers are going to spend the hours and hours it takes to put the models together, this is probably not their first foray into Castle de’ Tabletop. You don’t have to take it so agonisingly slow with the introduction of new rules and concepts. And if you hadn’t, you probably could have introduced some more exciting variety.

Especially with mission types.

Seriously… the thing which interested me the most when I started to check out Infinity was the objective based gameplay. Simply killing people has never really been my thing. It’s a bit… bleh. Bland. I came to your system for the fascinating and death defying plays. The thrill of against all odds, pulling through and completing your objective. So when I was playing through the scenarios in Operation Red Veil, and the first three of five are simply “kill the enemy”. As much fun as I was having with the gameplay, the cracks started to show in terms of how lucky some of your rolls had to be in order to come back once you started losing. You almost always wanted to go first, because there was a good chance it would ensure you victory if you could just kill one or two important units. With objective based gameplay, I feel like there would be less of a balance issue.


I’m getting more and more into Infinity. I actually love it. I just don’t know if I’d recommend starting with Operation Red Veil, or maybe I’d recommend it if you threw the rule book away and just did your own thing. Look up the proper rules online which they release for free.

I don’t want to mislead you though, you can’t just buy a box and start playing like I stupidly thought. I knew we’d have to put the pieces together but did not take into consideration exactly how much this would entail.

I do understand why this subculture of tabletop gaming exists. It’s fun, it’s creative, and it can be really intense.

Can’t wait to play more.

Have a game you’d like TGR to glance at? Let us know in the comments!

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