OFFICER TRAINING: Quadrant Control

NOTE: ITS Season 8 Post

As always, the breakdowns and advice for this mission assume equivalent player skill and roughly even dice luck. 

Quadrant control is actually easier to score and play than Annihilation, and a good mission for teaching new players the importance of taking the second turn in ITS.

I would like to see an exclusion zone added to this mission, to mitigate the extreme power of a TO or AD trooper deployed at the spot where all 4 quadrants meet.


Aside from Intelcom, the special rules in this mission don’t do anything aside from define how the score is kept.

One tip for measuring ‘over half’ the base, which is how you determine the final location of a trooper whose base is partly in 2 quadrants: use a finger or a template to hold the base in place, and turn the model until the LOF markings are parallel to the quadrant boundary. Voila!


In effect, what Intelcom does is mitigate the extreme knowledge advantage that veteran players have over new players in this mission. By making the cost of every trooper in a quadrant be potentially 40 points higher than it actually is, a player will have to either eradicate all opposition from that quadrant or over-commit by 40 points if he wants to guarantee control. This ‘fuzziness’ serves to make the highly precise calculations of a veteran player more difficult and of less impact. 

(There’s an argument to be made that replacing those calculations with a random card draw isn’t actually good, but that’s an argument for another day)

Before Intelcom, many many games of Quadrant control ended with 1 trooper making a small, anticlimactic move that created a game-winning points swing. To be fair, this can still happen, but Intelcom makes it much less likely.



You may want to have a semi open area about 8” across, in the dead center of the table. The intersection where all 4 quadrants meet is the most powerful area on the table, and making this area difficult to control is likely to make games a bit more interesting.

Measurement and Points Values Shenanigans

Quadrants cannot be measured prior to the end of the game. However, there are numerous ways around this. Players can measure infiltration or advanced deployment or HVT placement and then just note a piece of terrain. Neither of these is likely to cause a problem, as it benefits both players to know where the lines will be drawn.

What is likely to cause problems is a player who chooses to play fast and loose with using resources to determine troop point values. Technically, a trooper’s point cost is private information until he is killed and his points must count towards retreat. This is very clear, and only a person who cares more about winning than he cares about a clean game would ignore this rule and use Army Mobile or another resource to look up a live trooper’s cost. You’ll want to be prepared with how you’ll deal with this sort of thing.

Intelcom Sequence

You’ll want to make sure that all players know the right sequence for declaring and playing their intelcom cards. HellLois (Corvus Belli’s ITS maestro) has confirmed that the right sequence is:

  1. Announce Faction
  2. Draw Cards
  3. Roll a die: High roller must declare Intelcom or Classified Objective, low roller declares second.
  4. Choose lists, LT roll, play game.
  5. End of game, based on the pre-game die roll, the high roller (who also had to declare first) must play his card, choosing the Trooper it will affect.
  6. Low roller plays his card and chooses a Trooper.
  7. Final tally of OPs.

Either way:

You should declare Intelcom, no matter what your card value is. The classified objective is worth only 1 OP and cannot decide the game unless the domination points are tied. Very unlikely.

What is certain is that if you declare Intelcom, your opponent must play his game as if your card is worth 40 points. Only you know if it is or isn’t… unless you declare Classified Objective. So don’t do it.


Getting a Major victory in this mission is pretty simple. Win at least 2 rounds of domination scoring, and win or tie a third round. Try to win the first two rounds, leaving yourself capable of still having a major by tying in the third round. Intelcom makes tying very possible in the third round. 

If you do not win at least 2 rounds of domination scoring, you cannot win a Major victory.


Doors and Corners

Be ready for enemy TO or AD  to reveal itself towards the end of the game. The ‘crossroads’ or center point of the table is a very likely place to try a sensor… it’s a game-winning spot to deploy a TO skirmisher.


See the baggage table in our breakdown of Annihilation and be ready for Tohaa to bring Chaksa Auxiliars for this mission.


Once your opponent wins 2 rounds of domination scoring, you cannot stop him from winning the game. The best you can do is try to win the final round and hold him to a minor victory. Classifieds can be de-prioritized, and you should probably have declared Intelcom anyway.


TO and AD, held ‘in the pocket’ until late in the game, are incredibly powerful. Include them in your list to give yourself the option.

The quadrants are scored by army points value, so be sure to bring your max AVA of baggage troopers.

As always a balanced list is important, but make sure that you can execute a devastating first-turn Rambo or ‘Alpha Strike’. More on this below.

Armies lacking fireteams will struggle a bit in this mission, since they lack the ability to move a large number of points with a single order. In particular going first is difficult to manage without fireteams or high point cost troops like Prowler or Dao Fei. This can be mitigated somewhat by using Forward Deployment, Infiltration, Heavy Infantry or TAGs.


The clear best option is to go second. You’ll have to weather your opponent’s first turn, but you will be Active for each of the 3 scoring rounds. The player with first turn will have to over commit to the quadrants in order to win the round, but you will be able to strike surgically.

Against an army without fireteams, you’ll be better off limiting to 1 coordinated order rather than taking 2 orders away from him. He’ll end up spending those 2 orders moving troops out of his DZ, and you can’t afford having him move the majority of his force forward before you get a chance to be active. 

I’m not a math wiz, but in all of my games of Infinity, only 1 player got to go second. The other player must take the first turn. If you end up in this less than advantageous situation, everything will depend on you swarming the board with troopers. You must over-commit every thing into the quadrants as far forward as possible.

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