Interesting note, all the minis are resin, and the company has made all the parts runners into terrain bits! This makes the air bubbles less likely to show up in the models, and gives lots of rubble to apply to the bases.
comparison pic:
So I think the open-face helmet guys are going to look a bit too 'GW-ish' next to Infinity minis, but the closed-face helmet and civilian models look pretty good.
RULES?
Models are all fine and well, but it's a lot more fun to actually have a game to use them in. The Afterlife ruleset will be released later in the year and is currently in its third phase of playtesting. From what I've read so far I'm definitely looking forward to giving it a go, as it seems to aim both for a skirmish-level with tons of freedom and interesting concepts:
• "Learn by playing" mechanic -basic learning scenarios.
• D10 mechanics.
• Simultaneous Activation system.
• Game Scaling Mechanic - units will have a Battle and Skirmish profile.
• Fog of War- To add realism, Units are assumed to be invisible until they are detected by a scan/LoS (bluff element of deployment).
• Resource Points - Army lists are not always set in stone before the game, you start with a certain number of resource points which can be used to deploy units to the battlefield, or use special tactics and options such as Artillery Strikes (and other in-game effects).
• Command Points - These can be spent each turn to perform heroic actions and special combined actions involving several units acting at the same time.
• Faction Building - allowing for dynamic force, using DIY approach to make your own sub-faction.
That resource points mechanic sounds VERY interesting. I may 'borrow' that for an Infinity campaign and/or missions.