Using Off-Table Tunnels for Tabletop Wargaming
In my recent holiday (back at work today) I had my second game of N5 Infinity.
To ease back into the game I wanted to try something a little different.
So some friends came over, and we had a large 600 point multiplayer game.
But that wasn't enough.
You might know that Infinity is normally played with loads of LOS blocking terrain on 4' x 4' boards (for 300pts ITS). But being so rusty, I didn't want to play ITS. I've also wanted to play more narrative games in general.
(check out our 15mm and 28mm Zona Alfa Battle reports if you're interested in narrative games)

Nice big 6' x 4' Infinity Table - the walls protect the city from the harsh tundra winds
Anyway, since the table was so large and with so many units providing *AROs it made sense to add some safer routes, in case one team had ARO/ firepower supremacy.
Cue space hulk tiles!
This is the second or third time I've used space hulk tiles for this purpose.

Apologies for forgetting to take a picture of the tunnels for this game, the picture above is from a previous game with the same tunnel gameplay idea
In our game, they connected two points of the table -

The bunker/subway entrance in the foreground is one access point... Oh and we also rules that the walls can be damaged for access, with d-charges or exp weapons.
It makes logical sense to connect the bunker / subway entrances so those were the access and egress points.
In our game, one of the objectives - a robot shank dog, was in the tunnel.
There were three tunnels, and we randomised which tunnel the shank dog was actually in.

We made this robot dog randomly move around once discovered in the tunnel. The objective was to pass WIP check to pat him (and not get stabbed) then take him for a walk.
My Yu Jing tag, the Blue Wolf (Conversion article here) had a turn of advancing up the board to try and eliminate some units.

Yu Jing deployment
It wasn't particularly successful, so I remembered the TAG 101 golden rule of always retreating for the opponents turn. But being rusty, and with 2 fewer orders in the TAGs pool from our opponents command token use, I didn't quite have the movement to make it back to my lines.
So, I opted to hide in the tunnels. The tunnel entrance was so inviting and just there!
But, I forgot our Nomad opponents had Mc Murraugh, a real wolf - and he didn't take long to enter the tunnel on their side, and destroy my Blue Wolf in CC :'(

I need to get better at using one of my fav minis, after being converted and de-wolfified 
The other tunnel entrance is just out of frame towards the camera. The objective room contained our objectives, computer servers to destroy.
Anyway, not too much more to say but we all enjoyed the tunnel system, and I would like to try it out again with even more planning and time.
You could and probably should limit what type of units can enter, and place the layout in a way that is actually a way to avoid a dangerous part of the tabletop.
Do you have any cool house rules for narrative games of infinity, or using tunnels for your chosen wargame? Let me know in the comments if so, I'd love to try out other cool ideas!
I'll just share some more cool pictures from the game now.
Gosh I love this battle mat - refreshing to play with a new biome! The other tunnel entrance

We got totally smashed by the way, but it's always good to roll some dice and catch up with friends!
Brutal Cities workshop news - November 2025
So I'm back to work after a break - I've stopped making terrain in-house, have the laser cutter listed for sale, and will be looking for manufacturers next year to continue making our kits available for your gaming pleasure. But I managed to make a bunch of terrain so we have some stock left.
Some new 28mm kits / bundles will be available very soon, and US shipping has resumed after the tariffs prevented shipping for a month or so.
*AROs are Overwatch reactions to the active players models moving into LOS of the other player, if you've never played.