Today we're engaging in wild and unmitigated speculation about what changes we might see in the new upcoming edition of Infinity. I expect everything discussed and proposed in this video to become obsolete in less than a week!
@hamsternchips
Ай бұрын
My wild speculation: Ariadna gets Dogs on motorcycles and they drive the motorcycles into CC and they blow up and the werewolf just ignores it because of Total Immune and then it rampages all over. It will be all like Vrooooom, Kabooom, Bite, Slash, and the Motorcylce Dogs could have power armour and a T2, AP, HMG because it was a Mormaer that got doggified and there would be a side car where his Wulver little buddy could sit because we need to see Wulvers back in the game. 😅
@R0bertShepherd
Ай бұрын
That speculation is extremely wild. 10/10
@tehyoyo12
Ай бұрын
Someone finally talking about the changes we need 🎉
@JakeStaines
Ай бұрын
I kind of wondered whether the Happy Days promotions were testing the waters for things. They started off with a Tikbalang - which apparently sold like crazy, from what I recall they ran a second promotional period for the same offer in the end - and, like, six months later we have a new Tikbalang sculpt. Demand was obviously there, after all! Did the Tohaa promotion sell so well? I have no idea, but since then I've seen a couple of places where the rerelease boxes are still available - in one case it stuck around on eBay for three or four cycles at a pretty chunky discount before anyone bought it, which kind of implies less enthusiasm. In which case I'd expect them to remain dormant through N5 - there, but not supported with releases. Plus, who knows what the reaction might be if they were to show their faces in the human sphere again!
@rouanbouwer9106
Ай бұрын
I ended up splitting a happy days box with someone. The postage overseas was a bit harsh, and CB did not sell thebhappy days to our local retailer
@paulmualdeave5063
Ай бұрын
Tohaa are the funnest faction I've painted so far. They are well designed for painting. I used pictures of bluejays as inspiration.
@Ormunger
Ай бұрын
I'm glad your ad blocker is up to date :D I was thinking last night what if Tohaa became part of CA as part of OCF!
@R0bertShepherd
Ай бұрын
That bloody adblocker popup gave me a heart attack. I went back to edit it out afterwards but couldn't remember the timestamp, so thought stuff it - it's an easter egg now. XD
@Rob749s
Ай бұрын
From a book keeping perspective - I expect (and hope) for a major clean up around weapons profiles. I think Ammo Type in Weapon Profiles is redundant while also containing a lot of cluttered nesting. I think ammo effects can easily be brought into the weapon profile through Roll types and traits, with the exception of E/M CC weapons. I think the best counter for Guided is to bring back U-turn.
@Ninjat126
Ай бұрын
I was just thinking something similar about U-turn, but honestly just a "jam missile" ARO would serve the same basic purpose.
@manuelcolazo6752
Ай бұрын
Carlos bostria said in an interview that the change of wounds to vitality was mostly to avoid confusion with wound tokens
@R0bertShepherd
Ай бұрын
Unsurprising, honestly.
@avirgint8101
Ай бұрын
As for N5: Invincible Army just got an army box that is not, under N4 costs, legal to play right out of the box. It's over 300 by at least 30 points if you go by WYSIWYG, which signals to me either a significant reduction in the cost of the profiles within that box, or an overall reduction in armor cost. Since literally every trooper in that box is ARM3, my wild speculation is at least a 10% reduction in the price of Armor, or a change to the scaling such that ARM3 is discounted by 10% while other values stay the same.
@bostria
26 күн бұрын
Extremely well articulated video with great exposition of key points. Good work.
@TylerProvick
Ай бұрын
For Vitality, the easiest way to maintain the w/s distinction: "inorganic" special skill.
@CrazyFalco
Ай бұрын
Thoughts: 1. Probably just wounds (on organic units) changing to vitality. Structure will stay the same and they'll both take wounds as normal. 2. I assume a few sectorals will be morphed into each other to make one sectoral; pano shock army/neo terra, comined/tohaa (like you said), tak and cosmo, etc. current models and units are still playable just under a different headline. 3. My hot take on gml is that the problem is pitchers and the fact that spotlight works on any unit in the game and there's no good way to fight back. Those three things work together to make it a feels bad option. So; bring back u-turn, Make spotlight harder to get off or not affect everything in the game, and make pitchers have shotgun ranges, maybe a little more. gg. 4. If reinforcements only stays as an option for ITS, I don't see why they would keep releasing new models under the reinforcements headline, so I think reinforcements might be integrated more into the actual normal game somehow. Because as it is now, people don't care that they are reinforcements, they just use them in their normal army - so why even bother to label them as so?
@avirgint8101
Ай бұрын
I dunno if I'm comfortable with a BS16 Total Immunity troop with 3 wounds and Remote Presence. On the other hand, as a Yu Jing player, I'm very comfortable with a BS17 troop with 2 wounds, NWI, Remote Presence, and 8-4 Mov so making Structure troopers into Remotes is a land of contrasts.
@R0bertShepherd
Ай бұрын
Su Jian supremacy represent.
@Griffolion0
Ай бұрын
My hope is that CB take the opportunity to update the older profiles that didn't see much meaningful update throughout N4. But apart from that fingers crossed the Locust finally gets its HRMC profile.
@sp_jb490
Ай бұрын
There was a really cool Tohaa blog called Lonely Artichoke. The person was doing cartoons and they were really funny! And he actually speculated or predicted that natural progression of Tohaa would be new profiles with more symbiobeasts. After Tohaa hit a stale period he retired from the game and blog. Pity. But i would like actually to see new exciting Tohaa stuff! Cmon cb this is our chance for something artistic and creative!🎉
@janofe2232
Ай бұрын
YES Supportware my Karakuri!!!!! Really hoping they take a good look at NA2 armies and use the extra time window to see how profile updates affect each faction. Your faction identity comment really resonates with me and I think NA2s need to be considered as to why they are unique, and what their playstyle should be.
@Daskeat
29 күн бұрын
My personal suggestion for the 15 trooper cap is to make it a 14 trooper cap that can be extended at the cost of 1SWC per model over 14. Want to run 20 troops? Sure but leave the HMGs at home.
@andrewbeeching1240
Ай бұрын
We've got a tournament 19-20th October here in NZ, so if it wasn't for the time zone difference, it would've been *HILARIOUS* to do Day 1 = N4, Day 2 = N5 😂
@Damn_Cat
Ай бұрын
I know its small but I feel that they've gotta remove bioimmunity and give troops with it equal BTS and ARM. It just doesnt need to exist in it's current state.
@R0bertShepherd
Ай бұрын
Yeah it's 100% a rule that does nothing they couldn't otherwise do with just the unit stats.
@sp_jb490
Ай бұрын
@@R0bertShepherd originLly bioimmunity was anti-shock, anti-viral tool. But now immunity can be just in brackets. However bioimmunity allows troops to be cheaper? For example Yara in Bahram or Muyibs (although remember period when using spec-op you could get a Myuib and give him 12 BTS which would become 12 ARM. One of the guys in our meta was trolling others at a local tourney for fun with his Myuib. Surviving TAGs and in return destroying them with a rifle just with amount of orders:D)
@TheWujuStyle
Ай бұрын
Doesnt the crit change make CC specialists fighting low CC characters A LOT safer? You have the same crit chance whether the extra skill counts down from 20 or up from 1, but it matters which hit numbers you are replacing. Against lets say a CC 13 model, your CC 26 model would much rather have 14-19 count as hits because a hit with a higher number cancels a hit with a lower one, and have 1-6 count as crits because a crit cancels every non crit regardless of value.
@zephyrrrr4813
Ай бұрын
Someone did the mth and it doesn't change the math at all it just shifts the numbers that you dont want to roll. Cause in the case of cc 15 vs cc 26 your opponent needs to crit vs a 7+ while now they need to crit on a 1-6, and a 13+. Theres still only 6 numbers yhey dont need to crit vs
@TheWujuStyle
Ай бұрын
@@zephyrrrr4813 yeah turns out I just don't know the rules. I never realized CC over 20 also adds that much to the roll in the current system, which you won't be doing in N5 and that exactly covers the difference.
@waardlafrance110
Ай бұрын
Dans l'interview de bostria sur detective, il a dit que l'onyx aurait un focus sur sa base morat, j'aurais tendance à interpréter ça comme un renforcement des morats au détriment des tohaa de l'Onyx qui partiraient. Cela dit pour les tohaa je pense que la N5 sera l'édition de leur retour, mais je les vois plutôt revenir par le biais d'un livre de campagne, les tohaa auraient besoin d'un travail sur les ingénieurs, soit on récupère des vrais remotes soient on vire les ingénieur qui ne servent quasiment à rien pour faire quelque chose de différent.
@jasonbaxter3658
Ай бұрын
I'd like to see more evo hacking used in the game. I think your idea of a 15 order limit instead of 15 unit limit is actually a great idea and I might try it a few times with a friend.
@Crabsy92
Ай бұрын
I like the direction with streamlining rules. One of tiny and not really significant change would be activating fireteam with Lt order. Youu can do it via NCO but not directly. I would love change to msv1 and smoke to make it clearer. Maybe they could introduce msv 0 to see through smoke with -6, Msv1 always giving -3. This would be much easier to explain and it help to make more diverse profiles. And for major changes i would really like change of shock ammunition. Most of the time it is sooo insignificant.
@ScrutatorCarlos
Ай бұрын
Thanks for the video, very interesting ideas.
@robertmaples1550
Ай бұрын
I am in the middle of painting a cowboy USARF force and hope they are updated... Also, I am interested to see if Torchlight gets any units added to the sectorial since it is a smaller sectorial
@spenceriglinski4771
27 күн бұрын
As someone that just spent months painting and collecting almost every available artichoke in Tohaa (minus the gorgos pilot 😥) and most of spiral corps, I would be extremely bummed to see them eaten by another sectoral or canned completely. The faction plays in such a unique way within the game and I think it would be easy enough to trim some of the fat on it, perhaps improve some of the line troop profiles and have it keep its’ identity in N5. I suppose we’ll have to wait and see of course, but I think the logistics of bringing the faction into Onyx would potentially ruffle more feathers than CB might be willing to deal with. Plus they’d make a killing on me if they ever released a model blister for the Taqeul.
@wavesbreaking9183
Ай бұрын
Warcors will get their own NA2 faction and if they lose they actually win because O-12 comes in and declares the attacking force to have violated inter galactic law by killing non combatants
@manuelcolazo6752
Ай бұрын
Combined army sigma sectorial is a great idea!!!
@krobiekong4326
Ай бұрын
The Close Combat change is really a huge change. While it looks like the math is similar for a normal role, it is massive change for a FtF roll. If you have a CC expert, rolling low is no longer a loss but a benefit.
@JasonPBury
Ай бұрын
I am just wondering if I should try and come back into Infinity. I love the game and the background and the models and especially the community. My problem is that infinity is not a beers and pretzels game. You need to be on for the whole game and that is my problem I was always hopeless at chess, I cant think two moves ahead or have good board situational view. Love to see OCF reworked as they where my first faction after I realised JSA wasnt a good place to start! Still have all my Combined and ISS and Military orders models gathering dust. Guys like you Robert are a real positive influence in the scene.
@R0bertShepherd
Ай бұрын
I think Infinity is always going to be a jealous game (one that requires a lot of space in your mind to play), but CB has said they're looking at baking the learning process into the game a bit more in N5 rather than having a separate code one style format. I'd keep an eye out for that - and see if some of the rules streamlining they're doing with N5 helps as well.
@MusterKrux
28 күн бұрын
Would love to see you at another Cancon, Jason. That said, you have it right that this is a hard game to play well without a lot of practice and letting it live rent-free in your head.
@Nice_Things
Ай бұрын
Changes I'd like to see Make MA levels 3-4 reasonably different from MA level 2. cause currently MA is a very very bloated set of skills for generally + dmg until you get to the max level or levels 1&2. Something to the effect of having levels of MA cancel each other out. OR making MA4 a +6 to hit or something similar. It's a very deep pet hate of mine. Army tweaks across the board, bring up factions currently struggling withb either pts tweaks or moving some profiles over to assist them The change to how you roll armor is probably the best change and one I've wanted basically since starting infinity. No longer having to listen to people moan about rolling high on their hits but roll low on armor will make an edition change worth it.
@linchowlewy
Ай бұрын
This is on my list of what to expect. Like armour and like crits, it’s another one of those things that’s hugely unintuitive to new players. At the very least I’d expect to see it stripped down to the current MA1&2 and then the remaining bonuses just get broken off as extra words in their profile. But I’d like it to be done more interesting than that
@R0bertShepherd
Ай бұрын
I still think they should delete MA entirely. You can duplicate it entirely with other rules.
@allozingy
Ай бұрын
Bostria said in the Seminar Q&A section that VITA will be replacing both W and STR. My money's on a "Mechanical" Skill that procs things like Engineer / Doctor and Pheroware etc.
@R0bertShepherd
Ай бұрын
I've heard people say that Bostria has said multiple things about VITA that are a bit contradictory, which I forgive entirely because Bostria is not the rules guy and there's some games of whispers at play with this stuff anyway. But that's very interesting if true.
@sp_jb490
Ай бұрын
@@R0bertShepherd I believe Infinity gamer or someone else mentioned that possibly Vitality will be just a stat for introductory cards for beginners
@bostria
Ай бұрын
Plz don't mix what I say with what people wish/misinterpret/understands/speculate. VITA replaces Wounds to avoid confusion with the Wounds Markers.
@twelvexii9474
Ай бұрын
I could see them increasing unit count to 16 and cap units per group to 8 rather than list every order type and have that count against 15.
@lim4091
Ай бұрын
A guy I played suggested giving EVO hackers an ECM: Guided (-6) hacking program they could use in ARO
@sp_jb490
Ай бұрын
What if vehicles as a new unit category will actually be connected to reinforcements. For example in Star Wars Legion some vehicles have ability to carry a unit and deploy it at will. Perhaps that is what CB may do. You get a vehicle as part of your army that can fight to a degree and at some point it can deploy a unit (a haris for example)
@R0bertShepherd
Ай бұрын
Vehicles are going to be very interesting and something I should probably have given some thought to. But it's really difficult to predict how simulationist they'll be - and in other wargames, rules for vehicles have varied *wildly* on this basis. I'm excited to see them.
@TB-zs6fd
Ай бұрын
i've only just found this channel, im brand new to infinity and your videos are great (even if i dont understand half of what you're talking about)
@R0bertShepherd
Ай бұрын
Thankyou :)
@OmegaZyklon
Ай бұрын
1) I'd like CB to focus more on faction exclusive rules/equipment. Combined has way to many, and other factions don't have enough. Combined can have mnemonic and sepsitor. Tohaa can have pheroware. PanO can have MSV 3. Somebody else can have plasma. Etc. 2) Eclipse grenades! Eclipse is one of the few rules in the game that has absolutely no counterplay. They need to either introduce/upgrade a visor (maybe biometric? those are kind of weak anyway) that counters eclipse, or restrict the number of profiles/factions that get access to it. 3) I hope CB either entirely removes or completely reworks reinforcements. It's just a bad game mode.
@OliverOusley
Ай бұрын
I really hope OCF get another nexus operative model. They're (currently anyway) pretty important to the sectorial, and the existing model is kind of a pain on the table due to its pose
@zampha2065
Ай бұрын
Any rule change that means an Umbra Samaritan- a creature that a literal god was afraid of, is no longer worried that a juiced up mutant sports team from a single space station will rip it apart in close combat would be lovely stuff.
@TeamStaley80
Ай бұрын
I think the crit change probably works out slightly beneficial. Because you'd win a face to face on those low rolls thanks to crits where you might have been outscored. Before you'd crit on scores likely to win the roll anyway.
@R0bertShepherd
Ай бұрын
My understanding is that in a vacuum the new system is literally mathematically identical in output to the old. It's very elegant.
@user-uq9se1nx9q
Ай бұрын
It is compensates by the loss of dice rolls being increased
@TeamStaley80
Ай бұрын
Yep, I'm wrong. Didn't work that through right in my head. It ends up exactly the same
@allozingy
Ай бұрын
To mathematically prove it is identical to you: Let's consider a model with a target number (e.g. CC value) of 26. The possible values of a dice are 1 to 20. Add the +6 bonus, and the values are 7 to 26, where the last 7 numbers are crits. Now take 6 of those 7 crits, and put them at the start of the line. You get: 6 crits, numbers 7-19, and a crit. That's exactly the new system, and we only moved the results around, not added or modified any of them; so it's mathematically identical to the old system.
@R0bertShepherd
Ай бұрын
@@allozingy further to this, we also haven't changed the number of results on the dice where an enemy with a lower CC value might hope for a win. A CC10 model opposing the CC26 model in the example above could only hope to win CC without a crit if the CC26 model rolled a 1-3. In N5, they'll only hope to win CC without a crit if the CC26 model rolls a 7-9. Same likelihood of occurring in each case.
@sethdezwart4037
29 күн бұрын
My hope for N5 is that they make repeaters react-able. How this would have to work is likely by making a minor change to hacking that states you need to select repeater if you are using one, after this the repeater generates an ARO to anyone who can see it or who is a hacker in range of it, (much like how hackers can see hackers over the network now). The action of the hack can be face to faced by either a successful test against the repeater, by either shooting it or isolating it. These rules play rather nicely with deploy-able and with mounted repeaters. Deployed repeaters are so order efficient it is insane as is at the moment. Lets focus on hackers entering a repeater rather than HI which is much better for the attacker, this can also apply to non-hackables when facing a missile list. When facing normal troops you are able to pie the a corner and fight one at a time, same with a hackers ZOC. However, with repeaters, this is not possible. if the enemy is running more than one hacker, and some of the most disgusting CA Missile lists do, you need to face to face all of them. This makes the game defender sided in a way it is not in any other part of the game. If you were able to hack the repeater and turn it off as your face to face, (still against the opposing hacker's rolls of course). Now lets look at how to turn them off as it stands now. Any troop trying to remove a repeater within its ZOC, and lets face it they are often in buildings or corners that all but force you to, will have to fight the repeater and take what ever the hacker is going to do to them unopposed, unless you counter hack all the hackers facing you. Changing it as I propose make it more akin to how impact template face to face's work in N4. The only way this is not the case is somehow throwing a grenade from over 8in with spec fire, or fighting with a bow due to its silent skill, see Dart or Robin Hook. You may be reading this and thinking stealth gets you past them, and it does but as soon as you try to remove them you are hackable, as stealth turns off. Stealth also does not work if the hacker is in a 4 man fire-team. Killing/isolating the repeater while on the active player should stop this, much like how silent works with normal AROs. Next lets look at the order efficiency of the repeaters. Trying to remove a repeater just to allow an advance takes several orders since they are behind cover and out of LOS. This means you need to advance to a position where you can see then which is often exposed to most of the enemy team. This is compounded by the fact that they may be denying you the optimal route due to their coverage, ruining cover chances and generally eliminating a significant number of troop choices to handle the problem, due to the hacker watching that zone. After spending all of these orders you may have 7-5 left to due the rest of your turn assuming you started with all of your orders. Now lets see how many orders it took to set up this order sink. 1. The worst offender is bit and kiss, being able to deploy two at a time. Please do not take this as simple CA hate, (even if they do, and particularly she deserves it) but rather take it as a the most extreme example that best highlights the problem. Units with pitchers can lock a board down is one to two orders blocking off key routes from the opponent in a way no other object in the game can. The problem become that if you remove the repeater, you have spent several orders trying to solve a problem that does not put you in a better place but rather gets normalized. You are not removing orders or threats (save if it was mounted say on a REM, which is somehow easier to deal with it feels than a deployed one) simply a road block. This is compounded by how it is easily replaced, again, especially with pitchers (which from what I can tell the main problem, with one exception I will get into later). All of this leads can lead to a effective order count difference between two forces, in a way that I feel is generally at odds with how the rest of the game works. Alternative problems with how pitchers and deployables work is as follows. Deploying a repeater inside of the zoc of any non-hacker unit including repeaters, is completely uninteractable. When deploying, having the deployer die does not stop the deployment, meaning units like the Heckler can move with hidden deployment, which is 8in of full safety since detection does not matter. Another 4 in of movement form the first short skill, and 8in of fastpanda deployment. This is not counting the 8in ZOC of this repeater. Hecker can die safely. He did his 23point job. This also took two orders, likely form group 2. You now have 8 (assuming second player ripped 2 from group 1) to spotlight or hack with impunity. Repeaters do not handshake so you are safe so long as there is not a natural hacker in the ZOC. Spotlight, and isolate to your heart's desire there is nothing they can do. Pitchers are similar. you can shoot it around a corner that your target is behind and then hack them as much as you want. They cannot shoot it during the hack and cannot dodge to get away or they would give up their Reset. If you have read this far thanks. Go get a cookie. I think the common factor here is that as stated in the video missiles are uninteractable. Which feels pretty true, but I posit it is shockingly less the missile, and instead, that repeaters are uninterruptible. I am not advocating that you should get an ARO from a repeater getting deployed, though that could be another solution, making stealth repeaters a nice new niche for hacking lists. TLDR: Repeaters are the core of the missile problem and other uninteractive strategies.
@rowurboatgently4873
Ай бұрын
My suggestion to GML is to address it with some ITS scenarios having something similar to deployment exclusion zones, but for Guided. And/or introduce a variant of ECM that covers everything in your ZoC - and put it on all EVO-hackers.
@Nick2hill
Ай бұрын
These speculations could have been much wilder
@Ninjat126
Ай бұрын
Tohaa shouldn't be squatted, they've got a niche in the game AND the storyline/universe. I understand retiring them or moving them to "made to order," they're a niche faction, but there's just too much unique stuff there to really cut. I collect Qapu Khalqi and tbh, I'd rather see THEM go than the Tohaa.
@Robo-kz3nr
Ай бұрын
Maybe changing the requirement of getting cover from Base-2-Base contact and turn it maybe needing to be within 1/2" or so. Cause decent number of models have parts of themselves jutting out of their base so much that it makes getting cover a hassle, especially when youre trying to face a certain direction.
@erbent7594
Ай бұрын
i (foolishly) hope that Sixth Sense will be yeeted into the sun or at least removed from the fireteams so that things like albedo and surprise attack would be actually useful, maybe even make albedo into a mimetism that works only against MSV. And if we get a significant reduction in direct template weapons that would be good too, N3 to N4 shotgun rework was a bit much in hindsight, but things like B4 DAM 14 chain rifles from linked kaitoks are just plain silly. and maybe give back ignoring the firewall mods to KHDs, would be good too.
@R0bertShepherd
Ай бұрын
Doing something worthwhile with Albedo - make it good or delete it - it on my wishlist.
@chromaticchrome3746
Ай бұрын
Reinforcements feel like something perfect for an extended game of like 5 turns where you can bring a larger collections of models to bear starting turn 3 Great for a long saturday friendly, less so for a tight tournament bout, which is what the Infinity Playerbase in general seems to care about a lot. Keep in mind this is coming from me, a mostly casual 40k player looking to branch out.
@allozingy
Ай бұрын
The current system already allows this actually. Sniper Rifle (ARM=0), HMG (AP), Combi Rifle (BTS, DA), Light Shotgun (PS=6) / (PS=5), Marksman Rifle (Shock), Pistol (PS=6, Shock), CCW (PS=8, State=Dead) are all weapons that can exist with the way current weapon modifiers are defined and are identical to existing separate weapon profiles. Respectively: K1 Sniper Rifle, AP HMG, Breaker Combi, Boarding Shotgun / Heavy Shotgun, Shock Marksman Rifle, Heavy Pistol, Monofilament CCW. That said, the weapons chart they had at the GenCon demo table had AP+DA CCW as a separate entry, so I think it's not happening sadly.
@elijahlevi6201
Ай бұрын
I think one of the reasons they want to change wounds is because wounds is also the name of the token you place to represent damage. So for some people it could be confusing to say "my 2 wound unit has 1 wound".
@Direwoof
Ай бұрын
Hoping for seraph to get a AP hmg... lol
@alexbrooke1840
Ай бұрын
I like your GML ideas, I also like the idea reset can be FTF against guided. CC changes do not improve chances to win ftf just shifts target number. PV=4 on that stat block, if that it’s starting point for damage makes it more deadly than its current position.
@allozingy
Ай бұрын
PS=4 is Dam16 (PS = 20-Dam, very easy to remember), which is exactly what the Shikami currently has... if you factor in the damage bonus from his Martial Arts Level 3. Seeing as the Weapons chart that was also at the demo table had CCW and AP+DA CCW with a fixed PS value (9, equivalent to a PH of 11) and the Shikami had a (PS=###) on his weapon - I'm guessing they are decoupling CCW damage from PH (and Martial Arts) entirely, which will help with: * New players being confused about Martial Arts not affecting Pistols and MF CCW. * Forgetting to add the MA Dam bonus to CCWs, and forgetting to cancel it against NBW. * Having three of the five levels of Martial arts being exactly the same with only a damage difference between them - hopefully they make MA2, 3, 4 more different now. * The high amount of profiles that have CC Attack (+x Dam) which is just a way of increasing their PH in a specific context.
@alexbrooke1840
Ай бұрын
@@allozingy good point, I made the poor assumption that MA will change the PS number.
@motokokusanagi8806
Ай бұрын
I think that the happy days where a final check how well they are received/ordered/wanted by the community, to decide what to do with em. Would be cool to spread em into onyx and spiral more. They both need some buffs imo.
@scytheme
29 күн бұрын
RTF needs a face lift , badly. I enjoy playing it, but I am leaning into skew lists, double Shihab or Janny paintrain etc. Need some more fun stuff or profile adaptations. Khawarijs still are borderline playable
@MrLordlyCalibur
Ай бұрын
As a mainly NA2/Tohaa player I'm a little worried that I'll have to take several months off from most of my models... But I am excited to be excited about JSA again so at least I will have that going for me🎉
@Kittenmarines
Ай бұрын
N5 wishlist: helots go down one point. Helots gain one poing in BS. Helot TAG.
@gapz01
Ай бұрын
With N5 so close, I guess this is the end of the Faction Focus Series
@R0bertShepherd
Ай бұрын
@@gapz01 I've been thinking about how to handle that. I might do a couple anyway, but it does somewhat seem like they'll lose a lot of use once the edition changes!
@WolfmanFari
Ай бұрын
20th october is Sunday, i dont think the rules will come up that day ahahah
@davidhart4378
Ай бұрын
I'm hoping that the Helot's get a peace accord, so that Libertos don't show up in EVERY SINGLE Vanilla list. On a serious note, I think the spread of merc units is too ubiquitas, and it makes Vanilla factions lose their flavour somewhat. Don't remove them all, but Monstruckers get these three factions, Libertos get these three, Knauf won't work for PanO since they tried to kill him, etc.
@R0bertShepherd
Ай бұрын
As much as I am a man who has loved the Libertos since the day I laid eyes on it and a pair of them carried me through the first Novacore, I do agree that an edition change is the time we can finally make peace with them being restricted to make just a few fewer factions.
@allozingy
Ай бұрын
Someone in the Facebook group suggested CB going the way of GW and PP and changing the rule to free distance measuring (or "pre-measuring" as some call it). What is your opinion on this change and its likelyhood of happening?
@R0bertShepherd
Ай бұрын
Oh, I hadn't thought about that. I don't think it's necessary but I also think it's been a good change in every game that's ever introduced it... once people got past the initial "measure everything" stage (which takes about a month). It breaks down accessibility barriers for people with visual impairments and speeds up play in cases where people are humming and hawwing trying to eyeball a distance.
@DefectiveDice
Ай бұрын
Love me some speculation :) I would humbly suggest checking out the interview I did with Carlos, he spilled the beans on a few things that are spicy and fun
@@R0bertShepherd kzitem.info/news/bejne/lmaJuIavcXaAd6Asi=PE6_UUBa94TzCMLL Sorry could have sworn I sent this yesterday
@brice9384
Ай бұрын
@@R0bertShepherd Carlos talked about fire teams in vanilla
@sambowen7269
Ай бұрын
Hi, my friends just got me into Infinity and I picked up the Haqqislam action pack to start because they are visually exciting to me. I am unsure what my next pick up will be but I am liking the Maghariba Guard and the new Hassassin (3) models. Any advice on what to do with this action pack? Not sure if you'd be interested in making a video on where to go from that starting point.
@sambowen7269
Ай бұрын
Also, I'm glad i found this channel. It seems you also play this army and have a lot of intuitive things to say about it.
@R0bertShepherd
Ай бұрын
@sambowen7269 I think the best general advice I can give you is to buy models you like the look of that can represent a variety of possible profiles. Infinity as a game and community is very proxy-friendly, so whatever you build and paint can see use. The hassassin expansion pack has a Fiday which is very good in basically all Haqqislam lists. It also includes a Farzan and Lasiq which are a bit more niche, but also make fantastic proxies for basically any light skirmisher models. For example, the Lasiq could comfortably proxy a Mukhtar in vanilla Haqq.
@sambowen7269
Ай бұрын
@@R0bertShepherd Thanks! It's good to know how encouraging the community is when it comes to proxies.
@sethdezwart4037
29 күн бұрын
One small ask I have is that large secs like Bakunin get divided for more of an identity. I mean, have you seen how long the list of units that sec has are? They shot themself in the foot by making a new army and calling it Bakunin, likely due to there being 3 motherships. New era is a 5 year time jump. Make a new ship and say there was a schism and have some unit overlap. (this all feels very Bakunin anyways).
@Weusten1
Ай бұрын
I realy hope they buff the Umbral legates a little, for me they are little to expensive.
@manuelcolazo6752
Ай бұрын
I would love to hear your opinion on this... what profiles could be eliminated from a faction without changing or modify the flavor and playstyle of that faction? For example, are Ragiks important for hassasins? Do they provide anything to that sectoral at all?
@R0bertShepherd
Ай бұрын
That's a good question. Hassassins are a light enough sectorial in terms of total model count that there's not a ton you could cut, but I think maybe some of the Muyib or Govad profiles could be trimmed down. And yeah, the Ragik has always occupied a kind of "give them a drop troop so they have a drop droop" space, which the Bokhtar now fills with a bit more lore weight behind it.
@nielsjensen4185
25 күн бұрын
As I wrote in your Tohaa faction focus. The problem with Tohaa is that they lorewise currently have no space in The Human Sphere. They were only there as opposition to the CA and now that the CA is no longer an opponent there's no reason for the Tohaa to get involved. They would also be kicked out from The Human Sphere pretty quickly if they tried to stir up trouble with the CA and make the cold war hot again.
@R0bertShepherd
25 күн бұрын
The tohaa in the human sphere after Acheron's Fall are effectively displaced refugees, which I actually find really interesting as a space to explore narratively. There's absolutely still a Trident (military) presence, but with no way home and a less clear conflict their priority I assume is more about the safety of the civilian and merchant tohaa population stranded in human space. This gives a lot of potential for clandestine engagement as they jockey for space and influence, which I'd love to see explored further (e.g. in relation to the settlement issues that will arise regarding the new planet the current narrative is about).
@nielsjensen4185
25 күн бұрын
@@R0bertShepherd The issue with that is that they're still only against something, the prosecution of their people. If you create a narrative around that the moment what they're against is gone then the narrative is effectively dead. All the other factions had something that could be explored with the threat of the CA gone. Tohaa, at least at the time of the original Human Sphere, was only there to draw out the fighting as long as possible so humanity would become better meat shields for them. Peace with the CA is literally the worst that could happen to this expeditionary force as their whole reason for being there is now gone. Refugee status just means that they're logistically cut off from home and having an alien play style to the setting is only possible if the gear they base their style on is alien. Power armour is power armour regardless of who makes them. Sure, they'll look different and they still function like power armour. Tohaa's are vat-grown and semi-alive and while it does work a bit like power armour it also works extremely differently from power armour. Without the resources to grow more in number they would eventually have to resort to normal power armour and at that point, they'd be like everyone else except with silly hair.
@R0bertShepherd
25 күн бұрын
@@nielsjensen4185 I think the narrative of the tohaa as a displaced peoples works well if they use is as an opportunity to separate the Trident and civilian administration from the Trinomial and Triumvirate. You still have the latter represented in Spiral Corps, of course, but the real self-serving bastardry of the Tohaa central government all flowed from the administration of the Trinomial. In their absence, and with the relative peace in Human Sphere space, they can direct the Tohaa enclaves according to the same motives as all the human nations (security, independence/self-determination, wealth, power etc).
@nielsjensen4185
25 күн бұрын
@@R0bertShepherd There's the matter of numbers. When you enter a story around refugees then you can always add more refugees to the mix. In the case of Tohaa that's impossible, every Tohaa who dies is an irreplaceable human resource. A total and slow extension is the only thing that awaits them. Fighting in any capacity would only accelerate that. Gaunts Ghost had the same logistical issue during the first three or four novels where since there were no other Taniths that could replenish losses the Tanith First (and only) was all there was. At some point, a new group of refugees were absorbed into the regiment. From a pure meta-narrative, I would guess that was solely so that people could be killed since there now were replacements as it was getting a bit silly near the end of that narrative arc with the Ghosts taking losses and then in the next novel being relatively fine.
@R0bertShepherd
25 күн бұрын
@@nielsjensen4185 numbers would definitely put Tohaa in a defensive posture, but replacing casualties in Infinity is a matter of resources, not birth rate (due to cubes, lhosts etc - which we know tohaa have equivalent technologies of and which the trident presence at least would have some access to)
@Tseuq4gninaem
Ай бұрын
Armies are going to be reworked. If the rumors are true, Aconcentimento as we know it is gone.
@waardlafrance110
Ай бұрын
La rumeur dit que l'Aco et Néoterra seraient fondues ensemble dans cette espèce de sectorielle Kestral, comme une sorte de Kosmoflot de ce que je comprend, donc nous aurions un retour partiel de nos catalogues.
@Tseuq4gninaem
Ай бұрын
@@waardlafrance110 so, there is a possibility that multiple sectorial armies are going to be removed. this may not be a fun edition for people with older armies.
@JasonPBury
Ай бұрын
I hope ISS is reworked, Mere mortals like me cant make them work unlike Val etc
@Brynn_Wood
Ай бұрын
CB has never removed a sectorials before. I think it's more likely a lot of traditionally Shock Army units will be in the new sectorial in a similar way to how the MRRF units are also in Kosmoflot.
@kylemoore7746
Ай бұрын
I'm hoping the change from C1 to whatever their introductory method ends up being isn't so hard of a gap that people feel like their C1 purchases were poor choices. I bought my nephew the C1 Yu Jing collection and have been painting it up before giving it to him, but I'm wondering if it would have been better to focus sectorial or selective on vanilla and built up from there...
@burlesford
Ай бұрын
I mean, the YJ C1 collection is literally just the White Banner sectorial. So in that case, you're good to go.
@kylemoore7746
Ай бұрын
@@burlesford thanks, btw I love your paint jobs! I follow you on IG 👍
@burlesford
Ай бұрын
@@kylemoore7746 That's great to hear! Thank you :)
@Ninjat126
Ай бұрын
Bioimmunity needs to go, it's effectively just a convoluted way of saying "+1 ARM." Except for SpecOps, where it's a way to spend like 6xp in order to get ARM 9 BTS 9. Martial Arts is still a weird nested rule that combines +DAM, CC Attack (-3), CC Attack (+3) and occasionally +1B. Some teardrop Impact Template weapons could be cool. Idk if it would ever be useful, but it would be cool and that's enough for me.
@R0bertShepherd
Ай бұрын
Did you ever play N3? Teardrop template impact weapons used to exist. They were cool but a bit finnicky - shotguns and plasma weapons that fired a cone shot style attack used them. Firm agree on Bioimmunity being worth discarding. And martial arts (you wouldn't even need CC attack +3, just give models e.g. CC26), although it seems likely that's staying.
@Ninjat126
Ай бұрын
@@R0bertShepherd I technically started collecting in N2, though I didn't play any games in N2 and barely played any in N3. I don't know if teardrop impact templates would be good for the game, but there's a part of my FPS-gamer soul that cries out for them. I don't even know why, I can't remember any FPS I've played that had teardrop-shaped airburst attacks...
@Psyqhical
Ай бұрын
Who says STR are going away. As far as we've seen, only W changes to VITA. 🤔
@marcolai9735
Ай бұрын
Carlos confirmed that
@Psyqhical
Ай бұрын
@@marcolai9735 aight.
@R0bertShepherd
Ай бұрын
Nobody said that, and it's probably not happening. The video is called 'wild speculation' for a reason :P
@Psyqhical
Ай бұрын
@@R0bertShepherd that's what I thought. I can't recall Bostria ever saying STR is going away, just W.
@R0bertShepherd
Ай бұрын
@@Psyqhical someone mentioned above that Bostria said at the seminar that VITA is a consolidation of W and S, which I hadn't heard, but also grain of salt for anything Bostria says as he's not a rules guy (he's lovely, but he's not a rules guy).
@corbeaubm
Ай бұрын
Playable Maakrep pls
@danielallott
Ай бұрын
Not wild enough for me mate, need some hotter takes, way too reasonable 😂 I would like to see an immunity rework! Immunity(shock) is too common, and total immunity is a complex nested rule with weird edge cases
@R0bertShepherd
Ай бұрын
I think we might see Shock ammunition removed from the game entirely, which simplifies a little.
@sethdezwart4037
29 күн бұрын
Doesn't the math change on the CC though? lets say I have cc23 and my opponent has lets say cc16, a decent normal troop's cc. if I roll a 12 and the opponent rolls a 14 I lose. Before I would have gotten upto 15, while not a crit, it is still a hit. Also lets not forget that most units with high CC have a decent CC weapon so it would at min be AP or DA. I've seen people say they have seen the math and its the same, but I think they are reading that the crit range is the same, the ability to push out mid range rolls with over 20 CC no longer exists, as the buff that pushes you past them is gone.
@R0bertShepherd
29 күн бұрын
That difference is made up by the fact that low numbers rather than high numbers now crit due to high CC score. There are the exact same number of results on the D20 that the opposing model can't beat without a crit.
@sethdezwart4037
29 күн бұрын
I agree on the crit point, however, there were soft win cases in the old system that the new system lacks. All math following is based on a cc20 vs cc23. This is the simplest way to evaluate the change without other factors. At 20 you have a 5% chance to auto win save for an opponent critting, which 23 does on 17-20 (20%). This is a 20% hard win for 23 save for a crit defending. There used to be, in addition to this, low end affects to. 20 rolling a 1-3 auto lost, as 23 could roll at minimum 4. This was a soft win con. Now you may ask how does this matter as that would be a crit for 23 now. And you are right. However, the difference comes out when comparing the two rolls. the old system had auto losses by cc20 (and those bellow 20) and larger auto wins by the cc23. The new system has larger auto wins by the cc23 but no auto losses by cc20 (and those bellow 20). Effectively CC21+ shrunk the valid rolls for the lower number by saying if you roll this you auto lose. In order for it to be the same in the new system you would have to shrink the target number of the lower CC since crits are always at TN hard win values would stay the same.
@R0bertShepherd
29 күн бұрын
@@sethdezwart4037 I can't post images here but someone has done the math on discord in a way that lays out the probabilities and shows how the new and old systems are equivalent. Pop onto the N4 discord and ask around and I'm sure someone will point you to them (and take issue with as needed - I've only done some cursory inspection but it all checked out at least for the examples chosen).
@LowcaCzarownic
Ай бұрын
Guided as a dominant strategy ? What? This is rarely worked already in a game. In a previous edition it can be terryfing but now. You need to succes with marking a model. It is kind of difficult and risky. Then shot an missile, enemy counter hacking then roll for hit with a chance for dodge. And when You hit You rarely hit more then one model. All from this in about 2-3 orders. In a meanwhile Dog Warrior can run though battlefield and made chain rifle hell with more chance for dealing serious damage. You need several expensive models to trying something fun but not super reliable and people from a lazyness wants to nerf it. If they change in a way for example plus 3 too hit or one use targeted status it will be unplayable.
@R0bertShepherd
24 күн бұрын
I genuinely love seeing people who played in N2 comment about about N4 takes on guided. It's proper grizzled veteran stuff. "You think THIS is overpowered? Kids today, you've seen nothing."
@LowcaCzarownic
24 күн бұрын
@@R0bertShepherd Even from N 1 when a rules was first printed in a book
@MadMax-el2el
Ай бұрын
I am still salty AF about tohaa. I seriously keep looking at the shelf and debating about selling them. But they are why I got into infinity in the first place. Now this is not a CB thing, it is more the perception of I don't get nice things. Every time i find something i like, the company just seems to nuke it. Yes I have aleph it was my faction. I added combined army only after tohaa got shafted. N4 morats got played so much, the fireteam flexibility was so much fun. My gaming Salt mines.... Gw single handedly ugh. There is a reason they have been cut from my hobby. But it started with squats and harlequins back in the move from 2nd to 3rd, followed by the end times. The 00s middle finger of Bloodbowl, Mordhiem and inquisitor all being abandoned. Even orks in 40k had the same Boyz Kit for what 30 years? But they added stuff.... really? You don't think i know that? Then... Eldar are even worse, with fail cast still lingering around in 2024. Warmachine deleting retribution, with mk4, but you can still play them. Umm hmm... Guildball from steamforged. But you can still play your abandoned game, umm hmm...
@MadMax-el2el
Ай бұрын
Universally, I don't want to see NA2 option in any Vanilla faction, they should be limited to sectorals, and limited profile options. I want to see profile trimming in Vanilla, while units add unique profiles in sectorals. Something like the Noctifur Missile launcher, should be the only profile available outside of shasvastii. Maybe the Hacker. Largely with aleph and combined army I am mostly okay with them as is. Onyx being the only thing I am not overly happy with. I think most of the fix onyx's issues could be fixed with a more extensive integration of the exrah, rather than dumping in morats. Sectorals bots and bugs. Sectoral angry monkey. Sectoral Sneaky guys. Finally sectoral avatar sounds fun. Honestly I want the avatar completely redone, amazing model, feels bad game experience on both sides. Aleph... I just want the super friends, mostly removed from Vanilla.
@R0bertShepherd
Ай бұрын
Tohaa have been a really excellent faction for me for all of N4 and I've enjoyed them a ton. I don't think I expect them to go away, but we also can't discount the possibility.
@TylerProvick
Ай бұрын
I'm so tired of the gml hate. There are lots of other mechanics that get seen all the time. There are lots of mechanics that aren't interactive, there are lots of mechanics that are not fun for the recipient. GMLs got Nicklebacked and don't need changing imo.
@bjornsoderstrom378
Ай бұрын
Use a lot of gml, do you Tyler?
@user-uq9se1nx9q
Ай бұрын
What other mechanics are uninteractive, except Spec Fire?
@christopherbeers8095
Ай бұрын
@@user-uq9se1nx9qshooting through smoke, pitchers, you could even argue hacking isn’t interactive if you are hacking HI or a TAG that can’t do anything back. None of those other things have an order cap or limit either. Other than pitchers have disposable. Many of those things require a lot less set up as well. Just throw some smoke in front of your msv unit and you can shoot the hell out of someone. Shoot a pitcher at a non-hacker, hackable target, all they can do is reset. GML is not as powerful or broken as people make it out to be. You first have to land a pitcher, then you have to spotlight them. Then they still get a dodge and it’s order capped at 5 orders. I spent a whole 5 orders on an irhmandino once and only killed him on the 5th order.
@Crewarify
Ай бұрын
Gml itself is not the problem imo, the issue lies in pitchers. You can't really counter it in any cost effective way. I would like to see that an active repeater triggers aro's that has it in LOF.
@user-uq9se1nx9q
Ай бұрын
@@christopherbeers8095 A lot of AROs have 6S or MSV; Even then, it is just a modifier - the shooter is still in some danger; And they still had to get into the firing position. The counterplay to hacking is engineer. While i do not think GML is an undefeatable strategy, it is a strategy that is boring. It denies the usual strategy for playing the game in favour for a linear and repetitive gameplan, and a counterplay of "Deploy 2.5 inches apart, and 8 inches from a pitcher spot". It could have been made more interesting.
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