EDIT: 2024 news starts on page 60 2023 saw the release of the reinforcements rules and the return of the Exrah.
New year, new thread. It's going to be some year for Corvus Belli because of the release of N4, and Code One, and Defiance, and some other game, in addition to the usual most excellent minis.
Predictions: we will see fewer releases per month for the first six months of the year since Defiance is taking up production. We will see more boxes, more blisters consolidated into boxes, and fewer blisters.
Adepticon is at the end of March, there may be something big there. GenCon is the end of July. There will be something big there.
A refresher: The February releases named, but no visuals:
-Agents of the Human Sphere. RPG Characters Set
-Mukhtar, Active Response Unit (Boarding Shotgun)
-The Umbra (Repack)
-Intel Spec-Ops (Heavy Pistol, Sniper)
The minis in the Agent's box are all new sculpts. Finally a Mukhtar.
ETA 01/28/20: The battle box, Operation:Kaldstrom, for code one releases at Adepticon. It is Pan-O v. Yu Jing
Here is the schedule for 2020:
ETA 05/21/2020 Code One is released. Info is here at the Code One Web Page
Well after Neotexit from 0-12 things were never the same. Varuna stayed with Neotera but Acontecimento demanded a referendum to stay in 0-12 themselves and leave PanO. Lets not talk about the Svalarheima backstop as boy, that's still controversial. It's just a shell of it's former self.
Ha! you could not be more wrong. Look at the new Kusanagi sculpt. There are no combat heels. None. However, there may be some truth to the rumor that the Adepticon LE mini will be a bikini clad Uxia MacNeill. Or the next Aristeia mini will be a bikini clad Uxia MacNeill, or Jeanne d'Arc.
CB isn't killing Pan-O. Just the Neoterrans. You people didn't buy enough Bolts, and this is your punishment, no more nice things for Pan-O...
...Until the next battle box when we get the only other Pan-O sectorial that matters, Svalarheim.
Code One sounds intriguing to me. I loved playing the Icestorm Scenarios and the basic rules of Infinity are great, but as someone who has other hobbies and doesn’t get to play that often full Infinity was too much as there were just so many special rules/equipment to remember. If Code One is more streamlined so that someone who can can only play once a month or so can keep up with it I would enjoy it.
Red Harvest wrote: Ha! you could not be more wrong. Look at the new Kusanagi sculpt. There are no combat heels. None. However, there may be some truth to the rumor that the Adepticon LE mini will be a bikini clad Uxia MacNeill. Or the next Aristeia mini will be a bikini clad Uxia MacNeill, or Jeanne d'Arc.
CB isn't killing Pan-O. Just the Neoterrans. You people didn't buy enough Bolts, and this is your punishment, no more nice things for Pan-O...
...Until the next battle box when we get the only other Pan-O sectorial that matters, Svalarheim.
Goddammit! Seriously??? I play Neo. If Bolts were worth a crap (I don’t want a discussion!) I’d play them, I already bought all of them...
Yeah, Dorkness. The current rumor is that it's Neoterrans being dumped from PanO.
I keep harping on this elsewhere, but man it would be nice if they would just cut Military Orders out and reshuffled them into a NA2 like they did with JSA.
Kanluwen wrote: Yeah, Dorkness. The current rumor is that it's Neoterrans being dumped from PanO.
I keep harping on this elsewhere, but man it would be nice if they would just cut Military Orders out and reshuffled them into a NA2 like they did with JSA.
And yet they're also supposed to be such a powerful entity that they can field their own forces(mostly by withholding their resurrection tokens except for those 'willing to join the crusade!') without actual PanOceanian military force involvement and they can refuse to join those actual forces... It's okay to admit that you just don't want to lose your cheap Fusiliers.
Additionally, their range is quite likely responsible for a good chunk of PanO's issues with things being "retired" of late. How many different units of Knights do we really need in the game? Especially with as much potential overlap as most of them have?
There's a big reason why people call them the "wannabe sphess mareenz". CBthinks everyone wants them.
I think you know that Fusiliers are out of MO, right? they can field their own forces since they must raise their own forces as they are private military companies "donated" by the church to PanOceania military complex.
I get why you may want MO as NA2 but the NA2 structure as it is does not allow such narrative to exist, it would assume the Church leave PanO and this is not a plausible scenario since they are the most integrated element of PanOceania society.
And the NA2 structure was made for this kind of thing. Entities that aren't a "state" in and of themselves, but that have power enough to field their own forces.
There's no requirement for "the church to leave PanO"(and the "most integrated element of PanOceania society" is arguable; that title actually should go to the various corporations) to become a NA2.
But you know that. Druze Society didn't mean that they "left" Haqqislam.
But you know that. Druze Society didn't mean that they "left" Haqqislam.
Druze were always a separate faction they are employed by Haqqislam as mercenaries but are not allied to it, in contrast for example to Caplans (or Dahshat) who are owned by Haqqislam corporations.
I think it'd be a mistake for Neoterra to go OOP. The Bolts are sort of my iconic PanO unit. First thing I bought after getting into Infinity with Icestorm was the Neoterran start box. I love them. They could use a little help, but Infinity is a game where you can work with a less than optimal list, if you want to. I'd be super disappointed if NCL was squatted, even if temporarily.
I've got another box of just Bolts around here somewhere, but I'm basically waiting for Code One/N4 to get back into Infinity (hasn't stopped me buying models though). And Defiance I guess. Seem like Infinity is about six months away from a tsunami of awesome, but I'm just paddling around in the pool until then.
Red Harvest wrote: Infinity also has the sane religious fanatics faction. And one for the furries <shudder>
Haqqislam seems to be the 'sane' religious faction, but I'm not sure if you're implying the furries are Bakunin Nomads or Morats. Ever since the Nomads basically started getting too friendly with the Shasvasti, they may as well be part of the CA anyways.
No, they're religious stormtroopers that swear fealty to the Magical Nondenomination Pope, not the state of PanO. They're literally a paramilitary organization armed better than the nation-state soldiers.
Really excited to see the O-12 Sectorials this year!
I am looking forward to N4 quite a bit. I would prefer if they kept the game complex but eliminated nested rules. I would also like them to go into each army and sectorial and rejigger them all to make sure every profile is good/solid.
I wonder what the points scale will look like in N4. Will they just tack a "0" onto all of the current points. Maybe double the current points? Half it? So a Fusilier is 10 points now. If they just stick a 0 on the end, he would be 100 points. If they doubled him, he would be 20. If they halved it, he would be 5. I do not believe halving is the best way to go, since it limits granularity. Not sure if I want to play 3,000 point games. Doubling seems fine.
Dropbear Victim wrote: Im sticking to vanilla lists so I don't get attached to any sectorials since the ones I like keep getting taken out back and shot.
The French will return! They just need a different mechanical identity and better looking models.
That SpecOps is decidedly "Meh". She got billed as a sniper+heavy pistol by CB themselves, but man did that not pan out apparently.
Agents is, as I figured, a way to squeak out some new SpecOps. PanO's an Order Sergeant, Nomad seems to be a Moderator, the Ariadnan one seems to be a Kazak, and the YJ one looks to be just super generic.
Soul Samurai wrote: Glad to finally see the Mukhtar. I'm not a particular fan of the pose though; not saying there's anything wrong with it, just not to my tastes.
At least he is not "Captain Morgan-ing" the tactical rock!
Kanluwen wrote: That SpecOps is decidedly "Meh". She got billed as a sniper+heavy pistol by CB themselves, but man did that not pan out apparently.
That option is included in a bevy of alternate arms. I wish there were pictures since I'm probably going to use her as a sniper chasseur.
"This blister includes an Intel Spec-Ops with Sniper Rifle, Molotok, and CC Weapon options for the right arm and Heavy Pistol and Unarmed hand options for the left arm"
Absolutionis wrote: Carlos wouldn't go all the way to the BeastsofWar studio just for an Aristeia release. I bet they have something big coming up soon.
Absolutionis wrote: Carlos wouldn't go all the way to the BeastsofWar studio just for an Aristeia release. I bet they have something big coming up soon.
Code One and the new Pan-O v. Yu Jing battle box are to be released at the end of March, in time for Adepticon. This according to Belén Moreno in a podcast ( in Spanish.) Does that qualify as big? Koni promises new videos at the satellite tounaments ( I suspect the LVO is one of them) starting this week-end.
Operation Kaldstrom -- new battlepack (pano, yujin). Code one starter. Released at Adepticon. Two new armies for each faction introduced.
Starting at Adepticon is when infinity will split into 2 games. Code one and N4 which will be released at Gencon.
No Sectorials in Code One (not unexpected).
Code One is important not just for getting new players but retail, having a core set of products for them to stock (this has been talked about before).
ITS season will start right after N4's release in August.
Upcoming releases:
Shasvastii Nox Troops Box -- specops ill be in this box (already painted and should be released soon).
Shasvastii is the current best selling army at filming.
Namurr Active Responce for Haqq -- painted and releasing soon
Q&A section:
N4 has new Crit rules that will be affected by trooper profile
Can Zhanshi be one point cheaper? -- Yujin Number one
On faction balance -- Yes newer armies seam better but there are 37 armies and that's hard to balance all the time. Also don't confuse popularity with army efficiency as they've learned people choose armies not just based off of how well they play. They have an ITS chart showing army wins vs losses and all hover around mid to upper 40% win vs loss. With the largest spread 10% between Shock Army (worst) and Rahamada task force (best win rate). There was a lot to this. Probably be best to go and listen to yourself as it's hard to summarize on one viewing (which is all I have time for) and what I wrote might not be the best summery of what Carlos said. About halfway into the video.
3 More Armies in 2020. 2 of those will be in the new Battle Box. The 3rd one is at end of year.
No Plan for an Australian Sectorial army.
Are Merc options missing Tag or heavy hitters going to get one anytime soon? Can't say. Wait till N4.
Will there by a CB fantasy game? Right now we're working on N4 and there's no current project being worked on. Once N4 and Defiance are done maybe but still probably years away.
We know Pan0 is a mistake -- Pan0 is such a mistake that it has 4 armies and getting another one this year so Neoterra is going away. They can't go above 50 skus (I'm not sure in what this is reference too probably per faction).
Will units disappear in N4 -- Yes. The timeline is advancing and some units will go away.
What's the goal for Hacking N4 -- Simpler and more effective. Less devices, programs and so on.
What's the Mini with the N4 preorder -- They haven't decided. Most likely Merc that will work with any army.
New TAGs in 2020. Some will be resculpts like the Cutter. O-12 is getting one too.
Few things I didn't write down but noting really that important.
Carlos is looking forward more for Adepticon and Code One then N4 as it's closer and the start of a new beginning.
Will Links be powerful in N4? Yes, they're important.
No rules/mechanics from Defiance/Ariestia! in N4 despite rumors. Those games aren't Infinity, they aren't going to radically change the game much. N2 -> N3 is a larger change then N3->N4.
N4 Changes scope question -- N4 is a streamlining of N3 and removing redundancy and volume of rules that aren't needed.
Question about releasing all weapon options in boxes and general release cleanup -- Now products will be marked as especial so hopefully they'll be more in stock. As always about the weapon options they don't sell sprues they sell figures. If they moved the plastic they could but it doesn't work for them in Metal.
Question about Bakunin getting HI and some other stuff -- No. As the figure in question is just trying to mirror how other factions play and that's not what Bakunin is about. They don't deserve TOHI units.
N4 Timeline jump -- yes (as in the other video). The last 3 books were working towards the new N4 timeline as they were moving it forward as well.
Question on improvement to ITS site -- They're focusing on N4 release. Maybe at some point.
What is Carlos wishlist for N4 -- To streamline and allow more people to play. And to get rid of superfluous rules that are the same except for one small part. Rules names are changing too. Like now there's Dodge +3 so people know it is. (I believe this was two different questions I combined into one summery)
What is your favorite tag? -- The Salamander.
Question about MI in N4 -- MI will be a different thing in N4 so they don't have to be "patched" to play.
Top selling stuff -- They're filtering the charts to try and give more accurate results as more recent stuff will obviously sell better, same with battle boxes. 1) CSU (shotgun) 2) Dakini Tacbots 3) Ikadron Batroids 4) Tunguska Jurisdictional Commando 5) Dronbot Remotes (REM) (oldest SKU still in production that Carlos can think of) 6) Invincibles Terra-cotta 7) Zulu-Cobra (jammer) 8) Varuna Immediate Reaction Division 9) Rebots 10) Dragon Lady.
Are Tohaa an endangered species now? -- Yes. They're blocked off from home.
N4 will be the whole game. No splitting into Human Sphere N4 and such. This isn't a remake it's a sequel.
N4 isn't going to really reduce the weapon chart. The focus is on skills and rules. (nothing about ammo).
Lots of stuff about N4 -- does anyone have a quick and dirty summary of what we can expect from Code One? Simplified ruleset, fewer armies, fewer special rules and exceptions, otherwise pretty much as per standard Infinity? 'Cos if so that could very well be my jam.
Ian Sturrock wrote: Lots of stuff about N4 -- does anyone have a quick and dirty summary of what we can expect from Code One? Simplified ruleset, fewer armies, fewer special rules and exceptions, otherwise pretty much as per standard Infinity? 'Cos if so that could very well be my jam.
It seems to be Infinity: Operation mode. I expect it to be very similar to the experience you get when playing the operation + beyond armies against one another. Firefight focused, limited insertion style encounters without a ton of complicated rules (hacking/extremely impetuous/smoke/etc) but a few of the big event options like aerial deployment and TO camo.
Hmm, only the Concordat Caskuda is dead. There are other Exrah groups out there with Caskudas. They are not coming to the Human Sphere though. :(
I expect Code One to be somewhere between the rules from the Operation:boxes and the basic rules as we see them in the BRB for N3 (updated of course) with maybe a few advanced bits tossed in. The Operation boxes are very much 'get you by while you learn' rules.
Top selling stuff -- They're filtering the charts to try and give more accurate results as more recent stuff will obviously sell better, same with battle boxes.
1) CSU (shotgun)
2) Dakini Tacbots
3) Ikadron Batroids
4) Tunguska Jurisdictional Commando
5) Dronbot Remotes (REM) (oldest SKU still in production that Carlos can think of)
6) Invincibles Terra-cotta
7) Zulu-Cobra (jammer)
8) Varuna Immediate Reaction Division
9) Rebots
10) Dragon Lady.
It is not a correct use of the word Squatting, that implies both stopping production, stopping support and invalidating the army lists and official participation in the tournaments.
Although at the last video Bostria mentioned that some profiles may stop existing and I think it is something many here asked for, so happy?
Keep in mind that Corvus Belli is doing to two radically different things:
- The Exrah models and their profiles were killed off, for a combination of design and practical reasons. There are no N3 Exrah profiles at all.
- For the various other sectorials that have been discontinued, all they've officially done is discontinue production of the models.
If all of the "discontinued" sectorials still have rules when N4 comes out, then they haven't been "Squatted".
It's odd. So far there's been the comment that they're going to consolidate hacking and the hacking devices, and reorganize skills, but not the weapons.
There really aren't that many weapons in the game. A few could be a little different or differentiated with ammo types, but there's not that much to cut outside of maybe some of the quirky side arms.
If you watched the video the main reason they aren't getting rid of weapons would be that what would you do with the minis with said weapons? Doesn't sound like CB wants to discontinue models just because they decide there are too many weapons. They did say they would if it was "superfluous" and being in would negatively affect the goals of N4 but their main focus is on Skills and rules.
The biggest reason they likely don't want to remove weapon profiles is because they have pushed for mixed boxes with no alternate builds for so long. They'd have to redo huge chunks of tooling to fix any issues they cause.
LunarSol wrote: There really aren't that many weapons in the game. A few could be a little different or differentiated with ammo types, but there's not that much to cut outside of maybe some of the quirky side arms.
Beg to differ. I count over 100 entries in the weapons list. Even if you sort and group them, it'll still be a lot of weapons.
The sectorial lists still exist, and the sectorials for ASA and QK, for example, are still playable.IF CB updates units in the vanilla lists for Pan-O and Haqq, those updates to trickle down into the sectorials.
IIRC, CB starts pre-orders about 2 weeks before the Con? and teasers before that. I reckon that we ought to see teasers for the battle box starting 9 or 10 March. Is it going to contain the upgraded terrain, like with Operation: Wildfire ? Like I need more terrain.
Good news that the N4 BRB will be all in one. However, I may skip the book this time. It'll depends on how compelling the updated background will be. Bostria didn't really give to much in the way of hints about how the background/storyline* advances.
(*fluff is something you do to pillows and pr0n stars.)
LunarSol wrote: There really aren't that many weapons in the game. A few could be a little different or differentiated with ammo types, but there's not that much to cut outside of maybe some of the quirky side arms.
Beg to differ. I count over 100 entries in the weapons list. Even if you sort and group them, it'll still be a lot of weapons.
How many unique weapons are there in 40k? Most games honestly have a "unique" weapon for every single unit. Infinity is one of the few games where I feel like I can know what every weapon does pretty easily.
No idea about 40k. Haven't played it in over 10 years. Also, not relevant since the games are barely comparable. The weapon names do help in figuring things out, I'll grant you that. A viral rifle will obviously shoot viral ammo, while the breaker combi rifle will shoot breaker ammo. When CB breaks this naming convention, things deteriorate. Red Fury? Blitzen? Flammenspeer? Wild Parrot?
No matter, if there is a mini with the weapon, the weapon will stay... or the mini will go.
LunarSol wrote: There really aren't that many weapons in the game. A few could be a little different or differentiated with ammo types, but there's not that much to cut outside of maybe some of the quirky side arms.
Beg to differ. I count over 100 entries in the weapons list. Even if you sort and group them, it'll still be a lot of weapons.
There are 167 weapons but that list is deceiving since each weapon is given a unique profile for each type of ammo it uses (e.g. Combirifle, Viral Combirifle, k1 combirifle, etc.) as well as the same weapons different shooting profiles (e.g. HMC (Burst Mode), HMC (Anti-materiel Mode), HMC (Stun Mode), etc.) and some weapons have a light and heavy variant (e.g. Light Shotgun and Heavy Shotgun). Additionally some weapons have different names but are almost identical save for the ammo they use (i.e. Panzerfaust, Flammenspeer, Blitzen and Akrylat-Kanone, etc.).
If you think the herd the list would probably be waaaay shorter.
The biggest hurdle for infinity's weapons are the range bands. It's a cool system but It think would be better severed with maybe only 10 different ranges that a weapon is assigned instead of trying to make each weapon have a slightly unique range.
Monkeysloth wrote: The biggest hurdle for infinity's weapons are the range bands. It's a cool system but It think would be better severed with maybe only 10 different ranges that a weapon is assigned instead of trying to make each weapon have a slightly unique range.
Just about all of the range increments are multiples of 8. The issue is that they combine the range bands on some guns when the +/- modifer is the same. That is 100% an issue I think needs to be resolved.
I think the thing that CB should do is to list all of the range bands for each weapon:
0-8
8-16
16-24
24-32
32-48
48-96 (only a handful of weapons shoot past 48", so just lump them all together with this range band).
LunarSol wrote: There really aren't that many weapons in the game.
Jokes aside there are not that many weapons. 167 total but way more than half that list are just the same weapons (or nearly identical weapons) with different ammo or different firing modes for individual weapons. If you culled the list down, I am sure it would be like 50 unique weapons.
Monkeysloth wrote: The biggest hurdle for infinity's weapons are the range bands. It's a cool system but It think would be better severed with maybe only 10 different ranges that a weapon is assigned instead of trying to make each weapon have a slightly unique range.
Most of them are more or less the same (rifle/pistol/shotgun/sniper/etc). There's a few quirky ones I'd be fine consolidating, but I'm not sure which ones you're specifically concerned about?
Like most things in Infinity, I personally find the weapons to be something that feels enormously overwhelming in the book and even in Army to a degree, but when you compile your list down to the things that are actually on your models, its honestly way simpler than it appears when you get the info dump. 40k looks about the same when you look at the weapon tables they publish (and those are on a per faction basis). Copying the subset of profiles available to a unit to the profile page makes it feel a lot simpler than it is. Similarly, I find Infinity far far less intimidating when I stop trying to look at all of it and just pay attention to what's on the table.
Separating weapons into types, Pistol, Rifle, Combi-rifle, etc and using ammo as a sub-type would make the number of listed weapons less, and may help, at least for the important in game things, like just knowing range bands. You really need to just know those. CB may well do this. We'll see.
The good news is that the rules will be all in one book this time. No mention of the size of the book. Or if it will be separated into a BRB and a background book like for N3.
I don't recall hearing Bostria mention how detailed the rules in the new battle box will be. I hope they are more than the quick start rules that CB currently includes in the battle boxes. An actual preview of Code One. All the material that needs to go to the printer will need to be ready within the next 2 weeks or so, to be done in time.
If the rumoured Code One rules are basically going to be a Operation box rules plus, that may very well be the case. They probably won't list every unit in the game, however.
The probably wont, as they've said ARMY will have a code one version. But It would be good code one stats for all the starter boxes they're going to mark as "essential" as that would be a page for faction. Much like they do in the operation boxs now for the factions in them. Just add a few more pages of that to have a real starter rules that you can just pick up a box for each faction and play. That's what Infinity is really missing as all of that are in two player boxes only.
Jokes aside there are not that many weapons. 167 total but way more than half that list are just the same weapons (or nearly identical weapons) with different ammo or different firing modes for individual weapons. If you culled the list down, I am sure it would be like 50 unique weapons.
I will never put the jokes asaide - NEVER!
But jokes aside, the number of weapons adn ammo types is something I don't think CB should cullin N4. At least not to a large extent. The variable range bands and having the right tool for the job is part of the granularity that makes Infinity what it is as much as the ARO system.
I am prepared to stand idly by while hacking dies in a hole. I can live with myself afterwards.
In the current ruleset, magic spellcasting hacking is listed under 'advanced rules' so I'm pretty certain most hacking will be absent from Code One. Bostria did mention hacking as something that will be addressed, so we have that sliver of hope.
Re-watched the LVO video. Code One *arrives* with the Battle Box, but now I doubt that it will contain the complete ruleset. That will probably be a download, so the CB can save on printing. The box will probably have just Quick Starter stuff. No mention of a Code One book.
I added a screenshot of the calendar of releases/events to the OP. and I'll add it here too
But jokes aside, the number of weapons adn ammo types is something I don't think CB should cullin N4. At least not to a large extent. The variable range bands and having the right tool for the job is part of the granularity that makes Infinity what it is as much as the ARO system.
Hacking though, burn that **** down.
Range bands are what make mobility matter in the game. It keeps things from turning into a static firefight and make positioning really fun and dynamic.
Honestly, hacking isn't that complicated. It's just another weapon in most instances. The most complicated part is just that programs are listed in a single table with a column saying which devices they work on rather than having each device come with a list of its available programs. There's also a few too many options (similar to the different levels of Martial Arts) that could be culled, but the actual interaction of hacking is basically the same as a gun.
Jokes aside there are not that many weapons. 167 total but way more than half that list are just the same weapons (or nearly identical weapons) with different ammo or different firing modes for individual weapons. If you culled the list down, I am sure it would be like 50 unique weapons.
I will never put the jokes asaide - NEVER!
But jokes aside, the number of weapons adn ammo types is something I don't think CB should cullin N4. At least not to a large extent. The variable range bands and having the right tool for the job is part of the granularity that makes Infinity what it is as much as the ARO system.
Hacking though, burn that **** down.
I do not want to see the weapon list culled much, if at all.
Hacking can be pretty silly. It is my least favorite part of the game. I get why it exists and I use it often but... I would prefer if it were streamlined and simplified quite a bit.
Hacking has been completely window-dressing since 1st edition, and expanding it didn't improve it, it just ensured it's even more unappealing. The problem is, as usual with hacking in an otherwise shooty-shooty game, that you either make the whole mission about hacking, or it's always better to just bring another gun.It's not like magic in fantasy (despite similiarities in having separate section and rules devoted to it) because hacking very rarely interacts with the physical world of the tabletop, whereas spells can do physical damage, or give strong buffs/debuffs to most if not all units on the board instead of very select few.
They should make hacking interact with the terrain more. I should be able to hack a vending machine and have it shoot out canned drinks at enemies. Hack security cameras to give me line of sight around corners. Hack doors to shut on people, crushing them. In Infinity, hacking is the least fun, least cool part of the rules by a country mile. Hacking should be less about buffs and more about surprising your opponent with some out of the box thinking. In my opinion, of course.
Cronch wrote: Hacking has been completely window-dressing since 1st edition, and expanding it didn't improve it, it just ensured it's even more unappealing. The problem is, as usual with hacking in an otherwise shooty-shooty game, that you either make the whole mission about hacking, or it's always better to just bring another gun.It's not like magic in fantasy (despite similiarities in having separate section and rules devoted to it) because hacking very rarely interacts with the physical world of the tabletop, whereas spells can do physical damage, or give strong buffs/debuffs to most if not all units on the board instead of very select few.
There's a few strong buffs available in hacking (shock/ignore cover for remotes being the big one) but I agree there could be more emphasis here.
Hacking as an offensive ability is rather dependent on repeaters. The ability to create areas of the board where a hackable model can't really act without at best risking a reset is really powerful. The game needs control elements or else there's no design space beyond charging more points for PanO Ballistic Skill. They mostly just need to clean up some redundant programs and reorganize the programs a bit to give the different devices more defined roles and likely combine some of the redundant ones. I think a lot could be done by combining them down to 2 or 3 different program lists and differentiating them with either upgrade programs or making some of the effects skills instead of them all being a generic hacker (Killer Hacker, for example, could be a skill that lets you ignore Firewall Mods and add Shock or something.
Regardless, I'm sure whatever is changing is set at this point. Curious to see what they come up with.
Cronch wrote: Hacking has been completely window-dressing since 1st edition, and expanding it didn't improve it, it just ensured it's even more unappealing. The problem is, as usual with hacking in an otherwise shooty-shooty game, that you either make the whole mission about hacking, or it's always better to just bring another gun.It's not like magic in fantasy (despite similiarities in having separate section and rules devoted to it) because hacking very rarely interacts with the physical world of the tabletop, whereas spells can do physical damage, or give strong buffs/debuffs to most if not all units on the board instead of very select few.
It is all window dressing until you are running a list full of Unidron Batroids inside a building and a hacker on the outside of the building threatens to attack you when you dare to move any of your Unidrons.
Alpharius wrote: I'd be happy if it were near impossible to neuter T.A.G.s via hacking...
Really kind of defeats the purpose of hacking, doesn't it?
The extra order really goes a long way towards making TAGs worth taking now. I think with a wide adoption of tactical window to put a general limit on order pools they're actually getting to be in a pretty good place, particularly with a specialist piloting them.
Eject is such a fun power though. One of the things that often seems to sell people on the idea of the game. It's honestly not even very good in most cases, but definitely something to be cautious of. I can certainly see toning it down though. Kind of depends on other attempts to improve TAGs. Personally, I find Immobilized-2 to be a far far greater concern.
Cronch wrote: It it? I find all abilities that take away from other player's agency to be bad design. No one likes stunlocks.
Everything takes away player agency in any game. Killing your models takes away the agency to use that model, no? In many ways, hacking is a lot kinder than killing, as there is often far more counterplay (like just walking back in your TAG when the opportunity presents itself). It's far from a stunlock.
One of the things I really appreciate about Infinity is that there's never a real lock. If something is in an exposed position; be that a tag in a hacking area or a model in a sniper's lane; it might be stuck but you as a player are not. Sending an order monkey in to clear a repeater or having a drop troop fill a nest with grenades to free up a pinned model is what makes the game feel like the tactical firefight so many other games fail to capture.
Alpharius wrote: You do make good points - I'm just a big T.A.G. fan and hacking, to me, seems to have really limited them too much.
I'm OK with that particular pendulum swinging in the other direction a bit, hopefully.
TAGs have always been in need of some serious love. I'm all for it. Hacking is a part of that (though personally, I'm vastly more terrified of E/M), but ultimately what has made them bad is more of a fundamental game economy problem that needs to be resolved. No matter how good their stats are; the chunk of orders you lose for taking one is too great. Having them generate an extra order does more to fix them than anything I've seen in the game. Limiting the number of items you can take to 15 is the other big thing they need, IMO. A cap on how many cheap orders you can meaningfully take creates a nice buffer. Given that you can hit that cap for most factions with half your points or less; it means you're essentially working with a 150 point budget of "upgrades". You can spread that out among your 15 or dump half of it in a TAG (which gives you a bonus order) but its not putting you behind the way it currently does. Giving them a tool to complete missions is also pretty critical, and the 3 combined I think fixes most of the problems with TAGs that made trying to fix them with points not a real solution. In many ways, I'd prefer them to be absolutely terrifying to deal with in a firefight but weak to hacking as sort of RPS. Regardless, I'm definitely not opposed to things that make them better; Sally's my girl.
Cronch wrote: It it? I find all abilities that take away from other player's agency to be bad design. No one likes stunlocks.
Everything takes away player agency in any game. Killing your models takes away the agency to use that model, no? In many ways, hacking is a lot kinder than killing, as there is often far more counterplay (like just walking back in your TAG when the opportunity presents itself). It's far from a stunlock.
One of the things I really appreciate about Infinity is that there's never a real lock. If something is in an exposed position; be that a tag in a hacking area or a model in a sniper's lane; it might be stuck but you as a player are not. Sending an order monkey in to clear a repeater or having a drop troop fill a nest with grenades to free up a pinned model is what makes the game feel like the tactical firefight so many other games fail to capture.
Killing the models is expected in a game though. Having them do nothing is much more irritating. Just like with adhesive ammo, which has one way to fix it, and if your army lost it's engineer, too bad.
It's also one of the many ways in which tags are so much worse than basic infantry- not only do they cost around 1/3rd of your points, but they also need at least an engineer to babysit them, and ideally also a hacker, eating into the points even further, while their high ARM is easily ignored by over-abundance of AP ammo and of course the crits just plain ignoring armor. Without those issues resolved, tags will never be worth it.
Cronch wrote: It it? I find all abilities that take away from other player's agency to be bad design. No one likes stunlocks.
Everything takes away player agency in any game. Killing your models takes away the agency to use that model, no? In many ways, hacking is a lot kinder than killing, as there is often far more counterplay (like just walking back in your TAG when the opportunity presents itself). It's far from a stunlock.
One of the things I really appreciate about Infinity is that there's never a real lock. If something is in an exposed position; be that a tag in a hacking area or a model in a sniper's lane; it might be stuck but you as a player are not. Sending an order monkey in to clear a repeater or having a drop troop fill a nest with grenades to free up a pinned model is what makes the game feel like the tactical firefight so many other games fail to capture.
Killing the models is expected in a game though. Having them do nothing is much more irritating. Just like with adhesive ammo, which has one way to fix it, and if your army lost it's engineer, too bad.
It's also one of the many ways in which tags are so much worse than basic infantry- not only do they cost around 1/3rd of your points, but they also need at least an engineer to babysit them, and ideally also a hacker, eating into the points even further, while their high ARM is easily ignored by over-abundance of AP ammo and of course the crits just plain ignoring armor. Without those issues resolved, tags will never be worth it.
At the same time, it is not like Engineers and Hackers are not useful in other ways for most missions.
Tags are high risk, high reward models.
Before this latest ITS change, I always found running two HI units as being way more effective than one Tag. You get an extra order and an extra body, even if you still want to have the Hacker/Engineer babysitters. Now, I feel like there is way more reason to run a Tag, even if it is still much riskier than two HI units.
I wonder if giving them 2 extra orders would make Tags more equitable?
Alpharius wrote: The biggest crime is that one of the coolest models in the history of miniature gaming doesn't see the table enough because of these damn rules!!!
And yes, maybe T.A.G.s generating 2 orders would be a good fix - combined with the aforementioned toning down of hacking, of course!
The currently do generate 2 orders. Do you mean 3?
BoW and Customeeple had a ruleset for infinity where you could play a death match arena (with respawns) with infinity. BoW's version had Tags as the main players while Customeeple's was using stock infantry. Both had upgrades you could pick up like in Unreal Tournament and was quite fun. I managed to snag a set of the tokens before everything was quietly removed from Customeeple's website. Don't think CB was too happy with it but it was a damn fun way to play the game with lots of friends.
Alpharius wrote: The biggest crime is that one of the coolest models in the history of miniature gaming doesn't see the table enough because of these damn rules!!!
And yes, maybe T.A.G.s generating 2 orders would be a good fix - combined with the aforementioned toning down of hacking, of course!
The currently do generate 2 orders. Do you mean 3?
I did - sorry!
I should have just said "an extra order", I guess...
I am genuinely looking forward to the rules revisions that are coming soon - I do not know why, but I am optimistic that they'll get us a better game.
N3 was a better game, ruleset-wise, than N2 when it was just the BRB and one excluded all the Human Sphere and Paradiso stuff. The scenarios needed to be updated to N3, and CB really dropped the ball on that. I hope we see updated scenarios to go with the updated ruleset. Given Bostria's statement that Code One and N4 are not just revisions/updates but something more, this may happen. or not.
were they rolling their own? That's the only thing I can think of outside of the provider they choose may not have the best servers so performance may be meh. It's not like they've got any really complicated selections, they're pretty part the course.
Red Harvest wrote: What are you trying to talk yourself into, Alpharius? Hmmm? US$820 is a big all in.
I'll stick with my collector level pledge, but if I can also get that Fat Yuan Yuan and/or Kusanagi, I probably will.
More like trying to talk myself out of stuff!
I think I'll end up with all the game content stuff and a reinforcement pack or two - if they math out to being a 'good deal' vs. just buying what I want in blisters/boxes...
I wonder what the hold up really is with the Pledge Manager? What are they trying to do with it that is causing delays?
Yeah, really looks to be 'do it themselves' to save having to pay any of the established ones any fees.
It'll probably work out just fine for them in the long run - delays now up front? Probably the least aggravating of all the usual "Kickstarter Delays".
Rolling their own Pledge Manager only makes sense if they plan to have more kickstarters. The time and money spent for a one off is wasted unless it is significantly cheaper. With limited resources, the people working on the PM are people not working on other profit generating activities.
Given how well this Kickstarter did, and the assorted distribution issues they have - at least in the USA - I do foresee more KS’ from CB moving forward.
Rolling their own Pledge Manager only makes sense if they plan to have more kickstarters. The time and money spent for a one off is wasted unless it is significantly cheaper. With limited resources, the people working on the PM are people not working on other profit generating activities.
Yep. Doing that kind of infrastructure isn't cheap. Doing it well is even more. I use to dev full stack as well as websites and such. Now I just dev tools to test them. Way less stress and better hours. If they don't do more KSrs they'll have burned a lot of cash on this.
Though if they're smart they'll open it up to other companies and undercut backerkit. Go the ol' Amazon route of selling access to your internal tools/software to competitors as money is money.
There's going to be 3 different statues for the first set, no idea what the other 2 will be, but the 1st is a VERY nice looking Shang-Ji. I love it, hopefully it means new Shan-Ji miniatures in the game soon, because it's always been one of my favorite HI models and this new redesign keeps most of the design details I like intact. I wouldn't be surprised to see this guy in the N4 PanO/YJ starter Operation set, hopefully with a profile update to make them better than in N3 as they're currently not worth the extra 10ish points over a Zhuyong. They can't currently be armed with HMGs, so one new profile at least
No hint of the pricing, hopefully won't be too bad, but similar figures vary GREATLY in price and can be anywhere from $20 to $175+, and this appears to be a new company.
If they don't have a US hub the prices will be quite expensive. The Spanish Government set's shipping prices that all couriers have to use so there's no competition price wise which protects the government own mail system. Add that international shipping keeps going up and well last year when I ordered from them for the adepticon bundle and ITS box was $40.
The shipping is "customs friendly", so I suspect that they do have a US partner lined up.
They list estimated shipping charges on the KS page:
Corvus Belli wrote: Bear in mind that we do not yet know exactly how much the different unlockable components will weigh and the size of the packaging. The metal’s weight is not a determining element and will not increase the shipping costs.
The prices take into account one request from a customer purchasing one unit of either the Core or Collector’s Pledge. Extra add-on units, or extra copies of the Core or Collector’s Box will increase the shipping costs:
Spain: 12€-15€
European Union: 20€-25€
Rest of Europe: 20€-25€
USA: 25€-30€
Canada: 25€-30€
Australia: 35€-40€
New Zealand: 35€-40€
Asia: 30€-35€
South Africa: 40€-45€
Rest of the World: 40€-45€
Countries with special pricing: Russia, Brazil, Serbia.
Increasing the size of the packaging will be the factor in determining cost, so those reinforcement boxes may well drastically increase shipping, depending on the size of the boxes themselves. One may end up paying to have a whole lot of air shipped from Spain if there is a lot of empty space in the packaging. There usually isn't much empty space in the current boxes, so I doubt this.
I pledged for the Collector level, so it appears that I'll be paying US$25-US$35 for shipping. Not crazy high, if the collector packaging is the size/volume I think it'll be.
That Shang Ji is nice. The minis have needed re-sculpting for quite a while now. If this sculpt is based on any renders that CB has done, it seems a good indication that there will be a new Shang Ji in the Kaldstrom box. And I keep wanting to type it as Kåldstrøm. Pre-orders begin on 9 March or 16 March I'll bet, so previews begin a week earlier... Maybe we'll start seeing them in about 4 weeks.
It is a good indication the Shang Ji will make it to N4. At the moment the profile is kind've caught in no man's land and given Carlos' confirmation not all units will make the cut from N3 to N4 I thought the Shang Ji might be one of them.
.Mikes. wrote: It is a good indication the Shang Ji will make it to N4. At the moment the profile is kind've caught in no man's land and given Carlos' confirmation not all units will make the cut from N3 to N4 I thought the Shang Ji might be one of them.
I hope this means that the N4 Shang Ji will have a stronger mechanical identity than basic dude in heavy armor, since Yu Jing has a lot of units that are trying to fill that same role (Shang Ji, Wu Ming, Zuyong, etc.).
Yep. At the moment it's a not quite so good good Wu Ming. The Zuyong should be the basic HI, the WuMing the all out assault HI, and the Shang Ji.... i dunno, it needs something.
The four factions from the 2 soon to be most recent battle boxes. Support will come for the rest soon enough. Meh.
Koni wisely did NOT tell anyone when to expect the other factions. He also dropped this info the day the Pledge Manager opened too, and the surprises to some of the shipping costs.
Three weeks until we start to see the teasers for Kåldstrøm.
Fortunately for all involved, CB uses Spanish printers, etc, so it is unlikely that Operación:Kåldstrøm will be delayed, unlike some companies releases coming from China.
Ya. That doesn't worry me as long as more factions come in. I'd rather have good support for each (ie box that's playable without additional purchases) for code one then a rush to get everything supported day one.
O-12 is the Space UN of infinity that keeps the peace (to the extent that they can) between the Nations/factions to a certain extent (they've got and FBI like police force that can go anywhere, their own army to enforce judgment from their courts and several other things). Aleph is under O-12 fluff wise but is a separate faction in the mini game.
Sad my Nomads won't be available at launch, though it really does point to Code One being very focused on Operation armies. Almost like they're trying to make a board game out of them.
The official forums confirmed the 4 starting factions to be supported are going to be PanO, Yu Jing, CA and O-12 more to come as new starters get added to Infinity One line.
BobbaFett wrote: Essentially, Belen , the marketing director leaked the info in a spanish chat on Telegram.
Impressive communication skills.
This company is full of amateurs.
At least they're not freaking out over it like the JSA change from a few years ago where they paid to have all this advertisements in a trade magazine they didn't realize released weeks before their planned announcement and then tried to get mods of different forums and groups to delete posts and threaten to ban people that posted about it.
Tbf, CB is run by a handful of old friends who made historical 15mm minis for their own amusement and then cast up some scifi 28mm stuff for an RPG they were running.
I think they're allowed to a little bit amateur. I think it's kind of charming.
They haven't been that kind of company for a good 10ish years. They're long past any kind of instance where they are "allowed to be a little bit amateur", especially in light of them constantly choosing to keep their company purposely small to avoid paying higher taxes.
Code One is something new, whereas the JSA debacle was just a((n) unwelcomed) change to N3.
April release, have they been mentioned?
- Operación:Kåldstrøm
- Dire Foes Mission Pack Alpha: Retaliation
- ITS Season 11 Event Tournament Pack
No idea about this new Dire Foes. Last one was a Pan-O v. Nomads ((DataCash) I'd like to think this one would be in support of Operación:Kåldstrøm and include Pan-O v. Yu Jing.
Professional - GW. A well-executed machine designed to milk as much profit from their product as possible and screw all other outcomes.
Amateur - doing something for the love and trying to produce the best product because it's your passion.
Yah, I'll take amateur. Especially considering 'amateur' has resulted in one of the biggest success stories and most fun games in wargaming by the size of the copmany making it.
So, for N4 in terms of Nested Rules - not necessarily going away - but each miniature/profile will have the skills from each rule listed on their profile.
So...just because you have "TO Camo" (N3 understanding of the rule), you might not benefit from all of the...benefits of the overall rule in N4 - or you might. Check yo profile!
We'll see how it plays out once it is released, but it doesn't sound as if they'll be as much streamlining as there should have been?
Possibly they are looking for CODE 1 to do that for people?
According to the video there is no trooper with "TO camouflage" in N4, but a trooper with "camouflage, hidden deployment, Mimetism -6, Surprise Attack -3, Stealth"
Also according to the video, more "free-form" combinations can exist such as a trooper with hidden deployment and no other skills, this opens a big creative space for more tailored units, for example a unit with Camouflage, but no Mimetism.
Alpharius wrote: So, for N4 in terms of Nested Rules - not necessarily going away - but each miniature/profile will have the skills from each rule listed on their profile.
So...just because you have "TO Camo" (N3 understanding of the rule), you might not benefit from all of the...benefits of the overall rule in N4 - or you might. Check yo profile!
We'll see how it plays out once it is released, but it doesn't sound as if they'll be as much streamlining as there should have been?
Possibly they are looking for CODE 1 to do that for people?
I think nested rules are going away. Everything will be listed in the profile.
It'll still probably be blocks to text in the rules, but it will also be clearly (!) spelled out on each unit's profile.
I imagine each ability will come with a paragraph of text but at least you will not have to look up one rule, be shunted over to another rule, and then to another rule to find out what you needed to know. Now you can go directly to the source!
Nested skills have been subjected to mighty criticisms for a while now, over yonder in the Official Forums. I wonder if CB had already planned to do this, or if they heeded the fanatic peat's complaints. Either way, it's a welcomed move.
I don't know if splitting nested into individual skills that you combine (with individual values) will make the game easier for newbies, but it does open up stat designs, so fewer models will end up being "X but worse" or "Y but better" based on just one skill (like TO or Camo inclusion).
Cronch wrote: I don't know if splitting nested into individual skills that you combine (with individual values) will make the game easier for newbies, but it does open up stat designs, so fewer models will end up being "X but worse" or "Y but better" based on just one skill (like TO or Camo inclusion).
While I realise that some models will end up with long lists of abilities that could be intimidating to new players, I think that it will prove easier for them on the whole because they will not need to remember lists of "hidden" abilities, and instead can just look at the model profile and see everything they need to know right there.
Red Harvest wrote: Nested skills have been subjected to mighty criticisms for a while now, over yonder in the Official Forums.
As has literally everything in creation. If CB are listening to the shrillest voices there I dread to think was N4 will look like.
Do note that I said criticism, not complaint, or whining or puling or... There has been some reasoned discussion about what ought to be done for N4. Amazing but true. The signal to noise ratio has been very acceptable.
Cronch wrote: I don't know if splitting nested into individual skills that you combine (with individual values) will make the game easier for newbies, but it does open up stat designs, so fewer models will end up being "X but worse" or "Y but better" based on just one skill (like TO or Camo inclusion).
While I realise that some models will end up with long lists of abilities that could be intimidating to new players, I think that it will prove easier for them on the whole because they will not need to remember lists of "hidden" abilities, and instead can just look at the model profile and see everything they need to know right there.
Yes, I think that is definitely the intent here - now, to wait on the execution (heh!) of said intent!
I can already say this causal likes the change as my biggest complaint was always having to look through so many pages just to find everything one skill did.
I know the original argument for nested was "fluff" but there gets a point when you have so many similar skills with slightly different names that it bogs things down. Having the +/- in the profile is also amazing too. This alone would probably cut 30+ min of play time off the games my group use to play (as we don't did so once every 4-6 weeks) as our games always went for 3-4 hours at 300pts.
SlaveToDorkness wrote: They already put cards with the unit picture on it in the blister....just put the infos on it!
That would be great, I keep all those cards even though they have no in-game purpose. I dunno what CB's policy is on updating/modifying profiles post-release though? Privateer Press used to include the cards in the boxes (at the start of MkIII I spent a bit of money buying the new MKIII faction card decks), but ultimately they had to discontinue that and develop an online card database allow people to print out the newest versions instead.
I don't think that there will be unit cards like one finds in Malifaux. CB may have something in the Army builder that will allow the player to print cards, or something analogous, along with the army list. Printing cards in various languages, etc, will be too costly.
SlaveToDorkness wrote: I think we will see cards for each unit detailing the skills, weapons, and stats.
I do not believe CB will make physical cards for C1/N4, since that will inherently be difficult to errata or change. They already invested a bunch of money into the app, I do not see them regressing to physical cards.
SlaveToDorkness wrote: I think we will see cards for each unit detailing the skills, weapons, and stats.
I do not believe CB will make physical cards for C1/N4, since that will inherently be difficult to errata or change. They already invested a bunch of money into the app, I do not see them regressing to physical cards.
That would be my guess as to why they won't *print* cards - but I do like the idea of being able to print our own, constantly up to date cards somehow, off of their excellent army builder!
The main issue is really just the compiled nature of what a unit profile is. You could do a card for every profile, but that would get rather unwieldy even before considering errata.
So are they planning on simplifying the rules and/or nomenclature in the core rulebook? Or just printing out just the parts of the rules that are applicable to the model in question? Or both? FWIW, I'm one of the folks who tried to get into Infinity and the onion layer rules that required cross referencing turned me off.
SlaveToDorkness wrote: I think we will see cards for each unit detailing the skills, weapons, and stats.
I do not believe CB will make physical cards for C1/N4, since that will inherently be difficult to errata or change. They already invested a bunch of money into the app, I do not see them regressing to physical cards.
That would be my guess as to why they won't *print* cards - but I do like the idea of being able to print our own, constantly up to date cards somehow, off of their excellent army builder!
Oh, yeah, totally doable! All it would take is a feature to pull the relevant data and organize it onto a card-sized piece of paper. Now that hard, especially since the main army builder does almost all of that already.
I'm happy to see people agreeing with this. I've mentioned many times here that army should do that (including range bands) and usually I was told that I was just trying to dumb down the game and ruin it (though not by any currently here) by making information easier to access and that if people couldn't learn to play it the way CB wanted you too with the lists you shouldn't play.
There's a HUGE difference between "CB should make cards for all the units" and having an option to print units form the armybuilder as a card.
Unit cards are one of those things that get brought up every few months, but aren't feasible since the same profile often has multiple weapon options that each change the points and sometimes the special rules. But an option for the armybuilder to print a profile as a unit card would be fantastic.
Monkeysloth wrote: I'm happy to see people agreeing with this. I've mentioned many times here that army should do that (including range bands) and usually I was told that I was just trying to dumb down the game and ruin it (though not by any currently here) by making information easier to access and that if people couldn't learn to play it the way CB wanted you too with the lists you shouldn't play.
LunarSol wrote: The main issue is really just the compiled nature of what a unit profile is. You could do a card for every profile, but that would get rather unwieldy even before considering errata.
Kalamadea wrote:There's a HUGE difference between "CB should make cards for all the units" and having an option to print units form the armybuilder as a card.
Unit cards are one of those things that get brought up every few months, but aren't feasible since the same profile often has multiple weapon options that each change the points and sometimes the special rules. But an option for the armybuilder to print a profile as a unit card would be fantastic.
Alpharius wrote:
Monkeysloth wrote: I'm happy to see people agreeing with this. I've mentioned many times here that army should do that (including range bands) and usually I was told that I was just trying to dumb down the game and ruin it (though not by any currently here) by making information easier to access and that if people couldn't learn to play it the way CB wanted you too with the lists you shouldn't play.
What the...?!?
I'm #TeamMonkeysloth on this one!
Where is my "Monkeysloth was right!" t-shirt!!!
Granted it was always during some dust up over whither or not N3 was too bloated and there are always people that want cards. I would suggest army just make it so each unit could have a card like printout with the skills (including modifiers) equipment and range bands. I like all in one refrences like cards but prefer the digital version that allows for CB to keep things up to date.
LunarSol wrote: The main issue is really just the compiled nature of what a unit profile is. You could do a card for every profile, but that would get rather unwieldy even before considering errata.
WarCry does it currently. It's entirely doable.
Warcry does it for one card per faction. The fighter cards have no words on them, so there’s only 1 needed regardless of language. It’s only the big overall faction card that is printed in multiple languages. In infinity you’d need at least one card per unit.
Alpharius wrote: That would be my guess as to why they won't *print* cards - but I do like the idea of being able to print our own, constantly up to date cards somehow, off of their excellent army builder!
This would totally work for me.
Having the rules partially on the table in the form of a card is very helpful to me, and being able to print them out of the army builder seems like a reasonable compromise.
Make the cards larger too, like what Malifaux did by going to a 'tarot' card size, 70mmx121mm. Should the cards be pretty, printer friendly or an option for both? I vote both.
LunarSol wrote: The main issue is really just the compiled nature of what a unit profile is. You could do a card for every profile, but that would get rather unwieldy even before considering errata.
WarCry does it currently. It's entirely doable.
Warcry does it for one card per faction. The fighter cards have no words on them, so there’s only 1 needed regardless of language. It’s only the big overall faction card that is printed in multiple languages. In infinity you’d need at least one card per unit.
I mean, if we're talking "per unit loadout", Warcry also only has like... 3? options per faction or so?
Probably the biggest innovation in warcry is the random card based terrain setup, deployment, and objective. Despite the simpler rules, you still get a varied game each time you play. All that on a smaller board that fits on non gaming tables, or allowed people to double up on a standard gaming table.
Infinity only had all that through a complicated and competitive focused secondary objective system. Players had to make multiple mission systems for casual play.
Red Harvest wrote: Make the cards larger too, like what Malifaux did by going to a 'tarot' card size, 70mmx121mm. Should the cards be pretty, printer friendly or an option for both? I vote both.
It's probably a case of designing multiple templates - full-colour/high-design "pretty", almost-wireframe-black-and-white "printer-friendly", large print, etc. Some people may not want to burn whole ink cartridges on the models they need for one game, some may only have access to a black & white laserjet, so you'd need to define the use cases and ensure a design for the ones you think will get the most use, as well as ones you'd need to be suitably accessible.
Do all of you not realize that you can already print army profiles, including weapon profiles, hacking programs,range bands, ammo types and more directly from the app? And you've been able to for years and years?
You all keep asking for cards, but all of this is already available. Is it just card shaped paper that you're so keen on? If so, why? having an easy to access and print sheets of paper with all your army info on it is surely better than having a bunch of cards that don't have enough space to display all the info, isn't it?
Do you all just not print your lists at all? Because it seems like you're very hungry for a solution to a problem that was solved years ago. It also mostly seems like you all want cards because other games you've played have them and you're stuck on the idea that thats how things are supposed to be.
I'm not saying theres anything wrong with wanting cards, or that cards aren't cool, or that any of you are stupid for wanting this solution. Please don't think that. But I'm puzzled by why you want cards at all, when it seems to me like all the things you want out of cards already exist by printing your lists in the army app.
I want everything for a unit in one place and not have to hop between multiple sheets. I don't want CB to waste money printing physical cards I want the option for army to allow me to do that without scissors and glue.
I don't use scissors. But I have big boy skills, like being able to use a hobby knife and straight edge, so the angles are crisp and the lines are straight.
if your printer doesn't do double sided printing, and you are not going to sleeve the cards, or do not print front and back side by side and fold the paper, glue might be handy.
Jake, the cards would include summaries of the skills the units have. Currently this info is not available in the army builder printouts. Only the skill name is. Cards can be re-used. If you change your list you can simply 'rebuild your deck' rather than print-out a whole new list. It makes list experimentation a bit easier to do 'on the fly'. IME.
Printer friendly version: print card text only (B&W); Pretty version: print card text with background images. For the user it would be checking a box, which is something already done in the current army builder where you chose what to print with the unit profiles.
I prefer an army sheet, but I'm picky about how its laid out. But I see cards just as useful. I prefer having the one sheet to look at, and I can easily move everything together. Knowing how app development works, it's not easy to just create a card output feature for the app. But, if you couch it as a way for dynamic output that can fit on various devices, it's possible to justify the cost.
Buuut, let's give the app team time enough to finish the N4 switch first. Then we'll worry about output styles. Until then, just create your own custom cards and write in the number values, or ask some graphic designer fans of infinity to create templates for people to use.
Personally I like for a specific model or unit (or in this case it would be profile I suppose) to have a card, preferably one with nice artwork of the model/unit. I can then hold the cards in a standard card box, mark damage or resources on them if appropriate (not a big deal in Infinity, but it still wouldn't hurt to be able to mark off wounds on two-wound models or ammo for rocket launchers etc), and put together lists by browsing and pulling cards rather than printing out a list each time or having to keep referring to my phone mid-game.
I do plenty of stuff digitally in my life, so one of the things I like about tabletop gaming is that it's a tactile experience: I like models, books, cards, being in the same room as other human beings instead of using voice chat or sending texts, etc.
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Vertrucio wrote: Buuut, let's give the app team time enough to finish the N4 switch first. Then we'll worry about output styles. Until then, just create your own custom cards and write in the number values, or ask some graphic designer fans of infinity to create templates for people to use.
Fair enough. I could something like that; I've made card creators for Warmahordes in the past and I just finished a simple card creator for Zone Raiders (to be honest you could probably throw useable Infinity cards together with one of those two if you were so inclined; though it might require a bit of work). If CB doesn't make official cards available for Infinity I was probably going to throw something simple together myself anyway.
Could be something for Code One, but not really for N4. Aristeia! has the cards; Defiance will have the cards.
Speaking of Code One, We should see teasers for Operación: Kåldstrøm start this week, if the pre-order is 2 weeks before Adepticon. (on the 11th maybe?)
Cards in boxes sound like a great idea until...
- There’s an errata and the text on the card is wrong.
- There’s an edition change and the card is wrong.
- The cost of each box increases by X% to cover the additional costs.
People preparing cards for the boxes and printing them themselves is a great idea, if you like that sort of hobby work (I write this as someone who likes making tokens and writing up the occasional reference sheet for a game...).
Maybe CB will get extra staff for Army development for features like ‘card printing’....
Having tried to make my own cards the issue is the numerous profiles for each troop type in infinity. One option would be to have unit cards for each profile (with special rules and stats) and then smaller cards for equipment (with range bands and other details) that you can place next to the unit cards based on what you selected. Hard to keep information secret using this method but could work for Code 1 where they are trying to make the game more accessible to new players and there are less weapons and profiles.
The PanOceania Starter Pack, containing the following models:
3 Fusiliers
1 WinterFor Orc Troop
1 Nøkken, Special Intervention and Recon Team
1 Infirmarers of Saint Lazarus
1 Knight of Justice (KOJ) of the Order of the Hospital
The Yu Jing Starter Pack, containing the following models:
3 Zhanshi
1 Daofei Tactical Section
1 Guilang Skirmishers
1 Hùndùn Ambush Unit
1 Jujak Regiment, Korean Shock Infantry
Edit: bit more info
Operation: Kaldstrøm Battle Pack is a box containing 14 miniatures belonging to two different armies, an introductory ruleset, cardboard scenery, dice—everything you need to start collecting Infinity CodeOne or just to complete your collection!
In addition to this, Operation: Kaldstrøm is the official way to introduce yourself to the Infinity CodeOne ruleset, as it includes a full color rulebook with 5 tutorial missions to teach you how to play, making it easy to understand the Infinity CodeOne core mechanics.
In this booklet you will also find the background and troop profiles of all the troops in the Battle Pack. There is also a brief guide to the Infinity universe and advice on exploring it in more detail.
Operation: Kaldstrøm contains 2 totally new Starter Packs of two brand new factions: PanOceania the hyperpower of the Infinity universe, and Yu Jing, PanOceania’s main contender -, its perpetual opponent. A total of 14 highly detailed metal miniatures!
The PanOceania Starter Pack, containing the following models:
3 Fusiliers
1 WinterFor Orc Troop
1 Nøkken, Special Intervention and Recon Team
1 Infirmarers of Saint Lazarus
1 Knight of Justice (KOJ) of the Order of the Hospital
The Yu Jing Starter Pack, containing the following models:
3 Zhanshi
1 Daofei Tactical Section
1 Guilang Skirmishers
1 Hùndùn Ambush Unit
1 Jujak Regiment, Korean Shock Infantry
To complete the game experience, the Battle Pack includes a ready-to-play, double-sided printed cardboard scenery (4 Buildings, 4 Holoads, 2 Public Consoles, and 9 Blast Barriers), a Game Mat, 6 twenty-sided dices (3 for PanOceania and 3 for Yu Jing), and also cardboard Markers, Templates and a measuring tool. Everything you need to start playing!
ONLY DURING PRE-ORDER
Kunai Solutions Mercenary Ninjas Pre-order Exclusive
Armies: Panoceania /Yu Jing / O-12 / Combined Army
MSRP: FREE (this miniature is including inside box Operation Kaldstrøm)
Security resources is what Kunai Solutions offers. And for this, the cover company of the Takemura ninja clan, that means espionage, thievery, assassination and many other illegal activities for money. After all, they are one of the honorless clans who betrayed the Japanese Emperor to keep working for Yu Jing, and also for PanOceania or any other who pays well. What else can you expect from them?
PanOceania knows that a power does not maintain its supremacy by allowing any attack against it to go unpunished. Following the events in Kaldstrøm, a representative of the Yu Jing diplomatic corps who is visiting Huangdi will be the target of a team led by Troll-hunter Gunnar Lundmark. Of course, with Imperial Agent Adil Mehmut of the Special Division as the diplomat’s bodyguard, the task will not be easy.
Eh? No week of teasers? Well then, Show me the minis, CB.
Looks like the same sort of terrain as Wildfire. And, sadly, probably just the single 2'x3' mat, instead of 2 of them, or a 3'x3' mat. Sounds like the basic QSR rules too. Hmmm.
Troll-Hunter will be a unit now? (the Dire Foes Pan-O mini)
Not super fond of the new box art. The N3 style really sold the armies well. This was never going to appeal to me though; no love for either faction. Excited to see the minis still.
Why'd you have to say that? I thought the art looked pretty good
until you mentioned the N3 box sets and you're right, it's nowhere near as good as the N3 boxes. This would be fine for a Dire Foes box, but the N3 sets really set the whole scene and gave a better feel for the box contents. This looks more like the art from the N3 rulebook, which was also fine but hardly inspiring.
Still looking forward to it since I play both factions. Sort of. I think it's been 3 years since my PanO hit the table, I mostly play Invincible Army when I get to play anymore
You've decided to start an argument over what you think is going to happen. Yeah, I might be wrong and it looks wildly different to the Red Veil Ninja. More likely however, it's going to be nothing but a weird profile.
Right now the difference between the ORCs of different sectorials is the paintjob, I hope that continues especially since this will likely replace the Icestorm ORC and the Icestorm Fusiliers. I really hope we don't get Fusiliers with long coats or anything too sectorial specific, not that those models even need to be resculpted. I'd be fine with repackaging the existing models.
As for the ninja, a separate blister with non-bow arms would be better than another "merc" that only a couple factions can use. Very weird that it's listed as working for Pano, YJ, O-12 and Combined Army of all things.
As for the ninja, a separate blister with non-bow arms would be better than another "merc" that only a couple factions can use. Very weird that it's listed as working for Pano, YJ, O-12 and Combined Army of all things.
Those are going to be the first four armies available in Code One (i.e. the newest and second newest Operation boxes). So my bet is that this model will be available to all factions, eventually.
.Mikes. wrote: Four posts. It took four posts from the reveal of a new thing to descend into arguments.
Ah, Dakka....
We have to keep expectations set.
As for the cover art. It's fine. I never really liked the operation boxes (icestorm was the best) but they've gotten progressively worse and worse with the one for 0-12 being comically bad. Like Why all the sudden anime eyes?
What the operation boxes did well is showcase the stuff in the box and factions as opposed to this which just shows one unit from each side.
What the operation boxes did well is showcase the stuff in the box and factions as opposed to this which just shows one unit from each side.
Exactly. Whether you like or don't like the anime-styled artwork (I happened to love it), they showcased the sets brilliantly. The art in the Code One preview would be fine, if they had included all the models in the box instead of 1 model from each side, and they were in some sort of base reminiscent of whatever terrain and gamemat comes in the box. Instead, the Kaldstrom preview shows 2 opposing models in what either could be a duel of the fates in front of an alien power source or an on-stage dance-off with the floodlights set a little too high
Is no one going to mention that it is a vertical display now instead of a horizontal one?
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Alpharius wrote: Is there any art/representation of what the minis in Operation: Kaldstrøm are going to look like?
Pretty sure this was a leak from an online store who released the pre-order too soon, so we will probably not see the models until CB decides to release a video.
I'd really only want the PanO part of the set - not interested in Yu Jing at all, and I already have the Red Veil stuff (for the Haqqislam parts!) and that ninja...
Those PanO minis are going to have to really knock it out of the park, or all be for Svalarheima!
I have no interest in Code One. However, I have every interest in using these minis in N3/4. I am a happy camper.
Automatically Appended Next Post: Actually that's not true, if Code one is fun an allows two games on once pre month gaming evening rather than two, I shall probably partake.
This is apparently a leak, rather than something official. Maybe the official stuff starts Wednesday?
Box art reminds me of the book covers rather than the battle boxes. It's adequate, but I like the battle box art. This box art looks like something whipped up in one of those packaging design programs, rather than something CB would do.
Battle box will like every other box, albeit with the newer terrain, and won't really include too much that is Code One specific, sort of like how Icestorm had no N3 specific stuff, just basic QSR stuff. We'll have to wait and see the Code One ruleset some other way.
Alpharius wrote: I'd really only want the PanO part of the set - not interested in Yu Jing at all, and I already have the Red Veil stuff (for the Haqqislam parts!) and that ninja...
Those PanO minis are going to have to really knock it out of the park, or all be for Svalarheima!
Alpharius wrote: I'd really only want the PanO part of the set - not interested in Yu Jing at all, and I already have the Red Veil stuff (for the Haqqislam parts!) and that ninja...
Those PanO minis are going to have to really knock it out of the park, or all be for Svalarheima!
They are all for Svalarheima.
Yeah, I know - I was only jokingly trying to talk myself out of buying a box in which I only want half the contents!
Vertrucio wrote: I'm not keen on CodeOne potentially splitting the base.
I don't expect it to have that effect. Initially, some people might have fancied a simpler version of Infinity, but stripping the game down to it's basics outright ignoring certains skills and abilities for some profiles will not establish itself as a valid second way to play the game. With the info we have now, I expect it to be nothing more than an introductory ruleset intended as a stepping stone to the real thing.
Kanluwen wrote: Worth mentioning that they might not actually all be Svalarheima, given that Code One isn't going to have Sectorials.
The models are for Infinity too, though, and I’m pretty sure it was mentioned to be Svalarheima vs White Banner somewhere. Just because Code One doesn’t have sectorials, they can still double them as the Svalarheima and White Banner starters.
Kanluwen wrote: Worth mentioning that they might not actually all be Svalarheima, given that Code One isn't going to have Sectorials.
I seriously doubt this set will include models that are not in the Svalarheima Sectorial. But just because they are in the Sectorial does not mean you cannot use them in Vanilla PanO.
Kanluwen wrote: Worth mentioning that they might not actually all be Svalarheima, given that Code One isn't going to have Sectorials.
I seriously doubt this set will include models that are not in the Svalarheima Sectorial. But just because they are in the Sectorial does not mean you cannot use them in Vanilla PanO.
Which is why I said that they might not all be Svalarheim units, since Code One(which this box is branded as) doesn't feature Sectorials.
It might be that outside of vanilla, the Kunai Solutions isn't able to be taken by PanO. It might be that the new Knights are for MO, not WinterFor. It's also incredibly likely that the Orc will have nothing unique beyond a paintjob, since they're fairly uncreative when it comes to PanO's heavy infantry.
Looking at the minis in the box and the lists given for Svalarheim already in some of the scenario packs, I'd say with certainty that this is the Svalarheim starter.
Fusiliers are a given, but will these look like Varuna Fusiliers -- the current look -- or Acontecimento Fusiliers-- the now OOP regulars-- or get their own look?
WinterFor ORC trooper. I think the name explains all.
Nøkken. Looks suitably North Germanic/Scandinavian to me.
Infirmarers of Saint Lazarus. Possibly a sort of Order Sergeant, or lower level knight Hospitaller. We know from the scenario lists that the Hospitallers are in Svalarheim.
Knight of Justice. Okay, so it'll look like Batman It's a Hospitaller
Then there is Uma Sorensøn (from Defiance), Nisse? Nøkken? It's a really good bet that the Valkyrie from Aristeia! shows up too.
Not at 37 points she isn't. According to her fluff Uma's a former Nisse whose sister went MIA in a CA boarding action against a PanO naval friagate over Paradiso, so Uma transferred to work alongside the Hexas as an Indigo Spec-ops to find her sister or at least get revenge.
She's "a Fusilier" in the same sense that drill instructor Sgt Zim is "just a private" at the end of Starship Troopers
According to Bostria on the official forum, the Kaldstrom themed videos will begin March 16th, with the teaser video for the box coming the Friday before (so a week today).
Hopefully they'll start revealing more overall changes for Code One and N4. I'm literally waiting to see what lessons they've learned before completing my old Haqq army.
Red Harvest wrote: That's later than usual. Pre-orders the week before Adepticon then, instead of 2 weeks before?
Of course It's Bostria, so, have a metric ton of NaCl with the news, eh?
Yeah, it’s a week later than the Spiral Corps stuff last year. That said if it was the same time, we’d have had the trailer today, so he’s probably actually right this time
Rumor floating around facebook from an account called Chain of Command is that all currently discontinued forces (Tohaa, QK, MRRF, Shock Army, NCA) will not be in N4.
There are these blurry photo taken from a seminar Gutier Lusquinos gave at a Russian Con, of all places.
Big Photo shows that Code one going to have releases for each faction, including: "Action packs"(for CA and o12) Support pack, Remote pack, repack box (iconic units from the faction previously released in blisters), TAG and a hero blister I think the little boxes in the below photo show these:
Spoiler:
More interesting is this photo
Code One games to be played in 15, 25, or 30 point sizes on 24"x 32", 48"x32", or 48"x48" tables. I'm guessing the number are 32" and 48".
Also reported that factions will be released in waves, so not all available at N4's release. Now is this entire factions or just sectorials of a faction, ah and is the person who posted this confusing Code One release plans with N4 release plans. Meh.
Nibbler wrote: I'm still a bit grumpy, that neither aleph, nor nomads are part of the first wave of code one... It seems a bit silly to invest in a third faction
Why would you invest in a new faction? Code one doesn't replace N3 right? I expect N3 will still be considered the "full" way to play until N4, so if you're happy with N3 just keep playing it. I don't think Nomads or Aleph are being dropped from N4?
Nibbler wrote: I'm still a bit grumpy, that neither aleph, nor nomads are part of the first wave of code one... It seems a bit silly to invest in a third faction
Why would you invest in a new faction? Code one doesn't replace N3 right? I expect N3 will still be considered the "full" way to play until N4, so if you're happy with N3 just keep playing it. I don't think Nomads or Aleph are being dropped from N4?
I know, I know... it's more like a first world problem, no serious grumpyness...
wana10 wrote: Rumor floating around facebook from an account called Chain of Command is that all currently discontinued forces (Tohaa, QK, MRRF, Shock Army, NCA) will not be in N4.
Wouldn't surprise me at all...
But I somehow missed out that Qapu Khalqi was on the chopping block!
Nibbler wrote: I'm still a bit grumpy, that neither aleph, nor nomads are part of the first wave of code one... It seems a bit silly to invest in a third faction
Why would you invest in a new faction? Code one doesn't replace N3 right? I expect N3 will still be considered the "full" way to play until N4, so if you're happy with N3 just keep playing it. I don't think Nomads or Aleph are being dropped from N4?
My only gripe is just that I like to be able to help people get into the game and don't have any of these factions. I suppose I could pick up a set for demos, but I have poor self control in that regard and am currently trying to limit purchases to get through my backlog.
LunarSol wrote: My only gripe is just that I like to be able to help people get into the game and don't have any of these factions. I suppose I could pick up a set for demos, but I have poor self control in that regard and am currently trying to limit purchases to get through my backlog.
If you're just running demo games for some new players I'm sure they won't mind if you proxy with the models you have - hell, they probably won't even know they aren't actually the right models unless you tell them. That's assuming of course that the Code1 rules will be available for free, which I think is a safe bet?
They should name the set "Hoods and High Collars". Also, it must suck to be wearing that much metal in freezing weather conditions... I'll just assume they have internal heaters or something...
Sqorgar wrote:They should name the set "Hoods and High Collars". Also, it must suck to be wearing that much metal in freezing weather conditions... I'll just assume they have internal heaters or something...
Yeah, I don't like power armored figures with coats, robes, cloaks (aside from camo cloaks, of course!) - just seems...silly?
I know they want them to say 'winter' but let the fusiliers convey that message and then let the bases of the power armor models do the rest of the work there.
Kalamadea wrote:Ugh, looks like even the Fusiliers and Zhanshi are wearing coats. More like Operation: Doesn'tMatchYourExistingStuff
Excitement level now firmly set at luke-warm
Looks like those coats are having the opposite effect on you - maybe they should button them up?!?
Kalamadea wrote: Ugh, looks like even the Fusiliers and Zhanshi are wearing coats. More like Operation: Doesn'tMatchYourExistingStuff
Excitement level now firmly set at luke-warm
Given its models you probably don't actually have any real use for, its kind of nice that the new ones are more themed towards a different sectoral than the old ones.
I like the look of the Yu Jing Chonky Boi. And the Ninja. The new troop with the sniper rifle looks a little too much like the Guilang with sniper from the Red Viel expac for my taste, but will wait for a better gander.
Overall I'm excited and can't wait to get my hands on them.
I like most of the minis. The Space Marine though, meh. Oh, *Space Knight* Oops. Eh? that Dire Foes with the sledge hammer. Lame. Sad. Hammers like that are dumb on Fantasy minis, and twice as dumb on Sci FI minis.
Overall, it looks to be a very nice box of minis. Now, show us that terrain and the Code One rules themselves. I'm curious to see what sort of game which is not a training wheels demo game, that can be played on a 24"x32" tabletop.
I'm waiting for higher quality photos before passing judgement, but so far I'm finding the "sci-fi with winter coats" look interesting. There's an unlimited number of sci-fi models out there (of which CB's are some of the best imho), so this little wrinkle is a nice thematic variation that helps the models stand out.
hotsauceman1 wrote: Is this a good time to get into the game?
I always liked haqqislam or yujing.
Seeing as we are about to have an edition change, holding off until the new edition drops and people can form some opinions on it might be wise.
Given how long away we're looking at that I'd say now is fine. Just do research on what factions/sectorials you like the look of, as there are rumours around some of them that they might not see it to N4.
It's a fine time to start I'd think. Infinity isn't a game where you buy duplicates of things very often and when you first start its more about learning the flow of the game so you're generally better off with something like the Operation/Beyond box armies that let you understand the value of variety and model roles before you buy a lot of stuff anyway.
hotsauceman1 wrote: Is this a good time to get into the game?
I always liked haqqislam or yujing.
Seeing as we are about to have an edition change, holding off until the new edition drops and people can form some opinions on it might be wise.
Given how long away we're looking at that I'd say now is fine. Just do research on what factions/sectorials you like the look of, as there are rumours around some of them that they might not see it to N4.
I should clarify that Haqq and YuJing aren't going away but sub factions (called sectorial) might though generally everything legal in the core army but they sub faction is still playable but CB will stop producing the figures. That being said with the switch to N4 there could be a few figures might not get transferred to N4 though knowing CB they probably will (but maybe at a later date) and if they don't they'll end up being proxies for something else. They might tell us their plans for this next week.
There's been a clarification that the discontinued sectorals will eventually be added back; just not available at launch. It sounds like work is being done to visually distinguish them in army from sectorals for which you can actually buy the models.
I want to share with you some thoughts on the latest issues regarding communications about Infinity N4.
I’d like to clarify that our intention is to make a single launch of N4, with all the available factions and sectorials included from day one. But I’d also like to remind you that ours is a small company whose resources are limited, which means that, in case we don’t get to the deadline in time -either because the game development team couldn’t change and test all profiles in time or because the IT team (external and internal) didn’t manage to have the Army in time-, we would work on an action plan and a schedule to upload the profiles in a scaled way. All these movements would be made public, of course. It’s crucial for us that the profiles are not only available from day one, but that they also meet the quality that all of you, our community, deserve.
I’m confirming that the factions and sectorials currently not for sale (discontinued these past years) will not be available in Infinity N4 on day 1, they will be added gradually during 2020 (we will provide a schedule) and will be visually distinguished from those factions/sectorials that do have products for sale. The idea is that a new player doesn’t get confused by having product profiles that can’t be found in the market.
Why not including them on the first day?
Basically, we don’t have the resources to change all those profiles and upload them to Army. Once again, our resources are limited L
I wanted to make this statement in first person because I’d like to convey that behind the screen there’s us, Corvus Belli’s workers, who come to the office every day hoping to give our best, that if something characterizes us is our closeness to you, we’ve always been there answering your questions, being transparent and meeting your expectations. Of course, we make mistakes from time to time, but we put all our passion into everything we do. We have a single goal: making Infinity sustainable, that it may grow, and that all of us may find our place in the hobby. In short, we enjoy our passion.
Thank you so much for your comprehension, let’s continue enjoying our hobby, and let’s get crazy with Operation Kaldstorm.
But maybe if your company is so small, trying to simultaneously develop code one, aristea, N4, and defiance at the same may be far more than reasonable. Hopefully no one's crunching to try and make this release.
Sounds like N4 will have the main factions, the vanilla, ready, but some of the sectorials will be later. Fine. We have no idea how sectorials will even play in the new version. Good to see this clarification.
Bummed about both of my sectorials, ASA and QK. The units had best still be in vanilla though. Bagh Mari FTW.
hotsauceman1 wrote: Is this a good time to get into the game?
I always liked haqqislam or yujing.
Yes if you like Yu Jing. New minis coming in a starter box this month, pre-orders for it at least. See the last few pages of this thread for info. Also coming new way to play called Code One, and sometime in August a new, and presumably sleek and stream-lined, edition of the game releases. I'd say start learning with the Code One stuff now-ish, but don't get too deep in learning the rules for the current edition, N3.
CodeOne and Infinity are coexistent projects Aristeia! is developed by another design group and Defiance shares development team with Aristeia! not Infinity.
All the above been said Infinity is quite big and a rolling deployment is to be expected.
But maybe if your company is so small, trying to simultaneously develop code one, aristea, N4, and defiance at the same may be far more than reasonable. Hopefully no one's crunching to try and make this release.
Game size matters more than company. I mean, GW is pretty big, but has done rolling releases of the new edition for years.
I'm actually much much MUCH happier that it's the individual "discontinued" sectorials getting the rolling releases than the main game getting rolling releases.
N3 was a freaking mess for the first year since CB tried to keep N2 Human Sphere and Campaign: Paradiso around with FAQs instead of doing them all at the initial release of N3. I was pretty critical of it at the time, because it just made the game super crappy for everyone to reference a new rulebook, 2 different old expansion book (one of which already FAQ'd the first expansion book for N2) and then separate FAQs for each of those N2 expansion books in N3. Once the N3 Human Sphere book came out it finally replaced both the old expansion books AND the FAQs, but for over a year it was ugly even with the Wiki.
So it sucks for those people that collected those specific sectorials, but it's far better than what happened last edition change