Thanks for the video, haven’t read the summaries myself yet. I think N5 simplifies and also adds design space, so an excellent edition idea for me. Excited for the Essentials Package as well.
I’ve played two games so far. I’ve actually had a lot of fun. It’s been real nutty. Lots of turrets. Jumping is really far. I feel like things aren’t dying nearly as much as I expected them to. But! Maybe that’s just my dice
Thanks for the vid. I've been playing Infinity since N2 and it's funny for me to think of N3 as being more difficult than N4 as I honestly didn't like N4 and found the rules changes less appealing. I'm looking forward to N5. I think the changes have gone in the right direction and I see them as an improvement on an already excellent ruleset.
I think the people that got N2 are really smart because there’s a lot of complexity and nesting there that carried on into N3. Having jumped in then I felt there was too much for my little brain to handle! Glad you like the change of direction for rules, it will be interesting to get a few games in to see how it all works!
I love the models, the skirmish gameplay reminds me of Warmachine. However, there are sooo many rules to learn, I'm afraid that by the time I learn them all the next edition will be released 😂
Does anyone have a list of what Infinity models are plastic? I really like the Lore and the setting but I really don't like metal miniatures. Really excited to get into the game now with new edition. Thanks for the great video.
You’re so welcome! As a general rule of thumb any model that’s S4, S5, S6 and S7 and released after 2023 will be siocast. Some newer releases (since Lu Duan and Rui Shi, Wrecker, etc) in those sizes will be hard plastic. CB has a habit of changing materials so you’d be well served asking in the infinity global community. All S2 units (with 1 exception) are full metal or mixed material.
I tried N4 when it came out, and I wasn't a huge fan of some of the mechanics, but there were parts I liked. Should I give N5 a try, or is it not different enough?
It does depend on which mechanics you didn’t like. Things like troopers generating orders for a pool is the same, as are AROs. Some other mechanics that were clunky have gone so could be worthwhile giving it another try!
I still have not had time to sit and read the rules. Because of the delayed release, I got wrapped up in the local mcp scene because infinity had that lull and then Christmas. I dont think i will have free time until after new years. I will say, I am going to be dumping my haqq, jsa and possibly my Aleph. But the Aleph decision will come out after we see what tohaa looks like in 5 years time, lol, ugh. Morats seem to be in a good place and combined in general will keep me busy for a while once I get rolling.
Morats look great and JSA are looking epic - I’m excited to run them for the next year and see how they play while testing Torchlight and Morats again. Yeah the timing of the release wasn’t ideal for Christmas obligations hahaha!
@@the_infinitygamerI hope jsa get a solid glow up, pay off for all those jsa loyalists. For me jsa was just a painting project. The reason I got into infinity was tohaa.
@@the_infinitygamer A little the closet folks to me are 1 hour and 2 hours away. my local shop just started carrying the game at the end of n4 so I'm hopping to get some demos going there.
Nice, I've been looking forward to your take on this. Nice you started off positive too. There's been so much grumpiness over N5. There are definitely some changes I'm nervous about (shotguns not being blast for one) but I'm sure with time I'll get used to them. Also turns out my group have been doing some of the changes by accident which is nice!
Thank you so much! Took a while to get everything together but got there in the end. I think the changes all look fine on paper but there’s nothing like a few games to really see what they’re like.
My davourite change is Alebedo being a static mod. I never took Gwailo as it was first turn only but I might give them a try now. I understand why they did it but it's a shame they didn't just make a generic TAG pilot model for all factions though. I rarely left a TAG but it was fun to have Scarface's TAG break down and an angry dude charge out punching people
Dude, same. I get people being upset over their faction being gone, but the amount of complaints I've heard about how "the game is broken now" is way too high for the fact that I know that a lot of those people hadn't even gotten any games in yet.
You’re completely right Clint - people seem to be disliking change without trying it. Those same people likely complained that N4 and Infinity was stale and too easy. Give the new rules a go before throwing shade on them!
The damage/save rework doesn't really work for me. It's counter-intuitive (the less BS, sorry, PS there is, the better the gun is). It breaks the neat system where close-combat damage relied on the model's PH, already rather underused stat when compared to its counterpart WIP. Also, the very idea that for some rolls you needed low numbers, but for others, you needed high numbers, was pretty good to have psychologically - you never got the feeling that the opponent has a weighted dice or anything, you knew that it always required the different result. And I think, the very process of constantly interacting with the other player on applying all the necessary mods and finding the total result you need to roll for, was a great, if underrated, part of the gameplay, ensuring friendly contact and communication between the two.
The weighted dice aspect is an argument I have seen and I don’t think it’s without merit. However (and spolier on a future vidéo) but the mechanic of crits cancelling everything and higher dice candeloing lower means weighted dice might still lose. And I do think there’s still that same interaction with your opponent. You still need to work out mods and success values. It’s certainly a big change!
@the_infinitygamer (This is Isaac, the "double tag" player. So you've probably seen much of this in the regional chat.) These are the negative things. Remember, practically everything else is improved: The loss of dismounting, when I think it would be more interesting to have kept the n4 dismounting rules and put unoccupied TAGs into something like Possessed state (controlled by their player) while they don't have a pilot. Then make the pilots better, with gear designed to support their TAG like melee skill or a Deactivator... even an engineer. That way you'd have people dismounting pilots to clear repeaters and dense rooms, and playing manned units differently from remote presence TAGs. As it is, every tag feels like it's remote presence. TAG-Com is a decent skill, but should be a support crew type ability rather than going on troops who are themed as "pilots"... the tech-bee is the perfect unit for it. I'm also disappointed they're all the same on release, aside from the one or two which are a worse version of the same. Speedball seems like a massive and unnecessary buff to alpha-strikes. I like the idea, but the implementation seems like it creates more problems than it solves. I've only had one game with it, though, so I may be wrong here. Replacing vanilla factions with what's effectively a "most famous units" sectorial is disappointing, in that they're giving up on the interesting asymmetrical balance there used to be. I understand they might not be able to handle balancing it, and the number of units would confuse new players, but it's disappointing to only have one kind of army construction. I'd prefer to have armies with more variety of building rules, rather than all being close to the same. Keeping the slot limit is bad, in my opinion. If daylami were given their n3 SWC cost there'd be no need for a hard limit on slots, which frequently ruins hidden information gameplay. Especially with elite troops being slightly cheaper, armies with 25+ troops won't be winning much anyway, so why ban them? What's the issue with morats having a sea of Hungries without the orders to do much with them? Berserk has been changed into the N3 skill Assault... which was barely ever used and widely regarded as pointless. I'm skeptical about it now being useful. The fireteam bonuses aren't enough to encourage large teams, they should be arranged in order of power. I don't foresee many people taking troops specifically to get bonuses after the special die. I like duos and trios, but doubt there'll be many 4 or 5 troop teams... contributing to the formerly-generic factions playing like all the other sectorials.
There are also a handful of questionable unit upgrades, and units with abilities which might potentially be too much. Such as Joan with an AP spitfire, or linked neurocinetics, or all the 8-8 units. Again, the vast majority of changes are improvements though.
The only thing I see a massive challenge with is the hungrier example but that’s because of their core and Haris limits. With the Oznat being AVA2 you could run a Hungries core and a Haris and that’s 8 regular orders for only 54 points fueling something big (like a Raicho). The limits are aligned to how things have been buffed since N3 (which is another good point you make).
Did not expect to hear my name (Clint F. here) first thing in the video. Glad to have been some help :P
Your document was a massive help, as was the discussion in the thread of your post. Thank you for the effort you put into that document!!
@@the_infinitygamer yeah, I did the same last edition, and it was being used as recently as a few months ago.
It’s so good for anyone that took a break from the game. Really appreciate your work Clint!
That light is ghastly! Thanks for the summary talk through vid though anyways!
Always appreciate set-up feedback!
I kinda like being able to dismount a tag or vehicle.
It will take a while to get used to. Especially my Montessa bike with the dismounted model 😂
Thank you for the overview! Very sympathetic presentation 😊
Thanks for compiling in one vid.
You’re very welcome!
This video is exactly what I’ve been waiting for
Glad it is useful!
Is that lighting intentional? Great vid as always!
Sadly yes! Will work on toning it down in future.
I feel more confident in being able to remember the rules with these changes
Same here! A lot of changes to things that feel more natural.
Thanks for the video! Maybe I missed it. Did you talk about old veteran turning into Warhorse and how it counters the BS Attack (-3) trait?
I did not!! Thank you for the reminder - might be worth a smaller video to explain.
I screwed up NBW in my first N5 game (to my benefit), did feel a bit cheap! Thanks for the clarification
No worries at all!!
Thanks for the video, haven’t read the summaries myself yet. I think N5 simplifies and also adds design space, so an excellent edition idea for me. Excited for the Essentials Package as well.
I agree, creates space in the right areas without making things more bloated. A great edition all round!
great video buddy
Thank you team! Been loving yours!
I’ve played two games so far. I’ve actually had a lot of fun. It’s been real nutty. Lots of turrets. Jumping is really far. I feel like things aren’t dying nearly as much as I expected them to. But! Maybe that’s just my dice
Turrets seem to be the flavour of this new edition. Have yet to see them in action but keen to give them a go!
when did bio immunity affect suprise attack? 20:11
Must have been confusing myself with biometric visor
ah that makes sense. after posting i thought it might have been an editing error
You were spot on
When you say partial cover I think you refer to DEPLOYABLE COVER and makes a little bit confusing even for you haha... great video
Hahaha yeah the deployable cover is taking a while for me to get used to, especially the anti-enemy version.
Thanks for the vid. I've been playing Infinity since N2 and it's funny for me to think of N3 as being more difficult than N4 as I honestly didn't like N4 and found the rules changes less appealing.
I'm looking forward to N5. I think the changes have gone in the right direction and I see them as an improvement on an already excellent ruleset.
I think the people that got N2 are really smart because there’s a lot of complexity and nesting there that carried on into N3. Having jumped in then I felt there was too much for my little brain to handle!
Glad you like the change of direction for rules, it will be interesting to get a few games in to see how it all works!
I love the models, the skirmish gameplay reminds me of Warmachine. However, there are sooo many rules to learn, I'm afraid that by the time I learn them all the next edition will be released 😂
Hahaha you’ll be fine. I will be working on some explainer videos ramping up the difficulty so stay tuned!
Start with some basic box set games and you'll be rock solid and ready with the full rules after 3 matches
Great advice here
Does anyone have a list of what Infinity models are plastic? I really like the Lore and the setting but I really don't like metal miniatures. Really excited to get into the game now with new edition. Thanks for the great video.
You’re so welcome!
As a general rule of thumb any model that’s S4, S5, S6 and S7 and released after 2023 will be siocast. Some newer releases (since Lu Duan and Rui Shi, Wrecker, etc) in those sizes will be hard plastic. CB has a habit of changing materials so you’d be well served asking in the infinity global community.
All S2 units (with 1 exception) are full metal or mixed material.
I tried N4 when it came out, and I wasn't a huge fan of some of the mechanics, but there were parts I liked. Should I give N5 a try, or is it not different enough?
It does depend on which mechanics you didn’t like. Things like troopers generating orders for a pool is the same, as are AROs. Some other mechanics that were clunky have gone so could be worthwhile giving it another try!
I still have not had time to sit and read the rules. Because of the delayed release, I got wrapped up in the local mcp scene because infinity had that lull and then Christmas.
I dont think i will have free time until after new years.
I will say, I am going to be dumping my haqq, jsa and possibly my Aleph. But the Aleph decision will come out after we see what tohaa looks like in 5 years time, lol, ugh. Morats seem to be in a good place and combined in general will keep me busy for a while once I get rolling.
Morats look great and JSA are looking epic - I’m excited to run them for the next year and see how they play while testing Torchlight and Morats again.
Yeah the timing of the release wasn’t ideal for Christmas obligations hahaha!
@@the_infinitygamerI hope jsa get a solid glow up, pay off for all those jsa loyalists. For me jsa was just a painting project.
The reason I got into infinity was tohaa.
Tohaa - the faction we all love to hate!
@@the_infinitygamerthe n3 hate was something else... it was so bad I stopped showing up to game nights for over a year.
While a shame for you as a player I can see how that might happen to a faction that can blow out your brains from the other side of a wall!
just hoping i can get some locals to play in my area :)
I’m sure there will be some people! Have you tried finding some through warcors or the Facebook group?
@@the_infinitygamer A little the closet folks to me are 1 hour and 2 hours away. my local shop just started carrying the game at the end of n4 so I'm hopping to get some demos going there.
That would be so good if you can see some demos happening. Shane everyone is so far away from. You for a casual game though!
Nice, I've been looking forward to your take on this. Nice you started off positive too. There's been so much grumpiness over N5. There are definitely some changes I'm nervous about (shotguns not being blast for one) but I'm sure with time I'll get used to them.
Also turns out my group have been doing some of the changes by accident which is nice!
Thank you so much! Took a while to get everything together but got there in the end. I think the changes all look fine on paper but there’s nothing like a few games to really see what they’re like.
My davourite change is Alebedo being a static mod. I never took Gwailo as it was first turn only but I might give them a try now.
I understand why they did it but it's a shame they didn't just make a generic TAG pilot model for all factions though. I rarely left a TAG but it was fun to have Scarface's TAG break down and an angry dude charge out punching people
Dude, same. I get people being upset over their faction being gone, but the amount of complaints I've heard about how "the game is broken now" is way too high for the fact that I know that a lot of those people hadn't even gotten any games in yet.
You’re completely right Clint - people seem to be disliking change without trying it. Those same people likely complained that N4 and Infinity was stale and too easy.
Give the new rules a go before throwing shade on them!
The damage/save rework doesn't really work for me. It's counter-intuitive (the less BS, sorry, PS there is, the better the gun is). It breaks the neat system where close-combat damage relied on the model's PH, already rather underused stat when compared to its counterpart WIP. Also, the very idea that for some rolls you needed low numbers, but for others, you needed high numbers, was pretty good to have psychologically - you never got the feeling that the opponent has a weighted dice or anything, you knew that it always required the different result. And I think, the very process of constantly interacting with the other player on applying all the necessary mods and finding the total result you need to roll for, was a great, if underrated, part of the gameplay, ensuring friendly contact and communication between the two.
The weighted dice aspect is an argument I have seen and I don’t think it’s without merit. However (and spolier on a future vidéo) but the mechanic of crits cancelling everything and higher dice candeloing lower means weighted dice might still lose.
And I do think there’s still that same interaction with your opponent. You still need to work out mods and success values. It’s certainly a big change!
@@the_infinitygamer I don't really mean _actual_ weighted dice, just the psychological aspect of it. It's easier to lose when you know it's fair.
Most changes are very good. There are a handful of bad ones which seem out of place, but most are good.
Keen to hear your thoughts on which ones you’re not liking 😊
@the_infinitygamer (This is Isaac, the "double tag" player. So you've probably seen much of this in the regional chat.)
These are the negative things. Remember, practically everything else is improved:
The loss of dismounting, when I think it would be more interesting to have kept the n4 dismounting rules and put unoccupied TAGs into something like Possessed state (controlled by their player) while they don't have a pilot. Then make the pilots better, with gear designed to support their TAG like melee skill or a Deactivator... even an engineer. That way you'd have people dismounting pilots to clear repeaters and dense rooms, and playing manned units differently from remote presence TAGs. As it is, every tag feels like it's remote presence.
TAG-Com is a decent skill, but should be a support crew type ability rather than going on troops who are themed as "pilots"... the tech-bee is the perfect unit for it. I'm also disappointed they're all the same on release, aside from the one or two which are a worse version of the same.
Speedball seems like a massive and unnecessary buff to alpha-strikes. I like the idea, but the implementation seems like it creates more problems than it solves. I've only had one game with it, though, so I may be wrong here.
Replacing vanilla factions with what's effectively a "most famous units" sectorial is disappointing, in that they're giving up on the interesting asymmetrical balance there used to be. I understand they might not be able to handle balancing it, and the number of units would confuse new players, but it's disappointing to only have one kind of army construction. I'd prefer to have armies with more variety of building rules, rather than all being close to the same.
Keeping the slot limit is bad, in my opinion. If daylami were given their n3 SWC cost there'd be no need for a hard limit on slots, which frequently ruins hidden information gameplay. Especially with elite troops being slightly cheaper, armies with 25+ troops won't be winning much anyway, so why ban them? What's the issue with morats having a sea of Hungries without the orders to do much with them?
Berserk has been changed into the N3 skill Assault... which was barely ever used and widely regarded as pointless. I'm skeptical about it now being useful.
The fireteam bonuses aren't enough to encourage large teams, they should be arranged in order of power. I don't foresee many people taking troops specifically to get bonuses after the special die. I like duos and trios, but doubt there'll be many 4 or 5 troop teams... contributing to the formerly-generic factions playing like all the other sectorials.
There are also a handful of questionable unit upgrades, and units with abilities which might potentially be too much. Such as Joan with an AP spitfire, or linked neurocinetics, or all the 8-8 units.
Again, the vast majority of changes are improvements though.
The only thing I see a massive challenge with is the hungrier example but that’s because of their core and Haris limits. With the Oznat being AVA2 you could run a Hungries core and a Haris and that’s 8 regular orders for only 54 points fueling something big (like a Raicho). The limits are aligned to how things have been buffed since N3 (which is another good point you make).
Sorry, 60 points as ghakis are AVA4 so you’d need 2 Pretas.
I dont really "love" the changes to Superjump + Climbing.
Climbing is now for something like the Zeta really weak
But Superjump is way to strong
Which is a shame as I relied on climbing for my Zeta.
Happy that Immunity(Total) is gone.
Same!
Immunity (Enhanced) is largely the replacement for Immunity (Total). The only difference is that Non-lethal weapons ignore it.
@pseudonymmster that's a pretty massive difference though, allowing flash-pulses etc to work
Agree, it was so annoying having flash pulses bounce off total immunity models. Same with all my O12 sticky ammo!
@@Isaac-hm6ih Totally agree. It's a huge difference because flash-pulses are so ubiquitous, and them being useful against nearly everyone is nice.
All of those rules make me nauseous. It's getting ridiculous. Just play Blkout 😂
Does seem (from a very brief dive) that Blkout is a lot more straightforward and simple.