As someone with a learning disability, these rules videos are a godsend! Seeing the rules demonstrated in realtime helps so much. Do you have any plans to do some tutorials for players "graduating" from Code One to N4? I've been wanting to make the jump, and a series making sense of all the additional rules would be a huge help!
Funny you should say that because I do have something planned - your comment has given me the motivation to actually get it filmed and done! I need to do a ‘how to play code one’ so that when I do one for N4 people can get their head around the basics before diving into the more advanced concepts. Thanks for the comment though, it’s always nice to get feedback on which videos will be helpful for people 😁
First of awesome videos! - Question, when you do a Save roll, do you factor in Armor? Also - side note, I assume Cover never does anything in CC right?
One quick note, I'm pretty sure in C1 (and certainly in N3, and probably N4) camouflage state is cancelled immediately by moving into base contact. As a result, delay is not a valid response, as you reveal upon moving into BtB. The timing laid out on pages 67 and 68 is a bit unclear. If I'm wrong on that, though, and you can delay, there would be no risk, because moving into BtB is a cancellation state, and therefore you could act even if the camo marker idles. But pretty sure it works the first way.
You are definitely correct in that going into silhouette contact immediately cancels the state. I would say that you’re correct and delaying against a camo marker coming into contact with you isn’t necessary and maybe not valid but not sure due to the wording.
@@the_infinitygamer I imagine more clarity will be provided in N4. Here it is: Cancellation of the Camouflaged State is applied to the entirety of the declared Order, even if the Skill revealing the Camouflaged Trooper is performed at the end of the Order. So you can shoot them... My spacing is reckt.
Thanks for cleaning up what the DMG of the CC is, my mates and I had arrived at this conclusion and house ruled it but had not been able to find any confirmation in the quick start rule sets we had on hand or from skimming pdfs of the rules.
Thanks for your videos, they're great for learning the game. One question: if I'm the active player and my miniature is in the engaged state, can I dodge out of the engaged state and than shoot? And if the answer is yes, how does it works out?
That’s a great question. It doesn’t seem as though you can. To unengage from CC the rules say you have to pass a dodge roll and move up to 2” away. However this isn’t super clear as to whether it’s a long skill dodge or short skill with the ability for you to do a second action.
I know this is one year old, but I'll reply for those watching the video later. You can't dodge and perform a second short skill that requires a roll (like shooting). The rule of thumb is that you can only make one die roll per order. The only exception is discover + shoot, which requires two rolls if the camo marker doesn't react to your order.
@@the_infinitygamer Absolutely. The camo / discover interaction has been problematic since day one. I think they've changed the way it works in every edition. I agree they should find a way to solve the problem without breaking one of the foundations of the game. Personally, I think it was fine in 2nd edition. You move / idle and the camo declares ARO. If he doesn't reveal himself, you declare discover. Easy. But I guess someone complained that discover could take a big chunk of your orders against camo-heavy lists.
Thanks so much!! Your positivity keeps me going and I really appreciate your support. Plenty more coming! If there’s anything you want to see let me know!
I felt you missed giving an example of a "good" close combat fighter versus a "poor" close combat fighter. Just to highlight the advantage a ninja has if it actually gets to stab someone. ;) Next time!
Yes plz, will be great. Rulebook pag.70 explains that, but i didnt quite understood how a 6+ roll is a victory, i understand 14 to 20 crits (20-6=14) but dunno where that 6 to 13 "victory" range comes from. I tought a roll of 6 from goldstein vs a 9 from zhanshi (as example) would give victory to zhanshi...🤔🤔
@@leslamers1633 Cuervo with martial arts is a 26. So he will add 6 to his roll. A zanshi fighting against him loses 3 because of the martial arts so it has a 12. So if Cuervo rolls a 6 (+6=12) the zanshi (max of 12) the zanshi wins because of the critical hit rule. I hope that was the question.
Comprehensive and very understandable - another awesome video in your series. Thank-you for posting this!
Thanks so much for the kind words, really appreciate it!
As someone with a learning disability, these rules videos are a godsend! Seeing the rules demonstrated in realtime helps so much. Do you have any plans to do some tutorials for players "graduating" from Code One to N4? I've been wanting to make the jump, and a series making sense of all the additional rules would be a huge help!
Funny you should say that because I do have something planned - your comment has given me the motivation to actually get it filmed and done!
I need to do a ‘how to play code one’ so that when I do one for N4 people can get their head around the basics before diving into the more advanced concepts.
Thanks for the comment though, it’s always nice to get feedback on which videos will be helpful for people 😁
I can't wait to play some infinity. Thank you for the Videos.
Keep up the awesomeness!
Good to see you in the comments section! Plenty more coming 😃
First of awesome videos! - Question, when you do a Save roll, do you factor in Armor? Also - side note, I assume Cover never does anything in CC right?
Question 1 - yes, for BS and CC attacks using normal ammo.
Question 2 - correct
Are you playing code one or N4?
One quick note, I'm pretty sure in C1 (and certainly in N3, and probably N4) camouflage state is cancelled immediately by moving into base contact. As a result, delay is not a valid response, as you reveal upon moving into BtB. The timing laid out on pages 67 and 68 is a bit unclear. If I'm wrong on that, though, and you can delay, there would be no risk, because moving into BtB is a cancellation state, and therefore you could act even if the camo marker idles. But pretty sure it works the first way.
You are definitely correct in that going into silhouette contact immediately cancels the state.
I would say that you’re correct and delaying against a camo marker coming into contact with you isn’t necessary and maybe not valid but not sure due to the wording.
@@the_infinitygamer I imagine more clarity will be provided in N4. Here it is:
Cancellation of the Camouflaged State is applied to the entirety
of the declared Order, even if the Skill revealing the Camouflaged
Trooper is performed at the end of the Order.
So you can shoot them...
My spacing is reckt.
I’ve posted a correction in the description of the video so I hopefully don’t mislead anyone!
Hahah and people like me who need to pay more attention 😂
@@the_infinitygamer You actually mention it a bit later, you just didn't connect the dots.
Thanks for cleaning up what the DMG of the CC is, my mates and I had arrived at this conclusion and house ruled it but had not been able to find any confirmation in the quick start rule sets we had on hand or from skimming pdfs of the rules.
You’re very welcome. Chances are if you struggled then so did dozens of others including myself 😂
Thanks for your videos, they're great for learning the game.
One question: if I'm the active player and my miniature is in the engaged state, can I dodge out of the engaged state and than shoot? And if the answer is yes, how does it works out?
That’s a great question. It doesn’t seem as though you can. To unengage from CC the rules say you have to pass a dodge roll and move up to 2” away. However this isn’t super clear as to whether it’s a long skill dodge or short skill with the ability for you to do a second action.
I know this is one year old, but I'll reply for those watching the video later. You can't dodge and perform a second short skill that requires a roll (like shooting). The rule of thumb is that you can only make one die roll per order. The only exception is discover + shoot, which requires two rolls if the camo marker doesn't react to your order.
@@the_infinitygamer Disengaging is a regular short skill dodge. Once you are disengaged, you can perform a short move.
I love a good rule (that you only do one roll per order) that gets ruined by exceptions 😂
@@the_infinitygamer Absolutely. The camo / discover interaction has been problematic since day one. I think they've changed the way it works in every edition. I agree they should find a way to solve the problem without breaking one of the foundations of the game.
Personally, I think it was fine in 2nd edition. You move / idle and the camo declares ARO. If he doesn't reveal himself, you declare discover. Easy.
But I guess someone complained that discover could take a big chunk of your orders against camo-heavy lists.
Ah. Finally. I guess I can put off mowing a bit longer...
I live to serve as a distraction 😂
Nice Job, dude!
Thank you!
Infinity Gamer your videos were one of the main reasons that grew up my interest in Code One... So... Go on and continue to cover the game!
Thanks so much!! Your positivity keeps me going and I really appreciate your support. Plenty more coming! If there’s anything you want to see let me know!
I felt you missed giving an example of a "good" close combat fighter versus a "poor" close combat fighter. Just to highlight the advantage a ninja has if it actually gets to stab someone. ;) Next time!
That’s a really good point. And having been on the receiving end of several of those mismatches I should know how painful they are!!!
Yes plz, will be great.
Rulebook pag.70 explains that, but i didnt quite understood how a 6+ roll is a victory, i understand 14 to 20 crits (20-6=14) but dunno where that 6 to 13 "victory" range comes from. I tought a roll of 6 from goldstein vs a 9 from zhanshi (as example) would give victory to zhanshi...🤔🤔
@@leslamers1633 Cuervo with martial arts is a 26. So he will add 6 to his roll. A zanshi fighting against him loses 3 because of the martial arts so it has a 12. So if Cuervo rolls a 6 (+6=12) the zanshi (max of 12) the zanshi wins because of the critical hit rule. I hope that was the question.
Erich is spot on. It’s at roughly 12:27 that I run though how that might work 😄