Feel free to use this forum area as a place to discuss the rules, ask questions, etc. We'll try to monitor as best we can.
Feel free to use this forum area as a place to discuss the rules, ask questions, etc. We'll try to monitor as best we can.
First thoughts:
This feels like a very well thought out game
I really love the Combat Effectiveness system. That's probably the best moral mechanic I've seen in table top.
I also love being able to spend Score to boost a models C.E. I imagine it as a team owner sending combat drugs, or brain uplaods to their favorite player and getting panalized with points for the violation, but as time went on it happened so often and became so normal that the practice just became part of the Sport.
Forced back is brutal, and a lot of fun. Love it.
I very much appreciate all the terain rules. It shows the imoportance of the Arena right out the gate. too many indy games terain rules come down to "Walls block shots" and "Difficult terrain slows movement" and leave everything else up to the players to figure out.
We could definately use some Profile Cards, and maybe Ability and Equipment Cards as a seperate PDF in the next version. Hand drawn cards work and all, but having somethingeasy to print up would be very helpful for play testing.
I hope we'll see some game aids in the MMF Tribes one day. Team specific CE counters (either a dial, dice, or sliding card clip) would add a lot of faction flavor.
I think adding a third faction tot he paytest would be helpful to get a better view on team balance. Right now the Ruamjager's increased mobility and bonus defence near cover seems realy potenent with the knock back mechanics and smaller fields compared to the Grognards bonus when clumped together or when they get near enough to shoot and stab. A third faction in the mix would help to see the strengths and weaknesses of each startegy? The inclusion of the Generic Unit rules do fill this nich to a degree... but I live with a devious min/maxer. I can not give my wife carte blanche to make her own faction and assume I'm going to have a good time, trust me. May I suggest the Rebel yell... or the Damned? :)
I do like the idea of a genric unit rules though. They are perfect for custom teams using the Death Fields Upgrade sprue or other kitbashing. I hope we see version in the eventual core rules, maybe slightly powered down to keep the "cannon" factions at the front of the game.
I'm curious how weapon emplacements and artillery will work in the game. I think yiou guys make the best support weapons in the industry.
Gearing up to give it a play (using spacenam in place of grognards, stronger melee fits well enough, verses a mix of raumjaeger and eisenkern). While building, it seems that the automatic rifle, and any other multi-shot weapon, is a huge advantage in that it reduces the chance for missing completely, thus negating the CE penalty for missing a ranged attack. Odds of hitting the target with at least 1 of 5 rolls should be decent. Outside of that, it seems like taking anything other than easy shots risks a CE-death spiral.
Pg 35, melee force back table:
"No wounds - Hand to Hand
In hand-to-hand combat, if neither side inflicted any casualties, the attacking Team Member is Forced Back by 1”. The defender does not" move.
Should this be wounds?
Also, deployment order? If it is in there, I missed it. Assuming deploy by CE, alternating.
Finally got a game in, and I can officially say: I really like this game.
I was worried about the factions being a bit lopsided. On paper the faction abilities of Ruamjager seemed to be really potent compared to the Grognards, but in play it balanced pretty well. I was too focused on the Pas du Charge, but I hadn't realized how effective For the Eagle and the Faction Glory ability were together. My Grogs list, but it was a close battle.
We played on a Battletroops mat, and it fit perfectly. I think this will be my default way to play going forward. The terrain rules translate to it fantastically. I have a decently large collection of our homemade maps and Battletrrops game aids from years of playing it, so this is probably a me only thing, but it is much appreciated. I am going to need vehicle rules soon, or I'll have to homebrew something for our mech templates.
It took a bit to get used to the CE initiative order, and I'm sure we messed up a few rounds, but I think I like the system. It's does a lot to make the game seem unique
I originally wanted to use paper clip markers for CE, but we ended up using a couple of decks of cards to make the scores more visible. It wasn't as fiddly as I had thought it would be and seeing the numbers clearly was definitely worth the extra piles of cards. I might invest in some extra playing card decks, or maybe print and cut out some thematic mini decks for larger games.
I don't recall running I to any rules issues when playing, but we both had a fair amount of wargaming experience. Id love to hear a new player experience.
I would say the game is already worth the wait. I had a real solid experience and I can see this breaking into our regular rotation pretty easily.
Can captains boost their own CE?
@Red Bee Thanks! We'll have some 3D printable CE trackers, wound tracker, and some other things available soon for you guys to help you get closer to what the real experience of the game will be too.