Initial impressions here to sort and record them.
Linear terrain should be something you can fight through or over. Pipe, wire fence, shack wall.
Board should consist of a network of patches of terrain, probably 3 or 4 deep in any axis.
Must target closest unit for charge or shooting. I get why you do that from an " introduce tactics " point of view, not sure about it as a game mechanic. I would just apply a penalty to hit if it's not the closest.
Ok, despite the advert there is book-keeping (action points, energy) and measuring (FX). But not much.
Collisions was a bit, cumbersome. A 3 way example would have been good.
Hiya Ash,
ReplyDeleteGood idea for note recording.
A couple observations:
- Linear Terrain, you can fight over it. In fact if you move to a wall and an enemy is on the other side you are in base to base and can initiate combat.
-Charging the Closest, I can only see this is a way to balance unlimited movement.
- I believe terrain placement will be integral to the game experience, just like Infinity.
Thanks,
Matt
Thinking more on the shooting and charging the closest unit, I think it fits in with that the designer was looking for, and that was maneuverability. I believe he has said somewhere he wanted units to move around and position themselves, maybe the closest unit rules are there to support that.
ReplyDeleteYeah Minimal bookkeeping. Collisions add a nice element of gameplay but it remains to be seen how it flows.
I like the idea of being able to activate dangerous terrain as a reaction, and attack you opponent with scenery/ terrain.