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dragonlady
12-29-2005, 04:35 PM
Well, Lord of Excess was able to run me through an extended demo last night! Being the perfect demonstater, of course I won by a slaughter, but I digress:

The system was interesting! We ran through most of the mechanics of the system, probably performing many actions that might not occur in a normal game, just to see what if! We got to see unit panic checks, Close combat buzz saws (hitting one model, kill it, advance on next, kill it, repeat...). Saw lots of range attack cover issues (terrain, bodies in the way, etc).

Had some questions regarding having an elevated target or attacker. The rulebook actually didn't cover this issue regarding the advantages or disadvantages of having either the attacker or the defender elevated. This was more of a LOS issue, because the book does say that intervening models of the same size will block LOS of models with the same base size. This allows for many wonderfull screening solutions using cannon fodder or slaves. Both of us wondered though why elevation did not negate this blockage. We talked of house rules to temporarily mitigate this, but in the end this seems like something that should be looked into.

The alternating activation is interesting. It neither makes or breaks the game. The ability of the person who wins the inititive roll each turn being able to force the opponent to activate a particular model first is an interesting tactic and I see lots of potential.

Question came up regarding shooting out of combat, we find this in the rules (for or against), though the system does allow you to shoot into combat and this system resolves well. So does Close combat shut down range weapons of those involved in the combat, forcing anyone who want to utilize them to first distract/dodge?

Overall an interesting game and sytem, worth exploring more.

DA_Grafter
12-29-2005, 05:34 PM
Glad that you had fun. Our LV demo team has always been very good at what they do.

Let me try to address some of your questions:

Elevated target: First, I know the impact of higher ground in real combat. Most of the time, in almost any situation, combatants get an advantage when they are on higher ground. We have debated ths issue a lot, and decided that, and let me quote Racel, "let's not make this game into Munchkins". It is something that we decided to do without. It was hard to guage and yet another modifier to add to resolve combat. It is a classic case of a tradeoff between reality and ease of game play. As far as blocking line of sight

Shooting out of combat: wow, good question for your first game. It is actually something that was addressed but in an indirect way. In our previous version of rules, when it comes to range combat, if you have hostiles in your 20cm threat zone, you have to shoot at them, so with that in mind, if you want to shoot, you would have to shoot at the one you are in close assault with. Now that the 20cm threat zone rule is gone. We will have to address that. Good catch.

DA_MrSota
12-29-2005, 06:09 PM
Question came up regarding shooting out of combat, we find this in the rules (for or against), though the system does allow you to shoot into combat and this system resolves well. So does Close combat shut down range weapons of those involved in the combat, forcing anyone who want to utilize them to first distract/dodge?

This is something that happens when you change up rule systems, and streamline things....some things just plain get missed. :oops:

Sneak peek at upcoming errata
Pg. 31 1st column, 3rd paragraph at end add: NOTE: You may not use a RA weapon when you are in BtB contact with an enemy model.

PS
We have a big list of clarifications etc....they will be coming soon :)