Stingray
Mongoose
Hi all.
Played my first couple of games yesterday. I had been really looking forward to them, as the rules had read really well. Unfortunately, I was a bit disappointed in how the game played. I know the game is not meant to be 'crunchy', and is intended as fast play. That said, it was still a little...unsatisfying. I've broken down my thoughts on each section, although I've found my concerns difficult to pin down.
Movement: OK, no problems; does a fair job of linking vehicles and infantry in a coherent way.
Shooting: it seemed just too easy to hit. I think the lethality once you are hit is OK, but the fact there are no mods to hit for cover mean that all infantry are being hit half of the time (4+), with no modifiers for experience or cover. I know you are less likely to die and have a better save, but in the run of the mill (medium) cover you have a 50% chance of being hit and then a 2/3 chance of dying. I think it would be better to have modifiers to hit. In our games, infantry died in droves.
Close Combat: Really not happy with this bit. An infantry unit in a wooded area (LOS 1") being assaulted by another infantry unit can have a guy picked off the end (by careful placement of assaulting minis; you 'may move towards the enemy but do not have to). As this guy is in cover, he can react (lets say he shoots). The entire unit then counts as having reacted. The attacking unit can then charge again, this time with all his unit, without fear of reaction fire. I think it would be better if you had to maximise the figs in contact on a charge.
Lethal zones: a 1" lethal zone (say a tank shell); does that also generate a 3" Fire zone with those in the lethal zone taking more dice?
Like I say, I loved the way the rules read. I am hoping it was our interpretation of the rules that made the play experience unsatisfying.
Comments and queries welcome...
Played my first couple of games yesterday. I had been really looking forward to them, as the rules had read really well. Unfortunately, I was a bit disappointed in how the game played. I know the game is not meant to be 'crunchy', and is intended as fast play. That said, it was still a little...unsatisfying. I've broken down my thoughts on each section, although I've found my concerns difficult to pin down.
Movement: OK, no problems; does a fair job of linking vehicles and infantry in a coherent way.
Shooting: it seemed just too easy to hit. I think the lethality once you are hit is OK, but the fact there are no mods to hit for cover mean that all infantry are being hit half of the time (4+), with no modifiers for experience or cover. I know you are less likely to die and have a better save, but in the run of the mill (medium) cover you have a 50% chance of being hit and then a 2/3 chance of dying. I think it would be better to have modifiers to hit. In our games, infantry died in droves.
Close Combat: Really not happy with this bit. An infantry unit in a wooded area (LOS 1") being assaulted by another infantry unit can have a guy picked off the end (by careful placement of assaulting minis; you 'may move towards the enemy but do not have to). As this guy is in cover, he can react (lets say he shoots). The entire unit then counts as having reacted. The attacking unit can then charge again, this time with all his unit, without fear of reaction fire. I think it would be better if you had to maximise the figs in contact on a charge.
Lethal zones: a 1" lethal zone (say a tank shell); does that also generate a 3" Fire zone with those in the lethal zone taking more dice?
Like I say, I loved the way the rules read. I am hoping it was our interpretation of the rules that made the play experience unsatisfying.
Comments and queries welcome...