Latest Playtest report. Three quick games

Judge Xombe

Mongoose
Played 3 quick games in 2 hours tonight. First game with a new player (who plays infinity and 40k normally). Other two with a friend familiar with GoMC1.

First 2 scenarios were Judges vs gang, the final a gang brawl.

see the slideshow with play-by-play

I'll try to post some feedback once I have it back...the GoMC1 player promised to jot down his thoughts.
 
one thing noted...the language in the rules around armour and heavy cover need to be cleaned up.

I think it needs to be clear that you add the +2 to the roll you make for armour...(if you have "-" no armour, you get no roll, so no +2)

I think the way it is worded now could be confused as "add 2 to your armour rating" (which makes no sense...as it would then be harder to meet or beat your armour roll...)
 
Report from one of the players:

"The game is lethal, especially for the juves and punks…actually for the judges too.
With most models having little or no armour…and cover only contributing a +2, gangs of 10 can be dealt with in 2-5 turns depending on how the dice go.
Being a skirmish game and a game based on characters and experience, I’d like to see a bit more survivability.  Here are some ideas:
 
Allow a model to go on full defense mode.  This would cost action points, but would give the model a better Agility role in the other player’s turn.
Have the first hit knock a model down.  The second hit would actually kill the model.  For models with 2 hits, they require that many to get knocked down…another hit will kill them.
 
 
Melee Combat is especially deadly with most characters rolling two dice.
I felt the judges felt vulnerable to melee attacks more than they should be.  How about have an initiative during melee so that faster models hit first instead of having simultaneous resolution.
 
 
That said, the lethality makes the game play quick which is a good thing.
 
 
 
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