Matt & Co.A little concerned. . .

the HitS and "Ignore X failed asaves" are exactly the same thing,i fail to see anyone having problem with that particular wording...
 
Poko said:
the HitS and "Ignore X failed asaves" are exactly the same thing,i fail to see anyone having problem with that particular wording...

I don't think anyone is having a problem with comprehension. (Although I would be curious what people who haven't seen SST before think.) People are having a problem with using 5 words where 2 used to do.
 
just went and checked the "Hits/X" trait in the rulebook. it's waaay longer than the "ignore first x failed saves" on the card.
you can have 5 words on the card, and remeber how many saves you can fail, or 80+ words and remeber how many saves you can fail. :wink:
 
Wrong approach, Poko - there will be far more cards (by whole orders of magnitude) than rulebooks printed, thus description even half as long as in rulebook equals a lot more printing on cards.
 
the cards are of set size, so it doesn't matter HOW much text there is anyway,as long as it fits, and i highly doubt that cutting down on that amount of text would affect the price in any way.
so, again,what's the difference?
 
Soulmage said:
Out of line of sight isn't better because you are handicapping your own ability to degrade the enemy. If I have a (presumably) expensive Exosuit squad, every turn they are not shooting is wasted points.

Out of curiosity have you noticed you can shoot at any point of the jump?

You are out of sight AND can shoot...Why you think jump is so bloody good ability?-)

Start out of sight, jump, shoot midway jump, land out of sight. Shoot and hide.

Staying out of sight and shooting are not mutully exclusive when you have access to good ole' jump ability :D
 
All hail the mighty Tau.....errr Jump Suits.

Never played it this way and never will, but then again, I'm probably not a good player but I do have a lot of fun when playing.

Any time somebody brings up the fact that there are old-time players and new-time players, it puts a smile on my face.
How long ago did SST started? 2 to 3 years?
Time goes fast.
Something needed to be done to attract more people.
If there are, fine (hopefully not going the way AT-43 goes here in Belgium (while there are definitly die-hard fans of it, haven't seen anyone play it yet and where I purchase all my stuff, they are selling off on them for lack of interest)
We Belgium people are pretty peculiar.

What's in a phrase?
I don't care if it's piercing, killshot or failed armour saves, though the latter is somewhat...infantine (is that a correct word?)

I am looking forward to SST:evo, only because that way there will be more support for the game, which should have been there from the beginning and at last, the Forth.

And just to throw it in, Nukes are big bad awesome immense searing explosions.
Puny tanker. bye bye

s
 
Just a side note about nukes from the movie...

Remember that even the nukes that were INSIDE the tankers and exploded failed to completely obliterate them. That's even better than a direct hit and they weren't vaporized...

Tanker armor is tough!
 
Poko said:
the cards are of set size, so it doesn't matter HOW much text there is anyway,as long as it fits, and i highly doubt that cutting down on that amount of text would affect the price in any way.
so, again,what's the difference?

1) If you throw enough options on (shock sticks, lizard lines, heavy weapons, special munitions) you can fill up a card. Or at least force the type to be smaller, which makes things nigh unreadable.

2) Most of us want cards for quick reference, with full description saved for the rulebook. The current cards don't even use arabic numerals--they spell out e.g. "three failed Armour rolls". That's poor human interface design, to my mind. The number should be a numeral (e.g. 3) and probably in bold (3), just to make it easier to reference during a game. I'm willing to bet the first thing your eyes were drawn to in this post were the numbers--they were certainly the first things I noticed in the preview.

I think the design team is going for the opposite of #2: keep the basic rules clean and quick, and only introduce complications on unit cards and in scenario rules. That's a fine ideal, but given the number of multi-hit models in SST, I think the rules for multiple hits have moved beyond a rare complication and into the realm of basic rules. Just my opinion, but apparently I'm not the only one to hold it.
 
Voracioustigger said:
Just a side note about nukes from the movie...

Remember that even the nukes that were INSIDE the tankers and exploded failed to completely obliterate them. That's even better than a direct hit and they weren't vaporized...

Tanker armor is tough!

Thought those were gernades, not mini nukes.
 
5.56 Surgeon said:
Voracioustigger said:
Just a side note about nukes from the movie...

Remember that even the nukes that were INSIDE the tankers and exploded failed to completely obliterate them. That's even better than a direct hit and they weren't vaporized...

Tanker armor is tough!

Thought those were gernades, not mini nukes.

Ah, my mistake... everyone seemed to have a nuke in the movie :wink:

Now I've just gone and undermined everything I've said... oh well....
 
1) If you throw enough options on (shock sticks, lizard lines, heavy weapons, special munitions) you can fill up a card. Or at least force the type to be smaller, which makes things nigh unreadable.
well,i'm not going to comment on usefulness of some of the more..elabroate options that MI have(lizard lines? who the hell ever used a lizard line?or shocksticks?)but i have suspicions that the "wierd" options will be kept off the cards and on the army lists(like asstes are now). that,or radical cut in number of options(as i said-lizzie lines and shocksticks i doubt many will mourn),or moving some of them into different units->WASP's, i think will have their own card rather than being an upgrade.

2) Most of us want cards for quick reference, with full description saved for the rulebook. The current cards don't even use arabic numerals--they spell out e.g. "three failed Armour rolls". That's poor human interface design, to my mind.
first one- i highly suspect that,like in certain Steampunk game from US, the cards won't be simple Quick References, but full fledged "Unit Entries".
i was sceptic of that when i picked up said game, but now i simply love the system-any person with post-grammer school reading abilities won't have problem with skimming the cards for rules, and having full rules on cards save enormous amount of time normaly spent on looking for the damn paragraph in the book.
 
Poko said:
2) Most of us want cards for quick reference, with full description saved for the rulebook. The current cards don't even use arabic numerals--they spell out e.g. "three failed Armour rolls". That's poor human interface design, to my mind.
first one- i highly suspect that,like in certain Steampunk game from US, the cards won't be simple Quick References, but full fledged "Unit Entries".
i was sceptic of that when i picked up said game, but now i simply love the system-any person with post-grammer school reading abilities won't have problem with skimming the cards for rules, and having full rules on cards save enormous amount of time normaly spent on looking for the damn paragraph in the book.

I like Warmachine cards too. But they don't say "This unit can take attacks up to five points above their defense value. These points are accumulated over multiple attacks." They have a number of check boxes next to the title Health (IIRC), and the basic rules tell you what they mean. It would all mean the same thing, but it's just much easier to understand hit points than accumulated armour save failures.

And there's plenty of shorthand on a Warmachine card, although admittedly they do spell out what keywords (e.g. Reach) mean every time.
 
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