I'm still thinking about the 1-reaction rule. I do like that you can have some reaction about being shot. However, I like the melee that broke out at 10". I must admit, the reaction system was what really hooked me into the system.(I've been an SST fan for sometime, but EE games are really all that's played regularly around here). The unlimited reactions really catches the chaos from the show and movie.
There are some clumsy things that I do not like about the current reaction rules that minor changes would make easier.
First, I'd keep the ready status rule about losing status once a reaction takes place. From reading these boards, it seems most people are readying and jumping some models, then jumping some later.
Second, I would have the unit react, but only those within the 10". You are already measuring to check for reaction, so just see what models can react. They should probably have the same reaction for simplicity.
Third, I would have the out of ammo markers stack on the unit instead of the individual model. You would then treat each like you would making a new FZ, losing a shooter for each one.
Fourth, any move actions must keep the moving models In Command after the move.
Fifth, this all assumes you are keeping the "unlimited" reactions. To accomodate the innovative React-to-Shooting reactions, maybe you lose as many shooters as you had damage dice? Kind of an immediate suppression to any reaction made. You then might be able to make unlimited shoot reactions as you will be racking up the Out of Ammo markers for your unit and taking damage throughout the turn limiting the overall number of shots made through shoot reactions.
Just my thoughts, though these seem to be late thoughts into a game that's due to be printed and distributed in 2 months...
There are some clumsy things that I do not like about the current reaction rules that minor changes would make easier.
First, I'd keep the ready status rule about losing status once a reaction takes place. From reading these boards, it seems most people are readying and jumping some models, then jumping some later.
Second, I would have the unit react, but only those within the 10". You are already measuring to check for reaction, so just see what models can react. They should probably have the same reaction for simplicity.
Third, I would have the out of ammo markers stack on the unit instead of the individual model. You would then treat each like you would making a new FZ, losing a shooter for each one.
Fourth, any move actions must keep the moving models In Command after the move.
Fifth, this all assumes you are keeping the "unlimited" reactions. To accomodate the innovative React-to-Shooting reactions, maybe you lose as many shooters as you had damage dice? Kind of an immediate suppression to any reaction made. You then might be able to make unlimited shoot reactions as you will be racking up the Out of Ammo markers for your unit and taking damage throughout the turn limiting the overall number of shots made through shoot reactions.
Just my thoughts, though these seem to be late thoughts into a game that's due to be printed and distributed in 2 months...