As E2 just came out figured I'd give the game a go, as I've always liked the cross genre theme and the CCG like gameplay mechanics.
However, having had a go, one thing did surprise me, (if I have it right as a new player and havn't missed something obvious) - the fact that
all ranges (specifically for shoot and cast actions) are not only quite short, but fixed with no modifier for measured distance to the target.
The relatively short effective range I can kind of understand, to accommodate game balance for the more melee based crews.
But it kind of seems to go against the grain for a miniatures game to not include any element of distance when considering ranged attacks - it does take into account other traditional elements such as LoS and cover easily enough after all.
The thing that brought this home most for me was Nino Ortega (and potentially Hans I think). With Focus his range bumps up to a whopping 36". And he's not only just as likely to score a successful hit at this maximum range as at any lower range, but from how I understand it he is actually more likely to hit as he still gets to include the Focus +1 as well.
I must admit, I was expecting something along the lines of the printed range distance for an action being a 'base' distance, where distance to a target that was a multiple of this base would incur a '-' card penalty (or something).
So for example a pistol that had a range of 12" would incur a -1 card penalty if used to attack a target at 12" to 24" or -2 card penalty if used at 24" to 36".
(although if this were the case, 12" as a 'base' range would probably be a bit too much and it would need to be more like 6" or 8" and vary for different weapons).
Since Accuracy also ties into Damage, getting closer for a potentially more effective, but more risky, shot would be an interesting tactical decision for players. If implemented correctly, it might mitigate the early game advantage of shootier crews, as their range attacks would be overall less effective at longer ranges and only maximise just before an enemy closed; requiring them to manoeuvre more to continue to maximise their advantage.
As it stands, I'm either in range and can attack, or out of range and can't attack - so if I'm in range I may as well attack as much as possible as there is no inherent advantage (with regard to the range attack) in moving closer - and in fact as a predominantly Range attack character, where possible I always want to try and attack targets at my maximum range.
I miss the opportunity for characters to attempt a desperate long range, against-the-odds shot to try and save the day; or letting a rampaging beast charge them head-long just so they can steely-nerved empty a weapon into the whites of its eyes to watch it drop at their feat.
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As E2 just came out figured I'd give the game a go, as I've always liked the cross genre theme and the CCG like gameplay mechanics.
However, having had a go, one thing did surprise me, (if I have it right as a new player and havn't missed something obvious) - the fact that
all ranges (specifically for shoot and cast actions) are not only quite short, but fixed with no modifier for measured distance to the target.
The relatively short effective range I can kind of understand, to accommodate game balance for the more melee based crews.
But it kind of seems to go against the grain for a miniatures game to not include any element of distance when considering ranged attacks - it does take into account other traditional elements such as LoS and cover easily enough after all.
The thing that brought this home most for me was Nino Ortega (and potentially Hans I think). With Focus his range bumps up to a whopping 36". And he's not only just as likely to score a successful hit at this maximum range as at any lower range, but from how I understand it he is actually more likely to hit as he still gets to include the Focus +1 as well.
I must admit, I was expecting something along the lines of the printed range distance for an action being a 'base' distance, where distance to a target that was a multiple of this base would incur a '-' card penalty (or something).
So for example a pistol that had a range of 12" would incur a -1 card penalty if used to attack a target at 12" to 24" or -2 card penalty if used at 24" to 36".
(although if this were the case, 12" as a 'base' range would probably be a bit too much and it would need to be more like 6" or 8" and vary for different weapons).
Since Accuracy also ties into Damage, getting closer for a potentially more effective, but more risky, shot would be an interesting tactical decision for players. If implemented correctly, it might mitigate the early game advantage of shootier crews, as their range attacks would be overall less effective at longer ranges and only maximise just before an enemy closed; requiring them to manoeuvre more to continue to maximise their advantage.
As it stands, I'm either in range and can attack, or out of range and can't attack - so if I'm in range I may as well attack as much as possible as there is no inherent advantage (with regard to the range attack) in moving closer - and in fact as a predominantly Range attack character, where possible I always want to try and attack targets at my maximum range.
I miss the opportunity for characters to attempt a desperate long range, against-the-odds shot to try and save the day; or letting a rampaging beast charge them head-long just so they can steely-nerved empty a weapon into the whites of its eyes to watch it drop at their feat.
Is it just me?
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