Hi we played some games and here is one of them.
This one was up to 50 points, we played with the following crits based on previews:
bailed out
engine damage
gun damage
We used the exact same map as the example in the pdfs, we used paper because of some inconveniences.
At first turn both sides approach each other carefully.
At turn 2 the t34s stay still patiently, while german vehicles approach.
The next turn t34s make 3 moves and they end up in front of the panther, this one moves to cover and the p4 keeps his way. Panther shoots and hits some shots but they are nullified by defence rolls, the first t34 shoots and destroys the panther with one shot?! engine crit with 2 damage makes things to easy.
The following turn t34s overkill the last target.
Impressions.
The good:
Fast to play.
Not so many miniatures required, you can play all the factions without spending much money
easy to learn.
Maneuvering is EXTREMELY fun, and the part of the game with more unused potential.
The bad:
To simple, extremely simple.
Dice sistem, d6 don't file nice at all in this game.
Tanks seem to die extremely fast.
Tank stats are not quite relevant.
Random thoughts:
I'm aware that i have played an incomplete version of the game, but at this point cards need to be really good to make the game interesting at all.
I really like the idea, i really do, but it feels not well developed at all, with 2, 4 or 5 tanks per side you have a lot of space to make some more interesting rules.
Turrets should be limited to 90º rotations per turn.
Side and specially rear shots should be more rewarding.
Side shots should have an X pattern like warhammer the T shape is to easy to use avoiding side shots.
Barrels should be blocked by scenography.
Expensive tanks dont feel worth it, cheap medium tanks are just superior price/performance.
At this moment its really hard to see an upgraded tank being better than 2 default tanks.
Hits with 4+ feel like too much especially limiting the def rolls to 6.
Without the cards all the tanks feel too similar, and its hard to imagine this getting better with upgrades.
Not being able to buy all the cards is a pain because cards seem to have 50% of the rules, and almost all the players are going to miss some of them.
Hull machineguns could have some use? pin bailout crews?
Raming.
Limited ammo!
For home made rules i see myself changing entirelly the dice sistem:
T34 shoots panhter, t34 has mid pen so it shoots 2 d20 or d10 dices (stats on card), panther needs X number to be pen (stats on card), if those 2 dices have a superior number it scores a pen, if you score the same number its a glance but if you have a "big gun" then you can still pen or make damage.
Then you roll once more for damage, t34 has high explosive so rolls 3 dice if he archives X+ number it makes X damage, if it scores Y+ number makes a crit, if it scores Z number it makes no damage.
For example a panther with more pen and less explosive trys to pen with 3 dices and makes damage with 2 because low explosive rounds. this way you can have a lot more gun flavour.
This are some ideas but i have a lot more of them if anyone is interested.
Overall im disapointed with the game, i will play it with cards and upgrades because i really whant this to work, but right now im not optimistic.
Edited by user Saturday, August 6, 2016 11:20:50 AM(UTC)
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