I improved the flow of the game by using more markers, dipping into my ASL stocks. I also added in some units that I hadn't tried in the previous game. The unit cards work well, although next time I need to cut them out and perhaps plastify them.
The game wasn't set up to be the most exciting, as I really wanted a final test run so as to check out all the mechanisms, update the player aids, and house rule a couple of things that were bothering me. That said, it was very tactical and confirms all the good things I said about FWC2. One mistake I did make on this test run, was not having enough actual fighting vehicles and too much support (including infantry which are more a support role).
There are a lot of markers on the table, but I can't see how any modern combat game that wants a minimum of grit can get around that. Sequencing the turn into clear steps is important, at least I find it to be so. The mechanisms are in any case solid and it really does feel like a sci-fi game; even more so once I get some extra-terrestrial terrain sorted out, although that will not be for a while yet.
I am now ready to run through a proper game, I'll try and get about 40 units per side on the table and see how that goes ! Note to self : rather than a basic encounter game, a game with objectives and a time limit would be a good idea.



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