I gave the melee rules a bit of a run out in skirmishes with my housemate; we both built 1250c gangs with basically nothing but melee and pistols and went at it. We didn't test all of the rules; things like the shooting heavy cover change didn't come up because we had no super accurate stuff. Didn't test any of the non-mandatory rules.
Thoughts:
- Things like the 'charge = Mx2' and pistol range changes were a bit hard to gauge because all we had was melee and pistols. Meant we had no context against general weapon ranges.
- Charge from pinned was fine; pinning people was still super useful, but not a complete game-over for the melee folk.
- Consolidate into melee felt good, although we were still using it as 2" so it wasn't a true test. The consolidate change appears to be in both mandatory and non-mandatory sections?
- Number 10 on 'Getting into combat' (the one about pinned fighters) didn't mesh well with the other changes. We weren't 100% clear on how it worked with alternating melee attacks; we assumed the alternating attacks were based on essentially repeating steps 5 and 6 of the close combat sequence and removing normal reaction attacks. So does the pinned guy who was charged get to turn around? If he doesn't, he gets no attacks and you're back to rocket tag. If he does then the whole thing boils down to 'he turns to face and gets -1 to hit' in which case you might as well rewrite the rule to just be -1 to hit.
- Move to engage felt bad, but that might be because I built a character to abuse it. I had a Death Maiden with Sprint and Step Aside. This gave her an engagement range of 18"; half the board. If her target attacked her on their activation she would generally have more attacks than them (4), they would swing once and she would Step Aside, she would swing twice and they would die. The same thing actually happened when she was charged herself; they swung once, she stepped aside, and so on.
There were essentially two problems here; Step Aside is powerful with alternating attacks, and it becomes doubly powerful when you have a high-damage, high-AP weapon (Venom Claw in this case) which can kill on the counterstrike. This might not be strictly an issue with 'move to engage', per se, but it felt like a proper NPE when combined with that Death Maiden.
- Alternating attacks didn't take as much time as I thought, but it still took a long time. Everything seemed to take about 4 times as long, and things like Flesh Wounds/Blade Breaker/Entangle mean that the situation had to be reassessed after every attack. It was honestly such a slog. With regards to the lethality, combat characters still massacred non-combat characters. If a combat beast charged another combat beast, or non-specialists charged each other, sometimes it wasn't the charge target that died. So combat still feels like rocket tag, but you have less advantage for charging.
We had a chat about the alternating attacks afterwards, and we both felt that it really favoured my Death Maiden with her high-damage weapon. The Power Swords and knives felt less powerful because they were simply 1D; you couldn't realistically kill a 2W target before it got a hit off, and if it had a higher D weapon you might just die in one shot. It might even have been a bit hairy with things like my Stiletto Knife Juve; if you don't put him down in 2 attacks you might get fragged by the wound-ignoring counterattack.
Overall I don't think alternating attacks actually solved the problem it was intended to. Combat was still incredibly lethal, but it felt more random who died.
Thoughts:
- Things like the 'charge = Mx2' and pistol range changes were a bit hard to gauge because all we had was melee and pistols. Meant we had no context against general weapon ranges.
- Charge from pinned was fine; pinning people was still super useful, but not a complete game-over for the melee folk.
- Consolidate into melee felt good, although we were still using it as 2" so it wasn't a true test. The consolidate change appears to be in both mandatory and non-mandatory sections?
- Number 10 on 'Getting into combat' (the one about pinned fighters) didn't mesh well with the other changes. We weren't 100% clear on how it worked with alternating melee attacks; we assumed the alternating attacks were based on essentially repeating steps 5 and 6 of the close combat sequence and removing normal reaction attacks. So does the pinned guy who was charged get to turn around? If he doesn't, he gets no attacks and you're back to rocket tag. If he does then the whole thing boils down to 'he turns to face and gets -1 to hit' in which case you might as well rewrite the rule to just be -1 to hit.
- Move to engage felt bad, but that might be because I built a character to abuse it. I had a Death Maiden with Sprint and Step Aside. This gave her an engagement range of 18"; half the board. If her target attacked her on their activation she would generally have more attacks than them (4), they would swing once and she would Step Aside, she would swing twice and they would die. The same thing actually happened when she was charged herself; they swung once, she stepped aside, and so on.
There were essentially two problems here; Step Aside is powerful with alternating attacks, and it becomes doubly powerful when you have a high-damage, high-AP weapon (Venom Claw in this case) which can kill on the counterstrike. This might not be strictly an issue with 'move to engage', per se, but it felt like a proper NPE when combined with that Death Maiden.
- Alternating attacks didn't take as much time as I thought, but it still took a long time. Everything seemed to take about 4 times as long, and things like Flesh Wounds/Blade Breaker/Entangle mean that the situation had to be reassessed after every attack. It was honestly such a slog. With regards to the lethality, combat characters still massacred non-combat characters. If a combat beast charged another combat beast, or non-specialists charged each other, sometimes it wasn't the charge target that died. So combat still feels like rocket tag, but you have less advantage for charging.
We had a chat about the alternating attacks afterwards, and we both felt that it really favoured my Death Maiden with her high-damage weapon. The Power Swords and knives felt less powerful because they were simply 1D; you couldn't realistically kill a 2W target before it got a hit off, and if it had a higher D weapon you might just die in one shot. It might even have been a bit hairy with things like my Stiletto Knife Juve; if you don't put him down in 2 attacks you might get fragged by the wound-ignoring counterattack.
Overall I don't think alternating attacks actually solved the problem it was intended to. Combat was still incredibly lethal, but it felt more random who died.