Salut, voilà j'ai posté sur le fofo mantic en.
Voilà la trad, j'espère que ça reste fidèle à la version FR.
J'ai pas trouvé de Whispe dans la liste des membres --> faudrait que tu contactes un admin de chez eux pour ça.
Hi there, I am posting this on behalf of the mantic french forum admin (whispe) who happen to not being able to post anything on the mantic forum since the migration.
Here it goes, translated from French. The original post can be read in here :
https://manticfc.forumgratuit.org/t1072p15-tests-et-retours-regles-beta-deadzone-infestation• Yesterday tests with my friend Lixa.
o Enforcers for me : 1 captain / 1 enforcer with burst laser / 3 Assault enforcers.
o Plague for him : 3 stage A with 1 3A with HMG / 2 Stage 2 / 1 Stage 1
o By the way the format seems to be more appropriate for 150 points than 100 points if you really want to equip your team
• In a nutshell, we got a little bored. The game is simple, fast…yet on a tactical and planning side it is rather dumb
• The command dice system is cool (personnally, I prefer cards for the management side, Lixa loves command dices)… More faction specific would be cool.
• The standard mission does not really encourage to make efforts towards managing objectives because, this being due to the PVs awarded by kills…who happen to be really weighing a lot
• The shooting suffers from too few modificators (be it on the survive roll or the shoot roll itsel). As a rule of thumb 1/3/5 dices rolls unless command dice are used…well these numbers do not have a significant impact as soon as armor is involved
• The shooting game can be boiled down to “I move forward, I shoot, I get good / bad luck on my roll(s), I shoot again (or not)…”. I have seen more exciting (failing to have real dice modificators that make the difference)
• The blaze away on a cube is truly missing… and with it the tactical management that was going along it (supporting models, blaze away then shooting, blaze away then move, etc…). Limiting it would have been ok, decreasing its lethality would have been fine as well, but restricting it to a handful of weapons who happen to cause damage...meh
• I support Riton comment (earlier post on mantic French community
https://manticfc.forumgratuit.org/t1072-tests-et-retours-regles-beta-deadzone-infestation) as an ex soldier that making opponent hit the dirt / hide in cover in order to move forward is a must have (e.g. for “modern” firefights – modern being understood as “post napoleonian wars”)
• As a result the “lucky” aspect of shooting encourages to go and puch your opponent's model right in the face (<Ironic mode ON> : awesome for a scifi game <Ironic Mode OFF>)… because on the first hand we cannot “manage” bonuses / maluses on shooting actions, and on the second hand the AP weapons are now very rare except for close combat weapons… (by bringing a buddy or by entering a cube after a zidane-like sprint allowing a 2 long actions for the price of one)
• I would not say it is all bad but it is just that it feels the amateur game as I feared… and not the amateur game style that has been worked and tested before being released… more the game style that 2 buddies can work out quickly to see how it goes and play a mini campaign using models from other games
• As a conclusion the testing is leaving a bitter taste because we are far far away from its ancestor and far from the gaming system which got me excited (in spite of a few complex points, its learning curve and the need to manage carefully actions to achieve something) to want to purchase a playable starter for all factions.
In a nutshell :
• The cool stuff
o The recond roll to determine who goes first
o The command pool system
o Alternate activations but would require more possibilities (like a 1 to 3 models activation instead of a 1 single activation
o The suppression of doubles / triples seems to be a smart move
o The campaign system, though untested looks really cool
o The +1 bonus for height for shooting
• What would salvage a bit the whole
o The come back of faction specific missions cards
o That overwatch (allowing to interrupt an opponent’s double actions or other), blaze away and aim come back from vacation
o A faction specific command table with the optional possibility (instead of rerolling) to burn 2 cmd dices / points / cards to choose one at your will
o To be able to hide the command dice results until played (like the battle cards).
o Fixed stats profiles for models and the accompanying stat cards, even if this would require to define multiple profiles with varying gear
I will favor the original game for my future gaming. This version plays very fast, very (too) easy but did not bring any fun in the end. Would this version of the rules had been released in the first place, I would not really have seen worth to buy specific mantic models to play it… using proxies would be enough there and the aspect “DZ for dummies” does not make me go deeper into it.
Whispe