So, I've given you the list of typos and stuff i found proofreading the core book, and brought up my desire for some reorganization. Now I wanted to bring up the various areas of the rules that I was unclear on or that could use further explanation.
The first thing I noticed was that there don't seem to be any reserve rules. Other than deep striking there doesn't seem to be any way to keep some of your army in reserve to come onto the field later in the game, and I was wondering, why?
I remember back in the '90's when Space Marine 2nd came out, I loved the use of cards for army creation. You could lay out the cards like an "order of battle" table and reference then while reading the rules, it was cool. What I noticed with NetEpic, since it is an internet property, is that without physical cards to look at while reading, it was a bit harder to understand the army creation rules on the first pass. Therefore, I think a more detailed example is needed, with a sample chart from the back of one of the army books showing how the tables are laid out and used. (truthfully, since we don't have a physical product, I'm not sure it wouldn't make sense to just change the way army creation is described to not reference "cards" at all, and have the cards as a simple play aid instead of integral to the game, but I suspect that won't be a popular idea).
On page 13, the rules for controlling objectives say having enemy units contest control is an optional rule, but page 42 treats that as the default.
Units in transports can be given different orders than the transport itself, it should be clarified when those orders are to be revealed.
p 15 has a roll to choose sides that is not named, then the text refers to an initiative roll. Later, on p17 the rules define a DIFFERENT roll as an initiative roll.
The winner of the initiative roll (the 2nd kind of initiative) may choose a unit to move last in the turn. When is this choice made and his opponent informed is not specified.
with the optional rules for command units on p17, does that mean you ARE giving command units orders?
The description of unit coherency doesn't explain the issue of 2 separate groups, although the example in the box does cover that.
It seems like there is supposed to be a to-hit penalty for pop-up attacks, but I can't find it. Is there one, or am I just confusing it with fire-on-fly?
the rules for deep striking say that tunnelers are included there, but there is a whole big section with different rules for tunnelers right next to that box.
While we're on the subject, the rules for tunnelers in general are fairly confusing
On page 23, under Hit and Run, the last sentence says "If the unit decides to leave combat it will be pinned normally later in the turn." Is this trying to say that if a hot and run unit hits and then runs but is later charged by someone else that they will be pinned? or is it saying something else?
The special rules for flyers reference the special rules for floaters, that should probably be reworded to not do that.
As near as I can tell, the alternate rules for floaters needlessly repeat the altitude definitions from the previous page.
except that the second definition of high altitude has the line "Landing flyers do not receive this range bonus." What? how is a plane at high altitude landing?
The alternate rules for flyers say that landed flyers may claim objectives. Really? A grounded dropship with no troops inside can secure an objective? that doesn't seem right, and the regular, non-alternate rules for flyers say they obey the same rules as floaters, which can't claim objectives.
The rules indicate that flyers cannot shoot at other flyers, only engage them in close combat (dogfighting) is that correct?
The "Only Standard Transports are Free" box doesn't actually seem to be adding any extra rules, just emphasizing how the existing rules for army creation and coherency apply to transports. This is a good example of why I think the "special rules" boxes should be integrated into the main text, or am I missing something?
The terrain definition for Rivers and Lakes. Is this trying to say that you only need to represent very deep bodies of water because most vehicles are at least temporarily amphibious?
Trenches have a requirement to "move through them". Does this mean trying to cross over them? what about moving along them? the text doesn't say.
Bunkers say they "protect up to two infantry and light artillery", is this supposed to be 2 infantry and/or, or is it meant to be 2 of each?
The explanation of intact buildings rambles a bit. I have read it 3 times now and am still not entirely sure how they are supposed to work.
on p 33, the example of LoS, the various stands in the picture should be labeled (A,B,C, etc...)
the table in p34 says floaters have 180 degree arc of fire, the text for floaters (and flyers) earlier said 360.
Are skimmers always considered to be aerial targets for AA, or only when they deep strike, the text is ambiguous.
The rules for the HQ special ability say they apply to template weapons. How does that work?can you make a detachment virtually immune to templates just by placing a few HQ units scattered among them?
For side and rear shots, it needs to be clearer what classes of units suffer from the rule. What classes are "larger". Listing them would probably be the best option.
The "Healers are not Gods" rule on p37 needs more clarification. Is it 5 healing attempts per stand with Medic (or Mechanic)? I think the confusion here is because someone new to the game is not going to know in what form healers are added to an army, are they a single stand that is added to a detachment, a unit of healers in and of themselves? What?
The Multiple Wound box on p38 seems to be talking more about regeneration than multiple wounds.
With Combat Engineers, when are their orders revealed? In the orders phase? in the move phase?
It would be REALLY nice if we could come up with a different name for either scatter dice or titan scatter dice. I don't know what, but hiving those two rolls have basically the same name is confusing.
The rules for Titan damage reference a shot hitting the hull, what does that mean? the rules don't seem to mention it.
When I titan falls over due to leg damage, how tall is it supposed to be (ie, how far from the titan's base are units in danger)?
The special ability reference on page 50 should include page number references for those rules
The summary of the medic and mechanic rules in that table imply that the healer roll REPLACES a units regular armor save. I don't think that is what is intended, but am not sure. Either way, it needs clarification in the text.
Just a nitpick, as a Tau player, having psychic attacks called Ethereal is very distracting, Ethereals aren't psychic. I know that wasn't a problem when Space Marine came out, but it makes me do a double take every time now (and is pretty funny).
Is regeneration a 1 time roll per wound or can you keep rolling every turn? If the later, is there a way to permanently kill a regenerator other than stationing someone to keep shooting it every turn?
The write up for the example cards on p57 says the original Space Marine card is for a veteran company, when what it shows is a tactical company.
Wow, that was a lot more than I thought it would be, but I think that is almost everything in the rules that I found even remotely confusing.
_________________ Thanks, Troy
Once Upon a Midnight Dreary....
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