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<blockquote data-quote="Jd Smith1" data-source="post: 9356206" data-attributes="member: 6998052"><p>I used Phoenix Command for years. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>T2k4e means well, but in practice the weapons are terrible. Pistols are useless except against animals; an average Human can soak up numerous direct hits. The only weapon worth carrying is a upper-caliber assault rifle, and while the game details dozens, the damage system means that they are virtually identical. Meanwhile, a wood axe or machete out-performs automatic weapons.</p><p></p><p>The combat system is chart-intensive, made worse by splitting information between multiple charts It carries a strong ASL feel and love of modifiers and minutiae. </p><p></p><p>It uses hex system 30m across, which requires either the handful of tactical maps available for the game, or a house-ruled system. They try to fix that issue in the urban combat expansion, but it is clumsy. </p><p></p><p>The basic thrust of the game appears to be that morale breaking will win fights long before killing (not bad as a concept) but the ability to rally is such that unless you identify and target leaders quickly, morale will never be an issue.</p><p></p><p>And the presentation of the rules is utterly awful. </p><p></p><p>All in all, it is, IME, a bit more challenging than Phoenix Command. Which is why I heavily house-ruled the system. There is a better varient of the rules out by a third paty, but I have not actually used them.</p></blockquote><p></p>
[QUOTE="Jd Smith1, post: 9356206, member: 6998052"] I used Phoenix Command for years. :cool: T2k4e means well, but in practice the weapons are terrible. Pistols are useless except against animals; an average Human can soak up numerous direct hits. The only weapon worth carrying is a upper-caliber assault rifle, and while the game details dozens, the damage system means that they are virtually identical. Meanwhile, a wood axe or machete out-performs automatic weapons. The combat system is chart-intensive, made worse by splitting information between multiple charts It carries a strong ASL feel and love of modifiers and minutiae. It uses hex system 30m across, which requires either the handful of tactical maps available for the game, or a house-ruled system. They try to fix that issue in the urban combat expansion, but it is clumsy. The basic thrust of the game appears to be that morale breaking will win fights long before killing (not bad as a concept) but the ability to rally is such that unless you identify and target leaders quickly, morale will never be an issue. And the presentation of the rules is utterly awful. All in all, it is, IME, a bit more challenging than Phoenix Command. Which is why I heavily house-ruled the system. There is a better varient of the rules out by a third paty, but I have not actually used them. [/QUOTE]
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