Welcome SerialMoM!
Must say... weird nick! HA! It is ALWAYS great to see the veterans. You have LOTS to bring to the game. We definitely want to hear your opinions. If you find anything you feel it can improve, please let us know! As you start playing, you will start finding rules
all over the place. Little things that seem insignificant, but change the gameplay. For example... gone is Hiding. At first, coming from Mordheim, you will freak out! DEEP BREATH.
You will notice the 'alternative' is Laying Low.
Hiding is broken. We understand that you could 'hide' visually, but the 'invulnerability (in game mechanics... can't harm what you can't see) becomes too weird. Instead, Laying Low 'mimics' Hiding... but on a more realistic fashion. The mechanics on WHEN you can Lay Low match Hiding, and could make you equally invulnerable. The difference is that you could be still be shot at. If you Lay Low in a BUNKER, you have a Cover Save of 1+... technically you are invulnerable. But a Critical Hit or a weapon that negates Cover Save will still be effective... no Cover Save! So now, instead of
ruling, it becomes a matter of PLAYER CHOICE. Do you shot or not? You could 'waste' the shot you could have used somewhere else OR risk it for the Epic Win with a lucky critical hit? Do you send the guy with the Flamer against the guy Laying Low or against the 3 guys close together on the other side?
Tactical Retreat is another example. It has the same principle as Routing (preserving the fun) without the 'forcing' a player to loose. If you decide to stay after loosing 25% of your Squad... well, it is YOUR decision. So win or loose, you are 'happy' with it.
Game Turn Sequence is another
.... Declaring Charges first do affect the game dynamic of the game. It forces the player to THINK. Do I shot at the guy I already Declared a Charge? What if I kill him? Waste of a Charge or softening the enemy?
Rarity (as you mentioned it) has been deconstructed to basic components. Rarity works (under the hood) as money (credits)... so an Item that could cost 50 credits, may cost 35 credits because it is Rare 8 (I'm making the numbers up for this example... but that is the principle). This way players are forced to THINK... "Both guns cost the same, but this one is Rare 9... rats, I really wanted that other Rare 4 Item... which one should I go for?!?"
Gone are the automatics... replaced by mathematical (under the hood) equivalents (with a minimal chance to fail... even if VERY remote), so Players must make a tactical & strategical decision. When we design, we always think... "Is this thing so cool that is a 'must have' in the Squad?" If the answer is yes, then we know it must be either toned down or tweaked so decisions must be made. The Eldar revision (which Dysturbed is working on), the upcoming Tau (Colonel Prius designs) and the Adeptus Arbites (initial concept by Lord Greywolf) are excellent examples. All of them are full of cool stuff, but you don't know what to choose! End result? You could play 4 or 5 of the same Squad kind, but each one would feel different. Hell... just look at the IG and the Regional Platoons, Chaos Cultists and Kroot. Choices, choices, choices!!!
All in all, we are trying to make a 'thinking' game... one in which you can be creative as well as challenged, that yields great memories and even better stories.
Now... where are my pics?!?!?!
The natives demand pics!!!
PS: We love pics! I though it was me, but everyone here is as photo crazy as I'm!