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Old 12-06-2016, 05:09 AM   #61
TurboCooler
 
Join Date: Sep 2016
Default Re: Cars Wars 6E - What We Know - 1st Post will be updated over time

At a very high level, I like what I see so far. This is far more approachable. There is no way I could ever get my friends or my wife to even attempt the older versions of CW and all the book keeping/math.

Since it was already mentioned in the comments on FB, I for one have no problem if this is CW Attack Wing. The X-Wing game is approachable enough that my wife plays and most of my friends. To the point that everyone is gathering at my house to play the Trench Run scenario before going to a midnight showing of Rogue One on the 16th.

Again, while there is nobody I know who will play Classic Battletech with me because of all the minutia that must be known, they are more than happy to play Alpha Strike Core rules any time.

If there is a melding of those two games in some way, I will be happy. Those who still like the Classic CW still have the older source material to play.

It will be interesting to see how the turns work. I would have expected turn rulers versus a pivot point. It seems that cars would turn a certain arc versus what looks like a pivot point.

Also, do not see how one accounts for speed. I would figure each car could have a speed that is determined by segments on a ruler (1, 2, 3, 4, 5 etc.). Then you would have different turning arcs. Making a certain turn after going a certain speed on you previous turn would induce a sideways slide. I see a cratered mat that is being played, would love to know if there are terrain effects?

Is there a weapons range ruler as well? Or are all weapons active and do the same damage at all ranges?

So many more questions, but I will wait until more is revealed.

Will be interesting to see more.
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