macfergusson wrote:New episode of MayaCast had a couple more notes about N3 rules revealed/confirmed:
- Ties on F2F rolls are a draw, regardless of who has a higher modified stat. Uncertain if this is a simplification for IceStorm or permanent for N3.
- If both rolls crit, it is a tie, regardless of the number on the dice.
This is interesting and will probably make the game flow more smoothly as it's a more consistent way to interpret the base mechanics.- Their interpretation of the Silhouette rules from actually reading the rules text appears that it is actually a cylinder rule. Silhouette determines Base and Height (area and height for volume of a cylinder).
All in favor of a simplified cylinder system, unless this was Mayacast's way of simply explaining it quickly and it's actually more in depth. My only real objection to the silhouette system is having to buy silhouettes when there are cleaner fixes for this.- Clarification of how setup plays out: All decisions for initiative and deployment are made prior to any deployment.
How I have always played and how I think it should be played. It gets too wonky played other ways. Hopefully they will clean up who has to make their decision first. Should probably be initiative winner. This sounds like a no brainer, but I know a lot of people who don't play it this way.- Using Lt order definitely actually reveals your Lt. No need for various ideas of mixing it in to your Order Reserve or however your local meta does it.
Again, cleans up the game. I like it.- Loss of Lieutenant causes all troops to be Irregular for that turn, new Lt is automatically appointed at the end of that turn. Religious will have to change obviously.
Far better. Still penalizes but doesn't crush your entire game. Will have a huge impact on ITS for the better.- Camo's Surprise Shot (-3 additional penalty for opponent on F2F roll) only applies in Active Turn.
While I don't think this is game breaking, it goes against cleaning up rules and making this simpler. Would be far better, and would make more sense if this just always applied every time a camo marker attacked. Believe it or not, I have had more than one person refuse to play Infinity because camo can't surprise people in ARO.- Combat Jump's dispersion on a failure has changed to "walk on the board in your own DZ." No more scattering, results in a safer deployment but puts you far away from where you wanted to be. Another one that was considered questionable if it is for simplified rules only.
Only makes AD3 even more worthless, but will hold out to see if they make other changes to it that make it useful.- Normal Infiltration no longer can deploy past centerline? May be simplified rules only?
Cleans up rules, balances infiltration slightly better. I like it.- MSV1 reduces visibility penalties by 3, MSV2 reduces visibility penalties by 6.
This is really nice. MSV is one of those rules that is very poorly written, very inconsistent, and extremely confusing. This makes it straightforward and workable. Wondering what MSV 3 does. Probably just ignores camo completely like it does now, shoot at markers and whatnot.- Translation and rules text much stronger and more concise.
- True N3 Quick Start rules should be available at GenCon.
