Corey, I'd appreciate it if you'd do a Designer Diary about combat and why you are using cards rather than dice, the advantages cards give you, and so on. Dice are being used in such innovative ways in WFRP; I 'm wondering if they couldn't be used in equally innovative ways for combat in a game like this, or even better a dice/card combination with cards setting up the visual/tactical feel of the combat and dice resolving it but perhaps in a way similar to WFRP.
I have no doubt the card-based resolution will work well; while I found it a bit clunky and confusing in Starcraft, I found card-based combat worked very well in MEQ. So I can see the technique evolving and getting better. But it can still lack some of the tension and thrill that comes when the dice are rolling, so it would still be nice to get some of your design thinking here about this, if you have the time. Especially as this seems now to be a trend in FFG game design with the new Horus Heresy using cards instead of dice for combat resolution.