Blamzero said:
Just out of curiosity and to get a better comparison, what other miniature games or war games do the reviewers really like? We've had two negative reviews, and it sounds like they're the more mini savvy guys maybe, but not necessarily, and we also don't know which games are their personal favorites. This might give people (like me) a better feeling for how our tastes align, and therefore how much I should take your review to heart. So, for instance, Sandersn, you said you have played 40k, Warmachine, and some others, but do you most prefer 40k, WM, or something altogether different?
Also, in general, if you feel the game tries to be something and fails, what should it try to be? For instance, the mat grid and simplicity of the basic rules reminds me of a very simplified Monsterpocalypse, where there's a lot of reliance on combos and special abilities, but since design on Dust started 10 years or more ago, it might be behind the state of the art as far as the complexity mini gamers have come to expect, which is one feeling I get.
Sorry I haven't replied to this sooner.
Currently, I prefer the new version of Warmachine and Hordes. While the game system does have problems, I think that the want Privateer Press handled the beta testing, the roll-outs of the new army books, and the overall feel for the game rules makes me a fan.
Comparing 40K to Warmachine: 40K has a good universe (although at times very stereotypical or inconsistent). They have, for the most part, good visuals and miniatures and they do have authors like Dan Abnett to bring the universe to life in the novels. Privateer Press has a huge advantage in the quality of the rules though since 40K has enough loopholes to make it (to me) unplayable in a tournament format. Also, the Privateer Press magazine No Quarter contains actual content instead of page after page of rehashed articles and advertisements for new products.
I've recently started to play Malifaux and its ok. The first iteration of the rules were confusing and messy. Good miniatures and some good ideas, but it seemed like the rulebook was put together and not reviewed nearly enough. Not enough playtesting either.
And as for Monsterpocalypse, I was a huge fan when it came out. I don't like the collectible aspect of it, but the game ran smooth once you learned all your special rules and it has a lot of tactical aspects to it. You had to be aggressive with your monster but not hang him out to dry or else you would get smoked. I think the game would have been helped more with individual reference cards (which we made ourselves) instead of the fold-out cheat sheet they gave us.
But anyway... how does this all relate back to my experiences with Dust Tactics?
To me, the game is too simple right now. The two forces aren't exciting to play. There's really no army composition aspect to the game right now because it's just the starter... but it's $100. Given the expense involved in the other minis game I mentioned, I don't expect a ton of options at this point. But there's the problem when compared to the other systems: they roll out more variety when they launch (like Malifaux) or have that variety built-in because of years and years of play. Maybe once those other box sets and rule systems are released, Dust Tactics will compete with the big boys.
Right now it doesn't. That's a contributing factor to my enjoyment and I don't like not having the option to buy more stuff... make my game more enjoyable by adding new units and new tactics... add the army building aspect to the game.
I'm not telling people not to buy the game. They may enjoy it. They may be playing it in a different style than my play group does. To me and my friends, it's just too simplistic. I personally do not enjoy it right now. I wish I had spent my $100 on other games.
In response to your question, it's not my type of game. It currently lacks variety. Movement and actions are too simple. Move+Shoot, Shoot+Move, or Sustained Fire... that's about it. The hand-to-hand combat system feels forced and extremely simplistic (I hate using that word so often - maybe I need a thesaurus). The ranged combat system has potential with the range vs. quality of armor balance, but none of that seems to matter now since everyone is the same in the basic set. The robots are great looking, but die so easily to sustained fire from another robot.
Just because I don't enjoy it, doesn't mean you will not. There is potential here and it may be fun in the future.