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V-Commandos» Forums » General

Subject: "Innovative stealth and infiltration mechanics"? rss

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Kurt R
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All life is only a set of pictures in the brain, among which there is no difference betwixt those born of real things and those born of inward dreamings, and no cause to value the one above the other.
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This is the part of playing a commando I'm most interested in. What are these mechanisms exactly? I don't see any explanation of a stealth check in the rules (though I understand they're WIP rules at this point).
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Maxime Blanchette
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Take a look at the part 1 gameplay video on the Kickstarter's page.
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Thibaud de la Touanne
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enzo622 wrote:
This is the part of playing a commando I'm most interested in. What are these mechanisms exactly? I don't see any explanation of a stealth check in the rules (though I understand they're WIP rules at this point).


Hi, did you check Ricky's videos? I think you will find info here @ 7:19:
https://www.youtube.com/watch?v=ebBUCTbp8Xo#t=439

Stealth check rule is at the end of page 2 in the rulebook.

I hope this helps.


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Yoki Erdtman
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enzo622 wrote:
This is the part of playing a commando I'm most interested in. What are these mechanisms exactly? I don't see any explanation of a stealth check in the rules (though I understand they're WIP rules at this point).

The game looks to be a lot of fun to play, sort of like a stealth version of Zombicide in a WWII setting. However, "Innovative stealth and infiltration mechanics" seems a slight exaggeration. You can stealthily move to small tile for 1AP, but must spend 2AP to stealthily move into a medium tile, while you are always automatically spotted if you enter a large tile. If there is an enemy in a tile you snuck into, you must roll a 6-sided die, and get 3+ to avoid detection.

So the rolling of a die to stay hidden is certainly not innovative, but the movement system seems to work well.

Have you backed the project, Kurt?
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Peter
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Also, you can wear an enemy uniform which makes you invisible even when entering/on a large tile (again, as long as you pass the stealth check with the die). And being stealthy gives you a chance to take down an enemy in close combat (automatic success), quite possibly without making any noise - the latter depends on the loot drop of the killed unit.

I wouldn't say that "innovative stealth and infiltration mechanics" is exaggerated, though, since I haven't seen this combination of mechanisms applied in any other board game. But I can see how at first it might make you expect something more complex than what it actually is.
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