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Looking for Feedback: SEAL Team Flix

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22 Aug 2018 15:22 #280152 by SuperflyPete
I have some more questions for anyone interested in opining further:

1. How much does the narrative aspect of the game affect your enjoyment? Does the story matter? If so, how much?

2. Regarding minigames, what is most important to you:
- Difficulty of mastery (challenge)
- Brevity
- Incidence rate (how often you have to play them)
- Other?

Thanks again!

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31 Aug 2018 21:30 #280892 by Gary Sax



Feedback: this box is like 1000 pounds. I can't believe they'd reprint at the same price!
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31 Aug 2018 23:46 - 31 Aug 2018 23:47 #280896 by hotseatgames
Hopefully they can. There was concern that a price hike could happen. I really don't want that.

Also, I'm extremely biased, but the expansion work that Pete and I have planned is going to crank this game to 11 in ways you probably haven't imagined.
Last edit: 31 Aug 2018 23:47 by hotseatgames.
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01 Sep 2018 00:05 #280897 by Space Ghost

Gary Sax wrote:




Feedback: this box is like 1000 pounds. I can't believe they'd reprint at the same price!


The thing is like a home defense system: (a) enough card board in the box to stop a bullet, (b) could render someone unconscious with it, and (c) can throw the little wall chits into someone’s eyes in a close quarter fight.

I sleep with it by my bed — hell, I use it as my bed — just like I know Pete intended
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01 Sep 2018 11:29 - 01 Sep 2018 11:30 #280915 by Gary Sax
Any of you guys get extra stands for the standees? I'm 3 short. It's no big deal but if any of you get extras...

Picking up some mod podge today. Do you find it's better to plug the walls in, then fill with mod podge and wipe or put the mod podge in the holes THEN construct?
Last edit: 01 Sep 2018 11:30 by Gary Sax.

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01 Sep 2018 12:20 #280918 by SuperflyPete
There’s three extra guys, not three missing stands.

I found it’s fast and effective to plug the walls in, brush liberally on the back side. Gluing before insertion is messy and a pain in the ass with no real strength trade
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01 Sep 2018 13:01 - 01 Sep 2018 13:02 #280921 by Gary Sax
Thanks!

Ah, messed it up then. Which guys are "extra"? I left three extra patrol standees w/o stand.
Last edit: 01 Sep 2018 13:02 by Gary Sax.

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01 Sep 2018 17:58 - 01 Sep 2018 17:59 #280937 by hotseatgames
Leave 1 hostage, 1 sentry, 1 patrol un-based and you will be fine. I can tell you that whatever they saved not putting those extra bases in the box was not worth the number of times I have had to answer that question. :)
Last edit: 01 Sep 2018 17:59 by hotseatgames.
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01 Sep 2018 19:08 #280943 by Gary Sax
This is an almost comically ambitious game. I'll let you know how it goes, I'm doing rules and walls are drying right now.
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01 Sep 2018 21:22 #280947 by SuperflyPete
You should enjoy it immensely.

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02 Sep 2018 10:02 - 02 Sep 2018 10:09 #280964 by Gary Sax


When I get some plays I'll write a prioritize writing a bgg review. I have this sneaking suspicion that you're not getting reviews because it's a little bit of effort to put together the walls and board. Combined with the fact that this is a proper light tactical wargame system so has some crunch.

Impressed with how many systems you put in the first release. Didn't expect a robust stealth system at all.
Last edit: 02 Sep 2018 10:09 by Gary Sax.
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02 Sep 2018 12:33 #280971 by SuperflyPete
Just wait.

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02 Sep 2018 17:39 #280975 by WadeMonnig

Gary Sax wrote:



When I get some plays I'll write a prioritize writing a bgg review. I have this sneaking suspicion that you're not getting reviews because it's a little bit of effort to put together the walls and board. Combined with the fact that this is a proper light tactical wargame system so has some crunch.

Impressed with how many systems you put in the first release. Didn't expect a robust stealth system at all.


Therewillbe.games needs another review of it. Seriously, if you are doing a bgg review, put it here also.

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02 Sep 2018 17:55 - 02 Sep 2018 17:56 #280977 by Gary Sax


First play was solid. Big barrier is AI, after a couple clarifications I groked it about halfway through and things sped way up. There's a lot of cool verisimilitude here---breaching doors is a nightmare conundrum without specialized equipment because you'll either get shot if you're standing at the door or be unable to shoot if you're next to it, which is sort of classic breach and clear stuff. Weapon choice *between automatic weapons* has clear tradeoffs few games have captured well. I used two mp5s to stay quiet but found myself having to do difficult bounce shots to hit guys in cover, where if I had a big, loud assault rifle the first hit blows the cover apart. Finally, being pincered is utterly lethal.

I do think any AI is always a challenge for gamers, but I think it's tough because you've made a nifty tactical wargame that wargamers would have little trouble with and would be at home on GMT's offerings---but it's dexterity, intense production, and light so it makes sense for it to be at a mass audience publisher. Doing the cover AI took me a second to internalize and I still don't know how I'm supposed to place guys who move to cover spaces in terms of which space "in cover" adjacent to the block I'm supposed to use. I just used the "where would I not want this to go" criteria when I had a choice of several spots.

Anyway, will play more.
Last edit: 02 Sep 2018 17:56 by Gary Sax.

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02 Sep 2018 18:30 #280978 by SuperflyPete
You just nailed it.

“IN COVER” basically means put a corner or a block between the T and the nearest SEAL.

It’s pretty intuitive. I spent about a year making that work and then Mark had some good ideas, like allowing T’s to use corners too.

It’s one of those things that you just get it after a game. It seems harder on paper than in practice.

Glad your digging it. I tried to tell y’all for years that we had something that would completely change the way you think about dungeon crawls.

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