After some more playtests of Sniper 3, we have the following comments:
- the rules are generally clear and easy to follow
- while a little more dynamic than before, a little more movement would be good: perhaps the targets should at least have a chance of movement every turn (conscious that they'd soon run off the table if all did move every turn, of course), as they're supposed to be scouting the countryside
- allied to the lack of target movement, the risk of the sniper getting shot is very low: maybe non-proximity targets should also shoot back in the case of a failed zeroing-in, albeit with a lower chance of success then when closer?
- can we clarify what the co-operative mode of play is - does this mean both players on-table at once, or one plays after the other?
- how should we treat obstructions and buildings blocking line of sight (e.g. is this centre-to-centre for sniper to target, being blocked if any of that line crosses a square containing a building or obstruction)?
- section 9 states that a successful zero can only be carried over once: we played that it could be done so once before a kill was attempted, but then repeated several times in a game (i.e. every time there's a first successful zeroing-in, there's the opportunity to roll this over in an attempt to score the additional kill dice)
- section 12: presumably the movement following scores of 3,4 or 5,6 has to be in a straight line?
Simon