I'll let Dalek Unz chime in about that if he would like.
There was also a game of Firestorm Taskforce:
The scenario was a basic "Take the base" set-up. But it also showed once more that RSN really lacks ... something... compared to the insane resiliency of Hawker and Terrans.
Taskforce games were good to learn and teach the game. And fun because of players involved. And I like the movement system, restricted as it is, a lot more each time I use it here or in HALO.
But I have to say, the Damage Table mechanic in that is one of the WORST game design elements I've seen in a while. Doubly so for an intro game. For example, here's how dialog on a single shooting action would sound from one side of the conversation:
"So you look at your Weapons firing at the target, add them all up. But yes, different ranges make for different dice"
"And yes, since I'm obscured, you use the heavy dice mechanic, and sixes don't generate rerolls. And yes, since that one ship is behind the minefield, he adds half as many dice"
"Okay, now count the number of dice that rolled 4+, and sixes count twice"
"Compare that to my DR - you've exceeded but not doubled it. So we look at this ting chart here, and that says you get a +0 modifier. on the Damage Chart rolls. But because you have Pack Hunter, you get an automatic +1 modifier. An then because I'm a Difficult Target, you get an automatic -1. So back to zero."
"Yes, the modifier affects both our rolls. You roll on the column, I roll on the header row as Defender."
"So you rolled a 1, I rolled a 2, so that's only 1 disruption marker. If we'd both rolled higher, you would have blown up my ship."
"Why did you do the first bigger dice roll? In case you rolled higher enough to get a plus one on the chart roll."
Yeah... I think I'd rather melt down all my resin before justifying that mechanic as simple or elegant in any fashion.