>It was a 350+ page rule book full of stuff that only ever applied once ina blue moon, but that you could never actually find when the situation popped up and you actually needed to work your way through it.
Which is better than having to print out an FAQ?
>Hit allocation was pages worth of computer programming style "if-then-else" statements.
That despite that is pretty simple; defender puts hits out, can't prioritise stuff at long range or that'd get FP checks. Optionally you can prioritise guns or try and prioritise a specific tank.
That said, I don't mind TY's rules, but in TY platoons are either infantry or largely homogenous, and everyone having mission tactics made sense. It doesn't for a period where some nations didn't even issue radios.
>Assaults were poorly explained and difficult to carry out correctly.
Also fairly simple; things within 8" are involved, move stuff closest to closest. And now we've got a trainwreck of an assault phase that means it's barely ever worth doing, so this is a strong disagreement.
>Artillery was often something I or my opponent had to double check on occasion.
Artillery is basically the same but skill and tohit swapped places, ranging in makes less sense and everyone has mike target.
>We'd constantly forget about having to do specific checks at specific times.
End phase, check to see if stuff runs away, starting step, check to unpin/remount. Now we've got TY's morale rules and a remount phase that means non-kill results are worthless, as well as dramatically reducing the vulnerability of reluctant teams since you only test once a turn.
>It was complicated. An improvement over what came before (I don't even want to think about V2 assaults), but still complicated.
Infinity is complicated. Malifaux is complicated. V3 was simple, TY was probably as simple as it could get (and was already sneaking into the territory of "too loose for playability"), and V4's