Same. Given the list of things two players have to have consensus on before beginning a game (what language and edition of the rules are we playing, are non-CB proxies OK, can you shoot through railings, which Objective deck if any, are we playing in metric or imperial, how many points, Mercenaries extra, which mission, what terrain are we playing on, how is the board arranged, etc. ad infinitum) I don't think it's unreasonable to include a brief chat about what degree of intent/play it where it stands/take-backsies the players are comfortable with during the game, and that has been part of a couple of my own pre-game chats. Something in UX theory that supports the shorthand approach to play is the school of thought around managing decision paralysis. If the game penalizes you for not making perfect moves, you become more painstaking with them, and it bogs down. Infinity's order and skill system already results in very high levels of cognitive load when making decisions, and a collaborative play style at the table lightens that a lot, which helps players to avoid counterproductive perfectionism. Hopefully we don't all cop bans for continuing the discussion, but I appreciate the turn the last few posts have taken.