Exciting stuff for a dedicated fighting game, but not necessary. Adding options and complexity does not mean the same thing as adding all of the options and all of the complexity. For example, theres no mechanics involving aiming, steadiness. actual suppressive fire (the rule with this name is more of a guard mode, N2 had something closer to suppressive fire), reloading, weapons customization etc. Just because its a game about shooting doesn't mean it has to contain everything about shooting, so adding content to the CC aspect of the game would not necessarily need to involve this much detail. The analogy you make between fighting terminology and Infinity is interesting, but not a strong argument for leaving any particular mechanic without substance. Its all equally valid or invalid whether you are referring to shooting, CC, hacking, deployables or other forms of combat. For example, much of what you say here is just as valid if I replace the word CC with "BS Attack", or the Change Facing Shenanigans approach with "flank their cover" etc. Theres little here that relates specifically to CC as opposed to just different forms of offense and defense. I'm not totally in disagreement. But there are two things I do disagree with. Firstly, that if you want CC to be a 'foregone conclusion' we can achieve this without a martial arts table and with some simpler application of "CC+X" type skills - this avoids bloat. I'm not completely opposed to a take on CC that is essentially base contact = death for non-CC orientated models, but one of my arguments has been against using a bloaty and uninteresting table to achieve this. It's all well and good to say that if Musashi reaches base contact, the opponent should vanish, and that the skill in CC is delivering him there. But this system is flawed in that it gives a) only a very simple binary outcome and b) gives less room for application of CC for anyone who isn't a beast as well as for varied and decision driven outcomes. We get at least two other interesting CC situations that are not meaningfully accommodated by this system. Firstly, model with middling (or even poor) CC against non-CC expert, and Expert vs Expert. Both of these are essentially boiled down to "roll dice, remove model" and could potentially be improved upon by giving the models some agency that goes beyond "punch or dodge". I agree with this, which is why I have never advocated for it. Why would you bring it up? Still, the martial arts chart does not promote change given that it is a completely static ability.