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7/19/2025, 10:05:58 PM
>>96132573
>Listbuilding
The 1000pts limit is a mixed bag. Getting to use so much stuff is amazing, but on the other hand it'll be harder for some returning players to gather an effective army.
>Setup and Deployment
We played Bunker Assault + Surface Scan
One the one hand the game is less varied, since all of the main objectives revolve around contesting points. As a result having more activation felt extremely important.
I think Secondary Objectives have a lot of potential to do some cool stuff.
Advantages felt mostly anecdotical. (With the exception of Advanced Intel which looks extremely strong)
Setting up the map is a lot faster, which means getting to the meat of the game quicker.
Deployment getting included in Round 1 is another way set-up is faster, it's a nice buff to Infiltrate/Scout/Speeder units.
>The game itself
Determining cover is easier. I'm somewhat undecided on the whole rolling cover thing. It sure does buff units with small dice pools and doesn't significantly slows the game down. But it often felt like Cover didn't matter as a result.
Since the POI give Heavy Cover we decided not to put heavy cover or LoS blocking terrain at range 1/2 of them, which in hindsight might have been a mistake.
I was surprised by how close everything felt, unlike in the previous edition where getting to Range 1 or 2 was a huge challenge, while my Landspeeder had a hard time staying out of trouble.
I need practice more and get used to Jyn's Independent: Move, Ewoks Independent: Surge and remember my HQ Uplinks on Landspeeders.
I think the Objectives (Main and Secondary) feel very susceptible to snowballing. It's better than some of the old objectives which where about staring at each other for 5 turns then rushing the objective(s) during the last turn and hope you can outnumber/outtank the other guy, but not perfect. Still that might be due to the nature of Objectives we used.
I liked the older Transport rules better, but it is what it is.
>Listbuilding
The 1000pts limit is a mixed bag. Getting to use so much stuff is amazing, but on the other hand it'll be harder for some returning players to gather an effective army.
>Setup and Deployment
We played Bunker Assault + Surface Scan
One the one hand the game is less varied, since all of the main objectives revolve around contesting points. As a result having more activation felt extremely important.
I think Secondary Objectives have a lot of potential to do some cool stuff.
Advantages felt mostly anecdotical. (With the exception of Advanced Intel which looks extremely strong)
Setting up the map is a lot faster, which means getting to the meat of the game quicker.
Deployment getting included in Round 1 is another way set-up is faster, it's a nice buff to Infiltrate/Scout/Speeder units.
>The game itself
Determining cover is easier. I'm somewhat undecided on the whole rolling cover thing. It sure does buff units with small dice pools and doesn't significantly slows the game down. But it often felt like Cover didn't matter as a result.
Since the POI give Heavy Cover we decided not to put heavy cover or LoS blocking terrain at range 1/2 of them, which in hindsight might have been a mistake.
I was surprised by how close everything felt, unlike in the previous edition where getting to Range 1 or 2 was a huge challenge, while my Landspeeder had a hard time staying out of trouble.
I need practice more and get used to Jyn's Independent: Move, Ewoks Independent: Surge and remember my HQ Uplinks on Landspeeders.
I think the Objectives (Main and Secondary) feel very susceptible to snowballing. It's better than some of the old objectives which where about staring at each other for 5 turns then rushing the objective(s) during the last turn and hope you can outnumber/outtank the other guy, but not perfect. Still that might be due to the nature of Objectives we used.
I liked the older Transport rules better, but it is what it is.
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