The rules are mostly clear and fit the theme really well. Only the Spell Eater ability could be clarified a bit more. The effect is probably the sentence written after the name, but this could be interpreted in different ways. The mission looks like it would be interesting to try out on the table, though!
Rutgerj
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As mentioned in the other comment, it isn't specified how you seize the enemy deployment zone. I also think it would make sense if only heroes could be selected as a commander. I'm afraid I also don’t see the growth theme in this mission, apart from it being about plants. Moving objectives can be quite interesting, though.
Hi, thank you for commenting. Just wanted to clarify the mission background for you a bit. With hostile, I meant hostile for the defender. So it's a planet native to or occupied by enemy forces. As stated in the mission background, the supply crates are needed to continue the war effort. That's why they're vital. Every army needs supplies to keep functioning.
Thanks for the feedback! I think you have a good point about slow units. The mission should probably go on until at least round 5 to give them a better chance of completing the mission. Perhaps they could get around it by using APCs. I don't think that would break the game, honestly. The attacker has plenty of ways to block the movement or stop the APC in some other way.
With the percentages, I did mean the number of units. It's also not specified in the official rulebook, so I tried to keep it consistent with that. However, it is clearly causing some confusion. Perhaps it's better to specify it in the mission anyway.
Thank you so much for your kind words, Steve! Did you get a chance to actually playtest it as well? I’d love to hear about your experience if you did. I’ve taken your feedback and fixed the map diagram. You also made a great point about carrying multiple markers, so I’ve clarified that too. Could you maybe please clarify what you found unclear about the objective clustering?
