Wednesday, May 27, 2026

SW Regiment Playtest 23 May 2026

 A few of us got together at NeverBoard Games in Brooksville, Florida to see whether we'd break the rules or the rules would break us.  What we found is a quick and straightforward system that's surprisingly well laid out for an Alpha Test edition.  My models are older and based to play the old Assault on Hoth board game by West End Games, so the bases of my stands don't nearly match those recommended for this new wargame.

Match 1:     

Marz (Galactic Empire) vs Maddog (Rebel Alliance)

Empire Forces: 

1 AT-AT
2 teams of AT-ST (2 walkers per team)
3 units of Stormtroopers (3 stands each) 
1 e-Web Heavy Repeating Blaster (1 stand)

Empire Support Assets: 

Comms Jamming (penalty to enemy command rolls)
Propaganda Drop (penalty to enemy courage rolls) 

Rebel Forces:

2 each 1.4 FD Laser Cannon (single stand each) 
3 each T-47 Snowspeeder (single stand each) 
5 units Rebel Troopers (3 stands each)

 Rebel Support Assets: 

Field Repairs (repairs a cannon or speeder) and 
Field Triage (heals up to 3 wounds for an infantry unit).

 Turn 1:

 We deployed about 40" away from each other which is good as we were very nearly in range of each other once the Snowspeeders and AT-STs had moved without dashing.  The e-Web Blaster team is a great candidate for riding in a transport as it's 4" movement lags behind everything else in the force.  This photo was taken more than halfway through the first turn - the Stormtroopers haven't begun their advance and Maddog kept the Rebel troopers hunkered down behind cover most of the game as they're the most squishy unit in the game.
 
 

Turn 2:

We belatedly remembered that the 1.4 Laser Cannons have the Scout keyword which enables shifting their position right after deployment, so Maddog moved one from the back side of the tall hill down into the forward saddle.  This gave it LOS to the AT-STs instead of nothing at all.  After realizing "new player confusion" about attack stats, the 1.4 Laser on the front side of the tall hill did manage to damage the AT-AT.  I was teaching Maddog the rules as we played but we screwed up by confusing the two attack numbers as short / long range instead of shooting / melee.  This photo is just before the very successful Snowspeeder tow cable attack.  Marz had his dice portraying the Stormtroopers very well by missing almost every shot and the few that hit were easily saved by the rebel forces.

 

 Turn 3:

  This is where the game went very much like the movies.  AT-STs were annihilated trying to maneuver.  A speeder's tow cable brought down the AT-AT and the troops on board.  The other two speeders cut down the stormtroopers as they tried to take positions while the rebel troopers finally emerged to simply watch the destruction.  The dice luck stacked so strongly against the Empire that we couldn't fault any game stats.

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