So Turn 0, a important strategic turn back in the days when using it to either set up or disrupt block formations of TIE-Fighters in swarm list. It has gone through quite a number of changes to addition of debris clouds and choosing your own obstacles (to allow 2 big one asteroids on the table). To being able to place your ships outside of the deployment zone with HotR and Upsilon, and even removing or adding obstacle tokens with seismic torpedoes and rigged cargo chute. Well now Turn 0 is about to get another layer of strategy on top of it.
Now mines can be placed as obstacles. And the only restriction is beyond range 3 of any ship. So for those that want to quote President Trump "Build a Wall" right in front of your opponent, you can. Nothing stopping you stringing cluster mines or conner nets between two or three asteroids you placed.
As for the Rebels this is the only
way to get it as none of their <bomb> carrying ships have the <system> slot
ship that can equip it without using any other upgrade combinations. So I think the 30 point cost start is going to keep rebels out of this game for a while. But they do have one trick up their sleeve.
There is now a use for him, he is the only counter to minefield mapper, since minefield mapper is after place forces you can use him as a range 3 minesweeper or well no-mine zone. So placing him on a rock to keep a wall from being built would be considerable. That however depends if the turn 0 minefield meta starts to take shape or not.
But anyways with all this new stuff and all the recent stuff that has been added how do you think Turn 0 will play out. Do you think this will change the meta? What other turn 0 tricks can you pull?
Edited by Marinealver