This was our very first time playing, and while we had a cursory understanding of the rules we were basically feeling out rules and units as we went.
We started with an 800 point game with the contents of two core sets (4 trooper units, 2 support, 1 commander each). Battle deck resulted in the Major Offensive deployment with the objective to end up in the other side's deployment zone (limited visibility condition).
Our board had a large piece of bunker terrain dead center of the map, with some scatter around the rest. We both saw the tactical value of holding the bunker, and due to the Major Offensive deployment we deployed all of our units so that were both within a single move from entering. Combat started immediately, rendering the condition of limited visibility moot. While there was a single entrance to the bunker trench, the terrain piece was scaleable from the outside as difficult terrain.
The result was a furball slog that decimated the Rebels (me) and played right into Vader's hands. The objectives were moot as I was taken out after 4 rounds, but for good measure the terrifying speeder bikes were zipping about unharried in my deployment zone at the end. It came down to a roll off when we both revealed a 1-pip to decide whether Vader would finish Luke off and panic my army, or if Luke would activate with Son of Skywalker and clean out the entire trench of Imperials--I lost the roll.




Thoughts:
- I can't believe how thematic this game is with just a fairly light ruleset. The unit design is dead on, and the battle deck system is incredible at delivering a dynamic, somewhat unpredictable experience. Suppression seemed like a non-issue, until Vader popped Master of Evil and subsequently killed Luke. But Vader is terrifying as he should be, and Luke is the only one you want to face him as it should be. Of course there are other ways to take him down, but generally you should be running from him if you don't have Luke nearby.
- Laser cannon seems a bit useless on the AT-RT unless you're against an AT-ST
- Flamethrower is amazing and a great value--use that AT-RT to serve as a tank for your troopers (it provides cover) and keep it close to the fight--just watch out for Imperial rocket troops. I took a lot of damage but was able to one-shot an entire squad of stormtroopers by rolling 12 black attack dice.
- Speeder Bikes are where it's at. Attack/Defense surges, cover 1, effectively 3 actions each activation with the compulsory move. Having two minis in the unit seems to be an advantage too.
- The Battle Card scenario combined with our terrain led to an all-out slugfest, but the Rebels generally should play smarter based on objectives. In this case, I should have held up near my deployment and waited for the fight to come to me, trying to pitch a shutout on Imperial Victory Tokens and trying to win based on destroyed unit value.
- Barricades seem so boring to me, but cover is the name of the game. Do anything you can to get some terrain without resorting to placing rows of barricades against each other. If you have a barricade wall, it turns into WW1 trench warfare where you take turns going over the top. A well-placed barricade here and there should be enough to be interesting.
- Targeting Scopes weren't as good as I thought they'd be for Rebels, as I was mostly trying to take the dodge action and scopes require Aim tokens.
Edited by Big Easy