After another (solo) play or two testing things out, I like the fixed dice pools, I really like the new grenade rules, I like having the command points every turn. But I'm definetely getting a few worries:
1) [Minor] The new troop packs are announced right after the rulebook preview that specifically says "3 heroes, 2 troopers". This indicates...I don't know, a lack of synching up? Something about this just screams "we're just churning this out and not playtesting it". Could be way off.
2) [Moderate] We still have no idea how you get an extra CP to reinforce a trooper. It seems like it pretty much has to be something completely trooper specific, so why say it takes 3 command points to respawn a trooper when you can't use the majority of CP to do it? Since it seems like trooper respawn will be limited to a very few heroes, won't that really force those heroes to be "essential" picks instead of giving you more variety? I'm just really not sure I'm going to like any way this could work out, unless its that extra CP DO carry over, which would seem all around better. (As is, the odds of being able to open a crate when you actually need the extra CP seem pretty low - you'd pretty much have to find a crate with VP then leave someone standing there doing nothing waiting for a good moment).
3) [Major?] I feel like the end game is going to fizzle. With attack and soak dice now very close, most normal attacks usually only do about 1 damage. You can spend 1 CP, which you get two of every turn, to prevent one damage. Once you're down to only 1 or 2 characters left, you can spend CP to stop the damage from every attack! Seems like this could make the end of a fight become a dragging stand off until someone gets really lucky.
Actually, I generally worry about how good reducing wounds is with CP every turn. I like that charcters die more gradually, but it seems hard to kill things other than with Flashguns or similar weapons (which get a major boost).
4) [Really minor] It seems odd that you can an extra 2 movement by spending 1 CP for +1 move and 1 CP to boost your movement stat by 1. That's probably not a problem, its just strange that there are two ways to boost the same stat.
