I finished reading the new rules. In a word - excellent. FFG hit it out of the park, and the revision is a clear improvement over the original game in every aspect.
Here's my shotgun approach to why the revised rules are better:
The layout is less cluttered, the headings make sense (and are in big, bold type so specific rules are faster to find), and the rules build on each aspect of the game in a logical step-by-step format. I rarely had to go back and forth in the book. Plus the text's font is larger, and that's always nice
The wording of the rules is easier to understand (though this is probably because they aren't translated from French). I found myself revisiting a rule section only occasionally (which is rare for me - my comprehension is poor).
The Command Point system adds another layer of tactical complexity and resource management, but it's still intuitive to use. CPs are also a worthwhile in-game resource to fight over (found in crates), in addition to any of the primary victory conditions of your chosen game mode. The fact that CPs refresh every turn is the most important part (you can't hold them from a previous turn), forcing players to make tough choices over and over again with a finite resource. In that regard, it reminds me of Space Hulk.
I will say that adding CPs to Tannhauser is one of the best changes to the game. I put it up there with taking away minimum weapon ranges, cleaning up hand-to-hand combat, and including rules for overwatch. All the extra actions you want your characters to perform (such as launching a counter-attack, shaking off a wound and upping your stats) are based on CPs. It's similar to Victory Points from the old game, but CPs are totally removed from the game's victory conditions (unlike the old VPs) and you have more to spend as they come back each turn. They also aren't 100% tied to your characters' equipment or killing enemy characters (again, like the old game). Each mode tells you how many CPs you receive per turn. If you want, you can add one-time-use CPs with certain pieces of equipment (providing between 1 or 2 bonus points).
FFG has focused on improving the various modes of play beyond Death Match, which is now probably the most boring way to play Tannhauser. I really want to give King of the Hill a try (originally from the Novgorod expansion), and Capture the Flag is better as well (you have to return the enemy flags to your entry point rather than either your entry point or an Objective circle). I will say that the tweaks to each mode aren't big, but the simple inclusion of the Command Point system turns things on its head.
The weapon rules are streamlined. Weapons have been separated into types, with each type rolling a set amount of attack dice. A weapon of the same type (e.g. a pistol) functions like all other weapons of the same type, regardless of character or faction. So, a Colt .45 is a Colt .45 no matter what character is using it. No more memorizing Character X adds +1 die or rolls 2 additional dice when using this or that weapon. It might seem more generic on the surface, but I found it increases the importance of each character's Special Object and their other equipment. It should also speed up play.
The factions appear better balanced (at least the Union vs the Reich). Furthermore, the packs of each character are more balanced. This is critical. The "meat" of building your Tannhauser team is picking your equipment load-outs. I'd also argue this is really the only strategical element of the game. In the old game, it was pretty obvious which pack to pick as one of them was invariably a superior choice, thus eliminating any tension in the team-building process. This is no longer the case. Each character's pack offers interesting choices that build upon other packs in your team. Tannhauser just got some strategy.
The game has been toned down in lethality - which is the way FFG achieved their faction/equipment pack balance. No longer will Heroes be vaporized on turn 1 because Player A rolled a bucket-load of dice. It will take combined fire and clever movement/use of overwatch to eliminate enemy characters. Healing will also occur with more frequency as you can spend CPs to shake off a wound, and you regain CPs each turn. In addition, First Aid Kits/Shots of Morphine are more effective. They remove 2 wounds and don't require the expenditure of any CPs, unlike the old rules where you had to spend 1 VP prior to activating the Kit/Shot. If you ran out of VPs for whatever reason, the Kit/Shot was worthless. Some may like this change in lethality, others may not (put me in the former group). Either way, I expect battles between Heroes will be more drawn-out, run-n-gun affairs.
So there's my random and generic list of how the game's been improved. If you're looking for specifics, just ask and I'll do my best to answer.
Sincerely,
Yipe
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