I've been trying to get other people at my game club into Dust Warfare. I have both the original and the revised core sets and a few extras, so quite a few models, and I've played about 10 games of it so far.
One thing that has been coming up that has been turning people off is the incredible advantage of going first, especially multiple times in a row.
I understand that the idea is that the reacting player uses his extra commands to remove/place suppression, but in the games that I've been playing the ranges involved have been such that the reacting player generally has very little in range to do this. Short range units like the BBQ squad seem especially disadvantaged by this. The last three games I won initiative every single turn, even when rolling 6 dice to 1, which led to me slaughtering my opponents.
Obviously everyone else is subject to the same phenomenon. How do you counter it so that the reacting player has a fighting chance? What kind of strategies can I use or teach to overcome going second?