It's a good package to start with, a nice selection of ships, obstacles and tokens.
The game is quick to learn, although some minor issues cropped up that made us fall back on "pick two most likely scenarios and roll D6), such as who moves drifting asteroids and in which order, since that can make asteroids collide or miss each others. We also discussed if you could fire at smaller asteroids and said yes since they have hull points but that might be us just not finding correct rule passage.
I would like to see the basic scenario in the core book being rewritten with the template from the Expansion1, so it's easier to follow setup, fleet deployments, starting player and such. Add the point value victory condition that cares about ship sizes rather than only last man standing.
Also missing more role specific rules for ship classes, as it is they are mostly just indicators of toughness and damage output.
I would like to see something like:
Scouts: always move at "highest engine level" to keep mobile even after damage, maybe even a free turn if they move full speed in a line
Frigates: lessen weapon loadouts and instead give them (F) missiles to make them gunboats, as it is the Kurgun frigate is very awkward with only one beam on front that needs recharge
Destroyers: some kind of area defence against small asteroids, mines, missiles and drones for the fleet at the expense of shorter main weapon ranges to make them fleet support ships
Cruisers in general: make them more expensive to show them as main ships rather than screen ships, and give them an extra power point and a possibility to put power on repair systems to give extra repair dice at repair step
Heavy Cruisers: Make main batteries stronger and give them recharge, add smaller secondary weapons in those arcs to make them not sitting ducks while recharging, alternative a power point option to remove a weapons recharge
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