Initiative is now different. At the start every team member was in the AEO card so would have generated a +1 initiative. Then SEALs get an additional +1 to their initiative for every other team member in LOS. This usually gives SEALs very good initiative rolls. Not the poor values on the cards.
I forgot about the Seal Faction rule until very late in the game. I also didn't notice the Sprint action which I think is new. (If not I forgot it a long time ago!) Allowing three moves with a negative modifier to initiative the next turn. That would have been very useful to remember and probably would have made this a victory. I left it off due to sound issues, but a technical arrived late in the game and downed the doctor on turn seven, making it impossible to get two soldiers off the board on turn eight!
Yea, it is not your father's Battlespace . We played scenario 1 with a newbie doing a coop and also had a technical arrive. Newbie had Zelenski and was the designated marksman so dropped the driver and gunner before they had a chance to fire! Also remember if an enemy arrives that turn unless stated on the sitrep card THAT BROUGHT THEM IN they don't act the turn they arrive. Makes a big difference and was how Zelenski dropped the technical crew. Great review, keep up the good work. @@CryHavocWarGaming
The buildings are Black Site studios. They are a little pricey, but well-made prepainted buildings great for the game. The Acrylic card was a gift from Robert Salters, the author. I would try contacting him or, if you are on the Facebook Battlespace Community page ask there. Phalanx Consortium might do them as well. I know he had talked about it, I don't remember if he did it.
If that is supposed to be the Middle East, the pickup should be white. =D
Thanks for the report. Been debating pre-ordering this.
I certainly enjoy it, have played it cooperative more than solo
Initiative is now different. At the start every team member was in the AEO card so would have generated a +1 initiative. Then SEALs get an additional +1 to their initiative for every other team member in LOS. This usually gives SEALs very good initiative rolls. Not the poor values on the cards.
I forgot about the Seal Faction rule until very late in the game. I also didn't notice the Sprint action which I think is new. (If not I forgot it a long time ago!) Allowing three moves with a negative modifier to initiative the next turn. That would have been very useful to remember and probably would have made this a victory. I left it off due to sound issues, but a technical arrived late in the game and downed the doctor on turn seven, making it impossible to get two soldiers off the board on turn eight!
Yea, it is not your father's Battlespace . We played scenario 1 with a newbie doing a coop and also had a technical arrive. Newbie had Zelenski and was the designated marksman so dropped the driver and gunner before they had a chance to fire! Also remember if an enemy arrives that turn unless stated on the sitrep card THAT BROUGHT THEM IN they don't act the turn they arrive. Makes a big difference and was how Zelenski dropped the technical crew. Great review, keep up the good work.
@@CryHavocWarGaming
Great games play, where did you get those buildings and the 3d printed measurement card?
The buildings are Black Site studios. They are a little pricey, but well-made prepainted buildings great for the game. The Acrylic card was a gift from Robert Salters, the author. I would try contacting him or, if you are on the Facebook Battlespace Community page ask there. Phalanx Consortium might do them as well. I know he had talked about it, I don't remember if he did it.
@@CryHavocWarGaming thank you I'll look into allot those recommendations! I love the battle reports.