Star Wars Shatterpoint Year One Retrospective Review
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- Опубліковано 13 чер 2024
- Star Wars Shatterpoint is one year old! Leland is joined by channel regulars, Alex and Jason (Zetrox Wargaming) to discuss the past year of Shatterpoint releases and gameplay! Does it hold up to the original thoughts, has it improved, or are there elements still left wanting? Check out the discussion, and get involved!
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A slight overhaul of the list building would be nice, either a point adjustment (most likely) and maybe some era changes, or a more involved overhaul which could include your idea of removing points altogether because they really are dictated by the squad box and not the quality of the unit.
I also really like the idea of specific units getting extra abilities or effects when paired with other units. Maybe the 501st gets a bonus when in the squad of Anakin or Vader…
Great video! I agree with your pros and cons of the game.
Apart from what you mentioned I think another change that could be interesting having the order cards be a hand instead of a deck. You still only get to play each unit once until you have played them all, but it would give you more control. You could add the shatterpoint card to the hand of anyone who loses a struggle or something like that.
For characters I would like to see, Dash Rendar and Kyle Katarn would be my vote
Interesting take on the hand rather than the deck. It would introduce some more agency to character activation which would be neat. Though, I think that a change like that would need a bit more of an over all overhaul to the game.
As for Dash and Kyle, that would be awesome! Though, I think Kyle Katarn is a pipe dream. Dash Rendar, though... We did see the Outrider hit X-Wing, so who knows
Great video!! I think one thing Shatterpoint has done really well is capture the theme & identities of characters in their abilities and attack trees.
When you are activating a character on their turn you really can imagine them how they are in shows/movies on the tabletop.
as someone who took some months away from the game, coming back I feel list construction is SOOOO much better I actually feel I can get brewy with it and can actually go through and make interesting decisions in my list construction.
Yeah, I hear that. The extra options, while still limited in some instances, just give so much more agency with how to construct your strike team. I still prefer the openness of MCP roster building, but Shatterpoint is getting a lot better than at launch
@@AegisbrandStudios you went on to say it later in the video which was funny lol. Overall I’m loving the game again and it’s been amazing. I think you said it wonderfully when it was very much the game has gotten better and the path it is on will continue to get better, the 4 month break hurt the game so much and without those who stuck with it who knows where it would be
My group goes really hot and cold. I agree the game definitely needs more mission variety, better terrain rules, and a balance pass but overall it’s still a really fun game.
Love the channel, Love the video. One critique, the audio quality is not the greatest. But overall, great takes.
This was filmed a bit differently, so it was an experiment with the audio. We used the typical LAV mic's, but only have two. I am hoping to get some extra gear to have better audio for multiple speakers in the future
I think (and hope for) a rules adjustment would bring more people to this game. It’s pretty dead in my area
Year 1 has been great. Can’t wait to see what comes out next year
Love the game. Biggest confusion for my group is LOS and cover. Also setting up the objectives. 😅
Fantastic talk. SP is a big swing and a miss for me. The mechanics are solid, even if cover doesn’t quite work for a lot of people. Playing the game is fun, but winning it is not. The objectives are all the same: go here, pus button, score until the opponent goes there and pushes the button. The names are irrelevant. And once I’ve played a game, I don’t have any energy to re-rack and play again, because the next game will feel exactly the same. Also, the order deck and scoring every turn do not mesh well together. It creates meaningless turns, where nothing you do will change the game state, including winning or losing before you activate.
I think the game needs an objective overhaul, making the stakes actually mean something. They went too deep in to the “Saturday morning cartoon” vibe. That works when you’re 8, when you’re over 20 you want something with a little meat and consequence baked in.
I agree the points and eras get annoying. I think eras might need some rework with characters but I think keeping some characters not able to be played with others like lumi with greef. Points I agree with definitely just need a rework all around. Buffs and nerfs to unit abilities yes that too. I do like the models and characters they are adding. Even tho I haven’t got my droideka yet. I do think the game is now starting to balance out more tho as having more than just seps and republic. Having more options is helping and getting basics for each made than going in and fixing I think we will start to see this coming year
Sorry for long post but to add onto this you can win with every unit in the game, just takes practice and understanding more on how to do it. Like you can still win with the 501st it just might be more of a challenge than taking arfs are more practice. But yes I agree buffs and nerds are needed.
The game is fairly balanced. However, the terrain is so static that nothing moves other than miniatures. Unlike MCP, you can toss terrains after you take cover behind it. Combat tree is definitely cool, but it's nothing i haven't seen since Guild Ball, Struggle/Momentum is almost identical from God Tear. Priority activation cards are from the very first Mythic Battles Pantheon, etc. It's just a culmination of many games I enjoy, but nothing too surprising, really.... I do like i can play this under 90 mins if i really want to.