Archive for the ‘Gaming’ Category

The boys are back, to test out the new starter set!

And here’s the gameplay footage!

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Days Gone Bye is the first expansion proper for AOW, adding new rules and characters to the main game as well as widening the scope of both the gameplay and the theme.

The box contents follow a similar pattern to the Prelude to Woodbury set, including new minis, cards and terrain, but this time features a new 2′ x 2′ playmat and a small book of brand new rules.

The miniatures included are all characters taken from the first graphic novel (of the same name), and unsurprisingly, considering the expansion is subtitled “Atlanta Expansion”, are all characters found at the Atlanta camp at the start of the story. Dale, Allen, Donna and Jim are welcome additions to the AOW family, and once again are high quality single piece miniatures in hard plastic, with no cleaning or modelling required. Each comes with a survivor card, giving their stats and game rules. Also included are alternate stat cards for Sandra and Patrick from the core set, quite a pleasant surprise for what would otherwise be quite a throwaway part of the game. These turn the characters into hardened veterans, a much tougher proposal to face across a game board! As it turns out, this is to be a regular feature… More later!

 Other cards in this set include event cards for traps, unexpected fires, forest walkers (allowing previously unseen walkers to shamble out of the new forest scenery pieces) and a thunderstorm, which washes off the effects of the “Gory Clothes” equipment card and limits gun ranges. New supply cards are largely fire themed, both for starting them (molotovs) and putting them out (extinguishers) to tie in with the new rules introduced in this box. Terrain and markers include tents, woods, a campfire, and a special objective token in the shape of a bag of guns.

 The playmat is single sided once again, but matches up perfectly with the original to give you both an alternative and a larger playing area. However, rather than wasting the back of the map, this time it comes with a checklist for all the wave one minis, including walkers and “Mantic Point” exclusives (Which include bag of guns and Sheriffs badge tokens in hard plastic)! This is a nice touch but I’m not sure how useful it is; this is hardly a collect-and-swap-with-your-friends type game! Call me cynical, but it looks largely to be an advertising gimmick…

The rulebook is split into three parts. The opening section covers new rules for Repair and Smash! actions, handy for adding a bit more depth to scenarios if you get sick of basic supply hunting, and the “Flaming” keyword as well as “Burning” tokens. The latter represent the possibility of terrain and walkers catching fire, with fairly disastrous consequences for all cocerned. Burning undead can blunder around spreading their flames to nearby terrain, and cause extra damage in combat until doused. The only up-side is the possibility each round of a fiery walker falling prone, which puts out the flames, but leaves it vulnerable for a time. Best to keep your distance til then! The rest of this part covers terrain rules for the new tents and woods markers included, plus adding the RV (from the main box) into games using the scenery points rules. As Mantic are now producing a rather nice looking mdf RV, this will come in handy!

The main part of the book is taken up with a narrative campaign comprising of six scenarios, recreating the graphic novel story of Rick Grimes’ fight for survival, from the search for the bag of guns with Morgan to the undead “herd” attacking the Atlanta camp site. Each scenario gives a list of participants, special rules and victory conditions, plus a “Story Mode” section wirth details on how the games link together. The first five missions are solo games, but most can easily be played co-operatively, while the last is a two player duke-out between two main characters… The participants list for each includes the characters present at this point in the comic continuity, but also gives an alternate play version with notes on the points value available and the min/max number of survivors. All of the listed survivors not contained in this or the core set are taken from the booster boxes, available separately.

The final pages contain advanced rules, this time for custom survivors! Using download-and-print-able blank character cards you can now add your favourite miniatures, “missing” characters from the TV adaptation (who says you can’t have Daryl Dixon in this game…), or even yourself to the survival horror madness! Step-by-step instructions are included to guide you through the character creation system, with costings provided, along with plenty of explanation.


The rest of the Wave 1 releases consist of booster packs, basically character add-ons, all containing characters from the Days Gone Bye graphic novel: Shane, Morgan, Lori, Carol, Andrea, and “Rick on Horse”, all priced around £13 each. At first glance this appears a little steep, but on closer inspection the value becomes clearer. Most come with three miniatures: the named character on the box, a second survivor (either a support or opponent character), and a walker. The “Rick on horse” box just has the mini on horseback plus a walker, and there’s a walkers booster which just contains six extra minis to swell the hordes of the undead! All come with the relevant character cards and new equipment cards themed to the box, except the walkers, which get some useful equipment and additional event cards to make your games that much harder. As a nice added touch, some of the boxes also contain extra character cards with alternate versions of existing survivors on them, for instance Lori Grimes comes with a Carl “Trainee Sharpshooter” card to represent Carls progress as the story goes on.

It’s clear that Mantic are looking after their IP. The consistently high quality miniatures are well sculpted, and all of the characters from the comics are easily recognisable. I love that all the walkers are individual sculpts (except fot the booster box), and show no sign of doubling up, which gives the game a tabletop edge rather than a boardgame style generic monster feel. There are a few walker-versions of characters popping up too, handy for when a survivor dies and is re-animated:- More please!

The box feels like a real add-on this time. The whole rulebook is new, and the extra rules add plenty to your All Out War games, and although the campaign is mostly filled with solo games there are enough ideas to branch out into designing your own. The best part for me is the character creation rules: Allowing you to put additional characters into the game throws up a raft of opportunities! As long as Mantic stay relaxed about it (no cease-and-desist orders please!) you can adapt this easy to use and fun to play system to play out scenes from loads of your favourite films… So if the next set of equipment or supplies cards could include a crossbow, a chainsaw, a cricket bat and Winchester rifle, I would be extremely grateful! My first attempt at new characters seems to have worked out ok (with one minor mistake), look forward to using these in a game soon.

There are a few minor niggles. Glenn is listed in the campaign missions, but is actually a Wave 2 release. Not a big problem, seeing as Wave 2 is now out, but feels a bit of a mick-take. Hope it doesn’t happen in future releases… The “support” character type can be a bit of a pain. The actual effect of a support character appears on a different survivors card, meaning you might not get any bonus from the character until you buy another booster or box. There still doesn’t seem to be anyone for Liam (from the starter set) to support! On the other hand it can be quite clever when a single mini provides support to multiple other survivors. Also, you can make the powers up as you go along to suit your character creation if you like. Just remember to write it on the other card (my oops!)

All in all, a great set of releases, keeping the story theme and improving on an already strong system! Looking forward to future releases. 

Bring on Wave 2!

David Mustill


If there’s one thing all tabletop games need more of, it’s Wookiees. Can you imagine Mansions of Madness, but on Kashyyyk? Berserkers of Catan anyone? Hell, even Scrabble should make it an acceptable word if you ask me.

Equally as brilliant is the fact that the “Auzituck” Wookiee Gunship has come to X-Wing, and it’s brought a mixed bag of goodies with it. Physically, the Auzituck is a nice, small-based model, brimming with guns and engines. The paintwork is as good as normal, with some really cool tribal designs over the body.

In game terms, the Auzituck has three attack dice and and only one one defence, but with six hull and three shields, it isn’t going to fall apart quickly. This is helped by its choice of actions. As well as being able to Focus, it’s the first non-Epic ship to be able to perform the Reinforce action. When a ship reinforces either the front of back of itself, when attacked from that angle, it can add an extra evade result to its dice roll. Unlike an Evade token though, it doesn’t spend the token, and can re-use it each time it is attacked.

As well as this new function, it also boasts a 180 degree auxiliary firing arc, formerly only seen on the YV-666, making this the first small-based ship to boast such a wide attack arc.


This huge attack range is useful, as the ship has no way of turning in a hurry, the dial is fine, but features no k-turns, or any other type of “flips”. In terms of upgrades, the Gunship has two Crew slots, with three of the four available pilots able to take an Elite Pilot Talent.  As I just mentioned, the Auzituck comes with four pilots, two of them Unique. From the bottom up, “Kashyyyk Defender” is a 24 point, PS1 generic pilot. “Wookiee Liberator” is the PS3, 26 point version, which also comes with an EPT slot.
Lowhhrick is the unique PS5 pilot and his ability is causing a stir: “When another friendly ship at Range 1 is defending, you may spend 1 reinforce token. If you do, the defender adds 1 evade result.”

On it’s own, it’s a handy little trick, but it’s found a home in a frustrating little squadron called “Fair Ship Rebels 2.0” (At least that’s the “proper” name, a lot of players aren’t calling it anything so polite). Consisting of Lowhhrick, Biggs Darklighter, Captain Rex and Jess Pava, the list’s ability to share and negate incoming damage is almost unparalleled, as well as doing things like taking away the opponent’s attack dice. These types of builds come and go, and I always feel that you should just play whatever you want, this included, but I’ve played against this squad twice now, and neither game was a fun time. I can’t imagine that using it is much fun either.

Wullffwarro, on the other hand, is my type of pilot. The PS7 Wookie Gladiator gets an extra attack dice if he has no shields and at least one damage card, making him a dangerous ship to leave half alive. At thirty points, he’ll definitely give you some bang for your buck, even if he goes bang.


In terms of upgrades, this expansion comes with six, three of which are new to this pack. “Selflessness” is part of the previously mentioned FSR puzzle. A 1 point EPT, you may discard the upgrade when a friendly ship at range 1 is defending. If you do, your ship may absorb all of the uncanceled hits. “Wookiee Commandos” is a 1 point crew upgrade that takes two crew slots, and allows you to re-roll any Focus results whilst attacking. “Breech Specialist” costs one point and is another crew upgrade. It’s wording is quite intricate, so I’ll include the entire text: “When you are dealt a faceup Damage card, you may spend 1 reinforce token to flip it facedown (without resolving its effect). If you do, until the end of the round, when you are dealt a faceup Damage card, flip it facedown (without resolving its effect).”

It’s like Chewbacca’s pilot ability, which is nice and thematic. 

So, the Auzituck had found itself in one meta-level squad already, and that actually may hurt it. If it gets seen as “that ship from that squad”, it may not get used as much as its quality probably warrants. That said, I’ve seen two Gunships loaded with Tactitians teamed up with Braylen Stramm in a super-stressbot team that looks quite fun. I’m pretty sure Wullffwarro could make a good “glory in death” squad member, someone just needs to find the right recipe. 
Personally I like the ship, it’s fun to play with, and it looks good on the table.

One forward and focus until I lose the will to live/10

—-

Ömer Ibrahim is a regular contributor to Suppressing Fire and you can check out his modelling work on Facebook and Instagram.


Back in December, I – like so many of us – sat in the cinema watching Rogue One: A Star Wars Story, and being absolutely blown away by the way that the universe we all know and love was being presented in a totally different light.  It was dark, grounded, and (for the most part) lacking in The Force and lightsabers.  The climactic scene of the battle of Scarif had me engrossed in a way that a massive space battle hasn’t since The Battle of Endor.  Sure the Battle of Naboo and the Battle of Geonosis looked great, but they didn’t have the emotional hook that Scarif and Endor had.  

Watching the Battle of Scarif filled me with the desire to throw a game of Armada on the table.  


Now, as I’m sure some of you remember, there’s a really great moment in that battle where we see the Hammerhead Corvettes in action for the first time, crashing into a Star Destroyer, pushing it into the side of another Star Destroyer.  Now, here they are, ready to wreak their own brand of havoc on the tabletop.  So, how do they fare?  Do we have melee combat in Armada?

The models are back on form.  While they originally appeared in Star Wars: Rebels, they’ve been given an appearance closer to how they look in Rogue One.  I think this is a good creative decision, as most of the ships (except in instances where they have only appeared in Rebels or The Clone Wars) have a “movie” look to them.  The scale seems fine (with the usually leeway we give to Armada’s scale), and they look good on the tabletop.  So, what else do we get with them?


Well, just for starters there’s the option to have Princess Leia leading your fleet!  We’ve seen her before as a supporting officer, but this is her first appearance as a commander, a role she’s undeniable suited to.  For fans of Rebels and The Clone Wars, there’s also not the option to throw Honda in on the side of the Rebellion.  Hondo’s ability is based around buffing your own orders, and bamboozling the enemy’s chain of command.  A nice thematic ability for the pirate king.

Another of my favourite cards included has to be the boarding engineers.  I love boarding actions in any game, and basically the way these guys work is that if you can get up close to another ship, they leap aboard and let you flip facedown damage to face up.  A simple, yet suitably thematic way of replicating a devastating boarding action on the tabletop, without getting bogged down in minutiae and dice rolls.  

Similarly, the external racks are a wonderful addition.  The Rebellion has gradually acquired some big guns as the game has gone along, but nothing to compare with the Imperial Class Star Destroyer.  The external racks tweak that slightly, allowing you a one-shot additional two black dice attack.  Pretty punchy for a small ship.


Brad, this is all very interesting.  I can hear you cry.  But we wanna do the ramming thing.  Tell us how the ramming thing works.  

Okay, the ramming thing.  Sorry to break it to you, but you can’t just go ramming these boys into the enemy like it’s Thunder Road.  The ramming ability is unique to a ship name (“Garel’s Honour”), and basically it means that when you overlap an enemy ship, they take face up rather than facedown damage.  Yep, that’s it.  

I’m in two minds as to whether I like that or not.  I mean, the attack tactics they used at the Battle of Scarif were built on desperation and a spur of the moment attack.  It wasn’t something that the ships were actually built to the able to do, so why should every Hammerhead in the Star Wars universe decide to do it.  On the other…to get gamey…every player fielding these is going to want to do it.

I guess just go in knowing that’s not what they’re built to do.  For me, this pack is totally worth it just for the Princess Leia and boarding engineer cards.  The Boarding Engineers are just so much fun, and Princess Leia may not be the most powerful commander in the game, but, well, to me, she is royalty.  


Alien and Predator are two universes that have been aching for a decent tabletop game for so long. The Leading Edge Aliens game from the eighties is easily one of my favourite games ever, and I absolutely love the Legendary Encounters versions for both monsters.  Prodos’ AVP: The Hunt Begins (in its first edition, at least) is a game I had a love hate relationship with from the start.  

Okay, so for this review, I’m not going to talk about Prodos Games, how they completely messed up their Kickstarter for the game leaving several backers without their base sets nearly two years after the game first hit shop shelves (some backers still don’t have them), the debacle with the supposedly faithful first version of the dropship, the complaints people had with the poorly mixed resin in the first batch of figures, or any of the other myriad problems people have with them, and instead look at the game itself.


So, let’s assume Prodos are a bunch of okay dudes, and that you’ve just seen this game on the shelf, you’re a fan of Alien, Predator and or AVP, and you want to know whether or not the game is worth buying.  The answer is, a little annoyingly, yes, it absolutely is.  

All the complaints I had about the first edition of this game have been completely resolved by this second version.  The holes in the combat system that previously you could drive a Colonial Marines APC through have been completely patched, leaving a combat system that is – while perhaps a little over complex by modern standards – perfectly good at reflecting corridor fighting between the three factions.  It’s also completely rectified the stupid errors that snuck in (like the Aliens being susceptible to their own acid blood splatter; seriously, what was that about?). 

The points build system now actually makes sense, as a quick glance at the first edition rule book would show you that the forces contained in the starter set were, in fact, completely unbalanced.  Lastly, the Predator Smart-Disc has been given a proper Nerfing, which is great, because that thing was ridiculously overpowered.  


So, the game is set about the USS Theseus, a ship that is being used by the Predators as a spawning ground for Aliens for them to hunt, and then some Colonial Marines show up, and the shit hits the fan.  It’s a contrived set-up, but no-one really cares about the story for a frag-fest, and you can always come up with your own background if you want.  It doesn’t change anything on the tabletop.  

In terms of components, the rule book – while still far from perfect – is light years ahead of the first edition, so I can’t not be satisfied with it.  Errors are corrected, stats are fixed, and you can (usually) find what you’re looking for while you’re playing.  Some goofs and ambiguities exist, but nothing that you can’t house rule, or find an answer to on the superb online fandom the game has, especially on Facebook.  


The board sections I’m not so sold on. The original were grim and dark, much lie the colony in Aliens. These are a lot brighter, which is partly a good thing, as the originals were sometimes a little too dark, but the upshot is that they look a little more comic book like by comparison.  
The minis are bloody superb. All single cast, so there’s no assembly required, and super easy to paint. As a bonus, the scenic bases they’re mounted on are simply excellent.


Players use the starting forces, or points build a force of either Aliens, Predators or Marines, set the map up, find out what their missions are, and then set to it.  The game, once you get it underway, is very fast paced, with players taking it turns to activate one model and acting with them, before passing onto the the next player.  In terms of action and pacing, it’s much like something like Heroclix, and fans of that game would be likely to enjoy this one, too.  

AVP: The Hunt Begins is a weird one, because in terms of complexity, it’s easily up there with a proper wargame, such as Warhammer 40,000.  The options available to you are just as varied, for sure, and it’s a game you can really sink your teeth into it.  Want to build a campaign?  You can.  Want a one off rumble with some Predators against an AI Alien force.  You can do that.  You can make this an RPG or a frag-fest.  The extra minis available are superb, too, and who isn’t going to want to bolster their force with an Alien Queen or a Power Loader?

Ultimately, if you been holding off until now, or want to upgrade your first edition set to its full potential, this is the game you want.

The first expansion set for All Out War feels like a bit of a backward step. It is a little unusual in that you don’t need a copy of the main box in order to play it, but the rulebook included is almost a carbon copy of the “Read this first” quick start rules that come with the core set. Looks like a cash-in at first, as this is the only way to get a “Governer” character for the game, but in the context of the comics theme that Mantic have implemented so well it makes perfect sense! What I hadn’t realised until recently was that the release schedule for AOW is based around graphic novel order, which makes this set a prequel of sorts, being as it is based around the two prequel novels, “The Road to Woodbury” and “Rise of the Governer”.


The solo rule set takes the form of a step-by-step introduction to playing AOW. Over the course of three scenarios, rules are gradually added in to ease a beginner into the game, starting with no guns and limited actions and leading up to nearly the full rule system. The box includes full sets of event, equipment and supply cards (themed for a solo game), dice, templates, scenery and range ruler, counters, 5 walkers and reference card, and a Brian Blake model and survivor card.


“Hang on,” I hear you cry, “But surely the Governer’s name is Philip Blake…?” 

This is true. And also not true. If you haven’t read the novels, I suggest you start there, as the scenarios are based on the pre-Governer days of Brian Blake contained within these very accessible tomes. (The stories are actually quite good, even if the concept of the walkers in the books leaves a little to be desired) The game doesn’t give away any spoilers, and doesn’t require you to read the books, but it adds to the flavour if you have. 


The first scenario starts with a very basic setup, a defined 10″ square (I used some of my Battle Systems clip-together card terrain for this), three walkers, three supply counters and Brian. The event deck is slightly limited, as is the supply deck (guns are removed) by the presence of a walker symbol in the top right corner, exactly like the quick start rules in the core box. In fact this is the same scenario as the first one in that book, but with one character instead of two. The rules introduce us to the basic turn sequence and key concepts (NOISE, threat, and walker movement), as well as the melee combat system, and basic actions.It’s a pretty straight forward gear-grab, with pretty limited options, and barring some horrendous dice rolls you should breeze through this one. You start with no equipment, so your first face-off with a walker is pretty daunting, but once you pick up a weapon from the supply deck you begin to feel a little safer. My first pick up was a tire iron (one extra white dice in combat – nice!) and it was pretty easy going from there. If you’re careful you can reach a supply counter without getting grabbed by one of the dead, but some of the event cards force them towards you so it’s unlikely. With a low threat level and small playing area, this scenario is over pretty quickly. So it’s on to part two.


Scenario 2 widens the play area to 15″ square (time to re-clip that terrain…), and adds scenery, the rest of the supply cards (the gun and ammo), and rules for shooting, MAYHEM and the “Hold Nerve” action. Once again, it’s a grab the supplies and run game, but this time you start with a weapon and there are five supply counters to collect. I was expecting to breeze through this one too, but a couple of dodgy dice rolls (where the hell are the head shots when you need them!?) left me constantly trying to get away from walkers, which dragged the game out over a few extra turns until the threat maxed out. You lose!!!! Tougher than it looked, the relentless rise of the threat level is a killer mechanic. It goes up when MAYHEM is caused, usually through gunfire, when there are models engaged in melee at the start of the melee phase, and via the event cards. The only way to bring it down is to Hold Nerve, which takes an action and reduces threat by one on a 50-50 dice roll! Certainly puts the player up against it! So let’s see how part three goes.


Scenario Three uses the same play area size and game components, and adds rules for equipment slots, the make NOISE action, and being bitten! But at least this time you get to go tooled up with a full set of equipment: Gun, knife, leather jacket and bandages. During this game Brian has to capture four walkers and bundle them onto his truck, rules for which are supplied as scenario-specific. After set-up and a couple of turns, during which I had captured two walkers and unceremoniously dumped them into the waiting vehicle, I began to think this one would be a push-over. 

Oh no. 

Another few turns in, with walkers piling into the game via the event cards, the threat level rocketing, and dragging a struggling walker halfway round the playing area to avoid the shambling onslaught, I was bitten! I got a third walker in the truck, but time, walkers and infection overcame me, and the threat maxed out again. Game over.


Overall it was a reasonable experience. The third scenario was interesting with it’s capture not kill idea, and it’s good to get “The Governor” as a character, even if he is a shadow of the madman to come. And the five walkers included are all original, so no doubles yet! But there are plenty of niggles. While the rules build up over time, they never get to the complete rule set found in the core set, and even at the end still feel like a beginner set. I had to refer to the main rules for a clarification at one point, something I wouldn’t expect to do with a stand alone box. Where there is a standard set of dice added you are supplied with a panic dice which there are no rules for here. The “Solo” event deck is mainly a re-worded pack with one different card. The supply deck is a half size pack with one different weapon, and has “keywords” included, which again have no rules in this box. For me, it really needed to include a few more differences.

 So would I recommend it? For an absolute beginner the gradual building of the rules works well. As in the main rule book it is well laid out, with plenty of tutorial side bars to explain what’s going on. But once you work through it you will want to get the main box anyway to play with the complete rules. If you already own the core set it will feel like a step back, rather than a separate entity, as you will have a near carbon copy of the rules. It might be best to look at it as a large booster pack with the extra accessories to keep as spares as well as the miniatures. But it’s going to feel a little pricey on that front.

As an aside, I’d like to say R.I.P. George A. Romero, without whom (despite his opinion of The Walking Dead!) none of this would have existed.

Officially in mourning. 

David Mustill

It’s big, it’s ugly, it’s influential, and it needs a special base, Jabba the Hutt has arrived in X-Wing , and he brought his C-ROC Cruiser with him!

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At long last the Scum and Villainy faction get an Epic ship, and it comes absolutely packed with content. So packed, in fact, I don’t think I could cover everything in the release in one reasonably sized review, so forgive me if I miss something, or don’t give it enough attention.

The expansion is, really, two fold. The obvious component is the C-ROC Cruiser itself, but it is also flanked by an M3-A Interceptor. The M3-A is the same as it’s previous release, with a cool new paint job, representing the new pilot Quinn Jast. The C-ROC on the other hand is obviously a brand new model. Reminiscent of Jabba’s Sail Barge, and with all of its battle damage and weathering, it’s a great model, and it feels like it belongs in the Star Wars universe. The guns turn, too. Bonus points.

In gameplay, the C-ROC is a single-section epic ship, like the Rebel Transport, though a bit more focused on firepower. With ten hull and four shields, it actually has fewer hit points than something like the Imperial Decimator, but it also has the Recover action, as well as the Reinforce, Target Lock and Jam actions. In terms of upgrades, it can take two Crew, one Hardpoint, one Team and three Cargo. The C-ROC can become one of three ships, depending on what title you equip to it. The Broken Horn allows the ship to deflect more damage, the Insatiable Worrt helps the ship keep generating energy as it regenerates shields, and Merchant One gains the vessel an extra Crew and Team upgrade slot, at the cost of one Cargo slot.

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In terms of upgrades that can only be used in Huge ships, there’s six different cards, one of which can only be used on the C-ROC Cruiser itself. The Heavy Laser Turret is similar to the Heavy Laser Cannon in standard play, throwing four dice at an enemy, and Quick-Release Cargo Locks are also useable by the GR-75 Rebel Transport, allowing you to change up the layout of the battlefield by dumping some debris is everyone’s way.

Every huge expansion before this one seems to have brought along something important for standard play, and the C-ROC is no exception. The Rebels got the Stressbot, R3-A2 and damage avoider C-3PO, the Empire has Agent Kallus and the Meta-shaking Emperor Palpatine, and if Scum and Villainy needed any boosts, they just recruited Cikatro Vizago and Jabba the Hutt.

Vizago is a crew upgrade worth zero points. Equipping him allows you to swap around Cargo or Illicit upgrades during a battle, for upgrades you didn’t actually equip during the building of your squad. I’ll admit, when this was first announced, I though that this new concept of actually bringing in components from outside the game would completely break the way things worked. The ability to just bring all the cards you have and swap them out as the game goes on just seemed ridiculous. Since then, however, I’ve had the chance to play a reasonably high-level player who was using this  upgrade, and whilst it did make some fun shenanigans happen, it didn’t ruin the game at all. Bonus points.

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Jabba is suitably over the top and potentially game changing. He costs five points, and takes up two crew slots, like Palpatine, meaning that only one ship in standard play, The Hound’s Tooth, can equip him. When you do, you place one Illicit token on every Illicit upgrade you have across your entire squad, and any time you are instructed to discard that card, you may instead discard the token, essentially turning a one-shot Upgrade into a two-time use. Two Rigged Cargo Chutes will drastically change what a map looks like, two Burnout Slams make you incredibly predictable, and two  “Hot Shot” Blasters essentially make any ship into a little turret.

As I mentioned before, the M3-A Interceptor gets a boost in this expansion, including four new Unique Pilots.

When Genesis Red acquires a target lock, he also gets the same amount of Focus and Evade tokens as the ship he locked. Quinn Jast can turn off his weapons for a round to regenerate a spent Missile or Torpedo, meaning that in theory they become infinite. Inaldra can spend shields to re-roll any amount of dice, and if Sunny Bounder rolls any dice and all of the results match, he adds another of the same result. Costing the same as the cheapest generic pilot without a pilot skill, I can see him becoming a solid “Eh, why not?” choice.

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As well as new pilots, the M3-A also receives a new title in the form of the “Light Scyk” Interceptor. This upgrade reduces the cost of the M3-A by two points, making it one of three cheapest ships in the game, alongside the Z-95 Headhunter and the TIE Fighter. It also makes all of your Bank Manoeuvres into Green Manoeuvres, but at the cost of not being able to take any Modification Upgrades and the fact that all damage cards the ship receives will be dealt face up. Of course, with only one shield and two hull, it tends to blow up as soon as it is touched anyway, so it won’t be a major concern. Six copies of this upgrade are included, meaning you won’t need to buy more than one C-ROC to run a swarm of little exploding Interceptors.

Also included is a re-print of the “Heavy Scyk” Title, with its new wording. The old card is still legal, but this is a nice touch.

Also included is the ARC Caster, a dual card cannon that needs charging between shots, and can chain damage to multiple ships, including yourself if you don’t watch where you’re firing it.

Rounding out the new upgrades is the Pulsed Ray Shield, a Modification that allows you to receive an Ion token to regenerate a shield. It can be used by both the Scum and Rebel factions, but only by ships that have a shield value of one, presently meaning only the M3-A and the HWK-290, with only the HWK being available to the Rebellion.

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All in all, the C-ROC is a solid release. There’s nothing in it that will blow the game wide open, other than the fact that Scum and Villainy can actually compete properly at Epic level now,   but plenty that will add new experiences and combinations to the game. The M3-A is a great little ship, but in all my tournament games I have only ever faced it once. I expect that to change with this release, which is good. Old ships should be just as present on tables as new ones. As a pretty dedicated Rebel player, I can’t say that the C-ROC is an essential purchase, neither can I imagine it is for an Imperial player. For the die-hard Scum player however, the ability to bring your faction to 300 point games cannot be overlooked, and neither can many of the contents of this expansion, particularly Vizago and Jabba. If you can afford this big ugly lump, go for it, you won’t regret it.

In Return of the Jedi, Jabba’s slimy sound was made with a bowl of melted cheese/10


Ömer Ibrahim is a regular contributor to Suppressing Fire and you can check out his modelling work on Facebook and Instagram.

Brad, Joe and Ian unbox, discuss, test and review the latest Fast Forces for Heroclix, the Marvel Knights set. Daredevil, Luke Cage, Iron Fist and Jessica Jones are joined by Elektra and The Punisher!

Plus, full, uncut gameplay!

Joe, Ian and Brad are back to discuss, unbox, test and review the Deadpool and the Mercs for Money Fast Forces set for Heroclix! Check out the review above, and check below for the uncut playtest footage: 


Despite being a big fan of WizKids’ other collectible franchise in Heroclix, dice games such as Elder Sign, and Deck Building games such as Legendary Encounters, it seems weird to me that I have never given Dice Masters a go. So it is great that WizKids have released a stand-alone version of the game straight out of the box but can also be compatible with previous versions should you wish to have the Turtles take on Marvel and DC as they have done with Heroclix. So, as a 90s kid who used to love the cartoon, this seems like an ideal starter set to introduce me to the system.

The game reminds me of similar deck building games such as Magic or Legendary in the sense that you start off with weak cards that generate energy which you can then use to buy characters and more powerful dice to level up as you play. However, because there are a lot of different abilities – especially with cards working with other cards, as the Turtles should – this allows for a lot more strategy as you use resource management and chaining your abilities to either increase in power or mass a large attack to seriously damage your opponent. Alternatively you can hold dice back to exchange for other powers that can be used to enhance your defence at the detriment of not being used for another attack later on.

It was this resource management that made me feel like there was more strategy and synergy in the combination of characters than in games like Legendary but there was also more chaos due to the randomness of the dice rolls which adds that little bit of luck factor that can force you to adapt your strategy on the fly if you don’t get the result you want. Some people don’t like an element of randomness in their strategy games, but I for one like the idea of things going wrong and forcing you to adapt. I also thought that despite some unlucky rolls, I never really felt truly cheated out of victory if I was unlucky as there was always a feeling that it could be turned around.

Some downsides to the game are that it feels as though it is chiefly a one on one game for two players, like a lot of collectible game engines and the inclusion for the ability to play with up to four players feels tacked on so I would mainly keep this as a two player only game personally, especially as I feel there are better four player dedicated games that can hit the table instead. Also, as the game is typically a collectible style game aside from this stand-alone version, I’m not sure how the characters and dice in this game would work if you combined it with other sets, as I would worry that these would be trounced by super rares and chase variants a la Heroclix, but without playing other versions I wouldn’t be able to confirm this, so my fears may be unfounded.

Despite this, TMNT Dice Masters seems like an ideal set to get you into the system without falling into the money pit that is hunting for gravity feeds, especially if you are a fan of TMNT in general. So check it out if you are fan of Turtles or Deck Building games.

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Blake Harmer is a regular contributor to The Crazy Train and The Gamescast at emotionally14.com. You can follow him on Twitter at @fucksakeblake, but there’s no real point in doing so.