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Dan(Veers) vs Eth(Veers) - 21/05/2026
- Danifesto98
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2 weeks 4 days ago - 2 weeks 4 days ago #39
by Danifesto98
Dan(Veers) vs Eth(Veers) - 21/05/2026 was created by Danifesto98
- Player Names Involved:
Dan and Eth
- Date Played:
21/05/2026
- Did you play online or in-person?:
Online - Tabletop Simulator
- Was anything confusing or unclear?:
No, seemed all good by us. However, we were playing rather simple decks, so there weren't that many deep mechanic interactions.
- Did you find anything frustrating?:
No.
- How much do you feel luck or difference in skill level influenced the outcome of your game's result?:
Largely skill based, moreso than luck.
- Did anything feel too strong, too weak, or just about right?:
It all felt about right to us.
- What did you find most fun in your game?:
Eth: the tension of the massive dice roll that comes with a large volume of fire, especially when there are only a few units left during the waning moments of the match.
Dan: I just enjoy it overall, no big standouts for me. Perhaps laying the groundworks for a plan an executing it? I.e. causing a lot of ruckus on one sector of the front so that my opponent focuses his units there, then making a deep strike on the other end.
- What do you feel, if anything, can be improved?:
The tabletop sim scripting during mirror matches can bug out, where units of the same color on either side will be impacted by changes to each other's units. For example my 'red' army troopers would have their health decreased when my opponents red army troopers would take damage. So not exactly an issue with the game itself per se, but the tabletop adaptation.
Another shortcoming that Eth brought up was the current lack of units/flavour, but we understand that right now the mechanics are getting the lions share of the focus and that will come with time.
- Share Player 1's Simple Army List:
Faction: Galactic Empire
Command Value: 7+
Points Cap: 500
ARMY LEADER
1x General Veers [55 pts]
COMBAT UNITS
1x AT-AT (1) [250 ea | 250 pts]
3x Imperial Army Troopers (4) [50 ea | 150 pts]
SUPPORT ASSETS
1x Emergency Repairs [45 ea | 45 pts]
MISSIONS
- Aggressive: Frontline Clash
- Defensive: Prepared Defense
- Maneuver: Breakthrough
TOTAL SPENT: 500 | BID: 0
- Share Player 2's Simple Army List:
By pure chance, we rolled up with the exact same deck lol. Hence the mentioning of unit content/flavour in the shortcoming section. I know the game is primarily balanced around 1000pts, but the lower unit count really boils a lot of factions down to the same core units at 500pts.
Edit: Forgot to mention, but we were using the new activation system and command rolling system.
Dan and Eth
- Date Played:
21/05/2026
- Did you play online or in-person?:
Online - Tabletop Simulator
- Was anything confusing or unclear?:
No, seemed all good by us. However, we were playing rather simple decks, so there weren't that many deep mechanic interactions.
- Did you find anything frustrating?:
No.
- How much do you feel luck or difference in skill level influenced the outcome of your game's result?:
Largely skill based, moreso than luck.
- Did anything feel too strong, too weak, or just about right?:
It all felt about right to us.
- What did you find most fun in your game?:
Eth: the tension of the massive dice roll that comes with a large volume of fire, especially when there are only a few units left during the waning moments of the match.
Dan: I just enjoy it overall, no big standouts for me. Perhaps laying the groundworks for a plan an executing it? I.e. causing a lot of ruckus on one sector of the front so that my opponent focuses his units there, then making a deep strike on the other end.
- What do you feel, if anything, can be improved?:
The tabletop sim scripting during mirror matches can bug out, where units of the same color on either side will be impacted by changes to each other's units. For example my 'red' army troopers would have their health decreased when my opponents red army troopers would take damage. So not exactly an issue with the game itself per se, but the tabletop adaptation.
Another shortcoming that Eth brought up was the current lack of units/flavour, but we understand that right now the mechanics are getting the lions share of the focus and that will come with time.
- Share Player 1's Simple Army List:
Faction: Galactic Empire
Command Value: 7+
Points Cap: 500
ARMY LEADER
1x General Veers [55 pts]
COMBAT UNITS
1x AT-AT (1) [250 ea | 250 pts]
3x Imperial Army Troopers (4) [50 ea | 150 pts]
SUPPORT ASSETS
1x Emergency Repairs [45 ea | 45 pts]
MISSIONS
- Aggressive: Frontline Clash
- Defensive: Prepared Defense
- Maneuver: Breakthrough
TOTAL SPENT: 500 | BID: 0
- Share Player 2's Simple Army List:
By pure chance, we rolled up with the exact same deck lol. Hence the mentioning of unit content/flavour in the shortcoming section. I know the game is primarily balanced around 1000pts, but the lower unit count really boils a lot of factions down to the same core units at 500pts.
Edit: Forgot to mention, but we were using the new activation system and command rolling system.
Last edit: 2 weeks 4 days ago by Danifesto98.
The following user(s) said Thank You: spacenavy90
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- spacenavy90
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- Hello world!
2 weeks 4 days ago #40
by spacenavy90
Replied by spacenavy90 on topic Dan(Veers) vs Eth(Veers) - 21/05/2026
Thanks a lot for the playtest report and the TTS bug. I will look into why that might be happening. Did you by chance copy and paste eachother's armies or did you spawn the lists separately?
Also how did you find the new activation and command rolling systems to work out?
Regarding faction variety this is definitely known. I want to add a lot more units and other army options but like you said first I want to get the mechanics more honed in before that.
Also how did you find the new activation and command rolling systems to work out?
Regarding faction variety this is definitely known. I want to add a lot more units and other army options but like you said first I want to get the mechanics more honed in before that.
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2 weeks 4 days ago - 2 weeks 4 days ago #41
by Danifesto98
Replied by Danifesto98 on topic Dan(Veers) vs Eth(Veers) - 21/05/2026
I believe we spawned in our armies separately, however Eth spawned his in second and he's a bit TTS inexperienced so I can't say for sure; ill test that out once he's available.
As for the activation/command rolling, id definitely say the new system is an improvement. The command rolling felt a bit more appropriate in terms of impact and reduction of slog, and the activation system allowed a bit more tactical thinking.
As for the activation/command rolling, id definitely say the new system is an improvement. The command rolling felt a bit more appropriate in terms of impact and reduction of slog, and the activation system allowed a bit more tactical thinking.
Last edit: 2 weeks 4 days ago by Danifesto98.
The following user(s) said Thank You: spacenavy90
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