48 hour turnaround time for Prototypes!
I've written up a number of tips to keep in mind for this game.
-If you want to save on ink, don't print pages 1-3, 13, 22-24. Make your own tracking chart or just use paper and pencil to keep track of the turns.
-I printed my rules in B+W in booklet form. I saved ink and paper this way.
-When making the counters, you might want to mount the bottoms of the standups to something heavy, so they don't blow away with a just a breath. Selfadhesive floor tile pieces would work great. Pick up a 1'x1' square at Home Depot and cut out the little bits needed. 3mil would be fine.
-If you own the game, and want me to send you my slightly larger map tile sets, then feel free to ask.
-Robots are cool. Try to get some little miniatures (like the ones in the pictures) and the game becomes way better.
-Once, in a game, the crew took out the officer in the first few turns. That meant they had no command phase, which basically lost the game for the attackers right there.
Lesson: Protect your officer.
-If you are playing with the fleet advantages, then use your advantage. Wrap your strategy around using that bonus, so you can maximize your efficiency.
-Cover is key - Try to keep in cover at all times. 33% more life is never a bad thing.
-The crew's main advantages are their numbers, the teleporters, and their robot. Use them well.
-When setting up, try to have at least one map tile with teleporters on the row next to the shuttle bay. That way you can get troops down there faster.
-Don't forget - you can run past your enemies, as long as you don't stop in their space.
-Don't forget - the officer can command himself.