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If you want cinematic, then you have to consider a few things. First, a defending force is rarely surprised as to when the initial planetary assault is going to happen. It could take weeks for a ship to move from their entry point in the system to a position over the planet to begin dropping troops. This means the defenders have the opportunity to dig in ahead of time. Also, if the defenders are paying attention to where the enemy ships have entered orbit then it becomes more obvious what the initial landing sites are going to be and the defenders have at least a few hours to move troops around, if necessary. So for force selection; I'd let the defenders swap out Fast Attack slots for Heavy ones as they want; so they could take 6 heavies for example. I'd also let the attackers do the reverse: swap heavy slots for fast attack. Again, to represent that the defender had the chance to get the big guns in place while the attackers are sending their fastest units in. The defender shouldn't be forced to put anything into reserves, but they should be forced to deploy first. Once the defender is all set up, then the attacker should deploy. Next roll for who actually goes first with no seize. I think you ought to roll instead of just giving it to the attacker because it is unlikely this attack is a surprise. I don't think any bonuses ought to be conferred to either side because the defender saw them coming, but the attacker chose the moment to strike so it kind of cancels each other out. Although I wouldn't be opposed to adding each warlords initiative to the die roll; which is something I think works for all games. #4: That would work. Another thought is just to force the attacker to put anything in reserve that *can* deep strike. If I did this then I'd ignore the rule on auto losing if the attacker has nothing on the table at the end of any game turn prior to 4. This would give them time to get the troops in place and could represent some of the attacker forces jumping the gun by running ahead of their main force... #5, I think having a single objective like that is a good idea.. Whether it's a bastion or some type of control station isn't material. The way to look at it is that the attacker is trying to secure some type of system (like the planetary defense batteries) in order to begin the full assault. In order to move things forward, you might consider destruction of the objective as a viable attacker strategy. Getting back to the planetary defense guns, it would be like destroying that control board. Of course, in a campaign you would want to give a bonus to the attacker in a later game for holding it (instead of outright destruction) in order to encourage them to attempt to take it over. Maybe something like a free barrage shot per game for the rest of the campaign. Also you might give 2VP for it's destruction and 3VP for capture. We tend to use a skyshield landing pad with a nearby control center as objectives. The skyshield is worth 3VP is the sides are unfurled (representing a lowering of shields or opening the doors) and 1VP if it's still furled. If you find attackers winning too often, you could make this more difficult by having 2 of them on the board, but the attacker doesn't know which is which until they get a scoring unit within 3". The defender on the other hand would know the entire time. The *wrong* objective would only be worth 1VP (or none). You'd have to write it down ahead of time though. This would represent perhaps faulty intelligence received by the attacker. #6: I haven't personally seen firestorm be that big a deal; so I have no opinion here. #7: sounds good.
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