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My local group did a campaign using the rules for it, and as an attacker I found it rather annoying to play. Once people learned for every three buildings you needed a void shield, it became really annoying. I lost two games in a row because turn one not less than a fourth of my army came in via reserves. The reserve rule where half your army has to start In it I s really bad IMO, you can charge out of deep strike yes, but when your opponent can set up the board with so much stuff you can't land anywhere, the game gets annoying fast, especially when they're running a plasma obliterater and a Aquila strong point when you've no cover. Sure you get turn one, but they've up to infinite extra points.
Also turn one the defender should auto win by placing enough impassable terrain all over the map so that the attacker can't come in or land.
Perhaps my problem is that I played grey Knights, and being forced to deep strike without any homers or becons on the board was just silly, but overall I feel the people writing the rules shoulda really not allowed the defender such a huge advantage or the option to mitigate all attacker 'advantages'.
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