No trading post in the game in the box version but there is explicit mention of people choosing to include the trading post (normal and i assume black market) if they wish with the actions being described as identical to in a Dominion campaign
Ok so Trading Post is an optional rule. The campaign event can be one optional rule on top of another.No trading post in the game in the box version but there is explicit mention of people choosing to include the trading post (normal and i assume black market) if they wish with the actions being described as identical to in a Dominion campaign
Eye of the Gods is trash-tier, of course, since regular gangs get a free ganger with XP and 150 creds worth of gear on this roll and both Outlaws and GSC-gangs get at least something useful (granted, a Genestealer with 6" move, no ranged attacks and no Infiltrate IS useless for just one turn, but he could cause some real trouble if he sticks for two or three turns).To say something positive about GW's work: I think that house favour tables are really good. They offer a lot of flavour and are a nice arbitrator tool to help out weaker gangs. I especially like the Eye of the Gods for cool factor (although crunch wise it is the weakest out of all).
Strange wording in some scenarios!
The players should select 12 fighter models to represent Houseless Gangers (see page 65). After both crews have deployed, players take turns, starting with the player who has priority, placing these models anywhere on the battlefield more than 12" from an edge or within 3" of another fighter.Page 64, Propaganda scenario.
12 Houseless Gangers total? Or each? 24 total? What's up with that deployment rule, 12" away from an edge OR within 3" of another fighter?
Loot objects must be at least 6" from a board edge, and at least 3" from a battlefield object.Page 66, Scavenge scenario.
What is a battlefield object?
I much prefer the "Ending the battle" wording in this book:
The battle ends when only one gang has fighters remaining on the battlefield.
Makes it much more compatible if you want to modify them for multi-player. Earlier publications often used this wording (less optimal wording):
If either player has no fighters on the board at the end of a round, the game ends.
Always strange that they specified that the game ends at the end of a round. When I play with friends, the game ends "when it ends", we never remember to keep playing until a certain phase (after a gang is no longer on the table).
It's funny how they change small things like between books. Another part they started with at some time which I really enjoy:
Fighters removed in this way do not count as having been taken Out of Action, though do not count for Bottle tests.
This is a much better solution, than the default of counting any fighters removed from the battlefield as Out of Action. Kind of silly to increase chance of bottle because your gang is successfully accomplishing an escape (or similar).