
It is hard to explain how the world was in 2005, how computer gaming was in 2005. Star Wars had produced some incredible first-person shooting games. Dark Forces and Battlefront I think will always be at the top of that list for me. But there was also a new ear, one that focused on the prequel era exclusively: Bounty Hunter, Clone Wars, Jedi Power Battles. These all had their enjoyable aspects, but nothing to match Battlefront. We had all watched the original Clone Wars cartoon, all seen the awesome ARC troopers in action. We all wanted to be a super-cool, super-killing clone of some description. Then a game was released that didn’t have the typical John Williams music, it was turned to rock. You were controlling a squad, a whole squad (much like in the game Rogue Squadron 2), of commando clones. Our prayers had been answered. It was dark, it was gritty, and it was just – well – different to what had come before. How the game has not had a sequel is beyond me. Further to that, it also created one of the best series of books Star Wars has ever seen. The series, by Karen Traviss, is simply superb and I hold those books in the same regard I do anything written by Timothy Zahn.
But I’m getting ahead of myself. In this incredible game you control a squad called Delta Squad. The missions you completed, the sorrows of some of those killer levels (literally) and the backstory that grew from them, has made this squad a fan favorite for years…. And now they have arrived in Shatterpoint! You might be able to tell, I am very, veryexcited! It’s not the first time we’ve had commandos in the game, but it is the first time having this squad in the game. It’s like being reunited with long lost relatives. I love the crossover with the computer games world and would like to see even more of it (*cough* Kyle Katarn *cough*). But before I think too much on that sort of wish list, let’s dive straight into this box and see what this squad offers players.
With the box open, there were the usual cards, sprue, bases and leaflet to guide you to the Atomic Mass Games website for construction instructions. Before I did the latter, I went straight to the cards to find out how cool this unit might be. The primary for the squad is – no surprise – Boss. He gives you two force and nine squad points. His stance card has two sides: ‘Rapid Fire’ and ‘Wet Work’. The first is slightly better at range and the latter better at melee. ‘Rapid Fire’ can do a maximum of ten damage which is a rather impressive amount, with a very few conditions that can be placed on your opponent. The flip side does seven damage but also includes some healing as well as the possibility of activating Boss’ active ability. This ability will usually cost you two force and is called ‘Delta, Give Me an Explosive Solution’. If you have played the game, I don’t think you can read that without hearing Boss’ voice in your head! The ability allows you to choose an objective within three of any allied clone troopers. I mean for a start, that’s quite a range! Each allied character within two of the objectives may dash and gain hunker and then any unit within two takes two damage and removes any hunker tokens. I can see in my mind’s eye, clones setting a bomb, and jumping out of the way while your opponent is left to blow up! It feels extremely thematic, particularly for this squad. Moving onto the rest of the abilities, none bar the one just mentioned has a force cost. Boss has a tactic (all the clones in this unit do) that allows each allied Delta Squad character within four to dash. Just like in the computer game, you can see your squad mates moving ahead of you. ‘Let’s Get in There and Start Breaking Things’ allows Boss to take a damage when dashing. If he does, he can advance instead. If he would advance, he can suffer two damage to reposition. Boss does have ten stamina but i feel like you would have to be very desperate to get Boss into position that way. The final ability ‘You Need to Learn I’m A Lot Scarier Than You Are’, means that every three damage Boss has, he rolls an additional attack die. For each injured token, he adds three dice. He is certainly going to be putting the damage out the more your opponent targets him. Maybe I do want to add some damage to him to reposition him! Also, when Boss wounds an enemy unit, he can refresh two force. He doesn’t really need force, but it’s useful particularly if you are running him alongside Jedi. I’m not going to lie, I think I’m already in love with the squad and that’s just having looked at Boss!
The secondary is Fixer who costs four points and doesn’t add any force. Rolling seven dice whether it’s melee or ranged is useful, causing a maximum of seven damage or going along the tree with a bit more healing. None of his abilities have any force cost, which is a pleasant surprise. His tactic is to choose an allied clone trooper (no within range is needed) and they can heal one and dash. A very useful function, particularly if Boss has had to damage himself to advance and maybe roll some extra attack dice. ‘Forming Up, Sir’, means when a clone trooper moves and moves within three of Fixer, they get a hunker token. ‘String ‘Em Along and We’ll Mop ‘Em Up’ allows a clone trooper within five to add a die for each unit of Delta Squad. That could be an additional three dice. Finally, ‘Watch the Master at Work’ means that Fixer wins any tied contested objective. This all seems extremely useful and with no force cost.
That leaves the five-point cost supporting unit, Sev and Scorch. Seven ranged dice, six melee; they have two separate trees, and you must decide which to use. Six damage is the most you can get but you’ll have to think carefully which conditions or movement options you want. Their tactic allows each of the characters in the unit to dash towards the enemy. Along with Boss, these guys are going to be very mobile. Their active ability ‘YES! More Explosives’ costs a force, and you choose an enemy within three. Roll five dice and cause a damage for every expertise. Then if damage was caused, the enemy gains a bleed. ‘Rule 17: Always Make Sure They’re Dead’ also costs a force and allows you to choose a Galactic Republic unit within three that’s making a combat action. This unit dashes towards them and can make a five dice attack. Finally, if they are ever contesting an objective, they gain protection and steadfast,
This squad is already living up to my expectations. They clearly can work by themselves but really do well when kept close together, going along taking the enemy out. Just like the computer game! I think they are going to work best with other clone trooper units, which is no real surprise, but I still think they will be rather good with a Jedi unit too. With the cards looked at, it was time to get these models constructed.
With the QR on the leaflet scanned, the Atomic Mass Games website uploaded, and the instructions selected, it was time to build. The sprue is all contained on one small sprue, with four bases. This isn’t some variant extravagant set; this is what you see is what you get. As such, this is one of the simplest boxes to build, the clones all following the same standard sort of build. It means this is great for beginners and you’ll have your squad ready in no time. Having all four clone helmets lined up on the sprue looks ridiculously cool (it’s the little things!). First up is Boss. He is extremely simple to put together, without even having to worry about carrying a rifle two handed. I’m very grateful there is a bit of terrain on his foot, just to give a bit more contact with the base. I love the pose, very commando-esque and in keeping with how we see him in the game.
I thought next on the instructions would be the secondary – Fixer – but instead it is Scorch. All the clones are conveniently labelled on the sprue with a letter, and it is very easy just to clip off all the letters associated with that particular clone to save yourself some time. Scorch is letter B and once all the pieces are cut off and prepared, you’re ready to go. One thing I did do differently was before glueing on the backpack and arms; I glued the left arm (B06) on before gluing the right on and then I glued the backpack on. This I found much easier than trying to wrestle the left arm in, whereas the right arm will drop right onto the join. The unique backpack, the pose, this all brings Scorch to life. Not that you should have favorites, but Scorch has always been one of mine and he looks fantastic.
Next is Fixer. Same instructions but I would make a point that the helmet does need to go on before the left hand. Other than that, the pose looks fantastic, making it slightly different to the other clones in the set. It’s almost that story within a pose, the gun pointed, the orders coming through, it just works.
Finally, it is Sev. Sev has the unique blaster amongst the set, and it allows him to be a little different from the others. The pose captures this perfectly, with him aiming down the sight. While they are not that different, the little differences included in all the clones are just enough, particularly for players of the game, to recognise each and every one of these clones as the unique personalities that they are. Sev is straightforward to do, the arms and blaster line up perfectly, so there is nothing to worry about there.
With Sev done, Delta Squad is ready. They look fantastic. I’m always in awe when I gaze at commandos. The design for me is just perfect and Atomic Mass Games have captured that perfectly with this squad. The poses, the detail, these characters all come alive. With the models built, the cards read, it was time to get down to business and see how well they could operate on the tabletop.
So let me start with the obvious mistake that I made. I sent Sev and Scorch ahead of the other two members because they were up against an opponent that couldn’t be shot at. I should not have taken the bait. To be fair to the pair of them, they held on very well and put out a considerable amount of damage. However, being away from Boss and Fixer meant that there was no support for them and they quickly became wounded.
When I reunited the squad, the synergy between them all was obvious. Boss is downright terrifying. Boss’ explosive solution is wonderful in its destructive power and can easily finish off any softened-up opponents. It’s his attacks that are truly outrageous. When the rest of the squad are near, he just puts out damage like it is going out of style. It felt so much like the video game that I was grinning with glee… my opponent less so! He can also take up a huge amount of damage and still be living to tell the tale, which is good as the extra die rolling from the damage just adds to his power. While I haven’t mentioned Fixer much, he is very much the supporting character out of the squad, but he helps to unify them all. I kept him high up, out of the way, which worked brilliantly for him.
All in all, this has to be one of my favourite releases. The squad look great, but they also are a huge amount of fun to play with. Yes, I used them wrong to begin with but utilise them like you are in the video game and you have a winning combination. This is a solid choice for Republic players even if you have never played the computer game. If you have, the amount of nostalgia this squad conjures up makes this a must purchase. The look and the gameplay will take you right back to 2005 with your Xbox controller in hand. I really hope this will lead to more squads based on video games and possibly even Omega Squad… then we really would be talking.
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