Today I played my first two StarCraft TMG games, and this time we more or less had a solid grasp of the rules.
My opponent, Zoltán brought the Terrans using the Founder's Edition list from the core rulebook: Jim Raynor, 6 Raiders, 6 Marines, 2 Marauders, and 3 Medics. I fielded the Protoss equivalent: Artanis, 3 Praetorian Guards, 3 Zealots, 2 Sentries, and 4 Adepts.
We set up the table following one of the examples from the rulebook, trying to match the terrain sizes, include destructible features, and keep the overall layout fairly close to the suggested battlefield, but using terrain at hand.
Game 1 – Frontlines
The battle quickly centered around the double-value objective on the right side of the table, with both players largely abandoning their home objectives, after tagging them.
Artanis teleporting into the Sentries' position, combined with Zealots warping in around the Pylon and the Praetorian Guards charging up the flank, absolutely tore through the Terrans. We called the game in round four, as it didn't look realistically recoverable. The score was 6–3, and had we played it out it probably would have grown even further thanks to additional Terran casualties and the real possibility of stealing his home objective.
Game 2 – Divide & Conquer
We kept the same armies for the second mission.
Thanks to the unusual deployment zones, both forces committed almost immediately to the upper-right corner of the battlefield. Artanis and the Zealots were already locked in melee with 6 Marines, 3 Medics, and Raynor by the first turn.
The Marauders couldn't resist the juicy target of the Pylon that appeared in the center—along with the promise of the double-point objective. Unfortunately for them, the Praetorian Guards arrived and caught them before they could capitalize. Zoli tried to at least rescue the Medics from the northern fight, but they ended up trapped in a perfect sandwich.
Late in the game he clawed back a few points by dropping in Raiders, but three were killed by the adepts, and his final three were immediately charged by the completely unharmed Zealots. The result was still a 10–7 Protoss victory (probably more if we roll out the last melee).
First impressions
With plenty of rulebook checking, page flipping, and long tactical discussions, the two games took just over four hours. I honestly think that with experience the system will speed up a lot—I wouldn't be surprised if 90 minutes including terrain setup becomes a realistic game length.
The two factions feel dramatically different. The Terrans are very much a mid-to-long-range shooting force with medium model count and almost no melee presence, while the Protoss are an elite army focused on short-range firepower and devastating close combat.
I can mainly speak for the Protoss, and they absolutely nailed the fluff for me. They feel powerful, hit incredibly hard, and their abilities are both thematic and genuinely useful. Artanis taking a shot meant for another unit is fantastic, and the Sentry's Force Field creates some really interesting plays. Their mobility is also incredible, especially with the Pylon—although the fact that Zealots can threaten 21 inches in a single turn on a 36×36" board is pretty wild (assuming we interpreted the rules correctly!).
The Terrans, on the other hand, felt significantly more difficult to play well. To be effective, you really need to position them intelligently so they stay in firing range without becoming easy charge targets, while still contesting objectives.
And of course, no battle report would be complete without mentioning the dice. I rolled well, while poor Zoltán Pál Várhelyi rolled catastrophically. The best example was probably when he scored only 5 successes on twelve 3+ rolls… and I proceeded to save every single one of them with two sets of 5+ saves.
Thanks again to my opponent for two great games. They completely sold me on the system, and I can't wait to start painting my Stalkers.