Mr Steinbergs shed saw our first go at Rogue Stars last night. After a long build up with plenty of online hype and expectation, the rule book was released just before Christmas and I was delighted to get my hands on it. This was soon tempered by the first blog reviews that I saw as they were not particularly favourable. Several gamers were complaining about the number of counters in play and the large number of modifier tables. Undeterred, we selected a small group of models and played out a simple kill everything scenario to try out the rules. We were both quite cautious with our initial stab at creating model profiles, we steered away from any Psykers and kept the weapon and skill selection quite basic.
Although there are a lot of tables and there a lot of counters, I like the fact that each model in the small faction is a unique character model and can be equipped in any way. As we created a character sheet for each of our models, we kept all of the counters off the battlefield and on the character sheets. Each model can build up a lot of Pin, Stress and Wound counters so keeping them away from the models on the table is definitely the best way to go.
Once we had been through the ranged combat and melee combat mechanics a couple of times, it got quicker and quicker and as with any new game system, the rules begin to become easier to recall and implement. There are still some rules we were probably not enforcing every time, but another read of the rules now we have the first game under our belts should clear up a few things.
Luckily, I like playing with spreadsheets, so I am going to work on a concise character sheet that should fit two to an A4 page and show most of the specific model attributes and have space for all the status counters. We are planning round two next week. I wonder what fun models I can find in the Loft Full Of Lead?