In addition, the suppression levels reduce your initiative rolls as the start of each turn by different set amounts rather than totting up some ridiculous value (never forget 22 points of suppression on the lone marksman back in the beta testing days). At the worst level, Routed, the squad must immediately fall back, seriously affecting your plans. Suppression levels start off with some pretty nasty effects on your shooting and movement but then gets more adverse as the fire keeps coming in. At the end of each turn, all unused suppression points are removed but the suppression levels are maintained. Pass, and you keep the points but remain in the fight. Once a squad has more points than the command value of the squad, then it’s time to test against the squad leader’s Command value. Rather than the number of suppression points on each individual affecting just them, each suppression point instead pushes the squad down as a whole, representing the rest of the squad reacting to the incoming fire. So for Version 2, the system has been drastically changed. Overall, the core ideas were there but it needed a second look. In addition, the fact Elites and Professionals were limited to only a few points meant they could run rings around their less well-trained opponents. Despite being focused on squads and teams, suppression effects were felt on the individuals which would lead to some events that just felt off while also requiring far too much bookkeeping. If I may get a little deep, the suppression mechanic was one place where the ‘soul’ of the game felt a little split. Now, this is a core mechanic of the game I can understand that changing this would be a concern for everyone involved. The first major change comes with Suppression. If you liked Version 1, all of that is still here. Weapons concepts are mostly the same, with range intervals providing modifications to hit that can be counteracted by a selection of factors. You’re still gaining the initiative, performing command actions, performing tactical tricks and movements before actually engaging. The core ideas, things like the opposed dice rolls and fundamental interactions are still here. Version 2 is very much an evolution of Version 1 rather than a total rewrite. Of course, even if the book looks pretty, the actual rules are really what is important. Overall, this is a good book to settle down and read, worth more than just a quick once over. Additionally, every command level has some pages helping to describe the types of forces represented by each type. There are also some other new additions that, as well as adding new rules, also help to really push the feel of doing some special operations shenanigans – things liked picking deployment options and it adjusting how many troops you can get out the door using that method. A big chunk of the appendix is dedicated to a tactics guide, including some military terms to help make your scenarios sound exciting. Getting around is much easier too, with a handy index at the back and a well thought out contents page at the front.Īs well as the actual rules there are plenty of other additions to help you get ready to play. There are now plan view diagrams for many sections to help explain the concepts, as well it still being packed full of colour photos of Spectre’s expansive range and lovely scenery (as well as making me jealous). Version 2 is a much thicker book, packing in more stuff as well as some improvements to the rules explanations. Version 1 was the very first rulebook they had produced and, although very good, there were plenty of complaints by people about just finding the rules needed to play the game. The Bookīefore we go into the mechanics and their changes, let’s talk first about the book itself. The plan was improve several areas that have been needing enhancement while still keeping the core mechanics everyone knows and loves in place.Īnd by god, I think they did it. Now, after hundreds of games (at least) and all the experience that comes from that, Spectre have released a second edition. Spectre Operations was released in 2016, the first rulebook the company had released. Disclaimer: I have been involved in the development of Spectre Operations Version 2 along with a group of other playtesters.
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