I liked the Battlefront rules too. I have a bunch of comments about the Mygeeto map that I'll post in that thread...hopefully I'll have a chance to type that up tonight. Here are my comments about the Battlefront rules:
- I realize that we are using a working draft right now, but I think the rules will need a fairly significant rewrite to make things clear. For example, the rules say that control points are captured "At the end of a round." The rules also say that the Wannok wounding happens "At the end of each round." I think we all know instinctively that the control points change hands and then the wounding, but the rules will need to be clear.
- I liked the 5 control points; it didn't feel like too many. You'll usually be split 3/2 for one wound or 4/1 for three wounds. On a map with 3 CP's, you'll be split 2/1 for one wound or 3/0 for three wounds. I don't think it's likely to be 5/0 on a 5 CP map. On a map with an even number, say four CP's, you'll either be 2/2 or jump to 3/1 for two wounds, with no granularity between zero and two wounds. In fact, having even more CP's should actually increase the granularity. Say there are 7 CP's: now you have 4/3, 5/2, 6/1 but also more likely to have uncaptured CP's because you'd have to risk spreading thin. So you might have 2/3, 3/1, 4/2, etc. One thing we could do to prevent runaway victories is to limit the wounding to a maximum of 2 wounds per round.
- I like the teleporting mechanic a lot. It speeds up the game, especially on big maps, by getting figures to the front lines. One thing I would change: the rules allow the person who won initiative to place first. I think this is too powerful because it gives the person too much information to use for placing figures. Imagine on an initiative switch: one player attacks at the end of the round, then gets to attack first in the next round knowing exactly where he should teleport the figures to do maximum damage. I think that, like placing OM's, the teleportation should happen before rolling for initiative. This adds uncertainty to it and forces you to plan with contingency in mind like you would for OM's where you don't know who you will get to use first. Maybe have the person who went first in the previous round teleport first.
I think this Game Mode is great. It's still Heroscape, but with an interesting focus on area control that normal Heroscape tournament style games doesn't have. I give it

- I realize that we are using a working draft right now, but I think the rules will need a fairly significant rewrite to make things clear. For example, the rules say that control points are captured "At the end of a round." The rules also say that the Wannok wounding happens "At the end of each round." I think we all know instinctively that the control points change hands and then the wounding, but the rules will need to be clear.
- I liked the 5 control points; it didn't feel like too many. You'll usually be split 3/2 for one wound or 4/1 for three wounds. On a map with 3 CP's, you'll be split 2/1 for one wound or 3/0 for three wounds. I don't think it's likely to be 5/0 on a 5 CP map. On a map with an even number, say four CP's, you'll either be 2/2 or jump to 3/1 for two wounds, with no granularity between zero and two wounds. In fact, having even more CP's should actually increase the granularity. Say there are 7 CP's: now you have 4/3, 5/2, 6/1 but also more likely to have uncaptured CP's because you'd have to risk spreading thin. So you might have 2/3, 3/1, 4/2, etc. One thing we could do to prevent runaway victories is to limit the wounding to a maximum of 2 wounds per round.
- I like the teleporting mechanic a lot. It speeds up the game, especially on big maps, by getting figures to the front lines. One thing I would change: the rules allow the person who won initiative to place first. I think this is too powerful because it gives the person too much information to use for placing figures. Imagine on an initiative switch: one player attacks at the end of the round, then gets to attack first in the next round knowing exactly where he should teleport the figures to do maximum damage. I think that, like placing OM's, the teleportation should happen before rolling for initiative. This adds uncertainty to it and forces you to plan with contingency in mind like you would for OM's where you don't know who you will get to use first. Maybe have the person who went first in the previous round teleport first.
I think this Game Mode is great. It's still Heroscape, but with an interesting focus on area control that normal Heroscape tournament style games doesn't have. I give it

