Brief playtesting report:
- Overall, extremely pleased. We learned a lot about the system's strengths and weaknesses, and found the experience was clearly one of a game that's headed in the right direction.
- Movement rules simulated movement how we wanted to perfectly, at a cost of being a little awkward to implement. Clearly the design goal of "fast play/ease of use" was not being met there, but we were delighted with how the various sized ships acted and the difference between fighters, mid-ized ships and massive capital ships.
- Some of the ships were not well designed - that was fine, as they were just numbers thrown onto a template to see how the system "looked". We adjusted them a lot in play.
- Squadron rules need some work.
- Some areas where clarification is needed were highlighted.
We fought a battle between a Star Destroyer (launching TIE Fighters) and the Enterprise, three squads of X-Wings and a Klingon Bird of Prey. Each felt and acted exactly how it should. The fighters raced out to meet each other as the larger ships closed more slowly; fighter squadrons streaked along the side of the Star Destroyer blasting at it, taking casualties from its point defences, and dueled in lovely parabolic arcs! One time I misjudged an X-Wing's speed, and it was unable to pull up in time to avoid colliding with an asteroid.
The winner was the Imperials.