Fallen Frontiers 2nd Edition preview

 

Hello commanders,

A few weeks ago we released in Scale Games a teaser of Fallen Frontiers 2nd edition. It is time to get you into the fray, and first of all we are going to review the most important changes in this new version of the game.

GAME COMPONENTS
Some of you have asked us the same question… what happens with my old stuff? Well, there is no problem at all. Most of the components included in the first edition boxes can be used in the 2nd, so this is the perfect moment to take them and roll them out.

The most substantial changes affect the rulebook and cards, but new versions of these are going to be printed again. Moreover, they will be available in our download section for free too.

The Battle for Hextrom VI DIsplay FF

 

GAME AND ARMY COMPOSITION
In order to make it easier to learn, Fallen Frontiers rulebook has been divided in two parts: Basic and Advanced Rules. Core rules are now very simple but dynamic, which is perfect to train our new fellow recruits. Veterans will prefer to deep into the full game from the beginning, and for them a complete section with advanced rules (effect of terrain, formations, army attrition, overwatch…) has been added. In general players will find a more intuitive book, with many new options for the most exigent commanders.

Tactical cards are now the only ones necessary to play the game. Units and equipment are now written in an army sheet where players control the composition of their battle forces. This makes them more handy, and our commanders will love to try every different combination now available for them.

GAME RULES
Some of the mechanics have been kept and others were replaced, but the essence of Fallen Frontiers remains intact. For example, in 2nd edition the initiative is determined at the start of the game and it can not be changed every turn, while close combat has been modified and now it follows very similar rules than ranged attacks.

However, the most important changes come with the use of command points, the deck of tactical cards and a new system of missions.

COMMAND POINTS
In 2nd edition command points are necessary not only for using tactical cards, but also for the activation of units. Players get their command points at the beginning of each round, and they must administrate them to give orders to the army or apply the effects of cards and/or certain skills. The size of the command pool depends on the army composition and the number of Heroes, so this is now a very important aspect to manage even before the battle starts.

TACTICAL CARDS
The use of tactics that boost your troops is one of the main characteristics of Fallen Frontiers, and now they have a greater impact. Why? Because the tactical decks are now smaller in size, but players can control the cards available more easily. At the beginning of each round players can choose from the deck as many tactical cards as the sum of the command attribute of the Heroes in the army. Thus in 2nd edition the deck building is critical, and a correct selection of cards during combat can lead you to victory or defeat.

NEW SCENARIOS
Different deployments and a new system of secret missions have been implemented. With them the playability of Fallen Frontiers has been increased exponentially, and players will experience a sense of tactics and strategy much deeper than before. You can adapt your mission to the enemy or the battlefield… but be aware, your opponent is going to do the same as well!.

 

As you can see Fallen Frontiers 2nd edition comes with a lot of cool changes. But don’t worry commanders the game is now very easy to learn and very exciting to play. Future entries will focus on the different aspects of the game,  so stay tuned!

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