
With winter here and Atomic Mass Games having a focus on the Original Trilogy this year, there was one set that would seem so obvious: the Maximum Firepower Squad Pack. Taking some key units from the Hoth scenes in The Empire Strikes Back, this pack brings more unit choices for the Empire. Even though there are not that many unique units within the Empire, we have had a very wide range in Star Wars: Shatterpoint. That said, I am very happy to see this one released. Having already had snow this year, there is something rather pleasing to having snowtroopers ready to assemble and game with.
While I am enjoying these Empire releases, there is one thing that I’m really hoping we see fairly soon in the future. It is great to be able to field snowtroopers but I want to have my side completely snow themed. With the current, wide selection, I can field lots of different types of troopers, but I want to have a side super thematic with the same troops in both squads. The game is still fairly new in terms of gaming so I’m hoping we don’t have to wait to long for this to be a possibility, but I’m looking at the horizon rather than the here and now. So, let’s delve into this box without worrying what the future may hold.
As always, the box has the usual things: cards, sprue, bases and leaflet. With the instructions from the QR code on the leaflet uploaded, it’s time to build. First up is General Veers. Simple to put together, even with the crossed hands at the back. Place the left arm first and the right fits right into place. The Imperial blaster that is included can be placed anywhere. I was looking for somewhere better than where they’ve gone on the box art, but it really is the best place. It hides the join lines of the body pieces and just gives Veers a bit of an edge. The model is fantastic. Veers has his stern look, completely embodying Julian Glover. The detail is incredible for something that should be quite a simple outfit. Even the base he stands on, the small Rebel symbol attached to it is a really nice touch.
The Snowtrooper Lieutenant (named the snowtrooper officer on the instructions) is just as easy to put together and also comes with an additional blaster to place somewhere. As I’d already attached one to Veers, I decided to leave this one off, at least for now. Again, although having the option is nice, I don’t think there’s many places to place the blaster that would make sense, apart from where it is on the box art. The pose of the model itself I love. The macro binoculars, the pointed hand, the flow of the robes. For me, and I’m sure for many players, the nostalgia this brings of playing with the vintage snowtrooper is immense. Of course this is far more detailed. This might be my favorite model of the set; there’s just something about it that captures that particular outfit perfectly.
It’s then time to do the two standard snowtroopers. For both poses, the only thing to remember is to put the right arm first to make life a bit easier. Other than that, it’s simply follow the instructions. Both of these characters look amazing. The detail is superb, from the knee pads to the backpacks. These really are some amazing looking models.
Now I say amazing for the last two but in fact the whole squad looks incredible lined up together. I will reiterate the point I made at the start; I really want another squad of snowtroopers so my line up can be really thematic. I’m really happy with this squad in terms of visuals. It pulls at the heartstrings of nostalgia and I’m very eager to start painting them.
Let’s have a look at the cards. The primary, General Veers, gives players seven spending points and three force. I would say this is the average for the game at the moment. His stance card has ‘Lay Siege’ which is slightly better for ranged (seven dice for ranged, six for melee) and ‘Let the Rabble Come’ which is slightly better for melee (seven dice for melee, six for ranged). The former will do a maximum of eight damage whereas the latter will only do seven. Both have conditions to apply, a few heals and an ability that can be activated. The ability is ‘I Will Have Results’ which costs a force, the only ability Veers has that does cost a force. This one allows a supporting stormtrooper unit within four to dash and then either gain hunker, remove a condition or make a five dice attack. Very handy, particularly as it can also be activated on Veers’ combat tree. Of course, you need to make sure there are stormtroopers nearby to benefit from it. Veers’ tactic allows a Galactic Empire secondary unit or a stormtrooper unit to dash. I can’t see why you wouldn’t run Veers with these units so that should work fairly well. ‘Prepare For a Surface Attack’ allows you to choose an allied stormtrooper unit and put its order card in reserve, they then may dash, all at the end of set-up. If that wasn’t enough, a stormtrooper unit that has its card in reserve rolls an extra dice for defense. Very useful and brings to mind that dream I mentioned at the start of fielding a whole host of snowtroopers or stormtroopers! Veer’s identity ability allows him to choose an objective. Your opponent may choose units within two to dash. If they are still within two of the objectives, they take three damage, and your own units take a single damage. This seems extremely helpful and could really turn the tide in a game when used correctly. There’s no range in terms of Veers to an objective and it doesn’t cost him a force. Keep your own units clear and this should prove very effective. Overall, I love the look of Veers. He’s exactly what I want from a renowned general that works for Vader.
The secondary unit in this squad is the Snowtrooper Lieutenant who costs four points. Rolling one more dice for ranged than melee, you can do a maximum of five damage with ranged but six with melee. It’s not a lot of damage, particularly for a secondary, but you can do up to four healing. I don’t know how happy I am with that switch but maybe on the battlefield I’ll feel differently. In terms of abilities, the lieutenant doesn’t use any force. This is extremely helpful if you’re using other units that might use the force rather heavily (obviously I’m thinking of Vader). The lieutenant has a tactic that allows you to choose a Galactic Empire supporting unit. They can remove a condition from itself and then one character in the unit can dash. Very useful and fits in with all that healing on its combat tree. ‘Dogged Assault’ allows a stormtrooper unit within four that makes an attack to immediately take cover once the attack is over. ‘Commanding Presence’ allows Empire troopers within three to take a damage instead of taking a condition. I have to say tat this would have been very helpful in some of the games I’ve played before and I’m rather excited to see how well it works on the battlefield. The final ability gives this unit sharpshooter one. The lieutenant isn’t about attacking, it’s about supporting the other units on your side. While this isn’t usually my play style, there is enough here to make me want to try this slightly more reserved unit. The healing and stopping conditions sound fun and a great way to wind my opponent up!
That leaves the regular snowtroopers as the supporting unit that costs three points. Five dice for both melee and ranged, either will see a maximum damage output of seven damage. This is more than their lieutenant! Less common for a supporting unit, they have a tactic that allows them to take a damage to remove a condition. This whole squad doesn’t want conditions! ‘Assault Tactics’ costs a force and allows each character in this unit to dash then take a damage to perform a focus action. They also have sharpshooter one. For a three-point cost unit, they actually seem quite reliable, and your opponent is going to get rather frustrated after they try getting conditions on this unit.
As a whole, I really like the look of this squad. The secondary isn’t what I expected but in a good way. It will require a change of playstyle for me, but I’m looking forward to it. So, I better get them to the table!
Being able to have the Snowtrooopers in reserve, dashed forward to an objective and rolling an extra dice for defense was glorious. Veers is a fantastic leader. The ability for him to move around troopers really feels thematic and I was able to use the snowtroopers to capture an objective in the first turn without removing their card from reserve. I love it! Even though this is so good, the highlight is ‘We Are the Storm’. My opponent ran away several times, three damage is not something you can ignore! I couldn’t pull it off, but if you can have the opponent’s unit with strain before you start, and I think your opponent is going to hang their head in misery!
The snowtroopers were the standout for me, even with Veers being such a great primary. They moved across the board so quickly, blasting their way through any they came across. Technically they may seem squishy, and this was my biggest worry, yet the heal on their combat tree allows you to keep refreshing them as they are moving around. One thing that might have helped was the Lieutenant. I made the mistake of using Veers to move the snowtroopers and they left the Lieutenant behind. I think he could make a lot of difference, but it was the problem of rushing in to secure those objectives, rather than taking my time. It’s not how I usually play, and this squad really highlights that.
As a squad, this group is fantastic. They might not play exactly as players want and a simple switch out of the Lieutenant can fix that. But I think as a whole they work very well. Veers is so thematic and precisely what I wanted from his unit in the game. The snowtroopers have just something about them that makes them preferential over stormtroopers. They can do a lot of work for you and get those objectives quickly. Couple this with how amazing the models look, and you have another great addition for the Galactic Empire.





















