
There has been a wealth of squad pack releases for Star Wars: Shatterpoint and rightfully so. More squads mean different lists, different lists mean greater variability and greater variability draws players back again and again. With the game less than a year old, getting squad packs out quickly is essential to retain players and draw in new ones. It was with a very pleasant surprise that Atomic Mass hasn’t solely concentrated on just squad packs. Last November saw the first ‘mission pack’ release called Sabotage Showdown. I say first, although no more have been announced, I imagine this will become a more common release as the age of the game continues to grow.
So, what is a mission pack? Well within Sabotage Showdown there is a new mission card and nine new struggle cards. The only mission and struggle cards so far have been found in the core set. This isn’t inherently a problem, with the amount of squad packs, the mission pack in the core set has done a worthwhile job of keeping players entertained with battles. Yet after a few games, it quickly becomes known to players which cards are likely to come up, how the battle might progress and where best to potentially put some units between struggles. A brand-new mission pack brings a refreshing change to this.
As well as the cards, which are here in every language, there is a small sheet that folds out to show the artwork from the box in all its glory. It’s a small addition that I’m very grateful for as the artwork is beautiful, I mean who doesn’t love Hondo being…well…Hondo! It would have been perfect if it hadn’t been folded but I do appreciate that there is no way for it to be unfolded in a box of this size. In addition to this, there are also some tokens. The tokens are good for replacing ones from the core, a few that haven’t been seen before but the real gem here is the additional damage tokens, Atomic Mass, thank you! I have been playing since the release and it has become very evident that more damage tokens were needed out of the core box. Thankfully, Atomic Mass must have heard these pleas and provided more!
The layout of the mission is very interesting. Instead of the standard three by three grid that we have come to be used to from the core set, Sabotage Showdown removes the corners from this grid for its own. It changes the board significantly, by keeping the objectives relatively centralised. Units are going to be able to move easier between objectives, making for more combat. In theory, this should increase the pace of the game.
This is not the only change. On the struggle cards themselves, there are abilities on the cards that activate when a player uses their Shatterpoint Order Card. These abilities affect the unit you are choosing to activate and range from movement, to removing damage to even refreshing your force. This adds a whole new layer to the game. The Shatterpoint Order Cards have always been used to push an advantage, to survey the board and activate the unit that is the best position at the time. With these struggle cards, there is a lot more to consider. Which unit will best be able to take advantage of the ability? Will the ability allow them to succeed where a normal activation wouldn’t? It provides a greater emphasis on the power of the Shatterpoint Order Card. Not only this, but it means characters that can see what is going to be next in the Initiative Deck to be that much more crucial. Knowing when your Shatterpoint card will appear, which units you can perhaps prepare ready for the ability, it all adds more and more depth to the game. As players are starting to get used to the game mechanics, to the squads and characters, this brings a refreshing change to the game play.
When I started playing with them, the abilities on the cards were interesting, but my son and I found that they weren’t too distracting. If we could use the ability, bonus, but it didn’t affect our overall gameplay. However, what we did find, the difference in the layout to the objectives really upped the pace of the game. Rounds sped far quicker than they usually do, and we found we got stuck into combat a lot sooner. Now I’m not saying I’d want an increased pace every time, yet it was a pleasant change. If you’re pushed for time, I think it’s good to have that option.
As the first of, what is to be, many mission packs, Atomic Mass have set a solid expectation for these packs. Is this ground-breaking? No, it keeps to the principals of the game, providing slight twists and variation – which is always welcome. The fact it has been released so soon since the game’s release I think is a very good thing. After paying for several squads, this provides a cheaper alternative to seeing those squads in a fresh light, in changing the game play enough to keep it fresh. This certainly feels like something that enhances the game and I imagine my son and I will probably favour this pack over the one in the core. While not essential, for those who play Shatterpoint lots, this is a great way to mix things up, to rethink strategies and see squads that might have been forgotten, in a new light.











