(Photo credits to Days of Wonder)
Written by Ed Carter, Staff Writer

Star Wars: Battle of Hoth
2-4 players
Card use, dice rolling, combat, tactical wargameÂ
Imperial contact sighted! Game overviewÂ
One of the most climactic battles in the Star Wars universe is the siege of the Rebel Base on Hoth by the Empire. Fleeing from the Imperial armada, the Rebels try to hold the line to allow their ships to escape. Their ion cannon and shield generator, their last line of defense, while their ground troops and snow speeders are being wiped out by General Veers and his forces.
Days of Wonder has taken the mechanics from their popular World War 2 wargame Memoir 44, and after adding some new elements, has given us a game that recreates that battle on your tabletop.
INCOMING, WE HAVE IMPERIAL FORCES ADVANCING: GAME SET UP

Each game episode is from the scenario book. Pick a scenario, and follow the setup instructions indicated. Determine who will be the Empire and the Rebels, and hand that player their appropriate container of units and command cards, and their card holder. The scenario will tell you how many of what units are in the battle and what terrain tiles to place. In addition, each player can use the optional commander and add three commander cards to their command deck for one of the three commanders for each faction. Once the terrain and the starting units have been placed, consult the scenario for the victory conditions and who goes first. The game comes with player aids that show the different terrain types, their effects, and restrictions. In addition to how each unit moves and battles.
Each player shuffles their command deck and draws a number of cards indicated by the scenario, placing them in their card holder, hidden from their opponent.
IMPERIAL FORCES HAVE ENTERED THE BASE: A GAME TURN

On a player’s turn, they will select one command card to play; these cards will give orders to a number of units or type of unit. The board is divided into 3 sections, and some of the cards will indicate a specific side or section to give orders to, while others indicate a specific unit type to give an order to. Once the player issues an order, units then may move and/or battle. A unit’s movement is indicated on the player aid. After a unit moves, if it can, it may battle.
To battle, first determine if the target hex is in range and the attacker has line of sight. Range is determined by measuring distance from the attacker’s hex to the target hex, not the units in the hex. Line of sight can be modified or blocked by terrain and/or other units; consult the player aid for specific details. If there is nothing blocking an imaginary line from one hex to the other, the defending hex is in line of sight and can be attacked.
If both conditions are met, the attacker will roll a number of dice based on their distance away from their target. For each symbol matching that unit type, remove one unit from the squad. A retreat symbol forces the defender to move back a hex; if they are not able to, they lose another unit. If the last unit in a hex is defeated, it becomes a trophy for the attacker. Trophies go towards the victory conditions.
There are symbols for vehicles that only affect vehicles and a grenade that defeats any unit type. The Imperial AT-AT requires an additional roll to confirm an attack in order to defeat it. If the player rolls a grenade symbol in their confirmation roll, the AT-AT is destroyed
Once the player has played a command card, they draw a new one, and their opponent takes a turn. The game continues until one player has achieved the victory conditions of the scenario.
MAY THE FORCE BE WITH YOU: FINAL THOUGHTS

The Memoir 44 command and colors mechanics is one of the simplest strategies to learn, but it requires skill and practice to master. It fits perfectly for a scaled-down tactical wargame with two opposing sides, such as the battle of Hoth. The addition of customized decks instead of one command deck for both sides adds depth to the game. The addition of commanders as well brings the flavor of Star Wars by adding the heroes and villains from the universe.
Star Wars fans may find this a very easy and fun gaming experience, and fans of Memoir 44 will find it very familiar. Take fans of both, and it becomes a must-have. Like Memoir 44, it is open to expansions for the Clone Wars, Battle of Endor, etc. Similar to using more terrain, different units, and even a different board, it can build on the foundation of the base game.
I was very excited when I saw this demonstrated at Gen Con footage, and it has lived up to my expectations. Until next time, keep moving those meeples and happy gaming!

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