Board game reviews, strategy tips & session reports
Stats:
No. of players: 2-4
Amount of time to play: 60-90 min
Age requirements: 12+
Set-up time: 5-10 minutes
Into the Breach is the second expansion for War Machine: High Command. Like the first expansion it adds more war casters and units to the series.
If you have not played War Machine: High Command before, I reviewed it and gave an overview of the rules here. I will assume you have a general idea of how the series plays and only talk about the elements added by the Into the Breach expansion.
Like in the last expansion you get new warcaster for each faction. This time three of the four new warcasters grant you a new color combination.
There are new army units included this expansion. There are five copies of each new unit available in at least two detachment colors. Some of the new units key off the number of units present at their location. Some give bonuses if alone or fighting a solitaire foe.
Into the Breach adds even more new units to War Machine: High Command. And the four new warcasters make it even easier to get the detachments you want in your deck. No new rules have been added.
The cards and art are of high quality and match the rest of the series.
More units means more customization. And since most of the new warcasters have new color combinations you have more flexibility when adding detachments to your deck.
If you have been playing War Machine: High Command and want some more variety, you should check out the Into the Breach expansion. While the additions in this expansion don’t change game play, they do give you more choices and more flexibility when building your deck.
Score and synopsis: (Click here for an explanation of these review categories.)
Strategy 4 out of 6
Luck 4 out of 6
Player Interaction 4 out of 6
Replay Value 5 out of 6
Complexity 4 out of 6
Fun 5 out of 6
Overall 5 out of 6
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