Hello everyone,
With the release of the StarCraft wargame this Tuesday, March 10, 2026, we can finally come out of our month of restraint and frustration to share our thoughts. This has been an incredible experience, and we would like to warmly thank Archon Studio for allowing us to take part in this testing phase.
After several test games playing Protoss, our overall impression is very positive: the game is strategically solid and particularly enjoyable to learn and play. Regardless of whether you like the license or not, the testers in our group, who each played between 5 and 10 games during the testing period, are unanimous about the quality of the game system, which should continue to improve over time with adjustments and player experience.
The 1000 points format offers fast-paced gameplay, with games lasting between 1 hour and 1 hour 30 minutes. The rules are relatively easy to grasp for players already familiar with wargames, allowing them to jump into the action quickly. It’s a dynamic format, ideal for discovering the game or playing multiple matches in the same session.

However, once again unanimously, we believe the game truly reaches its full potential in 2000 points games. The choice of units combined with the alternating activation system offers great strategic flexibility. Players will constantly need to think ahead and adapt their plans to counter their opponent’s moves. Strategic decisions are often numerous, and players will need to prioritize them carefully to get the most out of their faction.
On top of that, there is a card system selected during army creation, which provides various bonuses or tactical effects. This mechanic further deepens the strategic aspect of the game without making it inaccessible. Players will simply need time to become familiar with the mechanics specific to their faction in order to fully exploit their potential.
However, this additional depth comes with a trade-off: game length. A 2000 points game will generally require at least 3 hours and 30 minutes, especially during the first few games while players are still getting used to the system.
Regarding the miniatures, which were not necessarily a strong point when the game was first presented at Essen, the final quality is actually very satisfying. The models are well detailed and there are no unsightly mold lines or missing sculpt details caused by production constraints. The overall result is clean and visually pleasing, which comes as a very nice surprise.
The assembly instructions are clear and the building process is generally straightforward. Some kits may be slightly more complex, but most remain intuitive to assemble. Errors that were present in some early instruction versions also appear to have been corrected following feedback from the testing community.

When it comes to pricing, it is worth noting that miniatures generally have a higher points value, meaning that proportionally fewer models are needed to build a full army. If we compare the price of a box to what Games Workshop typically offers in terms of pricing, you often end up needing fewer miniatures to reach 2000 points, which makes the overall cost of an army relatively reasonable.
Another significant advantage is that the game rules are available for free, making the system much easier to access for players. Translations into different languages are also expected to arrive within six months after the game’s release, according to the information that has been communicated.
Finally, the terrain set with its gaming mat, priced at around €45, is a particularly welcome addition. Whether or not you like the aesthetic, it must be acknowledged that the offer is very affordable and allows players to quickly set up a functional gaming table.
Overall, each unit is relatively powerful, except when facing its direct counter. This logic strongly reflects the strategy of the video game, where choosing the right units and using them at the right moment is key.
The game system feels like a clever mix between Starwars Legion, Warhammer 40,000, and Conquest. We have not yet had enough time to make a detailed comparison with Starwars Legion, as we have not fully explored that system yet, but some elements clearly reminded us of other well-known games.
Deployment, for example, is quite similar to Conquest. The major difference lies in the absence of strict limitations on unit types. The choice is entirely up to the player: the only restriction is the supply value, which must not be exceeded each turn. Each unit has a defined supply cost.

This means it is entirely possible to deploy a very heavy unit from turn 1, such as a Siege Tank or a Colossus, if you wish. However, this decision carries obvious risks: exposing an expensive unit too early may allow your opponent to immediately target it with the units designed to counter it.
The different deployment types and objectives provide strong replayability. The community already has the ability to create its own scenarios, which could eventually be officially integrated into the game. Once again, this is reminiscent of the video game, which regularly features rotating maps and game modes.
As for replayability, even though the game currently includes only three races, the gradual addition of sub-factions and new units should offer different playstyles and renew strategic possibilities.
For now, the project seems to have been very well designed, although only time will tell if it lives up to all its promises. In our opinion, StarCraft has solid foundations and appears to have real potential within the wargaming scene. Despite a few somewhat awkward communications around the project, the game looks very promising.
It remains to be seen whether the wargaming community will follow the project in the long run. However, considering the website crashes at launch, it’s safe to say that the initial enthusiasm was definitely there.
We’ll be back very soon with more content about the game!
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