Lets just say there was a lot of rules consultation to get to grips with how to play the game.
We struggled with the command phase, giving orders. I was just a bit luckier in that I failed one command later than Liam and Otty.
This meant my Lancer's were well in his face, but even so the next turn Charge was going to be problematic as you don't appear to be able to turn. I think the Knights can move in any direction, which is better than the titans, but it doesn't appear they can turn mid movement. Getting round that rock face was going to be an issue.
My titans weren't making much progress either, aside from getting in each other's way. I think I'd already started to take damage.
So we didn't get much further than this really. It looked like I was outgunned and we called it an evening. Subsequently, Ben went back during the week and finished the game off with Otty and somehow managed to steal a win. I think one of the Reavers managed to get to the Titan Crew and head back but there's no guarantee they got the victory conditions correct.
There was so much of this that we were playing wrong and that's not helped by rulebook being very disjointed. It has both basic and advanced rules, but often in the advanced rules it refers back to the basic rules pages. There's also a lot of 'page furniture' that makes the rule book look pretty, but it does squeeze the content. Throw in the choice to use tiny, tiny text and it's really hard to see, let alone understand the complex rules system. That said, we are not dismayed by it and although it wasn't easy to pick up, like Turnip28 for instance, it was interesting and felt tactically challenging rather than based on pure luck or layer-upon-layer of bonuses or stratagems.