The Koprulu Sector is getting a bigger tabletop war.
Archon’s first wave built the foundation for all three StarCraft factions. However, this next wave looks more tactical and more characterful. For miniatures players, that means new problems, new tools, and sharper army choices.
Siege Tanks, Immortals, Zeratul, and Ravagers Change the StarCraft Battlefield

The new StarCraft: Tabletop Miniatures Game wave adds four major reinforcements, and each one brings a distinct battlefield role. Terrans get the Siege Tank, which is the first large vehicle in the game and sits on a huge 150mm base. In Tank Mode, it acts like a heavy armored vehicle that can advance with the line.

However, once it locks into Siege Mode, it becomes a long-range artillery platform built to punish clustered enemies and control huge zones. Better yet, spotters can help it threaten units that thought they were outside normal range.

Protoss players get the Immortal, a Size 3 walker on a 100mm base. It is designed to anchor objectives, absorb punishing attacks, and crack armored targets with twin Photon Disruptors.

Also, its defensive abilities can reduce incoming damage enough to force opponents into serious commitment.

Zeratul then adds a very different Protoss tool. Instead of brute force, he brings speed, stealth, and precise melee pressure. That makes him a nightmare for enemy heroes, elite units, and exposed support pieces.

Meanwhile, the Zerg Ravager evolves the Roach strain into living artillery. Its Corrosive Bile marks an area before impact, forcing opponents to move, suffer, or get trapped by the Swarm.

Finally, the new Lost Temple-inspired terrain adds High Ground and Ramps. Most units must use ramps to climb, so access points become tactical chokeholds. That is classic StarCraft design translated neatly into miniature warfare. For more details, read the original Archon Studio article.
Summary and Final Thoughts

Overall, this looks like a strong second step for the game. The new units do not just add cool sculpts, although they definitely do that. Instead, they add artillery, anchors, assassins, area denial, and vertical terrain play. That should make battles feel closer to the video game’s tactical identity. If future previews deliver strong rules examples, this wave could really open up the system.

