Can a ship have/spend multiple tokens of the same kind? Or is it spend up to 1 command token of each kind ya have when you reveal dial?
Just trying to gauge how good ol general iblis really is.
Can a ship have/spend multiple tokens of the same kind? Or is it spend up to 1 command token of each kind ya have when you reveal dial?
Just trying to gauge how good ol general iblis really is.
You can hold multiple command tokens up to the command limit of a ship but no duplicates.
Iblis looks like he will be decent when running a command 3 fleet like a few assault frigates or nebs because you can easily get a pile of tokens turn 1 and spend them them over the following few turns and then get a pile more at turn 5 to help see you through to the end. Additionally he might not be a bad choice on a fleet with cheaper chips where you maximize the total amount of command in your list. Personally I think he is made for 3 cmd ships, but is still effective with the others provided you arent going down in total command. I'd say aim for 8 total command in a fleet he is commanding (2 AFII and 1 neb, or 4 neb, or 2 neb 4 corvette). I would think he is a bad idea in 6 corvette swarm since its only 6 total command but I could be wrong.
I think he will really shine in a combined arms fleet where you can make good use of those tokens and your ships are all still likely to be around on turn 5. Think AFII and nebs with some escorting squadrons for the AFII to use its squadron token on. Concentrate fire, squadron, and engineering token for the AFII, and concentrate fire and engineering for the nebs. You could make that list AFII, 2 nebs, 1 corvette, and 3-4 squadrons (8 command), or you go 1 AFII, 2 nebs, drop corvette for upgrades (7 command though). I dont think the speed change token will be that useful turn 1, but I think it might be useful as a turn 5 token to slow you down late game.
Speed token and dial on a corvette swarm... *BAM* all your ships are at speed 4 on turn 1!
Speed token and dial on a corvette swarm... *BAM* all your ships are at speed 4 on turn 1!
Or you could start your corvettes at speed 4 ;-)
I to am interested in whether you can spend multiple tokens in a single round. I know you can use a command itself as well as a token. If you can use multiple tokens that makes Bel Iblis potentially very powerful at setting up an alpha strike and for some closing buffs.
I to am interested in whether you can spend multiple tokens in a single round.
Pretty sure you can. I think one of the earlier articles stated this (the command one probably).
I to am interested in whether you can spend multiple tokens in a single round. I know you can use a command itself as well as a token. If you can use multiple tokens that makes Bel Iblis potentially very powerful at setting up an alpha strike and for some closing buffs.
Main problem I have with Bel Iblis is that by turn 3 its very likely little to no combat has occurred at all yet, so you have plenty of time to stock up on command tokens before combat occurs.
I to am interested in whether you can spend multiple tokens in a single round. I know you can use a command itself as well as a token. If you can use multiple tokens that makes Bel Iblis potentially very powerful at setting up an alpha strike and for some closing buffs.
Main problem I have with Bel Iblis is that by turn 3 its very likely little to no combat has occurred at all yet, so you have plenty of time to stock up on command tokens before combat occurs.
I disagree for a simple reason and here is the pic to support it.
Demoer in the team covenant video from one of the gencon demos states that is the standard gaming area. Look at the deployment area and the length of rulers. I think it will be very hard for most ships to avoid combat on the second or possibly third turn if the other player moves directly to engage your ships. 2 turns of speed 2 movement will put you at the middle of the board or very close to it. Once you take into account the range ruler I think you will find you will be able to engage most enemy ships that you deploy opposite from, unless they opted to go speed 0 or speed 1.
Keep in mind this is an objective based game with 6 turns. Your opponent doesnt win by not fighting. They win by either fighting or taking non combat objectives in some of the scenarios. Unless they want to draw you will either fight or take the middle of the board while they run for the corners to avoid combat. Iblis will be leading fleets with speed 3 and/or 4 ships. I find it very unlikely that he won't be able to engage the enemy pretty fast under most circumstances and if the other guys avoids him he will still get them engaged within 4 turns when they get to the corners of the board. I say that because if the other player runs speed 4 from the middle turn 3 he will be in the corner and have to turn. If you place slightly towards that end of the board you will get him in range turn 3 with a speed 3 ship and keep him in range as he runs the edge of the board. If he deploys lets say 12-18" from one end of the board and tries to run to the other side you will see the angle of the ship and be able to place your speed 3 ships to intercept before he gets to the other end.
The short version.... No way speed 3 ships with red dice wont be able to engage the enemy by turn 3 if you setup right. So Iblis led fleets will get to use those tokens.
Iblis really feels like he's about providing an alpha strike against your opponent right at the start of the game and then doubling as a closer. Depending on what speed ships deploy at, plus a navigate token, you should be able to be shooting red dice (which the rebels excel at) by turn 2. Bodha's (who posted as I started typing) picture shows this very well.
With AS mkIIs and neb's you would be able to create an early lopsided engagment at range 3 were you have a CF dial, CF token, and a repair token. As you can chose the tokens after seeing your opponent's list and deployment, you could alter that loadout to better represent the tactical situation if needed.
The long and short of it is that he's a rebel version of Tarken that scales with ship quality rather than just ship quantity.
Don't forget not everything is moving speed 4, or even 3. A pair of VSDs going up against some Neb-Bs and AFs are gonna be in range by the end of turn 2 (after the VSDs have moved, probably without firing), so some ships might get to fire on turn 2, but turn 3 seems to me to be where the action will heat up.
A Command 2 ship will thus have the potential to get 2 tokens before engaging the enemy, making Bel Iblis less valuable (not worthless, as his tokens could be used to slow down/speed up pre-combat).
Bel Iblis works best for aggressive admirals, who want to take advantage of the tokens while they have more than the enemy. Tarkin is the more generalized version of Iblis who works well defensively or offensively.
Don't forget not everything is moving speed 4, or even 3. A pair of VSDs going up against some Neb-Bs and AFs are gonna be in range by the end of turn 2 (after the VSDs have moved, probably without firing), so some ships might get to fire on turn 2, but turn 3 seems to me to be where the action will heat up.
A Command 2 ship will thus have the potential to get 2 tokens before engaging the enemy, making Bel Iblis less valuable (not worthless, as his tokens could be used to slow down/speed up pre-combat).
Bel Iblis works best for aggressive admirals, who want to take advantage of the tokens while they have more than the enemy. Tarkin is the more generalized version of Iblis who works well defensively or offensively.
You are still looking at it solely as giving you tokens that you could get another way and ignoring that you will be able to token up and then use the freed up commands to get extra clicks when you move. That is a huge deal if you were running AFIIs and want to use those first 2 turns to get your ships turned and then lined up to keep the engagement out at red dice range for as long as possible.
Just imagine for a moment that you have 2 AFIIs lined up across from 2 VSDs. Turn 1 you make a hard left turn. Turn 2 you start turning to the right a slight amount with your goal being that the opposing player is likely to have 1 VSD out of range on turn 3's engagement while the other VSD is now facing a 2v1 situation. That is a huge deal if combined with Iblis giving those AFIIs a big token pile.
That is the scenario where Iblis led fleets will shine by selectively engaging fewer enemies and using those tokens to pound the isolated ship. I realize this wont work as well against GSD fleets, but even there it has a great deal of potential by letting you turn to parallel the long board side and make the GSDs spend a bit longer in red die range where you can pummel them.
Hmm, that is true. He obviously works best with AFs. Neb-Bs might get some use out of him, but I'd prefer Dodonna for a Neb heavy fleet.
He definitely loves the ship he comes in. Can't see me bringing too many corvettes with him.