New article up:
https://www.fantasyflightgames.com/en/news/2015/7/24/new-orders-from-high-command/
QUOTE FROM ARTICLE:
"During a skirmish, if your opponent has more ready Deployment cards than you, you may choose not to activate a group and pass play to your opponent.” This rule goes into effect on August 15th, 2015, and will not be used at the Imperial Assault National Championships at Gen Con Indy 2015.
When a player passes, his opponent immediately takes another turn, choosing and exhausting one of his ready Deployment cards. A player can pass as many times as he wishes, so long as his opponent has more ready Deployment cards. If a player ever has the same amount of ready Deployment cards as his opponent, he must take a turn.
This rule was implemented because we believe that the activation advantage created when one player has more activations than his opponent has become too powerful, and we needed to recalibrate. With the new rule, a player with fewer ready Deployment cards has the opportunity to pass his turn, which negates the advantage of several low-cost groups.
In our testing, this new rule has performed exceptionally well and it hasn’t swung the balance from high-activation lists to low-activation lists. More diverse armies are now viable and every turn is full of important back-and-forth decisions. In short, the game now behaves as it was intended to: more balanced and more fun for all players.
Edited by bmf