This has probably be answer somewhere else already, but I can't seem to find it. (EDIT - disregard, I found the other threads)
We obviously know that turn 1 initiative is bad.
Having 39 or less points lets you choose who gets initiative.
Winning the roll if both players are equal points isn't so clear
I saw this in another thread
"We actually learned together at the beginning of this game, that you cant pass the initiative on the firs turn of the game if you win the initiative roll"
So I thought it was worth clarifying. I don't agree with this ruling.
The rules say
"Determine Initiative: The player who has the lowest total cost of Deployment cards chooses which player begins the game with the initiative token. In the case of a tie, players determine initiative randomly"
On one hand it gives the player with less points a choice, on the other hand random implies no choice.
So now you have to determine if winning the roll means you get initiative, or if losing the roll means you get initiative (since it's a bad thing). That alone makes it quite annoying.
Winning the roll (or coin flip) shouldn't be a bad result.
In X-wing initiative is a very similar thing, quite often you will want your opponent to have it but not always, that's why there's a choice. Even if you roll off for it, you get the choice...
I don't see why IA is any different.
Thoughts?