Mitigating Activation Advantage: The Imperial Assault Way

By IronNerd, in Star Wars: Armada

Honestly I have some interest in the idea. Lately Ive also been pretty reluctant to take less than 4 ships because activation seems so powerful. Certainly, having 4 ships has kept me competitive in my most recent tourneys.

Now maybe that's just me needing to improve my play.

But I can see why this is being talked about.

On the other hand, the image of a GT ISD2 grinning widely while the terrified rebels have no choice but to activate and come into range is pretty scary....

Potentially the ability to trade a couple of squdrons for a couple of cheap flotilla activations will balance things up. Maybe 5 ship Raider x5 plus Demo will be stomped on by ISD2, ISD1, Flotilla x 4. (for example - no idea whether this will actually be possible....)

A more realistic* approach would be a (unique?) officer that lets you pass, or maybe force your opponent into activating a specific ship (or just prevent from activating a certain ship). Something along those lines anyway. Manipulation of the activation order is already an important part of the game, so getting some upgrades that affect it could be very interesting.

* I don't see FFG just adding in a "pass" option.