We all know that one of the main reasons large ships aren't favored as much as many small ships is due to the loss of activations when playing with large ships, and this causes large ships to struggle with getting their firing arcs lined up. I've always thought of this as thematically connected to being overwhelmed and outflanked by the enemies numbers. It's also why I dislike flying large ships. ![]()
Thematics aside, wave 5 does add some subtle, but potentially big, improvements for large ships:
- Reinforced Blast Doors: This alone will allow a large ship to survive at least one more activation, possibly allowing it to survive "the exchange". "The Exchange" is what I call the 1-2 turns of real engagement in this game. It usually determines who wins and often you need to destroy or survive these 1-2 turns of engagement to win, often a hull point or two makes all the difference. Of course, ISD + Motti + RBD will be strong.
- JerJerrod: Huge boon for the ISD and VSD. Sorry Rebels, this doesn't help your large ships, but yours can take Engine Techs. He helps this problem a lot here and is good for the game.
I still wouldn't mind a IA activation system. Shouldn't affect the first player advantage too much, but I'm sure you'd see players bidding for 2nd player more.