CC: Rate the Special Planet tokens

By Jamborinio, in Star Wars: Armada

So we have Diplomats, Skilled Spacers and Spynets. What do you think and why?

Diplomats. On the whole these feel weak. They can stop an assault on a non occupied planet. At best this might situationally deny someone getting a Spynet or Skilled Spacer of their own or it could deny an obviously useful resource planet.

Sk Spacer. I see value for these but I think moreso towards the latter stages of a campaign as fleets adjust and try to adapt.

Spynet. For me these are the most desirable as they can offer a fix to some poor setup choices or a chance to flank without response, and we all know how critical setup is to the outcome of a battle. Mistakenly I didn't grab one of these during initial setup of our campaign and I feel it will be punishing in the turns ahead if I can't get one.

Was reading a bit where, basically, the Rebel players utilised their initial deployments, and a couple of extra bases/outposts, along with a spread of diplomats, to effectively stop the Imperial Players ever being able to launch their Special Mission....

Spynet is the most impactful battle wise... Redeployment is nasty. So I'd rate that #1. Diplomats have actually been effective in blocking high resource worlds from Imperial 'mercy missions.' Making Diplomats #2. Skilled spacers are nice but we've run a lot of special missions thus far, limiting skilled spacer effectiveness. So while useful, they are currently #3.

Deal subject to later alteration.

Edited by Indomitable

Was reading a bit where, basically, the Rebel players utilised their initial deployments, and a couple of extra bases/outposts, along with a spread of diplomats, to effectively stop the Imperial Players ever being able to launch their Special Mission....

Was that a 6 player campaign? We're playing two player so I reckon their impact will be less.

Was reading a bit where, basically, the Rebel players utilised their initial deployments, and a couple of extra bases/outposts, along with a spread of diplomats, to effectively stop the Imperial Players ever being able to launch their Special Mission....

Was that a 6 player campaign? We're playing two player so I reckon their impact will be less.

CC requires 4-6 players. If you're just playing a 2-Player campaign, you really need to each control a second fleet fo give effectively four fleets.

Was reading a bit where, basically, the Rebel players utilised their initial deployments, and a couple of extra bases/outposts, along with a spread of diplomats, to effectively stop the Imperial Players ever being able to launch their Special Mission....

Was that a 6 player campaign? We're playing two player so I reckon their impact will be less.

CC requires 4-6 players. If you're just playing a 2-Player campaign, you really need to each control a second fleet fo give effectively four fleets.

Yep, 2 fleets each.