After a few matches playing against a 'swarm' of CR90s, the difference in how the command tokens work on my star destroyers vs the CR90s seemed pretty stark.
At least, beyond the 'engineering' token (which works fine).
The difference in squadron commands was particularly acute - between dial vs token, I lose 75% of my effectiveness. A CR90 loses...0% of its effectiveness. It activates exactly one squadron, whether it's using a dial or token. Three of them activate three squadrons...dial or token. No loss at all.
This value disparity in tokens plays out with the concentrate fire command, too - at long range, the CR90 using a concentrate fire token is re-rolling 50% of its dice. While an ISD only re-rolls 25% for the same token. And this, especially, scales badly for the ISD. Against 3x CR90s, the enemy throws 6 red dice and re-rolls 3 of them (if each ship uses a token). I'm still just re-rolling one.
Not saying 'ZOMG MSU IS OP, PLS NERF', but the usage of these tokens does feel a lot stronger for the MSU list vs the ISD list (for example), which is doubly odd given how much further in advance the ISD has to plan things out (IE., that the 'token' vs of the command is so much stronger for an MSU list is almost irrelevant, since they are drawing new commands every turn, anyway...). Not a big thing, perhaps, but it does feel...I dunno, weird.
Of course, the game is a few years old - surely folks have tried the con fire and squadron tokens as 'scaling' values like the eng tokens, rather than a flat '1' value that does not scale? (IE., squadron token activates at 50% of squadron rating, con fire token at...say...I dunno, maybe reroll a number of dice equal to 50% of command rating)
There is obviously a lot going on that makes MSU lists different from large-ship lists, and this is a pretty small part. But it does FEEL weird how these tokens work. Would such a change help counter some of the disadvantages of low-activation lists against MSU lists?
Edited by xanderf