1 hour ago, thecactusman17 said:I'd like to see Rieekan's ability come with an opportunity cost of some sort. For example, only affecting ships and squadrons that have not activated yet. This prevents a pile of mobile corpses cluttering up the table and nullifying legitimate strategy, while still keeping true to his intended function. One example is that this would prevent complete lockdown of multiple squadrons by a single named Escort squadron for the duration of the round. If the player wants an effect to say on the board they'll have to delay activation as long as possible.
The inteded function of Rieekan is fine, but for too many ships and squadrons there is absolutely no downside. Ackbar and Sato have important caveats and trade-offs. Mon Mothma and Cracken offer a minor defensive buff globally. Dodanna has a cool effect, but it's unreliable. Garm only activates twice per game.
Rieekan has no negative. Lost a ship? Rieekan says don't worry about it. Squadrons are getting overrun? Throw Wedge in there and don't worry about it. Your strategy depends on ramming your own ships to death without any effort at preservation? Don't worry about it. Can't be bothered to try softening up a fleet ahead of your big assault? Don't worry about it.
Rieekan's got you covered, as long as you don't completely die until next turn.
The opportunity costs DO make up for it. You don't improve your ship's defenses or offensive ability, you just stay alive to get your turn, all for 30 points. You still die end of turn, but meanwhile precision strike and superior positions still hurt you. Mine those ships for points!
And you're still dead. You still get the points for the dead ship. Plus if the ship is dead, it can obstruct my own shots too, and clog up my own space lanes. Yes, things stay alive for longer, it just causes you to focus fire on ships to get them off the table.