What if the player with less activations picked whether he wants to go first?
Would that fix the overabundance of flotillas?
Would it ruin casual games?
Does it make roombas the best?
What if the player with less activations picked whether he wants to go first?
Would that fix the overabundance of flotillas?
Would it ruin casual games?
Does it make roombas the best?
I think that front loading is the way to go.
This is something I proposed a while ago. Some folks had valid points that it only fixes some of the activation issues, as 2nd player severely outactivating 1st is still lopsided. I do think there needs to be a mechanism to disallow first/last, personally.
That, and because of the granularity of the discrete integers that you're judging on - you're going to have a lot of initiative decided by Cointoss, unless you add more rules to that.
Flotillas are not the problem. It is merely a symptom of last/first.
Last/first would be avoided since the first player would never have one more activation than the second player, no?
But I see how out-activating would still be a thing.
About the coin tossing, in case of equal activations the point bid could decide.
Here's the original thread for this topic: https://community.fantasyflightgames.com/topic/246265-delayed-faq-conspiracy/?page=3#comment-2714539
In our campaign I have just recently introduced a new mechanic which work great so far.
Any none activated ship can spend a "Concentrate Token" and shoot before the opponent move a ship but after it performs its command and shoots. The ship about to be moved must be the target of the attack. The reacting player places the token on the ships dial to indicate that the ship has performed a reaction shot. The reacting ship may perform ONE attack. After the attack the ship about to be moved do so and perform its move normally.
Any ship with a "Concentrating Fire" token on its dial may not make ANY attacks during its activation. Turn the dial and show the command and discard the token on top. If it is a "Concentration Fire" command the ship must take a new token since it can't make any more attacks this turn.
This is a subtle but functional way to sort of solve the activation issue without taking away the tactical advantage of having more activation's. But it does remove some of the more gamey tactics if you prepare for them.
Edited by jorgen_cab3 hours ago, jorgen_cab said:In our campaign I have just recently introduced a new mechanic which work great so far.
Any none activated ship can spend a "Concentrate Token" and shoot before the opponent move a ship but after it performs its command and shoots. The ship about to be moved must be the target of the attack. The reacting player places the token on the ships dial to indicate that the ship has performed a reaction shot. The reacting ship may perform ONE attack. After the attack the ship about to be moved do so and perform its move normally.
Any ship with a "Concentrating Fire" token on its dial may not make ANY attacks during its activation. Turn the dial and show the command and discard the token on top. If it is a "Concentration Fire" command the ship must take a new token since it can't make any more attacks this turn.
This is a subtle but functional way to sort of solve the activation issue without taking away the tactical advantage of having more activation's. But it does remove some of the more gamey tactics if you prepare for them.
Can you do this as you die? Obviously Rieekan can, but other than him, I mean.
Without playtesting/simming this to see if it's balanced, I like the idea.
No... if the ship dies it may not shoot. So your Demolisher can still get in and wreck stuff. At least this seemed the most balanced way to handle things without upsetting the current balance of the game too much. It can also help the Demolisher if IT has a concentration token to shoot before the ship in front of it tries to leave.
I find that movement now becomes even more important to manage since it is a bit harder to know if the enemy will be able to shoot you or not. Especially if you move in close on someone that has not yet activated and might have a "Concentrating Fire" command.
You might make the reaction shot before the ship activates but that might be a bit too much.
One fun thing is how the Ion Cannon battery synnergice nicely with this mechanic and it really is thematic from the films as well when you temporarily stun a ship from reacting.
Edited by jorgen_cab