Blue Tokens?

By Rickwilljames, in X-Wing

Does anyone else find it odd that we only have 1 blue token so far? we have (unless im missing any) 5 Red Tokens, stress. strain, deplete, ion, and target Lock. 4 Greens, focus, evade, calculate, and reinforce. 3 Orange, Jam, tractor, and disarm. yet only one blue. The lonely Cloak token.

Not that the game is in need of more tokens, and thus more complexity, but I find it kind of a let down that there is this whole section in the rules reference for blue tokens, when thats just a cloak token. So do you think FFG will put some out? or what do you think would be some fun blue tokens?

Future proofing in case they do build in this area.

10 minutes ago, Rickwilljames said:

Does anyone else find it odd that we only have 1 blue token so far?

Not really. One is such a lonely number, but if there were more that, the one token wouldn't be so blue any more.

Edited by LagJanson

Reinforce should have given a blue token.

When you are attacked on your unreinforced side, apply damages directly on your hull even if you have active shields.

When you loose all your shields, loose your reinforce tolken.

12 minutes ago, LagJanson said:

One is such a lonely number, but if there were more that, the one token wouldn't be so blue any more.

well that wraps up this conversation! all the answer i needed! lol

51 minutes ago, Wedge Nantillais said:

Reinforce should have given a blue token.

Shields are blue, so that kinda makes sense.

The game needs more energy-based passive defenses!

It is a little odd, but ask yourself, do you really want more tokens on the table? I’m still cringing we got strain and deplete.

I’m imagining an X-wing 3.0 where the edges of the bases will have to be slots to hold all the tokens applied to each ship...

On the flip side, it’s keeping the custom token makers in business so good for them?

Strain and deplete are mostly pointless and dont add mucha to the game aside from a crap ton of rules interactions.

1.0 died because combinatorial aspects of list building broke. it was an entirely predictable and forseeable outcome of complicated rules being crammed into the game too fast. now 2.0 has 7 factions, hundreds of unique pilots, and even more rules and tokens than ever before. we dont need a new rule type every wave

7 minutes ago, Vontoothskie said:

Strain and deplete are mostly pointless and dont add mucha to the game aside from a crap ton of rules interactions.

1.0 died because combinatorial aspects of list building broke. it was an entirely predictable and forseeable outcome of complicated rules being crammed into the game too fast. now 2.0 has 7 factions, hundreds of unique pilots, and even more rules and tokens than ever before. we dont need a new rule type every wave

Play, Vonreg's TIE. You'll change that too.

9 hours ago, Vontoothskie said:

Strain and deplete are mostly pointless and dont add mucha to the game aside from a crap ton of rules interactions.

1.0 died because combinatorial aspects of list building broke. it was an entirely predictable and forseeable outcome of complicated rules being crammed into the game too fast. now 2.0 has 7 factions, hundreds of unique pilots, and even more rules and tokens than ever before. we dont need a new rule type every wave

Deplete is really effective against low init ships. Fifth Brother with mag pulse warheads is pretty good. Give low init ship a deplete & jam then let the rest of your squad shoot, then the ship throws one less attack die with no mods due to jam.

4 minutes ago, pakirby said:

Deplete is really effective against low init ships. Fifth Brother with mag pulse warheads is pretty good. Give low init ship a deplete & jam then let the rest of your squad shoot, then the ship throws one less attack die with no mods due to jam.

Because we need even more of high initiativ ace play (esp those with force tokens)....

Cloak is blue, because green or especially orange and red (our primate eyes are optimised for detecting red fruits) are much more striking / conspicious on a dark playing mat ;)

There are certainly too many tokens and markers at this point. I have a Plano organizer for the markers and one for the tokens and it doesn't have a place for another type of token.

11 hours ago, Vontoothskie said:

we dont need a new rule type every wave

I agree with that. I think that new rules each wave is a bigger part of burnout for players than buying the ships and as much a reason why folks feel a need to "keep up" as any OCD completionist issues they have.

2 hours ago, Managarmr said:

Because we need even more of high initiativ ace play (esp those with force tokens)....

It does seem to be what the game is focused on though bringing down the price on some of the low I unlimited ships does seem an attempt to change that.

2 hours ago, Managarmr said:

Because we need even more of high initiativ ace play (esp those with force tokens)....

Cloak is blue, because green or especially orange and red (our primate eyes are optimised for detecting red fruits) are much more striking / conspicious on a dark playing mat ;)

Forcing an ace to do a blue isn't half bad either. Of course, it doesn't really do all that much against A-Wings, Interceptors or Fangs, but it makes Vader, Nien, Obi-Wan and Whisper much more predictable.

A potential blue token could be Masked Signature. Probably more Scum/Rebel mechanic, but basically the cinematic version of where a ship disguises itself on scanners as something else or as nothing at all. Not visual cloaking but electronic cloaking. Not sure how you could make it much different from cloaking...

Maybe you cannot be TL'd beyond range 2 or maybe even engaged? Might be too powerful though if you cannot be targetted. Once you engage remove this token. You cannot perform a Masked Signature action within range 3 of an enemy ship. Something like that.

But I am kind of with other people... We have enough tokens as is.

Edited by Jo Jo