1.5 LEAK: Pass tokens and other stuff

By Darth Veggie, in Star Wars: Armada

It seems like a good way to "fix" Strategic Advisor (at the cost of more complicated rules). Advantages: it doesn't take up an officer slot, it isn't dependent on one ship, you can use it multiple times a turn, you don't get pointless "Strategic Advisor, Strategic Advisor" activations for the first few rounds. Disadvantages: only works if you are out-activated, can't use it to delay too much near the end of a round, may need to conserve tokens for when really needed.

On the consecutive-activations rule, I think that might be a bit boring if it were allowed. You could get one player passing 2-3 activations at once (particularly if they only had the one ship). This way they have to have at least some activation padding.

It feels like a way to reduce the advantage of high activations, but without completely breaking it in the way Pryce did, or being boring like SA.

5 hours ago, Green Knight said:

Evade works at short range/distance 1, giving a reroll.

That's pretty big.

Edit: if attacker is larger size, evade can be discarded to affect 1 additional die.

I like the change to Evade, but that kinda diminishes Mon Mothma's ability. Sure, she still allows Evade to cancel 1 die at medium range, which is still helpful, but MM's close range/distance 1 rerolls were super helpful at protecting ships from squadrons, especially flotillas, and now all ships, flotillas, and squadrons can do that with Evade.

I wonder if this means that Mon Mothma will get a points reduction? Or if her ability will be updated and enhanced?

10 minutes ago, Captain Corvid said:

I wonder if this means that Mon Mothma will get a points reduction? Or if her ability will be updated and enhanced?

Yes.

18 minutes ago, Captain Corvid said:

I like the change to Evade, but that kinda diminishes Mon Mothma's ability. Sure, she still allows Evade to cancel 1 die at medium range, which is still helpful, but MM's close range/distance 1 rerolls were super helpful at protecting ships from squadrons, especially flotillas, and now all ships, flotillas, and squadrons can do that with Evade.

I wonder if this means that Mon Mothma will get a points reduction? Or if her ability will be updated and enhanced?

i think its very safe to assume her text will reflect rules changes.

1 hour ago, Rmcarrier1 said:

I’m not sure how I feel about the rule against using pass tokens twice in a row. But I’m leaning towards “against.”

If the player with fewer ships has a small and finite number of pass tokens to last them the entire match (say, 3), I’m not opposed to that person spending them over consecutive turns. It just means those tokens won’t be available in subsequent rounds. It also brings unpredictability. As written, if a pass token is used, the opposing player knows that next activation, he/she doesn’t have to worry about it. A bit anti-climactic.

Yeah, I agree but on the other hand it also makes thematic sense - if your speed is greater than 0 your ship shouldn't really just sit there in one spot while all these other ships are zipping around, it should be fluid, in a you-go-I go kind of way, starships maneuvering around each other like a space battle* (*restricted by the player having to do their activation)

4 hours ago, Triangular said:

It says precisely 1 unique squadron with defense token(s) per 100 fleet points.

You got me. Tried to quickly to spot differences.

Regarding the pass rules, i think the way they are written is a bit brain twisting so a better way to think of it might be

Pass tokens may be used in place of an activation according to the following rules

  • The first player cannot use a pass on his first activation
  • Pass tokens may not be used twice in a row
  • You cannot pass if you have more unactivated ships than your opponent.
    • When tied, only the second player may pass

Alternatively, since only one player will be managing any pass tokens during a game it might be better to state rules in terms of the player

Pass token rules if you are the second player:

  • You cannot use a pass token if you have more unactivated ships than your opponent
  • You cannot pass twice in a row

Pass token rules if you are the first player:

  • You cannot use a pass token if you have more (or equal) unactivated ships than your opponent
  • You cannot pass twice in a row
  • You cannot use a pass token on your first activation

Edited by Garrett17
additional example

Is it just me or do many of the images in the document look like they were photoshopped? I’m not saying it’s fake or anything, but the text and dice look much crisper and clearer than the cards they are on.

For anyone saying the wording is wierd.

Its a translation from German. The sentence structure and grammar rules are different.

BTW if I read the rules right the effects essentially boil down to:

  • A slightly out-activated second player can use these tokens to avoid a last-first on one critical turn
  • A slightly out-activated first player can use these tokens to reduce his unanswered activations to no more than 2 on one critical turn
  • A severely out-activated player can stall slightly over multiple turns because you cannot pass twice in a row on any turn (meaning you also cannot avoid a last-first)

Edited by Garrett17
grammar

I wonder does the SSD still generate a free pass token every turn?

12 minutes ago, Ophion said:

I wonder does the SSD still generate a free pass token every turn?

Specifically not.

9 minutes ago, Green Knight said:

Specifically not.

As in, it says the ssd doesnt do that any more?

Just now, Ophion said:

As in, it says the ssd doesnt do that any more?

Yes. The SSD does NOT generate pass tokens.

So a first player with one activation cannot use anti pass tokens.

Nail - Coffin - SSD

16 minutes ago, LTD said:

So a first player with one activation cannot use anti pass tokens.

Nail - Coffin - SSD

Yeah... thats what i was thinking but was hoping for some other interpretation!

28 minutes ago, LTD said:

So a first player with one activation cannot use anti pass tokens.

Nail - Coffin - SSD

You saw this coming right?

Vindaloo
Author: Ginkapo

Faction: Galactic Empire
Commander: Moff Jerjerrod
Points: 400/400

Assault Objective: Advanced Gunnery
Defense Objective: Fleet In Being
Navigation Objective: Solar Corona

[ flagship ] Star Dreadnought Command Prototype (220 points)
- Moff Jerjerrod ( 23 points)
- Emperor Palpatine (off) ( 3 points)
- Local Fire Control ( 4 points)
- Quad Laser Turrets ( 5 points)
= 255 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 74 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Raider I-Class Corvette (44 points)
- Corvus ( 2 points)
= 46 total ship cost

= 0 total squadron cost

We've had pass tokens, yes, but what about anti-pass tokens?

1 hour ago, Ginkapo said:

You saw this coming right?

Vindaloo
Author: Ginkapo

Faction: Galactic Empire
Commander: Moff Jerjerrod
Points: 400/400

Assault Objective: Advanced Gunnery
Defense Objective: Fleet In Being
Navigation Objective: Solar Corona

[ flagship ] Star Dreadnought Command Prototype (220 points)
- Moff Jerjerrod ( 23 points)
- Emperor Palpatine (off) ( 3 points)
- Local Fire Control ( 4 points)
- Quad Laser Turrets ( 5 points)
= 255 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 74 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Raider I-Class Corvette (44 points)
- Corvus ( 2 points)
= 46 total ship cost

= 0 total squadron cost

When Adepticon/Worlds was still gonna happen earlier, I legit had a friend we helped mock up a Demo, SSD, and 2 flots list. This is basically just me asking, "Why Corvus over a second flotilla and some more upgrades?"

19 minutes ago, geek19 said:

When Adepticon/Worlds was still gonna happen earlier, I legit had a friend we helped mock up a Demo, SSD, and 2 flots list. This is basically just me asking, "Why Corvus over a second flotilla and some more upgrades?"

More guns and an extra deployment delay. Deployment is so crucial to SSDs.

SSD doesnt need anymore upgrades anyway.

17 minutes ago, Ginkapo said:

More guns and an extra deployment delay. Deployment is so crucial to SSDs.

SSD doesnt need anymore upgrades anyway.

Corvus is after deployment though, so the delay argument isnt right....

But I'll agree on the guns part.

13 minutes ago, geek19 said:

Corvus is after deployment though, so the delay argument isnt right....

But I'll agree on the guns part.

You deploy it first at speed 4 pointing off the table. You give your opponent absolutely zero information.

Its the ultimate deployment delay.

12 minutes ago, Ginkapo said:

You deploy it first at speed 4 pointing off the table. You give your opponent absolutely zero information.

Its the ultimate deployment delay.

Why do that instead of a semi normal deployment? SSD makes sense want to keep room open but another fleet? Nope

17 minutes ago, Wolf_58 said:

Why do that instead of a semi normal deployment? SSD makes sense want to keep room open but another fleet? Nope

You give your opponent absolutely zero information.

This cannot be understated. Every other deployment gives tour opponent information about both that ships trajectory and narrows the possible trajectories of your undeployed ships. People make far fewer forced errors when they have good information.

It's also a great way to ensure that you don't forget to redeploy it at the end and thus negate your Corvus advantage. If you forget, well, you'll only make that mistake once.