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Darth Veggie

1.5 LEAK: Pass tokens and other stuff

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2 hours ago, Darth Veggie said:

No more than 1 unique squad per 100 fleet points (it says "unique", not "with defense tokens")

The "Extentended Rules" add, that it's one Ace (it actually says there: "Unique Squadron with Tokens") per 100 points. So there is noting new or different to what we assumed earlier.

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The Salvo rules don‘t use the „printed“ rear battery armament. Spinal Armament to boost salvo might be a thing. (Or the german translation was just lazy).

 

Edited by KaLeu

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6 minutes ago, NewGandhi said:

The "Extentended Rules" add, that it's one Ace (it actually says there: "Unique Squadron with Tokens") per 100 points. So there is noting new or different to what we assumed earlier.

So the unique „squadrons“ (like gold squadron) don’t count? Nice.

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13 minutes ago, KaLeu said:

The Salvo rules don‘t use the „printed“ rear battery armament. Spinal Armament to boost salvo might be a thing. (Or the german translation was just lazy).

 

Well, my "built-in translator" also looked for the word "printed" and didn't find it. It literally says: "if the attacker is a ship, you may execute an attack against the attacking hull section, using your rear hull section attack dice."

But then again, these are just the quick-start-rules.

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18 minutes ago, KaLeu said:

The Salvo rules don‘t use the „printed“ rear battery armament. Spinal Armament to boost salvo might be a thing. (Or the german translation was just lazy).

 

I tend to the latter. The description in the Onager-Rules were more than twice as detailed. It is not unusual for cards to be translated incompletely or incorrectly (And also that cards are unnecessarily  translated doubled or differently: This also led to the fact that there are 2 different names for "Entrapment Formation" in german; so much for efficiency of Asmodee, where the translater dont know the product. It should be bether if the community tranlate it for Asmodee).

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2 minutes ago, KAGE13 said:

It looks like range is measured from the yellow dot now?

The diagram on page 21? That only explains line of sight. Page 16 explains in detail that range is still measures as before.

Edited by TheWampa

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1 minute ago, TheWampa said:

The diagram on page 21? That only explains line of sight.

ya the other picture shows it correctly.  that is a bad diagram since the range sections line up with the ruler exactly.  making it look like medium range. 

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7 minutes ago, NewGandhi said:

Me too. But then again...there are no large Ships in the starters *fingers crossed*

Exactly. There is also nothing about extreme range in the quick start rules (especially not how it interacts with the new evade rules), and yet we know it exists. And only three squad keywords are explained. We will just have to wait for the full rules.

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Thinking about pass tokens some more, Imperial 2-ship is officially dead? Without Pryce there is no way to last-first with only 2 ships or, in general, to use pass tokens to last-first given any number of ships. If you are first player, you have to activate first, then the 2nd player activates, and now the 1st player can pass if and only if the 2nd player has at least two unactivated ships left. If the 1st player does pass, then they must go on the next activation and the 2nd player has at least one activation after that.

Even if the 2nd player had only one ship, 1st player activates first, 2nd player can then pass (as one unactivated ship left each), 1st player must activate their second ship, 2nd player gets the last activation.

Which sounds like a fun way of setting things up. You can use pass tokens to delay a bit during the early rounds, but generally not enough to overcome the advantage of high-activation lists.

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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.

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The pass token was a really creative solution to activation shenanigans.  There's definitely still ways to play around it.  Tokens can be baited out by feints, or can be saved to make a devastating move lategame after a ship or two has left the board.

There's a lot of cool stuff you'll be able to do while playing the game, and wayyyy more fun options open up when building fleets!  

The 1.5 changes are gonna be a blast.  Can't wait!

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