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An Overview of Changes

  • Writer: joseph b
    joseph b
  • Dec 2, 2020
  • 3 min read

Welcome back commander, High Command has just issued a change in Doctrine which will likely cause a need for you to change many of your tactics. I have gathered a list of the major changes and what they mean for you here in this transmission. For a full list of changes you may contact headquarters here.

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SQUADRONS


To start lets discuss the changes to how you will manage your squadrons.

1) High command needs our Ace squadrons to be more spread out in the fleet and

such have limited you to only requisition 1 Ace per 100 pts of fleet. This means under

normal circumstances you will only have access to 4 Ace pilots. Note this does not apply

to our special unit squads such as Black squadron which do not have defense tokens.


2) The new doctrine dictates that our Intel ships will no longer make enemy squadrons

Heavy. Instead they will give our own Squads Grit, which will allow them to ignore

engagement of a single enemy squadron. This means you will have to focus more on

killing the enemy then you did in the past before you will be able to command your

squads to move.


PASS TOKENS


Next you should know about the new pass mechanic. At the start of a Battle the fleet which has the least ships will gain pass tokens. They may spend these pass tokens instead of activating a ship in order to pass their turn back to the other fleet the pass token is the permanently discarded. In order to spend a pass token a fleet must:

A) have less(for 1st player) or equal (for 2nd player) activations remaining then the opposing force.

B) Have not spent a pass token for your previous activation. (you cannot spend them back to back)

So in practice what does this mean? well it works out that it guarantees the 2nd player last activation for one turn (unless they are woefully out-activated); this means fleets with many ships will not be able to last-first activate consistently now. However as a 2nd player you must be careful with your pass tokens because you can only use each pass token once, so make sure you make the most out of your turn when you take last activation.


EVADES


Another major change every commander should be aware of is how ships will be Evading. The updated doctrine allows our ships to use Evade at close range in order to reroll an attack dice, also if they are defending against a larger ship class, they may additionally discard the token to affect an extra die.


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NEW/UPDATED CARDS


Much of the equipment and personal available to you have also been modified. for a complete list of the changes please see this transmission from HQ. Notable changes include the new refresh mechanics with the attached new symbols, some point adjustments, and some card reworks.


New Refresh mechanic:

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This is the "Recurring" symbol, which means the upgrade refreshes every status phase.


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This symbol means the card has a cost to refresh as represented by the command symbols below the arrow. In this case the card costs 1 Concentrate Fire command token to ready during the status phase.




Point Adjustments and card reworks:

There have been many cards changed but I want to bring a few notable ones to your attention:


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Both Grand Moff Tarkin and Admiral Ozzel have change how they command. with Tarkin getting a huge 10 pts reduction in cost and Ozzel gaining a very good new ability. Keep an eye on both of these when you are preparing your fleets in the future



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It also appears that a notorious enemy ship has been gutted, we will not being seeing much of her anymore.


I will be sending more transmissions with more in depth information as it is needed. For the Empire commander.


*end transmission*

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