Jump to content
Sign in to follow this  
RMK

When to discard to pass an activation.

Recommended Posts

I think the ability to pass activations by discarding cards is likely to be a very tactical/playing the player aspect to the game. 

Since it is likely that Abyssinia is outnumbered as a faction, it is likely they could make better use of this mechanic than anyone. 

My premise is that Abyssinia would look to get up in VP early and pass activations to diminish the opponent from fully utilizing their numerical advantage. 

When can you see yourself passing an activation at the expense of a card?

Share this post


Link to post
Share on other sites

They don't get to out activate you. If I have 8 activations and you have 9 by successfully passing once during the turn I have 9 and you have 9. 

Share this post


Link to post
Share on other sites

There are 2 things I'd say for this, firstly Abysinna are already wanting to discard to go to Glory, and you only have so many cards...and secondly, Passing has the risk that you won't get to activate anything else you have on the table. If you've left a stronger group of units to counter their later activations, they might be better off just stopping you using them. Or even later on passing themselves to gain the advantage back. 

From the cards we have currently seen they aren't that much more expensive, I'd largely expect most forces to average 3 units per commander, and so elite might only be at 2.5 per commander, and a cheap force is probably only 3.5 per commander. Abysinnia does also seem to get extra actions from its experimental assets (but again at the cost of a card). 

 

Share this post


Link to post
Share on other sites
17 hours ago, RMK said:

They don't get to out activate you. If I have 8 activations and you have 9 by successfully passing once during the turn I have 9 and you have 9. 

You'd still have 8 activations, you're just choosing when to take them......

Share this post


Link to post
Share on other sites

Since Abyssinia has some decent mid/close range fire-power from what we've seen, letting cotbm or gh take activations before us will see them in range faster and give us a chance to whittle the numbers down before the closing stages of the game. 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×