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Is there any effect to get rid of tokens?


LeperColony

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No, token removal isn't a thing. (Yet? Hopefully never.)

This was a conscious decision by the designers as a core feature of M3E. Tokens are a really straightforward way to track unique crew mechanics, but that quickly starts to fall apart if you allow the opponent to mess with them. Allowing removal potentially gives a hard counter to an entire theme's core mechanic, which becomes extremely difficult to balance. Using tokens was an easy way to avoid M2E's situation where there were a ton of rules that amounted to "Condition X cannot be removed under these specific circumstances" to ensure that crews functioned as intended.

That problem still exists to a certain extent for crews whose mechanics revolve around specific conditions instead of using tokens. Generally this is balanced out by the fact that conditions have their own built-in mechanics that don't require special mechanics to turn on, giving those crews ways to get those conditions out there easily, and/or having ways of punishing enemy models when those conditions are removed. It's much easier to balance a small number of condition-based themes that take condition removal into account, and use tokens when you want to track a resource but don't want to have to worry about enemy interference.

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11 minutes ago, Fetid Strumpet said:

Most tokens do not require special mechanics to put out. They just get extra ways to put them out.

What? Pretty much all tokens I know are bound to a keyword, and if you want to put out those you'll need to bring in a model from that keyword. Moreover, they do _nothing_ on their own, unless someone can use them (again same keyword).

meanwhile conditions are generally spread out amongst the faction, and do something on their own. 

Seems special to me. 

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27 minutes ago, Fetid Strumpet said:

We have different definitions of special mechanics if you define special mechanics as “hire model”.

I define special mechanics in a way that includes having an ability such as "Welcome to the honey pot" as a special mechanic.

(It has to have an ability to put out those tokens, its not something that 90% of the models in the game are capable of doing, therefore its a special mechanic).

Putting out a scheme marker doesn't require any special mechanics, just the rules that are available to all (well nearly all) models.

Not sure how you are defining them, but also not sure it matters.

Tokens are something that have no effect without a model making use of them. As such you have some natural counter play to those (even if that counter play is kill all the models that make use of those tokens).

 

 

 

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16 hours ago, Fetid Strumpet said:

We have different definitions of special mechanics if you define special mechanics as “hire model”.

Just for clarity, I guess: For me, "general mechanics" are anything that functions the same way by default regardless of the game state, e.g. Conditions. "Special mechanics" are anything that only happens due to the rules of a specific model or models interacting with the general mechanics. If something is printed on a model's card instead of in the core rules, it's a special mechanic. Tokens don't do anything (and can't be assigned to models) until a rule printed on a model's card tells it what to do, so token mechanics are always special.

Semantics, whatever. Your definitions are probably something entirely different.

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