billiv15 wrote:
16 max activations (reinforcements and reserves can break the limit)
This is one thing I'm particularly not fond of; specifically, allowing Reinforcements to break the limit. Basically I'm going to bring Lobot every single time. At 500 points his 27 points is practically nothing (it's like 10 points at 200), and if you don't bring him you will automatically be outactivated by every single squad that does, since you're stuck at 16 activations and they get to go to 22. Even at 500 points scrubs are needed (lots of 500 point squads have range 6 CEs that need Mouse Droids or need a couple of R7s so their beats aren't stuck opening doors), so with Reinforcements in play everyone will just use Lobot instead of those scrubs. I'd much rather have Reinforcements not work, so you have to decide at the time of squad building how many of your 16 activations you're going to relegate to things like Mouse Droids, which are often needed. With Lobot, the answer to that question will always be "1", and he brings in however many you feel you need.
I also think it would lead to some squads that take advantage of the higher activations they get to have with Lobot and bringing in 6 or even 10 Mouse Droids just to get in the way. If you play against basically anything but OR, Yobuck, or Lancers, those 10 Mouse Droids will be really really useful, because they could mean a full round of your opponent having to spend his turns killing the Mice or maneuvering around them, while you out-activate and pound them with your entire squad. Getting a big first strike like that in this format can easily be game winning. I also think this kind of goes against the purpose of the format, that being having mostly high-cost pieces in play instead of walls of scrubs.
At Coolecticon Reinforcements wasn't allowed to break the limit, and I thought it worked great. Reserves still can since it's unreliable and the pieces are worth points.
I've also mentioned before (it might have been on Bloomilk) that the Yammosk has to count as a commander just by the game rules. If it stills a CE, it GAINS a CE, making it a commander. It's not a follower. Just like how a character that uses Force Valor becomes a commander because it gains a CE. The way that's obvious to me to have this interact with the 3 CE limit is to basically say "If you have 3 CEs before using an ability that turns a Follower into a Commander, you can not use that ability". So you can use the Yammosk just to extend SAs, but if you already have 3 CEs it doesn't get to use Telepathic Insight.