

That can go speed 3, but Garm will take anything. Ackbar wants side shots more than front ones, Mon Mothma wants ships with an evade token, Cracken wants smalls or mediums You're going to get those tokens from Garm, why would you need to Comms Net something over?ĭoesn't necessarily NEED one type of ship (but we'll get there), so you can build diverse You can also go lighter on token generating/passing upgrades in order to use those points elsewhere. And you don't need to give any to your opponent, Hondo. So long as you get better than 5 command tokens out of Garm you're getting better value. I encourage you to think of him as more of a Dodonna-type with 5 points spent on getting command tokens to all your ships twice a game. You more points to put stuff into your list. The most out of what they can/want to do each turn, while still giving Generation, Garm is also one of the cheapest Rebel admirals, and he's Doing stuff is better than not doing stuff, as shocking as that may sound. The more commands you can resolve in a turn, the generally better effects and abilities you get. That's a CRAZY amount of things it can do in one turn just from tokensĪnd that makes Garm unpredictable, as you never know when or where or (3rd token) and add a dice to its forward attack (dial, finally, haha!) Token), send out 2 squadrons (with its 2nd token), change its speed by 1 In one turn, your Liberty can regenerate 1 shield (with its Up doing more things in a turn with your ships than you thought It lets you power up your ships again without needing to spend vital actions and resources and time doing so. The red crit you need to finish it? You get to decide them all on that later turn (Try to live that long!). Has a ship set in its sights and you need to ensure that you're getting Throw out one more squadron next turn to end that ISD? Maybe Salvation Harm's way (not Garm's way, ha cha chaaaaa). Most likely engineering is one of them, in anĮffort to keep your ships alive. More tokens on another later turn (mid rounds, 3-4, or late game, 5-6). *One exception: if you bring Phoenix Home in your list, first turn you can take the token to power up its fleet commands as needed. To set up future actions your big ships might want to store a navigate token or an engineering token for ECM, your carriers might want to store a squadrons one, etc.īut for Garm, you don't need to store anything, you're already prepped and

Most games and most commanders, you'll want to take tokens round 1 Assuming an early round for your first token grabs (1 or 2), any commands you take that turn areĪctually getting used as dials*.
