by TradenMyr
In my dozen or so plays, I have yet to see the need for critical hit tokens. Firstly, critical hits are easily identified by the face up damage card near the affected ship. In addition, having another token on the board makes for a more cluttered game. In 100 point matches, for clarity and space, I already prefer keeping maneuver dials on the pilot card, and I only place stress, focus, evade, and target locks on the board.Critical hit tokens are good in theory, but too cumbersome in practice for me. Does anyone else agree or perhaps have a better way to use these?