Re: Rules update proposed for Assault-gates
Twin Assault Squadrons has proven tricky for players to form strategy with. The power 10 sledgehammer attack leaving the power 4 defence in opponents' turns produces too much swing. Making both aggression and defense problematic. Yet splitting up the squadrons feels bad. Further, their 0 power flipped (to create an Assault-gate) leaves them far too vulnerable. Coupled with their inability to unflip, players resist using them in the way that was intended.
The new rule makes it feasible to launch a sledgehammer attack and then safely cloak: contributing nothing to defence but not vulnerable. Or split them up and leap-frog them through their assault-gates... resulting in them living up to their name. (One assault squadron is dispatched on an attack and then both flip, so that it can also cloak in the destination square. In the following turn, the other moves through the assault-gate: gaining tempo and becoming unflipped to deliver an attack. It can then of course flip.)
The intended interaction with Guard squadrons is that the acting player processes their entering the square effect first, then the non-acting player processes their react... which fails to trigger due to Assault now applying.