Talk:Actions/@comment-82.217.119.246-20180726225534/@comment-454133-20180801213630

It would be interesting to play a lore-driven homebrew rule for reinforce, like "if the attacker is not on the reinforced side, the first hit/crit you suffer ignores shields". But I fear that would make the Reinforce action far too high-risk and low-reward, and the homebrew rule would simply be a proscription against playing auzitucks. You could try rebalancing: pair it with "If the attacker is on your reinforced side, after the Cancel Results step, you may spend any number of shield token to cancel that many hit/crit results, plus an additional hit/crit". So while your shield tokens last, they allow early canceling of crits and some added protection; but once they're gone you're more vulnerable.

And again, now we're getting very complicated. But homebrew often goes that direction. ;)  More importantly, is it a fair power balance?  Often no; homebrew abilities tend to slight one side for the favor of another; proper balancing is super hard, especially when you have a stake in the outcome.

You could tinker with all kinds of iterations, but IMO, the best plan is to adjust your strategy to battle reinforce as it is now so you can defeat any opponent. And if the enemy's fleet just isn't fun to fight, you might ask them to pull out something else. As long as you're playing casual games for fun, you can usually work out a deal where you're both having fun.