Corrupter's ability

By Millennium Falsehood, in Star Wars: Armada

I assume Wave 2 or 3 will have additional Fighters released (prob Wave 3). Imps definitely need more bombers, right now our squadrons are limited to:

TIE/Ln: Swarm - good movement, average squad fire, poor ship fire

TIE/In: Swarm - Great movement, average squad fire, poor ship fire

TIE/x1: Escort - Good movement, unknown squad fire, unknown ship fire

TIE/sa: Heavy, Bomber - Good Movement, poor squad fire, Moderate Ship Fire

Especially when we look at the fricken B-Wing which looks amazing. Better anti-ship capability, much poorer movement, better squad attack, we see that the Imps need some squadrons that can hit ships. 3 out of 4 Rebel Squads have Bomber, only 1 single Imp squad gets that ability.

Hopefully Wave 2 or 3:

TIE/D: Counter 2, Bomber - Good Movement, Good Squad, Good Ship fire. Fairly expensive

TIE/Phantom: Elusive (cannot be targetted by capital ships outside close range, not able to be locked in combat with squads), Counter 3 - Good movement, great squad fire, poor ship fire, fairly expensive.

E-Wing: pretty much identical to TIE/D

Z-Wing: Swarm - Good movement, Good Squad, poor ship, very cheap

Maybe we'll even get a 'squadron' representation of YT-1300, Decimator, YT-2000 and Lambda's.

Maybe we'll even get a 'squadron' representation of YT-1300, Decimator, YT-2000 and Lambda's.

Here is where I think Funk Fu masters idea about division movement and fire should come into play. Because at the Decimator, YT-1300 ship level your pretty much playing with PT boats witch would could use a competitive boost like group moving and firing could provide.

Maybe we'll even get a 'squadron' representation of YT-1300, Decimator, YT-2000 and Lambda's.

Here is where I think Funk Fu masters idea about division movement and fire should come into play. Because at the Decimator, YT-1300 ship level your pretty much playing with PT boats witch would could use a competitive boost like group moving and firing could provide.

We already have that with the Squadron command in that you can move and shoot with a number of squadrons at the same time :)

Edited by MaverickNZ

Maybe we'll even get a 'squadron' representation of YT-1300, Decimator, YT-2000 and Lambda's.

Here is where I think Funk Fu masters idea about division movement and fire should come into play. Because at the Decimator, YT-1300 ship level your pretty much playing with PT boats witch would could use a competitive boost like group moving and firing could provide.

We already have that with the Squadron command in that you can move and shoot with a number of squadrons at the same time :)

Curse you MaverickNZ! I knew that yet it did not register in my mind as I was typing lol :P

I assume Wave 2 or 3 will have additional Fighters released (prob Wave 3). Imps definitely need more bombers, right now our squadrons are limited to:

TIE/Ln: Swarm - good movement, average squad fire, poor ship fire

TIE/In: Swarm - Great movement, average squad fire, poor ship fire

TIE/x1: Escort - Good movement, unknown squad fire, unknown ship fire

TIE/sa: Heavy, Bomber - Good Movement, poor squad fire, Moderate Ship Fire

Especially when we look at the fricken B-Wing which looks amazing. Better anti-ship capability, much poorer movement, better squad attack, we see that the Imps need some squadrons that can hit ships. 3 out of 4 Rebel Squads have Bomber, only 1 single Imp squad gets that ability.

When it comes to squadrons, rebels and empire have their roles reversed

Rebels get the plodding sledgehammers and imps get the flighty bastards. Not surprised that they need the help to take on the victory star destroyer when their (So far) heaviest capital ship is tossing out 3 reds and 1 blue.

Maybe we'll even get a 'squadron' representation of YT-1300, Decimator, YT-2000 and Lambda's.

Here is where I think Funk Fu masters idea about division movement and fire should come into play. Because at the Decimator, YT-1300 ship level your pretty much playing with PT boats witch would could use a competitive boost like group moving and firing could provide.

We already have that with the Squadron command in that you can move and shoot with a number of squadrons at the same time :)

Curse you MaverickNZ! I knew that yet it did not register in my mind as I was typing lol :P

Hehehe...we're all victims of this. I suppose it's why we're labelled 'Fanatics'.

Over-analysing, over-thinking, over-dreaming everything...heck of a lot of fun though! Haha.

Lost in our own machinations of thought and desire. It's all Lucas' and FFG's fault!

I assume Wave 2 or 3 will have additional Fighters released (prob Wave 3). Imps definitely need more bombers, right now our squadrons are limited to:

TIE/Ln: Swarm - good movement, average squad fire, poor ship fire

TIE/In: Swarm - Great movement, average squad fire, poor ship fire

TIE/x1: Escort - Good movement, unknown squad fire, unknown ship fire

TIE/sa: Heavy, Bomber - Good Movement, poor squad fire, Moderate Ship Fire

Especially when we look at the fricken B-Wing which looks amazing. Better anti-ship capability, much poorer movement, better squad attack, we see that the Imps need some squadrons that can hit ships. 3 out of 4 Rebel Squads have Bomber, only 1 single Imp squad gets that ability.

Hopefully Wave 2 or 3:

TIE/D: Counter 2, Bomber - Good Movement, Good Squad, Good Ship fire. Fairly expensive

TIE/Phantom: Elusive (cannot be targetted by capital ships outside close range, not able to be locked in combat with squads), Counter 3 - Good movement, great squad fire, poor ship fire, fairly expensive.

E-Wing: pretty much identical to TIE/D

Z-Wing: Swarm - Good movement, Good Squad, poor ship, very cheap

Maybe we'll even get a 'squadron' representation of YT-1300, Decimator, YT-2000 and Lambda's.

...yeah, that really has me wondering what FFG will beef up the imperial bomber arsenal with -that is if they even intend to do it.

Because looking at the TIE/D, that thing (lore wise) is a deadly space-superiority fighter...to give it a dedicated bomber role would make it somewhat overpowered? I.E. Why take anything else except a wing full of TIE/D's? Though I suppose these guys would cost a hefty amount in points.

Back on topic now though, this Corruptor's ability, it is specifically for the VSD? I.E. It won't be usable on an ISD or other imperial capital ship?

Since it has what I presume to be the Victory's silhouette (all destroyers look the same in silhouette :P ) on the card right across from the point cost, I'd say so

I'd have to say it makes sense. The Victory is the slowest and largest thing in the game so far, and having the ability to just sling bombers about willy-nilly makes a nice counter-point to that. I don't think it'd have the same impact if a gladiator could fling bombers into an enemy capital ship and then just speed into position for more black dice.

Edited by ficklegreendice

Agreed. Felt compelled to ask. Hehe.

Would definitely make sense:

a) To encourage fielding different types of ships.

b) To encourage different fleet synergy combinations.

:D

Agreed. Felt compelled to ask. Hehe.

Would definitely make sense:

a) To encourage fielding different types of ships.

b) To encourage different fleet synergy combinations.

:D

Variety! It's Wonderful! :lol:

Seems like a lot of points to spend for an ability that you won't activate that frequently in a match, IMO.

5 points out of a recommended build size of 300 points is only 1.67% of your build.

Even if it only gets used once or twice per game, that still doesn't seem like a lot of points to me.

It only needs to activate once.

Thinking about this I realized my first combo:

Vic wi corrupter

4 tie bombers inc Rhymer

Screed

So now you drop your 4 bombers on the rebel target, let's say the assault frigate, on one of the 3 shield flanks. Regardless of your rolls, using screed the minimum you can get are four sets of one hit one crit attacks...

This means that assault frigate just took 3 critical hits to its hull. I don't know how powerful that is in game... But I imagine you are ducked.

And this is before the assault frigate is in range to shoot back (round 2 maybe)

It only needs to activate once.

Thinking about this I realized my first combo:

Vic wi corrupter

4 tie bombers inc Rhymer

Screed

So now you drop your 4 bombers on the rebel target, let's say the assault frigate, on one of the 3 shield flanks. Regardless of your rolls, using screed the minimum you can get are four sets of one hit one crit attacks...

This means that assault frigate just took 3 critical hits to its hull. I don't know how powerful that is in game... But I imagine you are ducked.

And this is before the assault frigate is in range to shoot back (round 2 maybe)

That's also a hefty amount of points. (Like 130-140 depending on the upgrades and bomber costs)

That many points should destroy something pretty quickly. And it will leave your bombers isolated for a counter squadron command. (So the rebel can keep a couple a wings in reserve or by the assault frigate to deny shots)

Lastly I don't think screed applies to fighters. I believe he says ships, which in my opinion means no squadrons.

I assume Wave 2 or 3 will have additional Fighters released (prob Wave 3). Imps definitely need more bombers, right now our squadrons are limited to:

TIE/Ln: Swarm - good movement, average squad fire, poor ship fire

TIE/In: Swarm - Great movement, average squad fire, poor ship fire

TIE/x1: Escort - Good movement, unknown squad fire, unknown ship fire

TIE/sa: Heavy, Bomber - Good Movement, poor squad fire, Moderate Ship Fire

Not relevant to the bomber discussion, but I'm compelled to note that the TIE/In has the Counter ability as well as Swarm.

Seems like the corrupter ability might lit you do two things nicely:

1. Stand off of a ship, well outside of AA range (blue medium range dice, right?). Allowing you to swoop in at full strength. All imperials only have 3 hits of health, right?

2. Easily chose wat side to attack from. With the extra range, it's easier to run down the length of a ship and turn around and shoot up the tailpipe.

Also, can a fighter squad only move in a straight line? Might provide some options for going around a fighter screen or astroid fields if you can kinda waypoint your way around obstacles.

  • If he chooses to move his squadron, he utilizes the range ruler, placing it on the table so that its distance side is faceup, with the distance “1” end of the ruler touching any part of the base of his squadron. Then, he picks up the squadron and places it at any point along the ruler, so long as its base does not extend beyond the maximum speed indicated on its squadron card. http://www.fantasyflightgames.com/edge_news.asp?eidn=5240

It is a straight line of movement

don't remember if they get blocked by capital ships or just fly around them (capital ships that "bump" them just move them out of the way so they can fit in its final position), but enemy squadrons will stop their movements and attacks because of the engagement system (you are engaged when witihin distance 1 of an enemy squadron)

So fighter screens will cold-clock the corrupter ability, but on the other hand you can always just use the Squadron command to fling some fighters at the screen, instead

I'm pretty sure they mentioned in one of the videos that neither fighters nor caps block movement for Squadrons.

I'm pretty sure they mentioned in one of the videos that neither fighters nor caps block movement for Squadrons.

That's the general consensus, so the Corrupter's ability gives you a better chance of leapfrogging fighters to avoid their range 1 engagement bubble, letting you blast the opposing capital.

It's going to be an interesting balancing act across all fronts

Seems like the Corrupter would make a very nice centerpiece to a fleet with 2 gladiators a healthy squadron escort

It only needs to activate once.

Thinking about this I realized my first combo:

Vic wi corrupter

4 tie bombers inc Rhymer

Screed

So now you drop your 4 bombers on the rebel target, let's say the assault frigate, on one of the 3 shield flanks. Regardless of your rolls, using screed the minimum you can get are four sets of one hit one crit attacks...

This means that assault frigate just took 3 critical hits to its hull. I don't know how powerful that is in game... But I imagine you are ducked.

And this is before the assault frigate is in range to shoot back (round 2 maybe)

Agree that bombers are not ships, so Screed would not apply. (From Gencon videos - only capitals are "ships")

It only needs to activate once.

Thinking about this I realized my first combo:

Vic wi corrupter

4 tie bombers inc Rhymer

Screed

So now you drop your 4 bombers on the rebel target, let's say the assault frigate, on one of the 3 shield flanks. Regardless of your rolls, using screed the minimum you can get are four sets of one hit one crit attacks...

This means that assault frigate just took 3 critical hits to its hull. I don't know how powerful that is in game... But I imagine you are ducked.

And this is before the assault frigate is in range to shoot back (round 2 maybe)

Agree that bombers are not ships, so Screed would not apply. (From Gencon videos - only capitals are "ships")

This is very much supported by Armada lingo

The game is split cleanly between Ships and Squadrons

I'm pretty sure they mentioned in one of the videos that neither fighters nor caps block movement for Squadrons.

(Like in some other tabletop games, units can't get within x distance of an enemy without attacking them)

Edited by MaverickNZ

Fighters being engaged when at range 1 was mentioned in the Gencon videos. Squadrons have free movement over Capital ships.

Some squadrons can't engage other squadrons due to the "Heavy" rule (Tie bombers and Y-Wings specifically) but can be engaged by non "Heavys".

Edited by Belamont

The Range 1 Engagement is only at the beginning and end of the squadrons move. If the fighter starts at range 2 of an enemy squadron, then moves directly across them to range 2 on the other side, that is a legal move according to the info we saw in the demos. Which is a good thing imo. Otherwise you just stick 4 fighters in a line in front of your Caps and it is impossible for the enemy to get past it. This way you have to actually put thought into your fighter screen. If you keep your screen so their Range 1 engagement area covers all the area around your cap ships so there isn't anywhere enemy bombers could 'land' and still be able to fire at the Caps that is an appropriate fighter screen, and one that requires thought and tactics rather than a 'line'.

Also if you only have interceptor/anti-squadron squadrons then they shouldn't be holding back waiting for the enemy to come to them, they should be a bit ahead of your caps so that you can use the Squadron Command and throw them at the enemy squadrons, locking them up further away instead of right on top of you.

The Range 1 Engagement is only at the beginning and end of the squadrons move. If the fighter starts at range 2 of an enemy squadron, then moves directly across them to range 2 on the other side, that is a legal move according to the info we saw in the demos. Which is a good thing imo. Otherwise you just stick 4 fighters in a line in front of your Caps and it is impossible for the enemy to get past it. This way you have to actually put thought into your fighter screen. If you keep your screen so their Range 1 engagement area covers all the area around your cap ships so there isn't anywhere enemy bombers could 'land' and still be able to fire at the Caps that is an appropriate fighter screen, and one that requires thought and tactics rather than a 'line'.

Also if you only have interceptor/anti-squadron squadrons then they shouldn't be holding back waiting for the enemy to come to them, they should be a bit ahead of your caps so that you can use the Squadron Command and throw them at the enemy squadrons, locking them up further away instead of right on top of you.

Not according to the "Fighters coming in" article. Once engaged at range one, you must stop.

The Range 1 Engagement is only at the beginning and end of the squadrons move. If the fighter starts at range 2 of an enemy squadron, then moves directly across them to range 2 on the other side, that is a legal move according to the info we saw in the demos. Which is a good thing imo. Otherwise you just stick 4 fighters in a line in front of your Caps and it is impossible for the enemy to get past it. This way you have to actually put thought into your fighter screen. If you keep your screen so their Range 1 engagement area covers all the area around your cap ships so there isn't anywhere enemy bombers could 'land' and still be able to fire at the Caps that is an appropriate fighter screen, and one that requires thought and tactics rather than a 'line'.

Also if you only have interceptor/anti-squadron squadrons then they shouldn't be holding back waiting for the enemy to come to them, they should be a bit ahead of your caps so that you can use the Squadron Command and throw them at the enemy squadrons, locking them up further away instead of right on top of you.

Not according to the "Fighters coming in" article. Once engaged at range one, you must stop.

Thats how I would read it, and it makes sense - there is no way that a squadron of bombers is going to be able to just fly straight past a squadron of fighters or interceptors, they would just u-turn on the bombers tail and blast them to bits.

Thats the whole reason of running interceptors and escort fighters, to tie up the defending fighters first, then you can slip the bombers past through the gaps.

Edited by MaverickNZ