Rebel fleet article is up!

By Belamont, in Star Wars: Armada

Okay, I think I have it all in the wiki now. H/t to Bodha for lending a hand.

I'm still a bit annoyed by not knowing what to call the crew-individual type of upgrade card, with this icon:

crewindiv.jpg

There are a ton of them in the game, including Intel Officer and Leia Organa , but are they 'officers', or do they have some other designation?

Grrr.

Just call it as you see it crew upgrades. No need to get fancy

"You don't need to know their technical designation. You can go about your business. Move along."

I think the 3 different upgrade types are

Officers (the front facing one)

Teams (left facing with wok hats)

Techs (right facing with soft caps)

I think the 3 different upgrade types are

Officers (the front facing one)

Teams (left facing with wok hats)

Techs (right facing with soft caps)

Indeed, that's what I'm thinking.

Of course, it will all be revealed in time.

Wow, some great stuff in those expansions. Some great command token synergy with the CR-90 cards. I like how the Neb & AF2 variations are for different roles.

I am very tempted to do a squadron heavy list, using a Neb & AF2 (with the various titles & other upgrades) to support them. I might squeeze in a CR-90 too to dish out some squadron tokens too (plus I think having only 2 cap ships might be too vulnerable to losing both those ships, and thus the game).

Another list:

AF MkII A @81 pts + Garm Bel Iblis (or Mon Mothma) @25 pts

AF MkII A @81 pts

CR90B @39 pts + Tantive IV @3 pts + Leia @3 pts + Raymus Antilles @7 pts

3 X-Wing Squadrons @39 pts

Luke Skywalker X-Wing Squadron @20 pts

Total: 298 pts

The Tantive IV shepherds the two big Assault Frigate MkII's, so that you are never stuck with the wrong action. The MkII's lay down some devastating long-range broadsides. ?????? Profit.

I always like how the rebels assume all the Imperials are gonna have is just one Victory :P

First ship gone will be the Corvette by combined Gladiators and Tie Bombers. Then AS IIA with Mon Mothma on it. or Maybe I'll just combined all my fire into that one first so you auto lose since Mon Mothma is your Admiral :P

Either way interesting list, might have to try it when I'm feeling like being a rebel. Although at this rate I might start Rebel and work my way over to Imperial. I have always liked using fast ships to cross the T on a enemy ships rear. :ph34r:

I think that this list would welcome the Imperials concentrating fire on the CR90 Corvette. After all, it is a support ship. The Mk II's are plenty powerful without it. If you waste a couple turns trying to kill the CR90, you are taking a couple blue attack dice off the board, but you are not taking out the big red dice. I'll take that trade.

One nice thing about Garm Bel Iblis as the commander--he gets at least half of his benefit before the game begins. That means that, if he dies in turn 2, you have still gotten good value out of him. That is not the case with any of the other spoiled commanders.

Also, I made a mistake in the above list--Mon Mothma is not an option, since she costs 30 points. I meant Garm Bel Iblis or General Dodonna.

Edited by chemnitz

So, let's talk Corvette swarms:

The most extreme form of Corvette swarm would be 7 CR90Bs (with a 25 point commander = 298 points) or 6 CR90As (with Mon Mothma @30 points = 294 points). In both cases, you are committed to having no fighters and minimal upgrades (Jaina's Light would be an option in either list, for example). I have no idea whether a no-fighter list is at all viable, and I don't plan on buying 6+ Corvettes, so let's look at other options.

A more balanced list might look like this: 3 CR90As, 2 CR90Bs, Dodonna or Bel Iblis, and 5 X-Wings (Total: 300 points). Each Corvette would have one X-Wing squadron assigned to it, meaning that you could easily command all of your fighters in a single turn without needing any tokens. My initial impression is that this sort of swarm will be better than one of the no-fighter variants.

You could push even heavier for fighters and get this: 4 CR90As, Mon Mothma, and 7 X-Wings (Total: 297 points; throw Jaina's Light in there for 299 points). Of course, you could substitute a couple bombers for a couple X-Wings, but I don't know the fleet point cost yet. If you banked a few Squadron command tokens, you could still command all of your squadrons in a single turn.

So, which archetype do you like best: 7, 6, 5, or 4 Corvette swarm? I am leaning toward the 5 Corvette swarm at that moment. Of course, I am only planning on buying 3 Corvettes for starters, so this may all be academic anyway. But maybe I'll pick up another 1 or 2, if Corvette swarms become a thing.

Edited by chemnitz

Hello,

New cards added, just some descriptions are missing. They will come later on.

=> http://fabpsb.free.fr/armada_beta

bye

Here's a tweak to the above list:

AF MkII B @72 pts + Enhanced Armament @10 pts + Garm Bel Iblis @25 pts

AF MkII B @72 pts + Enhanced Armament @10 pts

CR90B @39 pts + Leia @3 pts + Jaina's Light @2 pts

5 X-Wing Squadrons @65 pts

Total: 298 pts

I am giving up some of the frontal attack dice on my Assault Frigates in order to make their long-range broadsides truly devastating. I am also minimizing the importance of the Corvette--Leia can still help out with the annoying 3-stacks, but I am committing fewer points to the effort. With Jaina's Light, the CR90B can also hide behind obstacles to stay alive a bit better. I was also able to squeeze in an additional fighter.

The most extreme form of Corvette swarm would be 7 CR90Bs (with a 25 point commander = 298 points) or 6 CR90As (with Mon Mothma @30 points = 294 points). In both cases, you are committed to having no fighters and minimal upgrades (Jaina's Light would be an option in either list, for example). I have no idea whether a no-fighter list is at all viable, and I don't plan on buying 6+ Corvettes, so let's look at other options.

Personally, I think squeezing in an Overload Pulse in there will pay absolute dividends in a Vette swarm. But Mon Monthma is definitely the best commander for an all Vette list, so I'd squeeze in three B's alongside three A's instead of 6 A's.

Then give the B's either Overload pulse each, or perhaps just the one with Overload, and another with Dodonna's pride. With that latter option You still have 7 points left over, which you can either go for Capt Antilles, Intel Officer or X17 Turbolasers or you could give out the other titles.

Edited by Mward1984

Does it bother nobody else that the CR90, in Armada, attacks best to the FRONT, second-best to either side, and can still attack to the rear?

Vs the CR90 in X-Wing, that attacks best to the SIDES, second-best to the front, and cannot attack at all to the rear?

WHY U NO CONSISTENCY, FFG?!

Given that the forward arc comes back quite a long way, the corvette actually attacks best forward-and-to-the-side, where the forward and side arcs meet.

Well, I don't think it will ever take an AF2 without having enhanced arms.

It seems that Tallons ability is best used with TWO caps, thereby allowing one squad to activate twice during the activation phase. Cap one activates the squad, and resets the counter. Second cap activates the squad again. Of course this is so situational that I don't know if it will ever come up.

On the other hand, I am surprised we haven't seen a mod or crew that allows you to activate squads at long range. Given the shorter range of rebel bombers (speeds 2 and 3) vs tie speeds, it seems the rebel fighters actually fill more of a close support role, as opposed to "independent" operations. (E.g ties can launch out to long range, whereas rebels need to be in medium range before striking). If you could activate Rebs at long range, it would give them similar strike ranges as the ties.

Most interesting...

Does it bother nobody else that the CR90, in Armada, attacks best to the FRONT, second-best to either side, and can still attack to the rear?

Vs the CR90 in X-Wing, that attacks best to the SIDES, second-best to the front, and cannot attack at all to the rear?

WHY U NO CONSISTENCY, FFG?!

Given that the forward arc comes back quite a long way, the corvette actually attacks best forward-and-to-the-side, where the forward and side arcs meet.

It makes sense that the Corvette in X-wing can't shoot small starfighters at close range at the rear. However, the distances in Armada are much greater in scale. The Corvette was easily able to shoot at a massive ISD chasing it. Its not like it can unleash a lot of firepower at the rear anyway.

A Corvette swarm is interesting as you'll be able to throw quite a bit of attack dice. Of course it will be quite expensive to field 5-6 corvettes.

I'm hoping A-Wings will end up being less expensive than X-Wings (Since X-Wings are amazing ships, good anti-squadron capability with Bomber and Escort), seeing as they are only good at anti-squad.

I'm hoping A-Wings will end up being less expensive than X-Wings (Since X-Wings are amazing ships, good anti-squadron capability with Bomber and Escort), seeing as they are only good at anti-squad.

A-Wings are hella fast though (speed 5 I think) and they have counter so get to fire back at any ship that shoots them, so I think they will be quite expensive.

I'm thinking a list like:

AFIIB - Enhanced Armament, Garm Bel Iblis (107)

Neb-B Support - Redemption (59)

Neb-B Escort - Salvation, Leia (67)

X-Wings x5 (13x5) (or maybe A-wings if they end up being less expensive)

The Escort and X-wings can defend against enemy squads while still providing the potential to work as light bombers. The AF is independent and can separate from the other ships, forcing the enemy to choose targets.

Okay, I think I have it all in the wiki now. H/t to Bodha for lending a hand.

I'm still a bit annoyed by not knowing what to call the crew-individual type of upgrade card, with this icon:

crewindiv.jpg

There are a ton of them in the game, including Intel Officer and Leia Organa , but are they 'officers', or do they have some other designation?

Grrr.

Just character cards. Other two is tricky, because they cover all ship crew subdivisions. And they as it seems are to universal to take specific marine name for subdivisions. (we still don't know were would go Flight Controllers and Gunners.)

So, let's talk Corvette swarms:

The most extreme form of Corvette swarm would be 7 CR90Bs (with a 25 point commander = 298 points) or 6 CR90As (with Mon Mothma @30 points = 294 points). In both cases, you are committed to having no fighters and minimal upgrades (Jaina's Light would be an option in either list, for example). I have no idea whether a no-fighter list is at all viable, and I don't plan on buying 6+ Corvettes, so let's look at other options.

A more balanced list might look like this: 3 CR90As, 2 CR90Bs, Dodonna or Bel Iblis, and 5 X-Wings (Total: 300 points). Each Corvette would have one X-Wing squadron assigned to it, meaning that you could easily command all of your fighters in a single turn without needing any tokens. My initial impression is that this sort of swarm will be better than one of the no-fighter variants.

You could push even heavier for fighters and get this: 4 CR90As, Mon Mothma, and 7 X-Wings (Total: 297 points; throw Jaina's Light in there for 299 points). Of course, you could substitute a couple bombers for a couple X-Wings, but I don't know the fleet point cost yet. If you banked a few Squadron command tokens, you could still command all of your squadrons in a single turn.

So, which archetype do you like best: 7, 6, 5, or 4 Corvette swarm? I am leaning toward the 5 Corvette swarm at that moment. Of course, I am only planning on buying 3 Corvettes for starters, so this may all be academic anyway. But maybe I'll pick up another 1 or 2, if Corvette swarms become a thing.

Have you considered a mini swarm combo of 1 AFII or a neb and then start stacking the corvettes? I'm thinking that one big ship in the mix might be worth it by giving you something the enemy fleet has to deal with that has some staying power (afII).

A swarm without fighters looks neat on paper, but I wonder how well it will work in practice. At 7 ships for example you will likely get to activate 4 ships after the other guy, but he will likely have squadrons that will be a pain for you if well placed. For example if he is smart he will have the squadrons bring up the rear and place them so you have to run over them going speed 4 on your activation. Then he gets to place them on the exposed side of that ship and pummel you with attacks. He will also likely be running 2-3 big ships which will have better engineering, more hull, and better broadside capabilities.

I'm thinking that due to fact everyone playing rebels will have a neb from the core set you are much likelier to see a mini swarm combined with a neb and some decent numbers of fighters. You still get the activation advantage potentially and you will have some fighters to counter his fighters. If players find that that list to be effective the real question becomes is it worth dropping the neb for a few more corvettes? Im thinking for many players the answer will be no. Those who do think it is worth it will be interesting opponents, but I think they will also be a distinct outlier in the meta.

A nice combo would be a AF2 b with enhanced arms with a a few CR90 Bs. This way your AF2 is essentially escorted by the corvettes.

Actually this is exactly how I want to play the AF2. It does long range fire while having a close escort of CR90s or Bwings.

they have counter so get to fire back at any ship that shoots them, so I think they will be quite expensive.

Is this confirmed as to how Counter works?

I'm hoping A-Wings will end up being less expensive than X-Wings (Since X-Wings are amazing ships, good anti-squadron capability with Bomber and Escort), seeing as they are only good at anti-squad.

A-Wings are hella fast though (speed 5 I think) and they have counter so get to fire back at any ship that shoots them, so I think they will be quite expensive.

I think Bomber (which X-Wings have and A-Wings don't) is the most expensive Attribute for fighters. This is a game about Capital Ships and Bomber increases the chances of a squadron damaging a Cap by 25%(ish). A-Wings and TIE Fighters (and TIE/In and TIE/x1) all have a relatively poor ability to damage Caps. They focus on preventing other squads from damaging Caps, so they should be less expensive.

The ability to damage caps > the ability to damage fighters

This is the current reading on counter based on partial cards revealed sofar:

Counter 2: After [you are attacked with?] a non-counter attack [, you may?] attack that squadron [with an?] armament of 2 blue [dice, even if you are?] destroyed.

It appears to follow the format for several Imperial Assault rules where it has a title and a value, with the value being the number of dice rolled or damage dealt.

It also ties in with the ESCORT attribute (which X-Wings have) which states: Squadrons you are engaged with cannot attack squadrons that lack ESCORT unless performing a counter attack.

So basically, Say you had an X-Wing Squadron, a B-Wing Squadron and a TIE Interceptor squadron.

The X-Wing is "escorting" the B-Wings, so the TIE Interceptors if they shoot, cannot target the B-Wings, they must instead shoot the X-Wings.

However, if the X-Wings or the B-Wings shoot the TIE Interceptors, they get a free 2 dice attack back at the squadron that fired, ignoring the escort restriction. So if you want to keep the bombers safe, they need to not shoot at interceptors :)

Anything that grants free attacks is very powerful, so that is why I think A-Wings will cost a fair bit, even if they don't deal direct damage to capital ships, they will engage squadrons (which means they have to shoot at the interceptors) and then they get free attacks back.

Edited by MaverickNZ

A-wings not good at attacking capital ships?

wsSbrSL.gif

YOU TAKE THAT BACK!

Huh, speaking of starfighters I just noticed the T/Bs throw a black die in their anti-starfighter stat. That's devastating.

Imperial-Squadrons-Layout-3-cards.png

Shoot, now I'm really looking forward to the fighter article. I wanna see all the starfighter stats!

It's not THAT bad, don't forget Crits count as misses in fighter combat.