Good Rebel stuff

By player829067, in Star Wars: Armada

So as a fellow poster rightfully point out that I've and some other people have been getting negative about Rebel stuff. I would like to try and reverse that trend by pointing out some things I think are realy good that we've learned from the Rebel fleet article.

First up

http://www.fantasyflightgames.com/ffg_content/star-wars-armada/news/wave1/garm-bel-iblis.png

Garm Bel Iblis

He gives the rebel commander a great way to prep his fleet for how he is gonna wanna run the scenario by granting you command tokens up to the max of each of your ships. Plus at turn five when it's crunch time and you need every little bit of help he lets you again setup your tokens as you would like for that final big push. The only down side I see if you need to clean out your tokens between turn 1 and 5 otherwise it'll be wasted.

I think he is gonna be a big player once we all get the command stack/token system down.

Second place

http://www.fantasyflightgames.com/ffg_content/star-wars-armada/news/wave1/xi7-turbolasers.png

So as I understand it if you try and use the token that lets you redistribute hits to your other shields the XI7 makes it so only 1 hit can be moved to another hull section.

To me this is gonna be a big game changer once we get the movement system down and we start experimenting. We already can see in the game mechanics that you want to pick one hull zone and pound it into scrap well with this little beauty will not only help in that but the player who tries to use the token just wasted it.

So what good stuff do you see in the Rebel Fleet article?

Raymus. He essentially lets you boost all of your commands. (150% engineering, 1 extra squadron, whatever a concentrate fire token does).

His power scales with the ship he is on. That is a good card at 7 points.

Yarvis + Adar Tallon + Two Caps with the Squadron command = 3 attacks from a single fighter. Using a B wing, that is three 2 black dice attacks...

One other thing, right now the rebels have the cheapest ships by far. They will likely be the last group to fire, meaning they will get to choose how to respond to the Imps.

Raymus. He essentially lets you boost all of your commands. (150% engineering, 1 extra squadron, whatever a concentrate fire token does).

His power scales with the ship he is on. That is a good card at 7 points.

Yarvis + Adar Tallon + Two Caps with the Squadron command = 3 attacks from a single fighter. Using a B wing, that is three 2 black dice attacks...

I'm a little confused about the Yarvis/Adar Tallon Combo. Lets Say I have Luke. He doesn't move so the Yarvis lets him attack twice. Then Adar resets his activation...wouldn't the Yavaris trigger again to give Luke a total of 4 attacks?

Raymus. He essentially lets you boost all of your commands. (150% engineering, 1 extra squadron, whatever a concentrate fire token does).

His power scales with the ship he is on. That is a good card at 7 points.

Yarvis + Adar Tallon + Two Caps with the Squadron command = 3 attacks from a single fighter. Using a B wing, that is three 2 black dice attacks...

I'm a little confused about the Yarvis/Adar Tallon Combo. Lets Say I have Luke. He doesn't move so the Yarvis lets him attack twice. Then Adar resets his activation...wouldn't the Yavaris trigger again to give Luke a total of 4 attacks?

Adar's ability works on already activated ships. So the order would go:

1) Ship B (Not Yavaris) activates Luke, giving him first attack (and potentially movement)

2) Adar on Yavaris activates Luke, switching his slider to unactivated. Luke gets shot #2.

3) Luke's second attack from Yavaris kicks in because he didn't move. Shot #3

Alternately:

1)Yavaris activates Luke. He doesn't move and attacks.

2) second attack from Yavaris.

3) Adar on a different ship activates Luke. Luke then moves (cause he is so awesome he destroyed his last target), and fires his 3rd shot.

Potentially, depending on the order of things.

Yavaris with a Squad Command Dial and Squad Token.

Token is spent to activate Luke, giving him 2 attacks. Adar is not used.

Command Dial is spent to activate Luke using Adar, giving him 2 more attacks.

But that requires tokens and command dials to be separated in when they can be activated. It'll probably be in the faq on release.

This is how I read Adar's use

1. A squadron command is revealed and used to move and/or attack with some squadrons which then have activation sliders moved.

2. Adar is exhausted to move slider on 1 squadron back to the current turn's side

3. The squadron affected can be used 1 more time either by another squadron command or during the squadron phase.

Yavaris allows you to shoot twice with a squadron you activate with Yavaris's squadron command IF they do not move.

The Adar Yavaris combo can be used to get a single squadron 3 attacks 2 ways.

Option 1: Yavaris activates w/squadron command and squadrons activated do not move to attack twice. Adar exhausts to refresh 1 squadron. That squadron is activated again later in the turn by another ship or in squadron phase.

Option 2: Squadron command on 1 ship is used to activate some squadrons which can then move up and attack. Adar exhausts to refresh one squadron. Yavaris then uses squadron command to have that squadron attack twice since it shouldnt have to move.

Lot of potential usage out of this combo in theory but you should remember if you take these cards people will know you intend to use a lot of squadron commands and will likely be doing things to throw off your plan. One strategy I think would be interesting to try is maneuver commands on turns 3 and 4 for those extra clicks to try to throw off the pacing you think you will have leading into turns 5 and 6. Ideally I want to get you to either split the squadrons away from the cap ships so you dont get the usage out of yavaris or I get the range kept open so you dont get the value out of your squadrons.

Raymus. He essentially lets you boost all of your commands. (150% engineering, 1 extra squadron, whatever a concentrate fire token does).

He also works well with the Tantive IV title and/or Leia - so you get a free token and can either put it on any of your ships in range 1-5 and/or change another ship's command to the one you revealed. I think a CR90A with these 3 upgrades will make a great support ship. Since the CR90 has a Command of 1, you can give a free token and/or change the Command of any ship in range - this gives a huge amount of flexibility to your fleet (you could even target 2 different ships).

Also, don't forget that there is nothing on Adar's card that restricts his use To his ship.

Eg he could use his ability anytime any squadron was activated by a command / token, even I he is on the other side of the board... Or so I think.

This means he essentially doubles the effectiveness of one of your squadrons every round. Do you really need to take out that tie fighter, but didn't quite get it with your squadron command? reset that xwing for the kill shot in the squadron phase. Then your ywing can get a shot off at the Vic.

He adds SO much flexibility.

Hmmmmm... My last post brings up an interesting question. Do the cards that state "you may..." Apply to your entire fleet or just te ship the character or team is located?

Imagine

Bwings moving and rolling 6 black dice vs capital ship (29 point Hero B-wing squadron can reroll if the targeted arc has no shields so you can pretty much kill victory if its shields are down)

Edited by Microscop

And the part that is really killer is each attack can trigger a critical effect, so you have three separate chances of a critical hit... Meaning you could flip three cards. Ouch

I very much doubt Adar will effect squadrons activated by a different ship, that would be much too overpowered. Stick him in a Cr90 and run away while he somehow activates ships 3' away. I am sure he (and all crew) only effect the ship they are on, unless their card specifically says otherwise.

He also works well with the Tantive IV title and/or Leia - so you get a free token and can either put it on any of your ships in range 1-5 and/or change another ship's command to the one you revealed. I think a CR90A with these 3 upgrades will make a great support ship. Since the CR90 has a Command of 1, you can give a free token and/or change the Command of any ship in range - this gives a huge amount of flexibility to your fleet (you could even target 2 different ships).

I've seen this a couple times, you can't have Leia and Raymus Antilles on the same ship... Haven't seen any ships with two "officer" upgrade slots.

I very much doubt Adar will effect squadrons activated by a different ship, that would be much too overpowered. Stick him in a Cr90 and run away while he somehow activates ships 3' away. I am sure he (and all crew) only effect the ship they are on, unless their card specifically says otherwise.

You might be right, but it could just as easily go the other way. I'm hoping you are right or Adar will be a regular feature of rebel lists. One thing though, the squadrons have to still be activated by some squadron command so at least 1 ship will have to be near to action even if Adar and the ship he is on isnt.

You activate squadron with the ship Adar is on first so it can move and shoot and you reset it, than you activate it again with another ship like yavaris for aditional double atack. You can do a move and triple atack this way.

I've seen this a couple times, you can't have Leia and Raymus Antilles on the same ship... Haven't seen any ships with two "officer" upgrade slots.

Oh yeah, well spotted :) In that case, Raymus makes good use of the free token, allowing you to pass it to one of your ships in range. However, Leia is also useful as a cheaper option if you need to override a command on a Neb or AF2.