Honestly, I would have preferred Vader without escort. After all he was the one escorted by Tie fighters!
Fighter article is up
Aww heck!
Where to begin???
Firstly, I must have run to the kitchen three times for water after dropping my jaw to the floor and salivating over every single sentence in that article!
...secondly, geeze that white background/scheme my poor eyes...watering flowers with them!
Man...Forensicus was right, actually he's even more right when he said TIE Fighters would chew through starfighters. Man...Rhymer is a monster!!
As reported on HNN:
Imperial Navy Engages in Fighter Demonstrations
(Also, I'm integrating the material into the Wiki, but after working 'till 4:30 am last night/this morning, I'm a$$dragging a bit today.)
Lol! AWESOMENESS. Mikael, I don't know how you do it, my friend! You have a true talent for writing these articles up! Will definitely keep following them!
I've looked at some cards and found the Rebels do have some answers for TIE swarms if certain cards and tactics are properly utilized.
The Nebulon B frigate has the Yarvis card that allows activated fighters to attack twice if they do not move. Combo this with the more advanced Nebulon and you have a frigate that can activate two squads, provide two blue anti-fighter die, and allow the two squads to basically roll double dice.
Using the official SW Dice app I have found that eight blue die, (x-wing gets four, then double that) will roll three damage VERY regularly. Imagine knocking out two TIE swarms before they can activate...
This does look very interesting and would require deep consideration to counter.
! Speaking of counter...won't that mean that with every non-counter attack you perform up there ^ TIE Interceptors will counter?? ...heck that would be devastating!
Man, would Rhymer's ability to enable Imps to attack at medium range include 'counter'???
Too fast, too furious...my head is spinning from information overload.
:lol:
Keep discussing, guys!!
Edit:
Missed replying to Toburk's analysis:
"...Furthermore, the "big" 6 dice attack is vunerable to both overkill, as well as being mitigated by scatter and brace tokens..."
Won't 'Accuracy results' negate any defensive tokens though? Or do the blue and black die not have them -someone shoot me for my lack of knowledge.
Blues absolutely have accuracy, 2 I believe. Blues have 0 blanks
I don't want to rain on anybody's parade, but I think everyone is misrepresenting Rhymer's ability. The problem: his card says battery armament , which is different from anti-squadron attack (according to the second paragraph of the Imperial Starfighter section). This means he extends the range of their anti-cap attack, but does not add their anti-squadron attack to that, nor does it extend the range of the anti-squadron arttack. As a result, he will extend bombing range, but not bombing damage.
In sum, I don't think Rhymer is THAT great, but I do think he will be very good.
I agree with Tobruk that Wedge is WAY overcosted for what he offers--he just won't reliably kill enemy hero types, and the activation requirement makes his ability even more ineffective...maybe with four extra dice he would be worth it, but even then I'm not sure.
Though the defense tokens will be nice, Wedge looks very disappointing in my opinion.
I agree with Tobruk that Wedge is WAY overcosted for what he offers--he just won't reliably kill enemy hero types, and the activation requirement makes his ability even more ineffective...maybe with four extra dice he would be worth it, but even then I'm not sure.
Though the defense tokens will be nice, Wedge looks very disappointing in my opinion.
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The extra two dice does push his average damage up to 3 hits, which is a oneshot on an undamage tie or interceptor. Pair that with any of the extra attack options the rebels have he could be extremely lethal. Also defense tokens and the black bomber die is nothing to snif at either.
The extra two die also gives you a better chance of getting two accuracy die which would negate any defense tokens an opposing squadron has. Also if the opposition hero saves their tokens just for wedge, use your other squads to kill.
Wedge by himself is good albeit a tad pricey, but as with most things it's the synergy the pushes something to great.
Do the accuracy symbols negate tokens in squadron attacks? For some reason I hadn't thought of that...
If they do, I agree, it makes Wedge quite a bit better right there.
Do the accuracy symbols negate tokens in squadron attacks? For some reason I hadn't thought of that...
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If they do, I agree, it makes Wedge quite a bit better right there.
I thought i remembered something about fighters attacks only matter if they are the 'hit' result, anything else counts as a miss. I believe it was in the team covenant GenCon demo that i saw that.
Obviously things like the 'bomber' rule and darth vaders card txt change that rule, but for basic fighters im pretty sure both squadron attacks and anti-cap attacks only deal damage on a regular 'hit' result
I am 99% sure that starfighter squads cant be crit nor are they affected by 'accuracy' results.
Again, im not positive thats how it worked when i saw/read about it, plus the rules may have changed since then
Edit: just rewatched the gencon demo again (I love it every time) and unless the rules have changed, crits count as misses for starfighters but 'accuracy' results can and did affect named starfighter squads, preventing them from exhausting a defensive token
Edited by Kenix1. Wedge being dissapointing makes saw ewok sad. I'm not clear on the math because numbers but I really want/ed him to be a force. Right now I'm going with the flow and trusting you guys who are mathers but I hope somebody realizes he's amazing... somehow.
1b. Posts are appearing above me even now starting to argue for Wedge being worthwhile. "Gooooooooood."
2. I'd like to nominate Alpha Xg1 for most enthusiatsic community member. May your reign be longer than that other enthusiastic member of the SW universe, Dack, whose feeling betrayed him:
Dack: I feel like I could take on the whole Empire by myself!
Single AT-AT: Um, nope.
3. Can somebody go over how accuracy results interact with defense tokens? That would seem to make a big difference. Isn't it the blue die that has no blanks as well?
4. Regarding Tycho, there was a thread awhile back where somebody pieced it together pretty definitevly. Something like "You may move even while engaged."
5. I kind of wish TIE/As were either more expensive or just not around. They weren't largely manufactured craft so I feel like they're just a 4th ship class filler for Imps. If they had come out in a later fighter expansion that had one each of the rare ships, like Defenders, then okay. But as it is seeing a squad of TIE/As and/or Vader engaged in a fleet exchange just feels weird.
6. The "Counter X" mechanic is elegant. Can anybody think of ships where X = a number other than 2?
7. So anybody have less interest in particular ships? Want more of another type?
Edited by R22Lol R22...
Point 1...I could not successfully work out what you were try to say there.
Although I think I caught 'mathers' haha! I'm definitely not a mather myself!
Point 2. I'm sorry my friend. I shall try and curb my excitement -I think I might be obsessed with Armada.
3. Would have to take another look at the GenCon Demo -unless things have changed.
4. Sounds like Vader bait.
5. Yeah, in between the TIE Fighter and the TIE Interceptor...the TIE Advanced sort of feels like a filler. (Don't get me wrong, I'm pleased that we have a wider variety of craft to choose from.) Maybe it should be fielded in limited numbers to fit in with lore - then again, I suppose that's what house rules are for.
6. Gee...I hope not. 2 is quite lethal sounding as it is.
7. Not sure at this point, I think my fighter wings will be based more on synergy. I am keeping my eyes peeled for more suggestions. At the moment, this article has got my head in a complete spin. Still trying to absorb it all.
And poor Dack...even though he was a Rebel.
Rofl 'mathers'. I love it!
Repost from shopping list thread since this thread is more pertinent.
Ideas:
Drown Them in Eyeballs! = 8 TIE Squadrons + Howlrunner + Mauler = 95 points: Self-explanatory, just drown them in dudes. Mauler could be replaced for 2 more Squadrons, but I really like his auto-damage ability and his presence takes the heat off the arguably more important Howlrunner. Between the auto-damage and his defensive abilities, he should cause more trouble than two vanilla Squadrons.
Swarm Attack! = 4 Interceptors + 5 TIE Squadrons (or 3 + Mauler) + Howlrunner = 100 points: The faster Interceptors can engage the enemy to threaten Counter, while the Ties follow up with Swarm re-rolls. Ensuing turn, everyone gets swarm and Howlrunner bonus and kills all the things!
Empire's Finest! = 4 Advanced + 3 Interceptors + Soontir Fel = 99 points: Fel and Advanced engage, Interceptors attack with Swarm bonus. Next turn enemy must spend time shooting at Escorts, suffering auto-damage from Fel for every attack. Then once they chew through those guys and can finally turn their attention on the Interceptors, they are eating counter fire for every attack.
Also, is it me, or is Vader kinda bleh? 9 more points for an extra black die and 2 hull points, and okay abilities, when 8 points buys you an extra TIE squadron for 3 blue dice (plus swarm re-roll) and 3 hull points for. I'm not overly upset, since the PT ruined his character for me anyway. Maybe once the Executor shows up, they will make him an Admiral upgrade that detracts from his ship's performance because he keeps choking out senior officers and replacing them with random novices.
Edited by withershadowOne thing to consider with Wedge is pairing him up with Dutch. It sets up a nice combo of Dutch switching an enemy over thus allowing Wedge to proc his ability against whomever you want. Combine with Yavaris for maximum swarm destruction. The whole combo with a escort Neb-B is 97 points.
Regarding Rhymer, his ability works against ships, not squadrons.
Alpha Xg1, no criticism, it's actually quite endearing. Just warning you since Dack didn't do so well. =)
At 100pts max for fighters do people think lists will see the full allocation used?
And I know they're balanced but I feel like that point limit really smacks the Rebels. If they want to bring heavy hitters those points go fast, nevermind using named pilots.
Alpha Xg1, no criticism, it's actually quite endearing. Just warning you since Dack didn't do so well. =)
I love how you barely have to mention who Dack is but everyone (I think) gets it. For anyone on the outside, Dack (RIP) was Luke's gunner in the battle for Hoth.
Alpha Xg1, no criticism, it's actually quite endearing. Just warning you since Dack didn't do so well. =)
I love how you barely have to mention who Dack is but everyone (I think) gets it. For anyone on the outside, Dack (RIP) was Luke's gunner in the battle for Hoth.
That's what makes this forum so close-knit. We all know our deceased secondary character references. =)
Also, is it me, or is Vader kinda bleh? 9 more points for an extra black die and 2 hull points, and okay abilities, when 8 points buys you an extra TIE squadron for 3 blue dice (plus swarm re-roll) and 3 hull points for. I'm not overly upset, since the PT ruined his character for me anyway. Maybe once the Executor shows up, they will make him an Admiral upgrade that detracts from his ship's performance because he keeps choking out senior officers and replacing them with random novices.
Don't forget he also has 2 def tokens (half damage I think), making him much harder to destroy.
Also, is it me, or is Vader kinda bleh? 9 more points for an extra black die and 2 hull points, and okay abilities, when 8 points buys you an extra TIE squadron for 3 blue dice (plus swarm re-roll) and 3 hull points for. I'm not overly upset, since the PT ruined his character for me anyway. Maybe once the Executor shows up, they will make him an Admiral upgrade that detracts from his ship's performance because he keeps choking out senior officers and replacing them with random novices.
Don't forget he also has 2 def tokens (half damage I think), making him much harder to destroy.
What does it say about a guy who, yes, while being hard to destroy, was very nearly bathed in lava and is more machine now than man? If you are just shy of being utterly destroyed and then you go untouched, are you really hard to destroy? Or are you just an average bloke who took a lifetime of hurt all at once? Methinks Vader is less so hard to destroy than he is efficient with his life experiences.
Just like how he is with his wardrobe.
But not junior oficers.
Also, is it me, or is Vader kinda bleh? 9 more points for an extra black die and 2 hull points, and okay abilities, when 8 points buys you an extra TIE squadron for 3 blue dice (plus swarm re-roll) and 3 hull points for. I'm not overly upset, since the PT ruined his character for me anyway. Maybe once the Executor shows up, they will make him an Admiral upgrade that detracts from his ship's performance because he keeps choking out senior officers and replacing them with random novices.
Don't forget he also has 2 def tokens (half damage I think), making him much harder to destroy.
He has the reduce damage by 1 tokens, so not as good as pretty much all the other characters who have that, and scatter to get rid of all damage. I think the -1 dmg tokens refresh every turn, though, iirc from the demo games.
In the article that first showed the fighter tokens, brace reduced damage by half rounding up if I remember correctly. Normally with 3-4 die attacks that's -1, but it could go up to 3 potentially if wedge rolls 6 hits.
He has the reduce damage by 1 tokens, so not as good as pretty much all the other characters who have that, and scatter to get rid of all damage. I think the -1 dmg tokens refresh every turn, though, iirc from the demo games.
If you look here:
https://www.fantasyflightgames.com/en/news/2014/10/10/capital-ships-in-battle/
you see they are half damage. The reduce all damage ones seem to be very rare.
Also, all defence tokens refresh every turn unless you use them when they are already flipped, in which case they are permanently lost.
Edited by Ghost DancerI hope FFG rectifies the Tie Defender in Armada and makes them absolute beasts, but at a steep cost.
I hope FFG rectifies the Tie Defender in Armada and makes them absolute beasts, but at a steep cost.
Armada is a good platform for really going to town on the Defender, i agree. Balance issues meant they simply HAD to scale it down for X-Wing, but there's no reason we cant see 20-25pt squadrons here
pro wedge:
spending cap ship squad activation command on him is more effective. its unclear if the same squad can be activated multiple times by the same cap ship in the same command. if so this explodes. so hes a defensive guy protecting a cap ship from incomming (thus activated) squads in that role.
Edited by madtulippro wedge:
spending cap ship squad activation command on him is more effective. its unclear if the same squad can be activated multiple times by the same cap ship in the same command. if so this explodes. so hes a defensive guy protecting a cap ship from incomming (thus activated) squads in that role.
Activating a Squad (from either a Command or during the Squad phase) forces the player to toggle the activation slider. Only a ship who's activation slider matches the current turn (start with Blue turn 1, Red Turn 2, Blue Turn 3.....) can activate. So a Squad activated with a ship Command cannot activate again that round (baring Adar Talon's ability).
Actually I think Wedge is best activated normally, without a command. He benefits from attacking a target that has already activated, and his tokens make it much easier for him to survive until the Squadron Phase. Whether it is protecting your ships, your bombers, or attacking the enemy, he does equally well in all roles. He can reliably tie up two TIEs and come out the winner two turns later. He can even have a fair chance at locking down three TIEs and still winning all by his lonesome.
Wedge is a great superiority fighter, who is also in a ship that can threaten Caps, making him something your opponent can't ignore (although Luke is far and away the most dangerous Pilot in the game).