I don't think I would want to bring this cad unless I have a LOT of fighters... The card only says when attacking that ship, not when a ships is attacking that ship. This means fighters people, you do not want the Rebels using this against you.
I don't think I would want to bring this cad unless I have a LOT of fighters... The card only says when attacking that ship, not when a ships is attacking that ship. This means fighters people, you do not want the Rebels using this against you.
Bring in the hero b-wing and that would mean he would get three black die in one shot. Add the Yavaris close by and that would be a possible extra shot. The results would be devistating.
Surely an attacker is any ship or fighter in the opposing force? I cannot see how this is fighters only? I think the interesting thing here is that the second player chooses both ships.
It means they can pick a ship they know they can destroy but then pick a ship on their side that is hard to get rid of.
Yeah, I'd read it as both ships and fighters. Also it isn't necessarily best to pick an easy to destroy ship on their side, a corvette is still only 30 bonus points, but your victory or gladiator is 50-80. Sure you can easily kill it, but you might give more than you gain if he kills yours.
Surely an attacker is any ship or fighter in the opposing force? I cannot see how this is fighters only? I think the interesting thing here is that the second player chooses both ships.
It means they can pick a ship they know they can destroy but then pick a ship on their side that is hard to get rid of.
Yeah, I'd read it as both ships and fighters. Also it isn't necessarily best to pick an easy to destroy ship on their side, a corvette is still only 30 bonus points, but your victory or gladiator is 50-80. Sure you can easily kill it, but you might give more than you gain if he kills yours.
This. What I would do with this is bring a bomber list and the cheapest, fastest capital ship I can find. Send my own inexpensive target ship flying off around the edges of the board with two interceptors or A-Wings as cover, then chose the biggest baddest thing on their side as my objective and annihilate it with fighters. Even if they get my ship, say a CR-90-B, they get 78 points. If my now super powered fighters manage to pin down, say a VSD-II on the other hand, I just got myself an easy 170 points.
To clarify this card doesn't give the extra dice to fighters only, but because it seems to give the extra dice to fighters as well as capitals this card could be devastating to that one supped up ship on the other side of the table. Now I really want to see ISDs and Moncals, they will make good looking explosions
I agree that if you have a fighter-heavy list (as in, a lot of little things to add those dice to) then this is a good card to have in your stack of three. Of course, you'll also want to make sure that the ship your opponent will choose will be fairly survivable.
It's interesting, but I've not yet really begun to form a strategic theory around these objectives.
Edited by Mikael HasselsteinOf course, you'll also want to make sure that the ship your opponent will choose will be fairly survivable.
The second player chooses both ships, this sounds unusual on the surface as to why the second player wouldn't just choose the easiest of the opponent's ships to blow up and the hardest of their own, but when it comes down to the points values if both players achieved their "objective" then the second player could have handed their opponent the win because their ship would have been worth more points to destroy.
So yes, some very deep decisions would need to be made here - how tough a target do you want to pick to take on that you are confident of success, vs how confident are you that you can keep your ship alive to the end?
Sometimes you might even deliberately choose a very weak ship on your side knowing it will be destroyed if the payoff is that you have a good shot at destroying your opponents much more expensive ship (because he going to be busy shooting at your weak one rather then your main heavy hitters)
I'd be interested in trying to run this card as more of a trap. Pick the weakest ship on their side, and the strongest one on yours. Fly your bombers to look like they're trying to go after their Wanted ship, avoiding the middle. Then, if they engage your main fleet to come after your Objective ship, your fighters can flank them. Since you picked their weakest ship, they'll hopefully want to keep it out of the fight and believe you're coming after it with your fighters, meaning they'll keep their own back to screen. Then your fighters turn back and hopefully have some sweet, sweet targets to blow to hell.
@Inksplat - I think that this is an excellent tactic, and it is very much how I am looking at some of the Objs... Several of them have the ability, through extra attack dice, obj tokens etc., to subtly 'encourage' the opponent's movements. My only fear is that Rebel ships will be far harder to pin like this... It could be massively powerful against slightly dim Imperial Admirals though.
Generally, Objs like this one are another reason I feel the need to max out on fighters, both for the offence and the defence.
Fighters are not ships in armada terminology. They are refrered to as squadrons in the rules.
Fighters are not ships in armada terminology. They are refrered to as squadrons in the rules.
True, but for this specific one, it only states attackers, so fighters will get the extra die too. The more I look at this the more I think an imperial player should never pick this unless it has a fighter superiority or against an assault frigate. The points you could give up compared to what you gain really isn't worth it
Fighters are not ships in armada terminology. They are refrered to as squadrons in the rules.
Yes. In this case, it means the second player cannot select a squadron as the target "ship" of the Objective.
"Attacker" specifies neither "squadron" or "ship." Just anything that can attack.