I'd bet money the clonisher would wreck this thing...
Super Star Destroyer discussion thread
I'd bet money the clonisher would wreck this thing...
With 28 hull, have you considered how crits would stack?
I've never gotten double Comm Noise, Power Failure, or Crew Panic, but would the effects of these cards double if you got them on one ship?
This thing will run through half the damage deck so the chances of this happening are pretty high.
lolI'd bet money the clonisher would wreck this thing...
300 points...yeah you'd get behind it and then smash it from the rear...
With 28 hull, have you considered how crits would stack?
I've never gotten double Comm Noise, Power Failure, or Crew Panic, but would the effects of these cards double if you got them on one ship?
This thing will run through half the damage deck so the chances of this happening are pretty high.
yes most crits stack
i love the Ship Class name. i was working on a ship card for her like the one you have created ( 6 arcs instead of 4) ever since i got a look at Mel's gorgeous creation. i have a couple of questions though.
1) why did you choose to go with only 1 contain ? ( I was leaning toward 2 brace, 2 redirect & 2 contain myself)
2) what was your reasoning behind only having 2 blue Anti Squadron dice ( I believe that she should/could have 4 Anti Squadron dices do to her shear size)
I can't wait to see how she fly's. I may have to dig out my swm SSD to give her a spin.
thank you for sharing these!
2) what was your reasoning behind only having 2 blue Anti Squadron dice ( I believe that she should/could have 4 Anti Squadron dices do to her shear size)
I can't speak for the designer, but i think for me , the reasoning is its concentrated in just those zones... Its very easy to get 2 arcs with the numerous arc borderlines, and that could quickly result in eight dice being thrown at an enemy Squadron... With four at all the squadrons on each side of it...
The thing was not able to simply annihilate squadrons as tey got close - it was mostly able to ignore them through sheer size and damage control... It was built to survive ships.
i love the Ship Class name. i was working on a ship card for her like the one you have created ( 6 arcs instead of 4) ever since i got a look at Mel's gorgeous creation. i have a couple of questions though.
1) why did you choose to go with only 1 contain ? ( I was leaning toward 2 brace, 2 redirect & 2 contain myself)
2) what was your reasoning behind only having 2 blue Anti Squadron dice ( I believe that she should/could have 4 Anti Squadron dices do to her shear size)
I can't wait to see how she fly's. I may have to dig out my swm SSD to give her a spin.
thank you for sharing these!
2) what was your reasoning behind only having 2 blue Anti Squadron dice ( I believe that she should/could have 4 Anti Squadron dices do to her shear size)
I can't speak for the designer, but i think for me , the reasoning is its concentrated in just those zones... Its very easy to get 2 arcs with the numerous arc borderlines, and that could quickly result in eight dice being thrown at an enemy Squadron... With four at all the squadrons on each side of it...
The thing was not able to simply annihilate squadrons as tey got close - it was mostly able to ignore them through sheer size and damage control... It was built to survive ships.
I was toying with the idea of naming her INEVITABLE, as a play on the opinion of many players that the SSD is an inevitable ship to be included in the game. But I also felt that INEXORABLE worked, as in;
impossible to stop or prevent
...
A little less obvious, and sounds really cool. As she will be used to inexorably bring the order to the galaxy.
As for the 2 Blue Anti-Squadron Die, Drasnighta's reasoning is spot on. For play balance we don't want the INEXORABLE to be be able to throw 8 dice at each squadron of fighters due to the arcs. The movies do not support that kind of anti-fighter capability.
Same reason for the single CONTAIN; I want the SSD to still be vulnerable to critical hits. Having 2 CONTAIN Tokens would make her very resistant to criticals. I think that with her HULL she will be tough, but Crits should still be a concern for her CO...
Edited by LTJGBeam
Oh, I approve of the way you did the cards. Though 6 defense tokens means the thing will take FOREVER to whittle away. This thing also screams to be Vader's flagship AND have XI7 Turbolasers. Though. . . Enhanced Armaments makes this think just silly. Here, have 4 MC80 Assault Cruiser arcs for 10 points!
Thanks, the cards are the result of a lot of theory-crafting and a little experimentation. Just first drafts though. A few players think the 300/320 cost is too high and others too low. Guess that means we will need to do a lot of play testing...
Looking forward to seeing what tactics my players come up with for both sides with this on the table.
28 hull is a lot! It will be near impossible to take down. . .
I am thinking that 28 Hull may be to much as well; but since she is going to be a prime target, and used in 600, 800, or 1000 point EPIC ARMADA games, she will be facing a large number of opponents. Play testing will give me more of a feel for what the final Hull value will be...
28 hull is a lot! It will be near impossible to take down. . .Oh, I approve of the way you did the cards. Though 6 defense tokens means the thing will take FOREVER to whittle away. This thing also screams to be Vader's flagship AND have XI7 Turbolasers. Though. . . Enhanced Armaments makes this think just silly. Here, have 4 MC80 Assault Cruiser arcs for 10 points!
Thanks, the cards are the result of a lot of theory-crafting and a little experimentation. Just first drafts though. A few players think the 300/320 cost is too high and others too low. Guess that means we will need to do a lot of play testing...
Looking forward to seeing what tactics my players come up with for both sides with this on the table.
I am thinking that 28 Hull may be to much as well; but since she is going to be a prime target, and used in 600, 800, or 1000 point EPIC ARMADA games, she will be facing a large number of opponents. Play testing will give me more of a feel for what the final Hull value will be...
Both have 28 hull, both have 24 shields. Similar amounts of dice. It gets a point hike for being in a single ship.
I think it's costed fairly.
Also remember the thing is HUGE and cumbersome, double arcs are all but guaranteed and it ain't running anywhere. Also even though it has 6 tokens several smaller ships focusing fire will easily overwhelm its defenses with shear number of attacks.
thank you for your reply. i understand now why you made these choices. i believe your far closer to a balanced ship than i was.
as for the price for just the ship, you are just about dead on according to the excel armada ship point calculator i use.
according to it the Inexorable I is 305 points and the Inexorable II is 319 points.
any thoughts about title cards for her yet ?
Ideas for titles:
"The Slow Ship": you may spend defense tokens at speed 0
"The Strong Ship": at the end of your attack phase, you May make an additional attack out of a side arc. This attack cannot target a ship you have all ready attacked.
"The Command Ship": friendly ships within distance 1-3(5?) May treat command tokens as any type.
Not sure for names or cost.
What do you guys think?
LTJGBeam for my game coming up in Sept I need to know a few things which are:
1.Since the SSD will be the main target how many escorts should it have?
2.As for the Rebel force how many ships would be good for the attacking force?
I'm not counting fighters but I'll be including them for the game.
Any advice would be helpful and grateful.
Thanks
Michael
If I may...
If you are making rules for the SSD, don't try too hard to make it too beast. Give it roughly the same dice as an ISD. Roughly Same tokens too... Maybe one extra contain, as crits will stack up with a lot of hull. The only place you really need to make it special is hull. Give it a huge amount of hull. That will result in some semblance of balance and yet also appropriate beast. I think some of you are in danger of making a ship that is just so over the top powerful that it ruins the fun. It doesn't need 14 dice to be cool or thematic. Less is more when doing is ship.
If I may...
If you are making rules for the SSD, don't try too hard to make it too beast. Give it roughly the same dice as an ISD. Roughly Same tokens too... Maybe one extra contain, as crits will stack up with a lot of hull. The only place you really need to make it special is hull. Give it a huge amount of hull. That will result in some semblance of balance and yet also appropriate beast. I think some of you are in danger of making a ship that is just so over the top powerful that it ruins the fun. It doesn't need 14 dice to be cool or thematic. Less is more when doing is ship.
This is why I suggested letting it fire at all ships in 2 arcs, but with ISD 2 or slightly higher dice. Im also still an advocate for a Front large base, Rear large base, and a Command Tower small base centered on the rear base.
10+ hull for each front and rear hull (more in the rear).
8 hull for command tower.
Destroy front or rear hull, loose all upgrades there as well.
Destroy rear it drops to speed 0.
Command tower counts as obstructed unless rear hull is destroyed.
Destroy Command tower all sections die.
Each section activities separately.
Still undecided on activation order requirements.
with all due respect, while I could see having the ability to fire on the same target from 2 arc's I disagree with most of the rest of your approach partly on the grounds that I have found it is always best to practice the "kiss principle" when ever possible. while I believe your approach would be great for things like huge shipyards or maybe even that round thing that keeps blowing up. It does not feel right to me for this ship. she use's 2 large base's as seen and having sections that you have to activate separately opens the door to arguments and disgruntled casual players.
Just finished painting mine Mel's SSD I liked LTJGBeam Bridge idea I ended up using the Disney Stores Diecast Star destroyer instead of an Armada version. I got mine for 18 bucks and would recommend that if people were uneasy of cannibalizing a Imperial class Armada ship. trying to find a way to fill in inside the model its self is great and sturdy I did have the same warping LTJGBeam mentioned when he first got it Shapeway issue but glue and a weight on it for a bit fixed the issue.
I agree. Count it as one ship. Skip the whole "separate pieces" like X wing... It's annoying.
More than anything, I just wish FFG would declare the SSD as either a possibility or completely off-limits. I would buy one in a heartbeat from Mel's, but I could never do so knowing that the real SSD might be just around the corner. If they ever package Piett with another Imperial ship, I think we will know the SSD is never coming...
I agree. Count it as one ship. Skip the whole "separate pieces" like X wing... It's annoying.
Or Halo Fleet Battles.
Keep it as 1 ship and follow the basic rules. You can add titles and modifications and other upgrades that will allow you modify the ship
Can't wait to give this a go soon! The Rebels are gonna have a rough time at Endor...
Can't wait to give this a go soon! The Rebels are gonna have a rough time at Endor...
This looks super sick!
Yeah, that works. I'd give the ship at least one contain, unless thematically you don't want it, to represent the A wing hitting it. Otherwise the sheer number of hull points allow the accumulation of a LOT of criticals, and the ship will be reduced to almost useless long before it runs out of hull.
It would be crazy to give it a command of 1, right? Just to allow some adjustments as needed? Or does a ship like this need to be planned out from the very start? I can't figure out which side of the gameplay I like.
Okay, another crazy idea... you don't want it to focus a lot more on blacks than reds, right? Like, six blue and five black? It is so darn huge, it will be hard for enemy ships to really stay away from it, and it can almost be moved as a giant "you aren't going near here" power on the table. Maybe by giving it a slightly limited range (no reds?) would make dealing with it a lot more strategic... like... you either try to stay the hell away from it, and then basically are being forced to certain corridors where the support ships will pounce, and having to then deal with that 8 squadron special, as the giant coordinates its squadrons to protect itself at range... or you go AT it, and just go for it, knowing it will be a hell of a slog? Hell... what if you combined the idea of command 1 with 6 blue/6 black? Then it can respond a bit, basically swinging in space, so it CAN get closer to the enemy, and you won't lose it off the table... but it can hit like a ton of bricks when you get anywhere near it. Strategically, would that make for a more interesting play-style than simply using it like a regular star destroyer, simply upgraded, and allows enemy ships to sort of respond and play strategically a bit?
The approach of one ship is the way to go, I think.
Oh, Bang, that looks sweet! Can I ask... why did you go with black for the center structures? I think it is supposed to be grey, no?
Good lord I want to paint an SSD. Anyone out there have one they need painted?
Edited by Lord AshramBTW....
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Can't wait to give this a go soon! The Rebels are gonna have a rough time at Endor...
Hah! Someone else who uses his yoga mat for Armada.