DA's Armada Shipyards

By DiabloAzul, in Star Wars: Armada

The much talked about, Venator on a Large base.

https://plus.google.com/117993279660351289096/posts/bCtEGBc1PXF

I've been strongly considering buying the ultra detailed Venator to run side by side with a Victory 1 or 2 and using V-wings/Eta-2/Arc's as an early Imperial era fleet. Do you have plans to make the fighters mentioned usable for the empire...as I'd hate to simply proxy them for TIE's (however I'm not beyond that idea.)

What are you're thoughts on the Venator model and fighter models, the ONLY thing holding me back is the obscene price for 1 ship that is smaller than the ISD and unpainted.

So a playtest was had Monday of several of the above squadrons, as well as the new battlecruisers and other tested custom ships. The Renown and Courageous have been tentatively renamed the Nebula class Strike Cruiser and Nebula class Fleet Cruiser respectively. Here are the fleets.

Imperial Fleet

2x Invincible

- Gunnery Team x2

- Boosted Comms x2

- Engineering Captain x2

- Admiral Motti

4x TIE Defender

4x TIE Avenger'

2x XG-1 Star Wings

Total: 400 pts

Rebel Fleet

1x Nebula class Fleet Cruiser (Courageous, Assumed 90 pts, Script Still Incomplete)

- Engineering Team

- Jamming Array

- Turbolaser Reroute Circuits

- General Dodonna

1x MC80 Liberty Type Escort Cruiser

- Intel Officer

- XI7

1x GR-75

- Engineering Team

- Repair Bay

4x K-wing

3x E-wing

Corran Horn

Total: 398 pts

Rebel Player (Myrmecology) chose to go first, with objective Wounded Prey on the Courageous. The Rebel strategy involved incrementally creeping forward to protect Courageous until she finished her repairs, with the GR-75 in the middle of the fighter ball. Due to poor planning, the intended attack line of Invincibles never appeared, with one slicing across the bow of both Rebel starships at red range and the other making a broadside pass on the Liberty on about turn 4. Final results were very heavily in Rebel favor with only the Star Wings and one Avenger surviving the fighter ball, in exchange for the GR-75, one E-wing, and one K-wing. None of the heavy capital ships were destroyed, but the fragility of the Invincible, especially in the defense token department, was on full display. Without Motti, at least one, and after accounting for that it would have been turn 3, both Invincibles would have been destroyed. I am strongly considering adding a single hull point to the Invincible/Tiger pair, as well as some form of firepower to the Nebulas (Renown/Courageous). They were unimpressive; Inflexible (I have a tendency to name ships even if they aren't titled) was nearly destroyed due to her fragility, not Courageous or Liberty brute force. I am considering replacing Weapons Team on Invincible/Tiger with Turbolasers as well, or God forbid for Rebels just adding it. They were not as fierce as I had hoped (partially tactical issues, but these ships will never see Ackbar). Anyone have comments on any of the above adjustments?

Myrmecology was unimpressed with the E-wings as a whole, while he was very impressed with Corran Horn, noting he may never again make a custom fleet without that (expletives from Imperial commanders). Particularly vicious was the tactic of setting up attack runs on three or four wounded squadrons Horn could chew through in immediate succession without moving. Personally, I don't think it was fair to judge the E-wing as it was, seeing as I negated half its point (Speed 4 returning alpha strike to first player) but Horn was a menace. The K-wings performed exactly as they should in squadron combat (poorly), but never got the chance to strut their bomber stuff. SLAM was a non-factor between the Rebel creep strategy and engagement from the piecemeal TIE wings. Strike on the Defenders was useful, but as a whole, I don't think they're good enough as a whole to justify their cost. Perhaps a reduction to 15, maybe even 14 (definitely Limited if this), is in order. The Avengers did alright, but due to poor planning never really engaged the furball as a complete unit, negating Imperial tactical doctrine. Myrmecology thinks they're undercosted comparatively, but I'm not so sure. Future playtests to hopefully include Tiger, pocket carrier Raiders with Defenders or Avenger playmates, Vindicators.

Final note: Wounded Prey needs work. On all light ship fleets I'm sure it could be vicious, but in fleets with durable ships with high Engineering values, it is nearly a non-factor, The chosen ship hangs back, heals, and then reenters the fight, almost without change. For 75 pts on survival, something needs to give. Increased damage for tougher ships would be one option, reducing the point bonus another. I would note current wording forces the affected ship to continue to flip cards all game if it keeps taking damage, but in my second game with it (the first was a regular game with my girlfriend with only that changed), it is distinctly bland and without incredible effect on the game. Excellent work all, let's keep it up.

Edited by GiledPallaeon

Final note: Wounded Prey needs work. On all light ship fleets I'm sure it could be vicious, but in fleets with durable ships with high Engineering values, it is nearly a non-factor, The chosen ship hangs back, heals, and then reenters the fight, almost without change. For 75 pts on survival, something needs to give. Increased damage for tougher ships would be one option, reducing the point bonus another. I would note current wording forces the affected ship to continue to flip cards all game if it keeps taking damage, but in my second game with it (a regular game with my girlfriend with only that changed), it is distinctly bland and without incredible effect on the game. Excellent work all, let's keep it up.

I played Wounded Prey last week, in fact. Home One took the hit, and while I did hang back and heal, that kept her out of the fight, and locked me into Engineering commands for the entire game. (One of my flip-up cards was Structural Damage, and then the enemy dinged me for another one) It makes leaving damage on your ship very chancy, as they become debilitating rather quickly.

Its big net effect in my experience are locking down one ship's command dial to Engineering for at least the first part of the battle, which has the secondary effect of preventing early storage of tokens (Myrmecology and I are both fully in the Turn 1 Navigate To Token camp). It can be dangerous with the forced flip all game, but that is not really a hell of a lot for 75 VP. That's a free V-1 basically, and that should cost the arm and the leg it would have shot off.

I am glad to have some additional feedback on the fighters Giled. Point values wont change until a firm set of trials has been laid out. The current points reflect their build when based on other in game fighters. What I do suggest is limiting the playtest customs to far fewer custom ships within a game. It will give a better idea on interaction with the usual combat units. Not always easy when playtime is scarce.

On that note Horn is dirty, and he really can make a difference in the grinder. Keep in mind Corran can only use his ability by exhausting defense tkens. The best way to mitigate him is to have him use the tokens to defend himself. I find the E-wing does well in its role as being a generic jack of all trades fighter, which will and does sometimes work out to be less capable at any one job. But it is terrible at none.

The Avenger is in a hard spot. It is a copy of the A-wing with escort and a 4th attack die. That comes in at 3pts on top of the A-wings capability, In our games the Avenger was actually very quick to die because of escort, so making it more expensive would start to render the fighter not worth using IMO. I suggest more use before coming to a conclusion, but I noted your feedback in my log book.

Tie Defenders, the cost was a big debate for some time. In the end we built it off of the X-wing to establish a cost. Escort swap with strike, speed +2 (2 pts), and 2 black dice replaced 2 blues at .5pt/dice (1 pts). So with everything else matching up at worked out to 16 pts. Not a justification by any means, this is just how we came to its cost. With several ways to boost this fighter's offensive output (Howlrunner/Dengar/Flight Controllers), it may suprise you just how nasty it is. Especially when it rolls in and zaps Jan Ors for fun.

Either way, continue using them, the only current edit that was already made would be the Avenger having 4 blue dice instead of 3 and a black for its anti-squadron weapons. Cost remains the same.

I am glad to have some additional feedback on the fighters Giled. Point values wont change until a firm set of trials has been laid out. The current points reflect their build when based on other in game fighters. What I do suggest is limiting the playtest customs to far fewer custom ships within a game. It will give a better idea on interaction with the usual combat units. Not always easy when playtime is scarce.

On that note Horn is dirty, and he really can make a difference in the grinder. Keep in mind Corran can only use his ability by exhausting defense tkens. The best way to mitigate him is to have him use the tokens to defend himself. I find the E-wing does well in its role as being a generic jack of all trades fighter, which will and does sometimes work out to be less capable at any one job. But it is terrible at none.

The Avenger is in a hard spot. It is a copy of the A-wing with escort and a 4th attack die. That comes in at 3pts on top of the A-wings capability, In our games the Avenger was actually very quick to die because of escort, so making it more expensive would start to render the fighter not worth using IMO. I suggest more use before coming to a conclusion, but I noted your feedback in my log book.

Tie Defenders, the cost was a big debate for some time. In the end we built it off of the X-wing to establish a cost. Escort swap with strike, speed +2 (2 pts), and 2 black dice replaced 2 blues at .5pt/dice (1 pts). So with everything else matching up at worked out to 16 pts. Not a justification by any means, this is just how we came to its cost. With several ways to boost this fighter's offensive output (Howlrunner/Dengar/Flight Controllers), it may suprise you just how nasty it is. Especially when it rolls in and zaps Jan Ors for fun.

Either way, continue using them, the only current edit that was already made would be the Avenger having 4 blue dice instead of 3 and a black for its anti-squadron weapons. Cost remains the same.

Oh thank God. We completely missed the defense token bit, but unfortunately I'm not sure it would have ever made a difference that match. Part of my complaint about the Defender was their swift removal from the battle, which is as much my fault as theirs. Trials will be difficult, since Strike is a mechanic that is very much play dependent and justifies a lot of the cost. It is also interesting hearing the origins of the advanced TIEs, since we were comparing them to totally different fighters (e.g. Defender and ARC-170, Avenger and X-wing). The Avenger's anti-squad armament can go either way. The next planned use of the Defenders is with Raider pocket carriers with EHB (allowing pairs) and Flight Controllers to wreck fighter balls or provide one nasty screen. Problem is it's expensive as hell. Ah well. I also want to finish the battlecruisers, but to cost I want to finish my script and it's being buggy.

After all of the above is sorted out, would anyone be interested in the development of the Endurance and the Secutor heavy carriers for either faction? The big question I have is can we justify Large ships, with native Squadron 5 and Offensive Retroit (Boosted Comms). Long-term considerations would be most appreciated.

Depends on which render of Corran you were using. The printed set and now the site carries the updated version of his card. I think originally he was non descript on how to use his ability. In regards to the Tie development, its role in the fluff as well as its intended capabilities came into effect with our decisions.

I am interested in working with any ship designs. I figure Squadron 5 plus the ability to use them would be quite a price. Nothing is unreasonable if it costs what it should.

Here is some of my group's playtest page. I figured I would take the time to explain each custom special rule, and also discuss further modification. Many Tie Defenders pilots died to bring you this information.

Custom%20Fighter%20Pic_zps9mzvh5ml.png

Strike: Squadrons with the Strike keyword ignore the Escort special rule.

Cloak: Squadrons with the Cloak keyword are treated as obstructed while they are unactivated.

Limited (X): Your fleet may only contain a maximum number of these squadrons dictated by the Limited keyword.

SLAM: At the start of the ship phase, squadrons with the SLAM keyword may make a standard move without activating.

thx, so satisfying to see work done with Tie Defenders. For me, game is incomplete without them.

Erm, hope you read that, FFG ;)

Welcome Neb-B, it had to be done.

On that note, the Strike rule has a wording change. Strike: Squadrons with the Strike keyword ignore the escort special rule when attacking.

This was brought up today as the first wording simply implied all functions of escort were ignored, including in the defense.

My working assumption for Endurance and Secutor is that both ships will be tough, moderately quick ships, with ok firepower, but whose primary role in life is their squadrons. Both would be large ships, capable of being the centerpiece of a fleet, but not as reliant on internal firepower to control a battle than say an Imperial-class or an MC80. They'll be more able to fight than say a Quasar Fire or an Escort Carrier, but not as combat effective as the other Larges or even a well upgraded Medium without its minions. One of my leading theories is an upgrade option set without any direct firepower options (Turbolasers, Ion Cannons, Ordnance). Thoughts? I'll post here as soon as I have a stat set I'm ok with. I'm also working on versions of the CIS ships powered down to fill in Rebel ranks, since that is not quite canon.

Edited by GiledPallaeon

Defenders and K-wings are a given if they are in X-wing tbh.

Defenders and K-wings are a given if they are in X-wing tbh.

I really hope so, but would not count on it just because they have been released for X-Wing. After all, x-wing is all about single fighters with a broad variety of stats that give room to distinguish one craft from another, whereas armada is about fleets, with limited different stats and very narrow margins by which they differ.

Well I agree that 90% of X-wing will see Armada, I am not as worried about it because it will be at a slower pace. And there is no garuntee every wave will have new squadrons. Plus I can't wait ll day to get some of my favorites on the table!

Ever think of making Titles for existing ships?

Ever think of making Titles for existing ships?

All the time. Something I plan on doing for ships from my Star Wars D6 game.

As DA is trying to focus on getting the Clone Wars set done next, I would classify these as a quick change of pace project for him. Come up with a good title ability or two, and even better find cool art to go with it, and it has a greater chance of happening.

Ever think of making Titles for existing ships?

This is exactly what I'm wanting to do for my own games; the titles won't even have abilities necessarily. Are there any templates available? I haven't looked through the whole thread.

Ever think of making Titles for existing ships?

This is exactly what I'm wanting to do for my own games; the titles won't even have abilities necessarily. Are there any templates available? I haven't looked through the whole thread.

The templates are available over at Board Game Geek forum, by Rogue Knight.

https://boardgamegeek.com/thread/1355130/armada-templates

Be aware, they require the full Photoshop, Elements will not work.

Clone Wars of this game would be most interesting, expensive with UFD models but interesting.

I need to get Photoshop again. I would like to try some Clone Wars but currently I am still painting tons of Cicil War era ships.

Long time ago suggestion but I have decided to trial Han Solo's Commander variant with the following untested ability:

'At the start of each turn, choose a command. Each time your opponent reveals the matching command, gain a matching token and place it on any of your ships.' 20 pts

I figure it adds a little aspect of gambling.

Battlecruiser Update (* Denotes Change)

Invincible class - Imperial Navy

Hull: 7*

Shields: 3/3/2

Speed: 1/1-1/1-1-0/1-1-1-0

Armament: RRRK/RRRRKK/RR

A/S: BB

Defense: Evade, Evade, Brace, Contain

Command: 3

Squadron: 2

Engineering: 3

Upgrades: Officer, Ordnance, Offensive Retrofit, Turbolasers*, Support Team

Cost: 101.25/81

Tiger class - Imperial Navy

Hull: 7*

Shields: 3/3/2

Speed: 1/1-1/1-1-0/1-1-1-0

Armament: RRBK/RRRBBK/RB

A/S: BK

Defense: Evade, Redirect, Brace, Contain

Command: 3

Squadron: 1

Engineering: 3

Upgrades: Officer, Defensive Retrofit, Offensive Retrofit, Weapons Team, Support Team

Cost: 101.25/63

Renown class - Rebel Alliance

Hull: 7

Shields: 3/4/2

Speed: 2/1-1/1-1-0

Armament: RRRBBKK*/RRBBK*/RRBK

A/S: BK

Defense: Evade, Evade, Redirect, Brace

Command: 3

Squadron: 2*

Engineering: 4*

Upgrades: Officer, Defensive Retrofit, Turbolasers, Weapons Team, Support Team, Cargo

Cost: 112.25/98

Courageous class - Rebel Alliance

Hull: 7

Shields: 3/4/2

Speed: 1/1-1/1-1-0

Armament: RRBBBK*/RRBB*/RBB (Still not satisfied with Fore. Ideas?)

A/S: BB

Defense: Evade, Redirect, Brace, Contain

Command: 3

Squadron: 3*

Engineering: 4

Upgrades: Officer, Defensive Retrofit, Offensive Retrofit*, Turbolasers, Weapons Team, Cargo

Cost: 105.75/95

After some mulling, both Invincible and Tiger are picking up another HP each, since they are even more fragile than I had intended them to be. Given combat data from Invincible, I have decided either ship could run Turbolasers if it didn't have Weapons Team. To make things interesting, I then removed Weapons Team from the one of the pair with the superior Squadron rating. I very much liked Home One/Neb-B arcs for this pair; they worked brilliantly, as did ISD arcs on Courageous. After Courageous' combat debut, both her and Renown have improved Squadron ratings, slightly adjusted upgrades, and improved firepower, since complaints of lackluster performance, especially in direct comparison to the Liberty model abounded. Both cost formula results are listed here for clarity. Unfortunately neither Renown nor Courageous were as cheap as I had hoped, but they are still settling in. Since Invincible and Tiger aren't playing nicely, the broad spread of results will hopefully help us nail them down to solid costs. Comments, concerns, critiques?

I also have two heavy fleet carriers mocked up. Their Squadron values far outstrip anything before them, with the intended result that a single ship can effectively handle almost an entire squadron heavy build on her own. To offset this huge capability, neither ship is especially impressive in the direct fire department, nor are they quite as tough as their respective faction's battlewagons. As always, comments, concerns, critiques? If someone could check my costing math, I am baffled where that huge cost gap came from. Thanks, I appreciate it.

Secutor-class Heavy Carrier

Hull: 9

Shields: 3/3/2

Speed: 1/1-1/1-0-0

Armament: RRRKKK/RRKK/RKK

A/S: RK

Defense: RRBC

Command: 3

Squadron: 7

Engineering: 4

Upgrades: Officer, Offensive Retrofit x 2, Ordnance, Weapons Team

Cost: 102.25/85.5

Endurance-class Fleet Carrier

Hull: 7

Shields: 3/3/3

Speed: 1/1-1/1-1-0

Armament: RRBBBB/RRBBB/RRB

A/S: RB/BB(?)

Defense: ERBC

Command: 3

Squadron: 7

Engineering: 4

Upgrades: Officer, Offensive Retrofit, Weapons Team, Ion Cannons, Defensive Retrofit

Cost: 124.5/113.5

Hi guys

New to the forums, just wanted to mention how fantastic this forum thread is. So many fantastic ideas, you've really captured the feel of the canon but accomplished this without breaking the game. Stellar work. Prompted me to get a venator (already painted in republic livery) and order a LOT of squadrons, plus another venator and an acclamator!

Loving the CIS lineup so far, just a few thoughts on fighters. Love the droid control ship upgrade card idea. So far, the droids I can foresee has having issues dealing with bombers (unless activated they have the same speed as a Y-wing, and less than an ARC170), and consequently, they are going to seriously struggle with the likes of Rhymer balls and flanking 170's. I propose including the Nantex (weird needle geonosian starfighter) as a light interceptor. This can be used as a light screening element, tying up bombers and Jedi, so the more ponderous squadrons can then engage in place. Plus, as a non-droid ship, it also has the disadvantage that the larger carrier ships with the droid controller upgrade are going to be unable to activate them. Maybe something like:

Nantex Interceptor

Point cost: 9
Hull: 4
Speed: 5
Anti Sqn: BBB
Anti ship: B
Counter 2
Can see it being hell for Y-wings to dislodge, and counter 2 everytime they get shot is gonna help whittle them down, but they're gonna fold pretty sharpish vs ARC170's and jedi if backup doesn't turn up.
Next thought, one thing we see the droids doing quite a lot of is kamikaze style attacks. At the moment their bomber is cheap, but not especially capable, and they lack in the anti ship squadron capability. Perhaps as a officer/modification ability (or include a squadron with this ability, maybe the older Scarab fighters (I swear Mel has models already done) is giving them the option to trade their anti ship battery dice for a single black dice with the bomber keyword, but the model is then removed from the board after use. Has the potential to cripple shieldless capital ships, but them may end up going snake eyes and doing nothing at all. Suffers the same limitations as normal, so you are gonna have to break through fighter screens (and helps discourage 170 spam), and offers a nice bit of fluff.
Thoughts appreciated :)

I noticed the Venator vanished from the website.

I'm hopeful it and an Imperial version of the V-wing/Arc/Vader in an Eta will pop up.

I noticed the Venator vanished from the website.

I'm hopeful it and an Imperial version of the V-wing/Arc/Vader in an Eta will pop up.

I noticed too!

Bring it back, now...