Currently we opted to playtest it with the ability remaining constant. 0 tracking involved. This eliminates any form of record keeping. We assume that they cloak and decloak as needed, vs while being activated or unactivated. In theory they should be hard to kill. It may warrant a cost hike but they need some table time first.
Edited by Wes JansonDA's Armada Shipyards
Would anyone on here like a review of Disney's new diecast ISD (spoiler, it's an ISD-2 like its FFG sisters) here or on a new thread? I have one now, and I fully intend to put her into service as soon as I can build/buy a stand interface; her bone-white complexion shines next to her sisters' gun-metal grey color. (At the moment she adds character to my desk at work.)
Yes please, I'd love to know how it compares to the Armada ISD.
Ok playtest reports. Cloak worked out quite well over its first 4 games. If anything we dabated lowering the Phantom to 3 hull points and leaving the cost as is. They are a difficult target now, and even with only 3 hull they were taking 3-4 flights of X-wings/A-wings pounding them to kill them off.
Got 4 games in with ATR-6 transports as well. We actually managed to capture an MC80 in the final turn of our 4th game. Playing them like B-wings they parked in its way and they got run over, allowing the Imperial player to place them in its unshielded arc. 3 attacks and no command tokens resulted in a successful takeover of the wounded ship. Otherwise they never successfully boarded once. On a finer note, thought that they were a litle under pointed, or maybe needed a reduction in firepower. Our guess is 2 blue dice, and counter 2 instead of the 2 red and counter 1. There were a lot of one shot kills of enemy flights when flight controllers entered the mix.
Glad that the playtests have been going well
.
Let me know if you end up changing stats on the Phantom so that I can adjust me three Flight Groups, too.
Changed it to 3 hull. 4 was too much for sure. Took 4 flights of X-wings on average to bring a phantom flight down.
Meant to add the Commander version of Han Solo hit the table in all 4 games and my Rebel opponent was in love. He may be a tad too cheap though. Currently going to adjust to 24 pts as he was rather effective, although my opponent was getting good at predicting some of my more probable commands. That really helped make the character shine.
I'll adjust the flight groups in a moment.
By the way, may I borrow the idea of a blue defense token from you? Unlike your version however, mine would be a one time use only (Basically an exhausted token that doesn't ever regen). I plan on making a few upgrade cards that make give them, as well as for my campaign rules.
By all means. I look forward to you making good use of the idea. Unfortunatly not everything will function well in a balanced game setting, so you may find a better avenue for it as a campaign bonus.
Edited by Wes JansonAlright. You'll have to forgive the variable image quality since these are all phone photos, but the dark grey is the FFG unit, and the bone-white one Disney. As I mentioned, both are ISD-2 units, and honestly I haven't the foggiest which of the two is actually more movie accurate. Interestingly, Disney's ISD is a much nearer match to every other Imperial class unit I have owned or encountered, with its longer, slimmer form, than the FFG version. The model is excellent quality (in my opinion) at its price point, constructed of two metal hull sections and a strong plastic superstructure. In an odd, but not bad, choice, the highlights on the superstructure and edges are in a yellow color. Overall I am quite satisfied with the ship. My office should be getting a 3D scanner soonish, so one of its first uses (since I'm one of the people tapped to test it) is going to be scanning the ship so I can made a holder compatible with FFG's stands so I can use this ship alongside her sisters.
Additionally, another playtest was had, same lists as last time, with Myrmecology as the CIS commander, and Nebula Encounter the objective (Myrmecology muttered later about why he offered that to me at all, given the ranged nature of his list). Again a Republic victory ensued but a much less lopsided one, since the non-flag Venator was traded for the two Munificents, and the Recusant flew off to Kingdom Come (it is proving exactly as difficult to handle as predicted/desired). The squadron battle was lopsided the other way, with the trade of everything save Ahsoka and a single 170 for a single P-38 and a Nantex (as I recall; my notes are unhelpful here). Myrmecology thinks the Nantex units should get Escort, in an effort to make them less useless in the face of Intel; Speed 4 was a good bump though. Another raised idea is 2K A/S instead of the current 2B, in keeping with the non-Droid reliable damage but ineffectiveness against aces. 2K Battery Bomber HMPs proved exactly as deadly as they sound though and definitely in the right cost range, and the ARC-170s again proved they are a very dice dependent unit. Asajj Ventress has also been nominated for Intel, in the interest of being an IG-88 style assassin, and she is a very capable Jedi killer. Bane's ace ability also needs a rework, as with only 2 blue, there will very rarely be enough accuracies for his cost.
One last note, I am going to once again raise the idea of single-token ace squadrons that are whole squadrons instead of individual pilots. The first unit is Razor Squadron, a Special Operations ARC-170 unit that fought throughout the Outer Rim. In the lore, the large nose of an ARC-170 contained a powerful sensor array. Thus, Razor is designed to take advantage of that, enhancing the usefulness of ARC-170 units on the field, and the Jedi aces they support:
Hull: 6
Speed: 3
A/S: 3R
Battery: K
Bomber, Counter 1, Heavy
Ace Ability: All ARC-170 squadrons/unique squadrons have the Intel keyword.
Defense: Brace
Cost: 20?
The second unit is Red Squadron, another clone unit with an extensive action record. In particular, Red Squadron's Y-wings dropped the proton bomb on Malastare, wiping out droid forces with the EMP and awakening the Zilla Beast (but I couldn't come up with a mechanic for the latter).
Hull: 6
Speed: 2
A/S: 2B
Battery: K
Bomber, Counter 1, Heavy
Ace Ability: When attacking a starship, a crit result exhausts one defense token or spends one command token on all enemy units within distance 2 of the defender./ When attacking a starship, a crit result toggles the activation slider of all squadrons within distance 2/3 of the defender with Droid to the activated side.
Thoughts, comments, criticisms? I'm open to kicking both Razor and Red Squadron up to two token aces with named pilots, but I've only kinda got someone for the latter and haven't the foggiest about one for the former.
Edited by GiledPallaeonYes. The Disney version is the proportionate one. FFG made it shorter to be more playable. You just need to hold the Disney version in your hand and you will start remembering shots from the movie.
Gliad,
Good report. Looking forward to more
.
As far as single-token elite squadrons, I've already started doing something similar: http://kdyards.com/tagged.php?tag=Flight+Groups
In fact, here is my "formula"
Everything starts the same as the vanilla version. Give the squadron Limited 2. If the squadron already has limited, make the limited value 2 and increase the point value by 1. Give the squadron one Brace, Decoy, or Scatter. If you've given it Scatter increase the point value by 2 (or another 2 I should say, if you've already increased it because of the limited disparity).
Alright. You'll have to forgive the variable image quality since these are all phone photos, but the dark grey is the FFG unit, and the bone-white one Disney. As I mentioned, both are ISD-2 units, and honestly I haven't the foggiest which of the two is actually more movie accurate. Interestingly, Disney's ISD is a much nearer match to every other Imperial class unit I have owned or encountered, with its longer, slimmer form, than the FFG version. The model is excellent quality (in my opinion) at its price point, constructed of two metal hull sections and a strong plastic superstructure. In an odd, but not bad, choice, the highlights on the superstructure and edges are in a yellow color. Overall I am quite satisfied with the ship. My office should be getting a 3D scanner soonish, so one of its first uses (since I'm one of the people tapped to test it) is going to be scanning the ship so I can made a holder compatible with FFG's stands so I can use this ship alongside her sisters.
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Thanks. The Disney version is the far more accurate one unfortunately in terms of proportions, though the FFG one has more and better small details like the back of the bridge tower. Disappointing that FFG failed to make a proper movie accurate model. Thanks for the pictures in any case!
Edited by Lord TareqI think I actually prefer the FFG one after all that. It looks beefier due to its stubby stature.
On a side note, further playing with the ATR-6 last night suggests an increase in base cost. Currently we suggest 12-13 pts. The Board rule is really letting it make short work of wounded prey. If the enemy fleet chooses to bring a lower volume of fighter craft the Board rule really shines. Although that is not the fault of the ATR-6 vs the players that it faced, the rule is quite powerful in its own right. Our earlier observations of the crafts firepower suggest that the cost increase would also cover this and require no modification.
The DX-9 Should benefit from a similar upgrade of adding a black dice in addition to its blue for anti-ship armament. And an increase to 10-11 pts to help cover the cost of board and the black dice. It carries immense forward focused firepower after all. This is currently speculation, but I intend for more wide use of boarding craft during the next playtest.
Edited by Wes JansonRe-balancing existing ships is outside the scope of the Shipyards project, except when there is a faction change (see e.g. the Republic-era VSD , which gains the much-needed Defensive Retrofit and Support Team upgrade slots).
I did create an Imperial card for the Nebulon-B, which you can find here . No stat changes, but the titles should make up for it.
There's also a Nebulon-B2 card , which is a considerable upgrade over the B. You can always use that with a regular FFG model.
Oh god. Put this in the next "Set" you release, and I can die a happy man.
Hey DA,
I'm a little confused by one of your upgrade cards:
Bail Organa reads "Before choosing a friendly ship to be activated, you may exhaust this card instead."
I'm afraid I don't understand what the intent here is.
Oh. You go to activate a ship. But you exhaust the card
instead of activating the ship
That turns the turn right back to your opponent, allowing you to save a ship activation
until later
in that turn,
So say I'm first Player, with Bail, and I have 3 Ships.
You've got 3 Ships.
Normally, I'd be going first... Which means you get to go Last...
Me
You
Me
You
Me
You
What the card allows me to do is, essentially:
Me
You
(Bail instead of a ship)
You
Me
You
Me
Now I have the last activation.
Edited by DrasnightaAh, I get it now. Sweet deal.
The FFG ISD looks very stubby now in comparison to that lovely Disney model... It needs a repainted though! How much is it?
DA,
I've added all your empire and rebel ships, upgrades, and squadrons onto KDY except those the imperial Venator (because I imagine you are re-testing that) and the MC80 Liberty type, because you are still working on the arcs. When/if you create an account on there, I will make you owner of them all.
I will, however, leave artwork for you, because I don't know where you got most of the shots used.
Edited by FoaSI have just been throwing art on them as I find them. Feel free to change them, I am just giving them some color.
Edited by Wes JansonImperial Venator/v wings Nd arcs coming soon?
Anyone know where I can get print files of the various cards with bleed? Cannot find them anywhere. Particularly interested in the Rep/CIS stuff so I can trial them, but wouldn't mind field testing the MC80 Liberty
To my knowledge DAs stuff does not have any bleed, sadly.
All the Set 1 and Clone Wars content is designed with bleed (it is essential for PrinterStudio), but those files are not publicly available. I want to limit professional printing of Shipyards content to the "official" sets, to avoid people showing up with different versions of the same unit.
Diablo Azul's Shipyard "wave 1" has now been updated to module v. 2.1.7 standard.
Get DA's Shipyard extension v. 0.7.0 here!
To do list:
- the ships now have correct (bright green) arc lines, but there are also some grey ones that you'll just have to ignore until I get it fixed*
- squadrons are a bit colorless, so I think I need to add some color**
- the custom upgrade cards have text on them, which is a little hard to read given the pixel count, so could be I'll increase their size slightly to compensate
* Do you like the bright green lines better than the original grey ones? Feel free to give me feedback!
** Volunteers welcome!
Future DA products:
I can easily add more DA stuff, but will do so only upon request from DA.