DA's Armada Shipyards

By DiabloAzul, in Star Wars: Armada

My feedback:

I'd remove 1 red die from the rear arc and give it an additional blue die to its front arc, as 2 red dice from its front arc is rather weak for a ship known to boast firepower heavier than its class. I'd also be tempted to give it only 4 hull (I wish they had a bit more spread between the hull values, as a 150 meter Raider having only 1 less hullpoint than a 500 meter Gladiator makes so little sense) as its less massive than the Gladiator and is known for its structural weakness due to the ship consisting of several attached premade modular parts, in which case it would warrant a price reduction as atm it is just as expensive as a Gladiator-II for 2 less overall firepower, 1 less anti squadron die and no Brace, while in exchange it only has 1 extra shield, 1 extra click at speed 2 and an extra redirect.

It does have firepower heavier than its class, though: it has the exact same number of dice as an AFMk2, only losing a little range on the broadsides. The GSD has more dice, but much shorter range, which severely limits its value (compare the cost of a CR90A and a CR90B). I could always shift dice around without changing the overall count, but I also don't want to make double-arc shots completely devastating.

As for the hull, I considered going down to 4 but instead decided to just not give it a Brace (let alone Contain), which makes it substantially weaker once the shields are down and the Redirects become useless. It's both longer and bulkier than a Nebulon, so less than 5 would feel weird.

Perhaps adding redundant upgrade slots (Offensive and Defensive? or Offensive and Turbolaser?) will make it feel more "modular" and better value for points?

The hull points are funny. FFG made the MC30c a 4 hullpoint ship (without brace) even though its nearly 600 meters long. It's my belief they should have used a larger scale (i.e. lower end corvettes 2 or 3 hull points, upper end ISD's 14 or 15 hull points) so there is more room for different hullpoints on different ships.

In any case, I'd liked to have seen the Strike-class as a (somewhat weaker and therefor cheaper) Imperial mirror to the MC30c (so weak hull, potent shields), but with a long or mid range focus rather than a short range. Atm if you compare the two, sure the MC30c is a couple points more expensive but I'd pick it any day over the Strike-class. Changing a rear die to a front die is just preference I suppose, but to me it just strikes as odd to have an Imperial ship with as much rear firepower as forward firepower, and it would give it a bit of an extra bite.

Edited by Lord Tareq

A forward arc blue would complete it, just drop a rear red, and it can maintain the Imperial fleet SOP, of go straight at em, they should be running from us.

There is also the idea of using upgrade cards as discount cards.

Integrated weapons grid.

All attacks from this ship count as obstructed if it has 3 or more damage cards.

-6 pts

Just spitballing, but I don't see why it wouldn't work.

The hull points are funny. FFG made the MC30c a 4 hullpoint ship (without brace) even though its nearly 600 meters long. It's my belief they should have used a larger scale (i.e. lower end corvettes 2 or 3 hull points, upper end ISD's 14 or 15 hull points) so there is more room for different hullpoints on different ships.

In any case, I'd liked to have seen the Strike-class as a (somewhat weaker and therefor cheaper) Imperial mirror to the MC30c (so weak hull, potent shields), but with a long or mid range focus rather than a .

Atm if you compare the two, sure the MC30c is a couple points more expensive but I'd pick it any day over the Strike-class.

:D

But again, jokes aside, the AFMK2B is a much closer reference for costing: you lose 1 Engineering, 1 Squadron, 1 hull, 3 shields, and downgrade 1 die per broadside. That might be a 15-18 point drop in value, but the Strike also has a small base, better command rating, and better maneuverability. And, of course, a small "customs tax". So I would disagree that it's overcosted - at least not by more than a few points.

A forward arc blue would complete it, just drop a rear red, and it can maintain the Imperial fleet SOP, of go straight at em, they should be running from us.

Changing a rear die to a front die is just preference I suppose, but to me it just strikes as odd to have an Imperial ship with as much rear firepower as forward firepower, and it would give it a bit of an extra bite.

Updated:

strike-cruiser-card1.jpg?w=260&h=450 strike-cruiser-base2.jpg?w=260&h=300

Edited by DiabloAzul

Also added the Assault Gunboat (sans base dial for now), based on Wes Janson's stats in his Heir to the Empire thread:

assault-gunboat-squadron-card.jpg?w=317& maarek-stele-assault-gunboat-squadron-ca

You can always steal my base dials for now.

As for the hull, I considered going down to 4 but instead decided to just not give it a Brace (let alone Contain), which makes it substantially weaker once the shields are down and the Redirects become useless. It's both longer and bulkier than a Nebulon, so less than 5 would feel weird.

Perhaps adding redundant upgrade slots (Offensive and Defensive? or Offensive and Turbolaser?) will make it feel more "modular" and better value for points?

I thought that too.

Perhaps another title:

Serpent

( http://starwars.wikia.com/wiki/Serpent_%28Strike-class%29 )

All [offensive Icon], [defensive Icon], [Turbolaser Icon], [ion Icon], [Ordonance Icon]

upgrades on this ship cost 3 points less.

Costs: 5 Points

And I would even give the class the ordonance upgrade slot.

Ok, now I want a Serpent too.

I was thinking adout the Mobquet, what if we gave it a fireship type effect at least for the specialist version.

Keywords:

Medium-this fighter blocks line of site, & may collide with capital ships.

Ordnance Hauler-when destroyed deal 1 damage to each ship & 2 to each fighter at distance 1

Speed 2

Hull 6

Anti Starfighter 2 blue

Anti Ship 1 blue

Feel fre to ignore this I am just flinging ideas to see what sticks.

Ok, now I want a Serpent too.

I was thinking adout the Mobquet, what if we gave it a fireship type effect at least for the specialist version.

Keywords:

Medium-this fighter blocks line of site, & may collide with capital ships.

Ordnance Hauler-when destroyed deal 1 damage to each ship & 2 to each fighter at distance 1

Speed 2

Hull 6

Anti Starfighter 2 blue

Anti Ship 1 blue

Feel fre to ignore this I am just flinging ideas to see what sticks.

I'm not a big fan of automatic unavoidable damage. I would like to see Q-ships like yours, but I think its better when the damage is done through (black) dice rolling.

I'm not a big fan of automatic unavoidable damage. I would like to see Q-ships like yours, but I think its better when the damage is done through (black) dice rolling.

Auto black works fine with me, even for the Medium ram ability to capital ships... It would still need to be an automatic damage to the Mobquet though.

Q-Ships are armed freighters

while fireships are kamikaze-bomb ships.

Sure. We can recycle the Counter and Minefields wording:

"When you are destroyed, attack each squadron at close range with an anti-squadron armament of 2 blue dice. Then, roll 2 blue dice for each ship at close range: that ship is dealt 1 facedown damage card for each [hit] or [crit] icon rolled. If there is at least 1 [crit] icon, deal the first damage card faceup.

After you overlap a ship, you are destroyed."

Might be a bit too long, but I can probably shrink it a little. Will look into it later.

Perfect. Desperation tactics fit the Rebels.

I kind of expected a named A-wing to have this ability vs an unshielded capital ship if destroyed within distance 1.

Still could happen.

A second idea I had was to allow it to give the Rogue key word to a squadren within distance 1. It is big enough to be a mini carrier after all.

There are some timing issues with that (can the squadron move out of distance 1 then shoot? it no longer has Rogue), but nothing that can't be fixed with careful wording. Perhaps something like "At the start of each Squadron Phase, you may choose a friendly squadron at distance 1. That squadron gains Rogue until the end of the round ." I guess it's not very different from getting a free squadron token each turn (like the Kraken title card - in fact I may update it to use this wording, so it can effectively command three squadrons if it uses a dial+token, e.g. from Tarkin).

One thing I was considering, by the way, is to give transports (GR-75, Gozanti, BFF-1, Mobquet) a new Cargo upgrade icon. The fireship ability can then be a (Rebel-only?) upgrade card. Other Cargo upgrades could be valuable goods that net you victory points for exiting the map on the opponent's edge, or even medical supplies or civilian passengers that make the opponent lose points for destroying you (of course, with a "When you perform an attack or overlap an enemy ship, discard this card" clause to prevent abuse).

So many cards, so little time!

Edited by DiabloAzul

Yea, wave 2 has spurred lots of Ideas.

The escort carrier for the Imperials will be fun. I'm already thinking of a title card that allows squadrons to repair, but all in good time.

When you get to the Atticus Starfighters, aside from the Republic/Jedi version, could you do Imperial/Vader version as represented in Tarkin?

"When you are destroyed, attack each squadron at close range with an anti-squadron armament of 2 blue dice. Then, roll 2 blue dice for each ship at close range: that ship is dealt 1 facedown damage card for each [hit] or [crit] icon rolled. If there is at least 1 [crit] icon, deal the first damage card faceup.

After you overlap a ship, you are destroyed."

Might be a bit too long, but I can probably shrink it a little. Will look into it later.

It was way, way too long. This is the best I could fit on the card:

th_Cargo%20upgrade%20-%20Rigged%20Detona

I like these but as a person that loves the shuttle I think it needs more love. Seeing anti pursuit lasers are a thing the squad atk should be 3.

I dunno, I think X-Wing made the shuttle into something it's not just so it would be playable... it's supposed to be an auxiliary unit, with little or no combat value beyond simple self-defense. In Armada, it can fulfil its true role :D

Back to Cargo upgrades, here's one inspired by the EM Emitter upgrade in X-Wing:

th_Cargo%20upgrade%20-%20Jammer%20Array.

Finding decent art for these cards is taking me far, far too long. So, sadly, I don't know if I'll be making many more. Which is a shame, as some of you have proposed some great ideas.

I say give the shuttle Intel and make it more like an Imperial Hwk-290.

On that note I am looking at the ghost for Rogue and Intel alond with the counts as obstructed rule.

"When you are destroyed, attack each squadron at close range with an anti-squadron armament of 2 blue dice. Then, roll 2 blue dice for each ship at close range: that ship is dealt 1 facedown damage card for each [hit] or [crit] icon rolled. If there is at least 1 [crit] icon, deal the first damage card faceup.

After you overlap a ship, you are destroyed."

Might be a bit too long, but I can probably shrink it a little. Will look into it later.

It was way, way too long. This is the best I could fit on the card:

th_Cargo%20upgrade%20-%20Rigged%20Detona

You blew up Babylon 5!!! D: I can see it behind the other ship!

When making custom cards similar to this (for the RPG actually) I go hunting for images and save them to an image repository. Even browsing Wookiepedia can bring up a few interesting images, and I'm pretty sure this is what FFG does. They must have access to a searchable image database from LFL.

Then whenever you need something you can peruse the archive for an image that at least kind-of conveys what you are talking about in the design. Not a few of the card artwork examples in X-W/Armada have a tenuous connection to what's going on, after all.

You blew up Babylon 5!!! D: I can see it behind the other ship!

Ha. Thought the same thing, but wasn't sure. Poor B5, Sheridan is going to be pissed!

Back to Cargo upgrades, here's one inspired by the EM Emitter upgrade in X-Wing: th_Cargo%20upgrade%20-%20Jammer%20Array.

Finding decent art for these cards is taking me far, far too long. So, sadly, I don't know if I'll be making many more. Which is a shame, as some of you have proposed some great ideas.

Gotcha, awesome ideas that come with a selection of image links make life easier for DA. Adding image hunting to my to do list.

You can delegate DA. I don't mind hunting images if it makes the process easier.