DA's Armada Shipyards

By DiabloAzul, in Star Wars: Armada

DiabloAzul,

Have you thought about putting together new mission cards that includes some of the cargo ships you have created as the focus of the mission objectives?

Salcor

Have I told you how much I love this work? Keep it up. This is excellent.

You think the Venator model is big enough to justify a large base?

You think the Venator model is big enough to justify a large base?

I'm not sure. Right now, by firepower and durability, a convincing case can be made either way. It is something that will require playtesting. To date it's been a medium because we've only had mediums. If it goes up to a large, it will be the weakest and cheapest large ship to date, but if it stays a medium, it is arguably the most powerful (and definitely most expensive) of those. I think right now the only thing we can do is try it both ways once we all have large bases to use and see which suits the ship and its cost better. For scale purposes, a Venator is 1137m long, a Victory 900m, and an MC80 between 1200-1400m depending on the source (which is fine because every Mon Calamari starship was unique until well into the New Republic era). I imagine this debate has at least a little while left before it is finally settled.

You think the Venator model is big enough to justify a large base?

I'll be doing a size comparison with the MC80 as soon as it arives. It looks ok on the medium base though, so that's how I plan to test it this weekend. I think I will start with a 300 pt Imperial vs Republic battle. My son keeps wanting to run Imperial, so Saturday he gets his wish.

I just had a very interesting idea for an Intradictor title card or Intradiction Field upgrade card:

-Instead of attacking this ship may place an objective token at med-long range. All ships within long range may not yaw away from the token until this ship is activated again and the token is removed.

It's a little wordy, but I think it provides an in game effect close to the intention of the Intradictor.

Thoughts?

Edited by cynanbloodbane

Hey guys, sorry to barge into the MC80 Liberty conversation.

I've been toying around with the card templates and I had an idea for a set of arc's for the Liberty. Its a bit out of left flied and probably not how an official arc could be handled but, I figured Id post it here see what you guys thought. Its a bit silly and needs some tweaking (if it even passes for an idea you guys think is viable).

The thought process was, essentially trying give it unique mechanic to the way it wants to line up while leveraging the insane broadsides the Rebels want to bring to bare. Essentially with the right dice allocation/position and combo cards it could toss out an exquisite amount of damage but is vulnerable if it gets caught like that, along with an large aft to be taken advantage of. Ultimately its just an idea, but I wanted to see what you guys thought.

Lyberty_zpsx5gyjwvg.jpg

Hairy Balls of the Gods!

At close range you would be tripple arc-ing even a medium ship! You could potentially unload both broadsides into a single target directly ahead of you, and ignor that front arc.

I kind of like it, but to be fair I would move thoseforward arc points out to be in line with the LOS dots. Thus preventing a triple arc.

Yeah I definitely agree in moving the arcs out a bit. It was a fast first idea. I wanted mostly to emphases that it has to angle itself right to get that kind of fire power, and could potentially do a lot of damage. Basically wanting to be a forward facing monster but not in exactly the same way as a Imperial. I think, and I could be utterly wrong, but with the side arcs so forward, it should also allow for it to be hit even worse with the right positioning, but as I said, I'm probably wrong.

Interesting because I recommended for Star destroyers to do way with the 4 arcs and just do three. The left and right broadside line would go through the 12 of the ship. So something directly in front would get both broadsides.

Salcor

With eight dice in all directions, (well all forward directions anyway) that ship is hands down superior to the Imperial class in terms of firepower on target. The Liberty could not outgun the Imperial and could only trade shot for shot with its superior shielding and damage control (both ships had excellent armor but supposedly Mon Cal ships were *that* much better at DC). If you look at my idea, I'm trying to make the Liberty a broad threat worth of respect, while not actually becoming more powerful than an Imperial class dice per point. That ship would be, at least with the eight indicated fore and side.

Okay, I'm leaving that there because the thought is important, but I am now realizing that is a template and you won't have eight dice in every direction (until we get to a Lucrehulk anyway). While an entertaining idea, if your intent is to have the fore arc composed of guns crossing over the 0 degree relative bearing, I would still widen the front arc. Not much perhaps, but enough that double arcing with the two broadsides (God I can't believe I just typed that) is completely impossible. You're free to disagree, but I don't want Liberty to match the Imperial in firepower * quite*. My two cents.

Hey guys, sorry to barge into the MC80 Liberty conversation.

I've been toying around with the card templates and I had an idea for a set of arc's for the Liberty. Its a bit out of left flied and probably not how an official arc could be handled but, I figured Id post it here see what you guys thought. Its a bit silly and needs some tweaking (if it even passes for an idea you guys think is viable).

The thought process was, essentially trying give it unique mechanic to the way it wants to line up while leveraging the insane broadsides the Rebels want to bring to bare. Essentially with the right dice allocation/position and combo cards it could toss out an exquisite amount of damage but is vulnerable if it gets caught like that, along with an large aft to be taken advantage of. Ultimately its just an idea, but I wanted to see what you guys thought.

Lyberty_zpsx5gyjwvg.jpg

I toyed with this exact same layout at some point, but dropped the idea when Ackbar was first spoiled.

True Ackbar would make it very broken.

To me the Liberty should be a bit of a departure from the current trend, and have a more forward orientated battery. Maybe not quite as heavily slanted that way as the SD's, but it certainly has more forward area than other MC80's and less useable broadside space.

It'd fill a nice niche and also combo well with Neb's that way, as well as have it's own identity instead of being a barely different MC80.

I'll play with it some more. My thought process wasn't to make something akin to a Star Destoryer with only a well placed forward arc, but where it wants to get its forward and side arc, or at a rare chance both side arks on a single target. Yes with Ackbar it might make it silly, that's also why I was thinking of making the dice pool per-arc lower then what you might see on a ship this size, that way it incentivizes trying to line up forward.

Idea I:

Forward Battery: 3D

Side Battery: 4D

Aft Battery: 2D

Idea II:

Forward Battery: 2D

Side Battery: 5D

Aft Battery: 2D

I realize that doesn't make it directly stronger then a Assault Frigate, but if coupled with the Forward Arc you bring to bare slightly less dice then the ISD. I'm sure you guys probably thought of that so, I'm probably not really saying anything new. I'm guna toy with the idea, widen the front Arc, and the aft to take away some of the broadside space. I see this ship less about the raw damage a side can put out, but more about trying to line it up the right way.

The anemic dice values of this idea, is to try and take into account Enhanced Armerments and Ackbar.

Edited by darkfortunex

At the risk of continuing this silliness and perhaps ill fated idea. Here's an updated idea.

Lybertyi_zpsf4iztniy.jpg

That's still 14 or 16 dice on a single target: (4-5 from the battery, 1 from EA, 2 from Ackbar) x 2 arcs.

If you give it 2 reds on the sides, 4-5 reds on the front... then maybe. But with 4-5 dice per side it's simply obscene. I think the Venator layout is as close as I'm willing to go (at least for a Rebel ship this size). Even then, you could still theoretically hit an enemy with both side arcs, but it'd have to be another large ship and even then only at point blank range. Not just anything that wanders across your prow.

Don't get me wrong, I appreciate the idea. I even like it. But it's something I had already discarded earlier (in fact, when making the Venator) for what I think are pretty solid reasons.

Edited by DiabloAzul

I just had a very interesting idea for an Intradictor title card or Intradiction Field upgrade card:

-Instead of attacking this ship may place an objective token at med-long range. All ships within long range may not yaw away from the token until this ship is activated again and the token is removed.

It's a little wordy, but I think it provides an in game effect close to the intention of the Intradictor.

Thoughts?

I think that might be potentially INSANELY overpowered. Long range is a very long way to stop turns. In fact, a well placed couple of turns of that could result in you "walking" the enemy fleet right off the board.

Good point. Would it work better if the effect was centerd on the Intradictor?that would limit the range by half.

Centered on the Interdictor would be a lot safer i think, and make more sense thematically. I think that provides a nice double edged sword as it'll affect friendlies too, so both players have some tough decisions to make.

It'd need an absolute ton of playtesting still, but that version seems interesting.

I was going to point at 10 for play testing, just to see what kind of impact it has.

I do apologize I didn't mean to obscure anything with my postings. I think either way its purposed, its an interesting mechanic. It would definitely need an On-off switch. Course I'm sure that could be handled by Activation.

This might be a bit much, but an additional effect could address Hyperspace Assault Mission Card. Forcing the the second player to come out of Hyperspace near an Interdictor with an activated generator.

Edited by darkfortunex

I do apologize I didn't mean to obscure anything with my postings. I think either way its purposed, its an interesting mechanic. It would definitely need an On-off switch. Course I'm sure that could be handled by Activation.

This might be a bit much, but an additional effect could address Hyperspace Assault Mission Card. Forcing the the second player to come out of near an Interdictor with an activated generator.

No need to apologize, it was a discussion worthy topic. That is just the way forums work sometimes.

That firing arc looks interesting but maybe not for the Liberty . Perhaps a ship with smaller dice pools? That way the ship's feature is being able to one-two punch with the smaller dice pools instead of one massive volley like most ships. Flying it like a nromal ship and trying to bracket a target in the side is also counter-productive.

Maybe some obscure Star Destroyer could use this arc? Perhaps the vigil- class?