DA's Armada Shipyards

By DiabloAzul, in Star Wars: Armada

I was also looking into this subject in the form of Grand Admiral Zaarin. Worth investigating 2 squadron centric Admirals, one for either side.

I love the idea of Zaarin. There's not a lot of quality art of him floating around (always a primary concern, and often overlooked), but I'll manage something.

In terms of squadron-centric abilities, Dras' suggestion is rather clever. I like it. The wording would probably look like:

Your squadrons with BOMBER can resolve the following critical effect:

[crit] : <Critical ability here>.

However, as there are very few Imperial squadrons with Bomber (TIE Bomber, Assault Gunboat, Firespray), it probably doesn't belong on an Imperial Commander. It'd be fine as an Officer, or as a Rebel Commander (Luke, Wedge?).

The Rebels already have Jan Dodonna who helps with Bombers though...

Here's one for an Imperial Admiral:

Squadrons [without defense tokens] [with a hull greater than 3] [and within close range of a friendly ship] that have not activated this turn increase their counter to 1 if they do not have already have counter.

[bracket] options can be added/removed to affect the power of the upgrade. Endangers Dengar and TIE Interceptors by giving counter to everything, but very pro-Imperial fighter shreddy squadrons.

Another one could be:

Up to x fighters that have not activated at the start of the fighter phase may activate as if they have the Rouge keyword.

Helps out some of those aces that don't have access to rogue or with it do impressive things. Maybe not great for Zaarin since this helps Vader out immensely.

But I came in to ask DA if you've tested your Nebulon-B2. I have one of Mel's, and thinking about a convention event, I may drop it in. Red anti-squadron is kind of worrisome though, even if I (think I ) suggested it in the past.

It's slated for proper testing after the Clone Wars stuff, as it's a solid candidate for Shipyards Set 3. But the red A/S (also found on the Imperial Refit variant of the Dreadnaught) hasn't really hit the table yet as far as I can tell.

I'm not too worried about it on the Imperial side, as Rebel squadrons are rather beefy. But it can be a major threat to squishy TIEs that don't manage to hide behind a ship.

That does give me another idea for an Imperial admiral, though:

While a friendly squadron is defending at medium-long range, the attack is considered obstructed.

...which neuters R A/S and gives your TIEs some safety from BB lawnmowers like Escort Frigates.

Edited by DiabloAzul

My ideas for Zaarin are directly linked to the advanced Tie Fighter types. I brought it up previous. In the meantime, General Wedge Antilles would be my vote for the Rebel fighter Admiral. I will work up some concepts. The red dice for anti-squadron is not that bad. The dreadnaught generally has more important targets with its broadsides.

General Wedge Antilles

When a squadron is attacking a ship with a single die, critical icons count for twice the normal amount of damage.

Your squadrons cannot have heavy.

Wedge always was an advocate for X-Wing bomber runs. Crits count for twice the normal amount, so non-bomber ships don't get much help. It's also a single die so B-Wings don't become any more of a SUPA POWAH then they already are. Non-heavy means that Y-Wings get a bump and Intel loses its power. 30-35 point range?

Speaking as an Imperial player who likes fighter screens, I would be willing to front quite a bit of points for my carrier to field Weapons Teams, by which I of course mean Flight Controllers. I am also a fan of the idea of allowing Bomber crits to resolve other effects, but propose that that be relegated to Officer cards, Weapons Teams, etc., to balance it around. Admirals should flaunt the rules, and this is pretty tame for an admiral card if you ask me.

For squadron-centric admirals, both Zaarin and Antilles are good picks. I have two further ideas for Wedge: "After attacking a starship, squadrons with Bomber may move at half their normal speed, rounded up." or "When attacking a starship, squadrons with bomber may ignore one point of shields on Medium Ships and two points on Large ships." The latter rule reads such that when attacking a hull zone with that many shields left, the damage goes straight to the hull. I'm significantly concerned it is too strong, but it was an idea that I thought was best shared. Zaarin's schtick was fewer, better fighter squadrons, so I would suggest tying a not-insignificant bonus to the squadron command. For example, "For every point of Squadron Command in your fleet, you may upgrade one squadron's health by one or anti-squadron dice by one blue die, etc." That allows him his dream of a smaller, more effective fighter force without allowing an Imperial player to go too terribly ham. Thoughts?

I'm expecting to see Red anti-squadron on ships eventually. My concern is that the huge range allows a ship to engage any squadron at least once almost certainly, before that squadron has a chance to attack back. It squarely puts the onus on fighter commanders to rely on other ships and squadrons to draw such a ship's attention. Something to consider.

A balanced ship should leave you wanting more of something.

Zaarin: all friendly squadrons may move at speed 1 after attacking, even if engaged.

Captain Wedge Antilles - Friendly squadrons are not engaged by unactivated enemy squadrons.

The above adds a certain dimension to the fighter phase doesn't it?

Captain Wedge Antilles - Friendly squadrons are not engaged by unactivated enemy squadrons.

The above adds a certain dimension to the fighter phase doesn't it?

Ah yes, Zaarin's squadrons trying to use their speed 1 to lock down Rebel fighters while Wedge positions his own to slip by the enemy and land strikes on important targets.

Has anyone considered doing the Star Destroyer from IMPS?


revengeclassheavycarrie.jpg

I don't think I have ever seen that one.

That's the Relentless, a Revenge-class SD. I love that show :D

(for those of you who have not seen it:

Maybe we could persuade Mel to do this one? :D

The ATAT dropship would be almost as big as a CR90

Quick project update:

Tidied up the website a little bit, with Clone Wars content now being identified as such. Also adapted all remaining character cards to the new template and uploaded them (including all CIS officers and commanders, which no longer link to the "coming soon" page). Added the Providence .

Need to do a few more tweaks, and then I'll work on adding Set 1 to Armada Warlords.

Note: For the Amada Shipyards site, is the plan to mark a ship with what Set it is a part of, once it is a part of a set?

'tis already done :)

(the magic of tags)

I think I am leaning the the Ton-Falk being a small base ship. Its physical size leans it that direction. It is also considered poorly protected and armed for its size.

Ton-Falk Escort Carrier (38 pts)

Small base

Command 2

Squadron 3

Engineering 2

Shields 2/2/2/1

Officer, 2x offensive retrofit

Front 2B, Left/Right/Rear 1B

Anti-squadron: 1 Black 1 Blue

VSD speed chart

The low point cost reflects well on it being pretty much of no use outside of being a fighter mover.

Got to agree with this. If the Glad is small, the Escort Carrier should be small too.

Also, these squadron values seem more reasonable.

Indeed, it should play in a league with the VSD.

However its AA Fire seems too strong. After all it was poorly armed.

As titles and upgrades it could get:

Jitte: Up to 3 TIE squadrons may start with 1 extra HP

Tropsobor: Exhaust this card the restore 1 HP to any friendly fighter in close range.

Mist: Select a captial starship in close range. Count this starship as having a squadron value of one more.

Jitte

For a titles, I was thinking,

Assassin: Any squadrons activated by Squadron activation, may change (accuracy icons) to (hit icons)

10 pts

Reaver: Any squadrons activated by Squadron activation, may attack twice if they do not move.

13 points

The points are highly negotiable. I still don't trust myself to point effects.

Edited by cynanbloodbane

I think we got ourselves a convoy!.. Testing out a convoy scenario with these tomorrow.. printed paper models modified with PVC board...

pic2800893.jpg

Ok, with a little luck I am going to get in quite a few games between Christmas and New Year's, so it looks like I will finally get in a decent GAR vs. CIS battle.

DA, do you have a large base done for the Venator? I need to get that and the CIS bases printed and trimmed to fit.

Are any of the CIS ace squadrons done and I missed it?

I'm going to try to squeeze in as many as I can into a 400 pt list for each.

Shipyards has the Munificent tab linking to the Providence stats. FYI

Not to sound needy, but is the base for the Providence done yet? It is not listed on Shipyards.

If you don't get to any of this until after the Holidays I completely understand. I can make due with what I have. I just want to playtest as much as I can while I have the chance.

Worst case just use any old base top. I want to see photos of this battle!

I think we got ourselves a convoy!.. Testing out a convoy scenario with these tomorrow.. printed paper models modified with PVC board...

pic2800893.jpg

How did the convoy scenario go?