DA's Armada Shipyards

By DiabloAzul, in Star Wars: Armada

http://fractalsponge.net/?p=448

Has this thing been made into cards yet?

What about this thing? (looks like a really old capital ship, so either rebel or SCUUUUUM)

http://fractalsponge.net/?p=959

I will start sifting through 40+ unread pages now to see if they are mentioned.

http://fractalsponge.net/?p=448

Has this thing been made into cards yet?

What about this thing? (looks like a really old capital ship, so either rebel or SCUUUUUM)

http://fractalsponge.net/?p=959

I will start sifting through 40+ unread pages now to see if they are mentioned.

Reminds me of the Vigil.

Neither is mentioned. The second one is an old style Mandalorian ship if I remember correctly. It would make a great scum flagship.

(Admiral) General Han Solo - Any friendly ship that activates after being attacked this round may adjust its speed or yaw by 1 when it executes a maneuver.

(Officer) Captain Wedge Antilles - Squadrons with Escort activated with a (Squadron Command) may ignore the effects of the Counter keyword.

Ok so I didn't get the feedback on this that I recieved on the titles. Did this Solo idea not appeal. I am working on some sort of risk vs reward style of command. Have to put yourself out there to benefit.

Wedge I just through in because he is a frequent member of the series and would make an excellent squadron based commander.

A request for the future:

ISD Chimera.

Edited by Thalomen

I think General Wedge Antilles should give a fleet wide ability to perform extra squadron activation. For example:

Whenever a friendly ship activates, it may immediately activate a squadron as though it were spending a squadron command token.

General Han Solo: If a friendly ship ends its maneuver in close range of an enemy ship, your ship may immediately make an attack with one die of your choice against that ship from your closest hull zone against the enemy ship's closest hull zone in LOS.

I'm firmly of the opinion Wedge should be a commander rather than an officer, but that is personal style. I'm still completely unsatisfied with Solo, but that goes equally for your and my ideas Wes. I'll know what I want when I see it.

http://fractalsponge.net/?p=448

Has this thing been made into cards yet?

What about this thing? (looks like a really old capital ship, so either rebel or SCUUUUUM)

http://fractalsponge.net/?p=959

I will start sifting through 40+ unread pages now to see if they are mentioned.

The former, as noted above, bears a very strong resemblance to a Vigil-class corvette. If we can find a slot for it, I'm more than happy to help card it, but I have no idea where it could fit in the already bulging fleet. Do you have anything in mind we can start from?

Wes is correct, the Kandosii (lit. "Ruthless/Indomitable", colloquially "Classy/Noble/Well Done!") is a Mandalorian dreadnought, dating back to the Mandalorian Wars nearly 4000 BBY (most people place the start around 3976 BBY). By modern standards that ship is hopelessly obsolete, although the Mandalorians, like the Russians, build their kit to last and be easily refit with new technology as necessary. It is not impossible that heavily upgraded Kandosii spaceframes still flew by the Galactic Civil War, the question now, beyond carding it, is are, and if so how, are we going to approach a Scum faction? Are these neutral ships up for sale to either side? Are they their own faction? What is that faction's thematic combat approach that informs their designs? Etc etc. DIABLO. Your opinion please?

anyone made cards for nightcaller/ession strike yet?

The former, as noted above, bears a very strong resemblance to a Vigil-class corvette. If we can find a slot for it, I'm more than happy to help card it, but I have no idea where it could fit in the already bulging fleet. Do you have anything in mind we can start from?

The only thing the Kontos shares with the Vigil is the bridge module and hull color... did you scroll down to look at the other pictures or just stop the first one? The two are hardly alike. The Kontos looks more like a Raider alternative by having only a small hangar but having more weaponry. I'd say make an improved version of the Raider with greater resiliency and a slight upgrade in firepower (switch all blacks to reds?).

From Fractalsponge:

"General purpose starship at ~450m in length, so midway between a Fulgor -class and a Vigil -class, and incorporating ideas from both."

Edited by Norsehound

I think General Wedge Antilles should give a fleet wide ability to perform extra squadron activation. For example:

Whenever a friendly ship activates, it may immediately activate a squadron as though it were spending a squadron command token.

General Han Solo: If a friendly ship ends its maneuver in close range of an enemy ship, your ship may immediately make an attack with one die of your choice against that ship from your closest hull zone against the enemy ship's closest hull zone in LOS.

Ah yes, but you must remember that before he was a General, he was Captain Wedge Antilles, for nearly 2 decades. He was always avoiding promotions to stay near the cockpit. I was thinking Mon Remonda era, so he was not in charge of whole fleets at that time. Different ranks allow for different titles. He could easily have 3 variations by the time it is done.

Edited by Wes Janson

I don't mind having a commander, officer and pilot Wedge - as long as you remember all the cards will have the exact same name, "Wedge Antilles" (the same holds true for Han Solo and any other multi-role character, of course).

For Han's ability, as much as I like the one that lets friendly ships make a speed-1 move before attacking (like Aken , but better), I believe it's far too powerful. It would be hands down the single best commander in the game ( every ship becomes Aken/Demolisher!). But I'll think about elegant ways of making it less brutal.

As regards the Mandalorians, I'm not ready to work on a new faction just yet. We're still not done with the Clone Wars: aside from testing and tweaking, we still need to do the CIS unique squadrons. And after that, Set 3 will be strictly Rebel vs Empire again, though adding the Smuggler's Alliance from the Thrawn Trilogy (as Rebel). We still need to work on those, too. Wild Karrde, Errant Venture, etc., not to mention the relevant characters.

anyone made cards for nightcaller/ession strike yet?

The Modified Corvette card is intended to cover it (it can equip Expanded Hangars or a Tractor Beam), at least on the Rebel side. Could make an Ession Strike title card for it.

anyone made cards for nightcaller/ession strike yet?

The Modified Corvette card is intended to cover it (it can equip Expanded Hangars or a Tractor Beam), at least on the Rebel side. Could make an Ession Strike title card for it.

was hoping for a title card that lets it deploy some ties as a one time thing or do the loran spitball :P something like can add x blue dice to front attack zone for 1 attack in exchange for setting front shields to 0.

General Han Solo - Friendly ships may perform a speed 1 maneuver before making an attack. A ship that does so may only make one attack this round.

?

Edited by Wes Janson

I don't mind having a commander, officer and pilot Wedge - as long as you remember all the cards will have the exact same name, "Wedge Antilles" (the same holds true for Han Solo and any other multi-role character, of course).

For Han's ability, as much as I like the one that lets friendly ships make a speed-1 move before attacking (like Aken , but better), I believe it's far too powerful. It would be hands down the single best commander in the game ( every ship becomes Aken/Demolisher!). But I'll think about elegant ways of making it less brutal.

As regards the Mandalorians, I'm not ready to work on a new faction just yet. We're still not done with the Clone Wars: aside from testing and tweaking, we still need to do the CIS unique squadrons. And after that, Set 3 will be strictly Rebel vs Empire again, though adding the Smuggler's Alliance from the Thrawn Trilogy (as Rebel). We still need to work on those, too. Wild Karrde, Errant Venture, etc., not to mention the relevant characters.

Errant Venture, omg. I will have the cards from Set 1, the Tie Defender cant be far, and now the Errant Venture. I love this so much, just looking at the cards in a binder will be great. Thx again, D!

General Han Solo - Friendly ships may perform a speed 1 maneuver before making an attack. A ship that does so may only make one attack this round.

?

I reckon that's a mighty powerful ability... AND I LOVE IT!!! It just feels like Han to me!

DiaboloAzul, PM sent

Edited by D503

So as the world realigns after the holidays I'm hoping to get a couple games in over the next few days, focusing on real playtests of the new Venator card, and of the Vindicator cruiser combat variants, not the Interdictor version (still working on effective implementation of the Gravity Well cards). Do we have any ETA on the other fighter units, including the CIS fighter units, the Republic squadron units, and light CIS ships, as well as the escort carriers proposed for both factions? More than the pretty cards, I'm interested if there is any proposed variance in the last posted stats for testing, or if I should use those.

Also, I encountered a half-baked idea on another thread that I thought we could apply here. We've bounced around planetary assault in the past, but I don't recall any proposal being seriously considered for various reasons, mostly lack of a game-changing variable. I may have found one: planetary defense installations. The two quick and easy ones are the ground-to-space weapons from Empire at War, where we've already drawn fair inspiration from, the Ion Cannon for the Rebellion and the Hypervelocity Gun for the Empire. Off hand, I would give it as a power to one side, the defending side, and then offset it both by making a die roll determine the effectiveness of the shot, and by either reducing the available points of the defender or increasing available points for the attacker.

Example implementation: Ion Cannon power may be activated at the start of a round. At the start of the round the Rebel player selects an defending ship and rolls a single blue die. For an Accuracy Result, the defense tokens of the defender are eliminated. For a Hit Result, (insert serious penalty, ex. loss of all shields). For a Critical Hit Result, the defender is reduced to Speed 0, and (additional penalty). For Hypervelocity Gun, the Imperial player selects a defending ship and rolls a black die. For a Blank Result, nothing happens. For a Hit Result, deal X damage cards to the defending ship. For a Critical Hit and Hit Result, deal Y>X damage cards directly to the target. First player forces may be augmented by Z points of material/Second player takes a penalty of Z points of material in his fleet. Thoughts folks?

I have not managed to get anything done over the holidays, and in a couple of days I'll be leaving to Australia until the end of the month. So I wouldn't expect any new material or website updates until mid-February.

In the meantime I'd like to see some playtest results with the currently available Clone Wars units, including the CIS droid squadrons. That will help shape the missing units, especially the CIS small ships and unique squadrons.

Planetary defense systems are a good idea, but for now I would rather incorporate those into Objective cards. Set 2 should include at least one of each type.

That's rather neat. If I make more Vindicator titles, I'll be sure to use some of these :D

I think General Wedge Antilles should give a fleet wide ability to perform extra squadron activation. For example:

Whenever a friendly ship activates, it may immediately activate a squadron as though it were spending a squadron command token.

General Han Solo: If a friendly ship ends its maneuver in close range of an enemy ship, your ship may immediately make an attack with one die of your choice against that ship from your closest hull zone against the enemy ship's closest hull zone in LOS.

Ah yes, but you must remember that before he was a General, he was Captain Wedge Antilles, for nearly 2 decades. He was always avoiding promotions to stay near the cockpit. I was thinking Mon Remonda era, so he was not in charge of whole fleets at that time. Different ranks allow for different titles. He could easily have 3 variations by the time it is done.

A couple minor points here. Wedge was a Commander, not a Captain, when he was trying to hold off his promotion to General. Captain is a step below Commander in fighter squadron rankings. Minor point to be sure. However, it was nowhere near 2 decades that he was able to avoid Generalship. He was promoted to General in the Isaard's Revenge novel. This was 9 years after Yavin. This means he went from not even commanding a squad (Red 2) at Yavin, to a General, in about 9 years total. He spent quite a bit of EU time as a General.

Not sure any of that matters though, since during Mon Remonda era, you are correct that he wasn't a General yet, he was a Commander. :D

Oops. I originally intended to mention that. The only good way to set up the planetary weapons is as objective cards. Sounds like we're on the same page. And thanks for the update. I'll let you know when I get the playtests in.

I think General Wedge Antilles should give a fleet wide ability to perform extra squadron activation. For example:

Whenever a friendly ship activates, it may immediately activate a squadron as though it were spending a squadron command token.

General Han Solo: If a friendly ship ends its maneuver in close range of an enemy ship, your ship may immediately make an attack with one die of your choice against that ship from your closest hull zone against the enemy ship's closest hull zone in LOS.

Ah yes, but you must remember that before he was a General, he was Captain Wedge Antilles, for nearly 2 decades. He was always avoiding promotions to stay near the cockpit. I was thinking Mon Remonda era, so he was not in charge of whole fleets at that time. Different ranks allow for different titles. He could easily have 3 variations by the time it is done.

A couple minor points here. Wedge was a Commander, not a Captain, when he was trying to hold off his promotion to General. Captain is a step below Commander in fighter squadron rankings. Minor point to be sure. However, it was nowhere near 2 decades that he was able to avoid Generalship. He was promoted to General in the Isaard's Revenge novel. This was 9 years after Yavin. This means he went from not even commanding a squad (Red 2) at Yavin, to a General, in about 9 years total. He spent quite a bit of EU time as a General.

Not sure any of that matters though, since during Mon Remonda era, you are correct that he wasn't a General yet, he was a Commander. :D

I wrote it at 7am its all good. I do believe he actually takes a demotion from General at some point if I recall later on to get back into the cockpit. Either case, not very important.

Are the images of the new CIS & GAR cards here sized correctly?