Admiral Chiraneau

By DeltaB2, in Star Wars: Armada

The FAQ states: If a ship has Corruptor and Admiral Chiraneau equipped, engaged squadrons with bomber that it activates have a speed of “3.”

Doesn't that hinder the use of A-wings as interceptors? Why would a rebel use them if they can't lock down bombers?

Doesn't this also kill of the rebel strategy of flanking with corvettes? Only the A-wings can keep pace with the corvettes and can't prevent Tie-Bombers from attacking the corvette, it won't take long for the bombers to bring them down. Moreover, again the A-wings will be less useful.

Edited by Deltab

Chiraneau only allows ships to move while engaged. Not attack while engaged. So even if they can move away from your fighters, they still need to be within distance 1 to their target, while NOT being at distance 1 to your squadron. The exception, of course, being the combo of Chiraneau and Rhymer, which absolutely WILL be exploited mercilessly. But remember, at 10 points, Chiraneau is fairly pricey. Also, this only works via a squadron command. Those bombers are not going anywhere if are activated during the squadrons phase. Also, if that ship is spamming squadron commands every turn, it will become the number 1 target on the board due to not using engineering commands to repair, and having a hefty point cost (VSD+Corruptor+Chiraneau+Expanded Hangar Bays) that cries out "Kiiiiilll me!"

In other words, it's a potent combo, but it's also putting all your eggs in one basket. You lose that ship, you are guaranteed to lose the match.

P.S: Wow, is it me, or does the Glad pack come with a whole bunch of awesome goodies? Easily my favorite Wave 1 ship expansion!

Edited by infusco

If at the end of the move the bombers are still in range of an enemy squadron, they are still engaged and must attack them instead. It will just require more planning and holding fighters in reserve instead of dumping them all in the front line like in Warhammer.

It certainly hinders the use of the rebel strategies you described, but it doesn't "kill" them. The "move when engaged" ability only works when using a Squadron Command dial/token, it doesn't work during the squadron phase. And if I'm reading it right it only applies to commands from the ship that Chiraneau is on.

So there is nothing stopping the rebel player from avoiding Chiraneau's ship completely, or focusing down and destroying Chiraneau's ship, or doing the same to the bombers, or luring them out of Chiraneau's range, etc etc. It will certainly have an impact on your strategy but I don't think it's unbeatable by any means.

Also, keep in mind that Chiraneau + corrupter is 15 points he is investing in being able to move his engaged bombers. That's almost a full 2 squadrons he is giving up for that ability.

It is an expensive one time trick that can be used in a game. They will have one turn to escape and attack but that will put them out of range of the capital ships for several turns in which time they will be eaten up. And the Damage they can do could kill a CR90 in one turn, but the cost to make this build costs more than a CR90 and if you are all offensive with it it will be a one time a game thing.

It's nasty, yes, but overall with its cost to execute and if the Rebel player plays right it is not OP when you look at the cost to benefit.

I am going by the Chiraneau+Expanded Hangers+Rymer+three squadrons of bombers+ whatever other goodies you add on.

Edited by Beatty

It is an expensive one time trick that can be used in a game. They will have one turn to escape and attack but that will put them out of range of the capital ships for several turns in which time they will be eaten up. And the Damage they can do could kill a CR90 in one turn, but the cost to make this build costs more than a CR90 and if you are all offensive with it it will be a one time a game thing.

It's nasty, yes, but overall with its cost to execute and if the Rebel player plays right it is not OP when you look at the cost to benefit.

I am going by the Chiraneau+Expanded Hangers+Rymer+three squadrons of bombers+ whatever other goodies you add on.

The thing is the corvettes may not be able to escape from that list. If the bombers are engaged thus are limited to speed 3 and the corvette "runs" at speed 4, it should still be in medium range of the bombers. This means that the corvette cannot out distance the bombers.

It may also be possible for Bombers to pass through Rebel fighters and then bomb frigates etc as well. I'm not sure how long frigates would last taking 4 black dice a turn either.

If the rules state that when you are engaged with fighters that you cannot attack ships, then moving 3 can have you disengage the fighter but still be in range medium range of the ship. Rymer lets your bombers shot at medium range.

Note as of now, Tie Bombers only cost 9 points, 3 are 27 points. That's less than Luke and a Y-wing.

Edited by Deltab

It is an expensive one time trick that can be used in a game. They will have one turn to escape and attack but that will put them out of range of the capital ships for several turns in which time they will be eaten up. And the Damage they can do could kill a CR90 in one turn, but the cost to make this build costs more than a CR90 and if you are all offensive with it it will be a one time a game thing.

It's nasty, yes, but overall with its cost to execute and if the Rebel player plays right it is not OP when you look at the cost to benefit.

I am going by the Chiraneau+Expanded Hangers+Rymer+three squadrons of bombers+ whatever other goodies you add on.

The thing is the corvettes may not be able to escape from that list. If the bombers are engaged thus are limited to speed 3 and the corvette "runs" at speed 4, it should still be in medium range of the bombers. This means that the corvette cannot out distance the bombers.

It may also be possible for Bombers to pass through Rebel fighters and then bomb frigates etc as well. I'm not sure how long frigates would last taking 4 black dice a turn either.

If the rules state that when you are engaged with fighters that you cannot attack ships, then moving 3 can have you disengage the fighter but still be in range medium range of the ship. Rymer lets your bombers shot at medium range.

Note as of now, Tie Bombers only cost 9 points, 3 are 27 points. That's less than Luke and a Y-wing.

After the Bombers are out of the Capitals' range for squad commands they won't be hitting anymore capitals for the game. You Need a Squad Command to have a Bomber be able to move and fire and unless a Rebel ship is parked (only fearful Imperial's Tarkin Park) they won't have a shot. Now all those points you dropped into that Capital becomes worthless as it becomes a prized target for its bloated points.

So yes it's a nice trick, but far from game changing. FFG looks to have thought this out in the point adjusting. Nice.

Edited by Beatty

Also add in the cost of Rhymer and any escorts, and I would also consider adding a Glad with Insidious so you have a capital ship that can keep pace with them.

Also add in the cost of Rhymer and any escorts, and I would also consider adding a Glad with Insidious so you have a capital ship that can keep pace with them.

Also add in the cost of Rhymer and any escorts, and I would also consider adding a Glad with Insidious so you have a capital ship that can keep pace with them.

That would be the cost of a Frigate with upgrades and a Commander. Kind of expensive for a Bomber trick, isn't it?

The Glad wouldn't work with the strategy.

How much does it cost? Somewhere in the 64 point range. Yes that's more than a frigate, but considering that they can roll 4 black dice on ships with 4-5 hull nearly EVERY turn I'd say its worth it.

In fact a more accurate cost benefit analysis is:

  1. The bombers have about the same or greater damage output on average as 2 faces of a Neb-B(Black Dice have more hits and the crit advantage is nice on bombers).
  2. The bombers are about as fast as corvettes
  3. The bombers can fire at the ships without the ship being able to shoot back(medium range).
  4. The bombers can also evade being attacked by fighters via escort/blocking fighters etc.

Given that the bombers are at least as powerful as a frigate, faster than a frigate, more agile than a frigate, and perhaps more survivable than a frigate. So I think it’s kind of cheap for a Bomber trick actually.

Edited by Deltab

Also add in the cost of Rhymer and any escorts, and I would also consider adding a Glad with Insidious so you have a capital ship that can keep pace with them.

That would be the cost of a Frigate with upgrades and a Commander. Kind of expensive for a Bomber trick, isn't it?

The Glad wouldn't work with the strategy.

How much does it cost? Somewhere in the 64 point range. Yes that's more than a frigate, but considering that they can roll 4 black dice on ships with 4-5 hull nearly EVERY turn I'd say its worth it.

In fact a more accurate cost benefit analysis is:

  • The bombers have about the same or greater damage output on average as 2 faces of a Neb-B(Black Dice have more hits and the crit advantage is nice on bombers).
  • The bombers are about as fast as corvettes
  • The bombers can fire at the ships without the ship being able to shoot back(medium range).
  • The bombers can also evade being attacked by fighters via escort/blocking fighters etc.
Given that the bombers are at least as powerful as a frigate, faster than a frigate, more agile than a frigate, and perhaps more survivable than a frigate. So I think it’s kind of cheap Bomber trick actually.

If you can could you list the point cost of the Build you would use and see how much it would cost.

Edited by Beatty

I'm waiting for the actual wave 1 cards to see the final total, but my game plan was a corruptor/insidious fleet build with Rhymer and a Vader escort. I'll have to see in a week or so when Wave 1 releases.

All things considerded I think Soontir Fel paired with Advanced's is more dangerous. In theory it will murder fighters.

Killing fighters is good and all but if you're able to quickly take down some capital ships in the early rounds, fighters without squadron commands are virtually useless.

Was Admiral Chiraneau spoilered? ... any link?

Edit: Nevermind ... found it :)

So, Chiraneau was promoted, finally.

His skilles with the Decimator payed off for him.

Excellent! Tie Bombers cannot be trapped. They will find their target.

Edited by TheRealStarkiller

Honestly, as a Rebel player I'm getting envious of the Imp squadron perks. Rhymer firing at medium/2 range? Fel dealing instant damage when not targeted? Adm. Chirp allowing engaged squads to move?

There better be more good stuff for the Rebel squads coming out soon... I mean, the speed 2 B-wings are going to need some help on their own and they're expensive generics.

Killing fighters is good and all but if you're able to quickly take down some capital ships in the early rounds, fighters without squadron commands are virtually useless.

Clear their fighter screen and use your own squadron commands to pack on the damage. Also, I figure two Advanced's and Fel can take on a whole lot of rebel fighters and win, making pinning down your own Bombers really tough.

Keep in mind the Range Bands needed to Activate Squadrons. Having to keep that VSD tied to his squadrons will limit his mobility (moreso than VSD/ISD already are) making him easier to pin down and kill. In the meantime you may need to bubblewrap your HVUs (High Value Units) in fighters if you come across the dreaded Cherrio-Bomber combo.

Keep in mind the Range Bands needed to Activate Squadrons. Having to keep that VSD tied to his squadrons will limit his mobility (moreso than VSD/ISD already are) making him easier to pin down and kill. In the meantime you may need to bubblewrap your HVUs (High Value Units) in fighters if you come across the dreaded Cherrio-Bomber combo.

Not with a little preplanning. Star Destroyers are way better at working with fighters than Rebels.

Keep in mind the Range Bands needed to Activate Squadrons. Having to keep that VSD tied to his squadrons will limit his mobility (moreso than VSD/ISD already are) making him easier to pin down and kill. In the meantime you may need to bubblewrap your HVUs (High Value Units) in fighters if you come across the dreaded Cherrio-Bomber combo.

Not with a little preplanning. Star Destroyers are way better at working with fighters than Rebels.

Why is it the Empire players, weather X-Wing or Armamda, gloat about how awesome their stuff is? Is it an Imperial thing? :P

Mikael, care to comment? ;)

Edited by Beatty

Honestly, as a Rebel player I'm getting envious of the Imp squadron perks. Rhymer firing at medium/2 range? Fel dealing instant damage when not targeted? Adm. Chirp allowing engaged squads to move?

There better be more good stuff for the Rebel squads coming out soon... I mean, the speed 2 B-wings are going to need some help on their own and they're expensive generics.

Empire needs the cool shinnies because their base ships are just worse

and by "worse" I mean grossly specialized

I mean, the tie bomber deals a maximum of one damage against squadrons. They Y-wing has similar expected damage output but can fart out double.

The X-wing threatens cap ships and spits out as many blue dice as the interceptor.

Speed 5, counter A-wings have a 75% chance each of dealing 1 damage to capital ships. Interceptors have 50%.

etc.

only Vader's monster enough to be a true all-rounder

as for Chiraneau, he's an upgrade that works in an incredibly specific circumstance (must use squadron, must have things be engaged for it to matter) for the same cost as enhanced armaments

Edited by ficklegreendice

Keep in mind the Range Bands needed to Activate Squadrons. Having to keep that VSD tied to his squadrons will limit his mobility (moreso than VSD/ISD already are) making him easier to pin down and kill. In the meantime you may need to bubblewrap your HVUs (High Value Units) in fighters if you come across the dreaded Cherrio-Bomber combo.

Not with a little preplanning. Star Destroyers are way better at working with fighters than Rebels.
The Space Whale and some of the upgrade cards give the Rebels a bump.

Why is it the Empire players, weather X-Wing or Armamda, gloat about how awesome their stuff is? Is it an Imperial thing? :P

Mikael, care to comment? ;)

I concur. The Rebs have, what, Yvaris (Each squadron you activate can attack twice if it does not move) and Adar Tallon (After you resolve a squadron command, exhaust this card to toggle the activation slider of 1 squadron activated with that command)? Okay, now Dutch (Y-wing unique) we think possibly toggles unactivated squadrons into activated squadrons if helands a hit on them? Those are good but I'm really hoping the Rebs get something that helps out movement.

Thematically, I like that the Imps get good movement buffs to their fighters, while the rebels get damage and survivability. I'm strongly against homogenizing factions, as they tend to loose all their flavor in doing so. In other words, why have factions at all if they both have access to all the same strategies?

Keep in mind the Range Bands needed to Activate Squadrons. Having to keep that VSD tied to his squadrons will limit his mobility (moreso than VSD/ISD already are) making him easier to pin down and kill. In the meantime you may need to bubblewrap your HVUs (High Value Units) in fighters if you come across the dreaded Cherrio-Bomber combo.

Not with a little preplanning. Star Destroyers are way better at working with fighters than Rebels.
The Space Whale and some of the upgrade cards give the Rebels a bump.

Why is it the Empire players, weather X-Wing or Armamda, gloat about how awesome their stuff is? Is it an Imperial thing? :P

Mikael, care to comment? ;)

For me it's because the Empire seems to have way better combo potential and flavor than rebels. And I for one like to get excited about things. Although I play a little of everything. But I haven't seen the rebels have any cool super cool strategic combos.

I personally see Yavaris or Gallant Haven as being strategic because you're going to have to go through hoops to enable it, but the returns are going to be incredible

just dumping upgrades that happen to work on the same thing doesn't really count as "Strategic" to me. It seems more obvious than anything. Chiraneau or Corrupter on its own is strategic because, like yavaris, he'll force your opponent's hand. Both of them together plus rhymer is just going to start skewing things.

Edited by ficklegreendice