Wave 2 Spoilers

By Daner0023, in Star Wars: Armada

Man, these squads look like there going to completely change the squad battles, :( makes me sad.

(Not saying it breaks the game but still)

that's kinda the point of a whole new wave, isn't it :P?

FFG should have learned from X-Wing that you should never allow single game pieces to break a key mechanic of the game.

I am actually starting to get a tiny bit worried going into Wave 2. Without a doubt, Gallant Haven + Aces is the best list in the game at the moment (CR-90 swarm is probably better but far far far less forgiving) and Intel and Jan with her handing out of braces makes it even better. The sky isn't falling, it isn't even close, but I am worried that we haven't seen anything to dethrone this list from the top of the meta.

you my friend live in a different meta, because from my experience demolisher is on top of the metal and imperial aces beat rebel aces, squad to squad, but inflict less damage to ships (Yes even with gallant haven)

Then I'm not sure what your Rebel players are doing quite frankly. The Haven + Yavaris + a corvette with wedge, farlander, and tycho + other squadrons is terrifying You have to do 3 damage to any of the characters to do 1 damage with Haven (Brace to two, Haven ability) and the fighters will NEVER leave range 1. If Demolisher is making it through a game alive your opponent is doing it wrong. The VSD also suffers from diminishing returns based on the skill of your opponent; the better they are the worse it is.

What meta, the game is barely old enough to have a meta let alone a definitive meta list that needs dethroning.

It definitely has a meta. We've already had 3 events in Houston and are about to have a 4th. Between all of us in our play group I'd say we've played over 100 games at this point, I personally get in between 5-10 a week. This isn't speculation :)

Is this how Gallant Haven works? We'd been playing that the damage was reduced before Brace was spent. I'm not certain that I'm right about that, but I'm not sure it's clear one way or the other.

Yes.

The order for resolving damage is

1. Resolve a crit

2. Total up damage

3. Apply damage

Brace kicks in when determining damage total.

Haven kicks in when damage is applied.

Man, these squads look like there going to completely change the squad battles, :( makes me sad.

(Not saying it breaks the game but still)

that's kinda the point of a whole new wave, isn't it :P?

FFG should have learned from X-Wing that you should never allow single game pieces to break a key mechanic of the game.

they did, that's why we have yet to see any turrets

the "completely change" part, however, is kinda expected if the wave is to have any relevant impact

The Wave 2 release is scheduled for July 31st.

Would have to already be at the printer or in the next week, to be close. At least that's what I'd be looking for.

Personally I'd be happy with Gencon

Jan Ors is a crazy, crazy good card. She gives ALL friendly squadrons brace tokens... Fly her with generics and you suddenly have much more durable fighters. I see her surrounded by an Xwing swarm.

And here is an interesting question for you: Can you block Jan's defense tokens with accuracy results???

If not, it just made accuracies against squadrons largely useless. (And even if it does, it just gave your aces a total of 4 defense tokens to pull from)

Jan Ors is a crazy, crazy good card. She gives ALL friendly squadrons brace tokens...

And even if it does, it just gave your aces a total of 4 defense tokens to pull from)

Yeah, but so what? When rebel aces die, it's not usually because they ran out of braces in a single turn. It's because they take one or two points of damage from a bunch of sources and it adds up to five and they go pop.

Like, if Luke could use four braces in a single turn he's dead anyway. He only has five hitpoints!

Absolutely, but it limits the value of accuracies. Two accuracies now stops both tokens, now you may need 4. If that interceptor is rolling 6 dice, you expect to get 1.5 accuracies anyway, more with a reroll.

Plus, her real values is to generic squadrons. How much are two defense tokens worth? Somewhere around 3-4 points, based on the aces. Effectively giving every generic squadron in range 1-2 dramatically increases their survivability. If all she does is extend the survival of two squadrons by a turn, each turn, you will have thrown an extra 24~32 anti squadron dice across 3~4 rounds...

which is good, considering she's probably 8 points overpriced on her base stats and will give rebs something other than haven to beat howl + FC interceptors ^_^

The ISD looks to be 92 points. Anyone care to confirm?

Where is 92 points coming from? That picture of the computer screen is completely illegible.

Anyone have anything new, I have a few pics to post of Jan Ors and Boba Fett, the info is already posted in the OP.

I would love to get more info on Darth Vader.

Anyone have anything new, I have a few pics to post of Jan Ors and Boba Fett, the info is already posted in the OP.

I would love to get more info on Darth Vader.

I think it will involve "intimidating the crew" (example)

When you reveal a your command dial,you may instead perform any dial in your command stack (remember when Needa told him we cannot go into a astroid field to get Solo ? He was like yea...whatever do it.. "Asthma breathing ends") and take a shield damage on any hull zone and rearrange your command stack in any order of your choosing.

Edited by Salex215

Maybe Vader is the combination of attack and defense liaison.

The ISD looks to be 92 points. Anyone care to confirm?

Where is 92 points coming from? That picture of the computer screen is completely illegible.

So SW-7 Ions, I am pretty sure the card reads like Vader's tie advanced ability and let's accuracies deal damage. Not sure if it blue only dice or if it only affects ships or squadrons

92 points better be a placeholder

hard to justify the VSD - 2 if a mere 7 points more gets you that monster

92 points better be a placeholder

hard to justify the VSD - 2 if a mere 7 points more gets you that monster

Actually it is easy to justify it. While the VSD is slower it is smaller thus won't run over everyone, their grandchildren and all the debris. Honestly while the Impstar is a monster I think fighters are going to be it's weakness. (they have to factor in TRD somehow)

I don't think that is much of a justification. At all really.

it really isn't

from what we know the ISD - 1 is faster, a contain token, has more squadron, more anti-squadron dice, and 3 more hull + 2 more shield (front and back). The front arc is a bit of a toss up (one less blue die, 3 more black die) but seems absolutely massive

the chart is a complete unknown, but so far the VSD has the absolute worst

I'd charge 100 points minimum for that thing

Edited by ficklegreendice

I care not how many points it is, or what the stats even look like. It's a freaking Star Destroyer, and I want at least two, and possibly three. Gonna put that thing on the table, and play the Imperial March, just to see the looks on my opponents face.

well there's no way in hell it's costing 150

grab 3 with motti and steamroll from one side to the other

well there's no way in hell it's costing 150

grab 3 with motti and steamroll from one side to the other

I think the Impstar 1 will stay at 100 or under. I think this is simple because while it is a good ship it suffers where the Assault Frigate does. They both suffer from the need of upgrades to make them playable in a game. If you only have the base ship, it is lacking in several areas and while it has good firepower it still turns like the GSD on 3, and suffers from a huge front arc syndrome. Oh it is iconic but I think it can still be overpowered by a few MC30's (likely 2 to 3 with Akbar and ACM's)

I don't know if it is going to cost 92, but I'm confident it's not going to be more than 100 pts.

I was mulling over the 400 pt. game as I sifted through my stuff this week. As it stands, there really isn't a lot of room to add much to a fleet at just 100 pts. more, even when using only wave 1 ships and squadrons. You can get one big ship like a VSD or ISD, a couple of mediums like the Glad or Nebulon, or 3 small ones like the Corvette or Raider. For the Imperial player, it's going to be a far easier choice: drop a VSD for an ISD. For the Rebels, the desire may be to drop Whaleboat I for Home One, but what's likely to be more competitive is a fleet of MC 30s, Nebs, and Corvettes that can outrun and outlast a 2-3 fleet of slow moving carrier tanks. As a result, I expect the Imperial to evolve into a 4-ship standard of VSDs and/or Glads backed up by Imperial Raiders and TIEs. Or, a full on "fight fire with fire" fleet of Imperial Raiders circling a single ISD.

I just hope there's enough of a difference in cost between imperial and victory class to keep the vic a viable option.

Jan Ors is a crazy, crazy good card. She gives ALL friendly squadrons brace tokens... Fly her with generics and you suddenly have much more durable fighters. I see her surrounded by an Xwing swarm.

And here is an interesting question for you: Can you block Jan's defense tokens with accuracy results???

If not, it just made accuracies against squadrons largely useless. (And even if it does, it just gave your aces a total of 4 defense tokens to pull from)

I was thinking of having her hide behind several aluminum falcons. That 7 hull and counter attack are just fantastic with the ability to use her defense tokens.

1 die counter isn't terribly impressive TBF

rather have my X-wings with speed 3 and more than a tie's worth of anti-ship armament