Wave 2 Spoilers

By Daner0023, in Star Wars: Armada

Does FFG really want to introduce a ship that can potentially do four damage a turn to as many squadrons as it has in range? I suspect they don't, but I may very well be wrong

Does FFG really want to introduce a ship that can potentially do four damage a turn to as many squadrons as it has in range? I suspect they don't, but I may very well be wrong

Could you explain the 4 damage? If the raider is getting black AA, crits still would not count as damage against squadrons. All that point defense does is allowing re-rolls of crit results, so the maximum damage from a black AA die would still be 1, no?

Does FFG really want to introduce a ship that can potentially do four damage a turn to as many squadrons as it has in range? I suspect they don't, but I may very well be wrong

Could you explain the 4 damage? If the raider is getting black AA, crits still would not count as damage against squadrons. All that point defense does is allowing re-rolls of crit results, so the maximum damage from a black AA die would still be 1, no?

Read the post above his.

Does FFG really want to introduce a ship that can potentially do four damage a turn to as many squadrons as it has in range? I suspect they don't, but I may very well be wrong

Well, maybe. It would only be at close range and not medium, so there is a little nerf

But you could take 2-3 of them easily, and completely ruin the fighter dynamic we currently have.

I was just thinking that with the ability to count damage from crits, you could guarantee 2 damage against a specific squadron (say if Fel was up to his shenanigans) by sacrificing one of the dice to flip the other to hit/crit with Screed. Even without that ability, Screed can offer protection against a double blank roll.

Unless it's soft enough that you can just squadron command a bunch of fighters and blast it out of the sky.

Unless it's soft enough that you can just squadron command a bunch of fighters and blast it out of the sky.

Good luck with that if that's your plan to deal with Fel.

Unless it's soft enough that you can just squadron command a bunch of fighters and blast it out of the sky.

Good luck with that if that's your plan to deal with Fel.

Once you can one-shot a bunch of ties in a single salvo from your flank, the game breaks down and it just becomes a ship on ship slugfest as fighters become worthless.

Unless it's soft enough that you can just squadron command a bunch of fighters and blast it out of the sky.

highly unlikely between the brace and 6 health

unless its dumb enough to run against B-wings :P

Just started running the numbers on using 2 blacks for anti-squadron. Over 56% of the time you'll get 2 damage, and over 37% of the time you'll get 1 damage. 2 of them together will wipe out nearly 75% of 3 health fighters (and leave the rest badly mauled).

In short, I really don't think the Raider needs anything to boost their anti-squadron firepower. They're impressive enough already!

Indeed! :)

I'd agree with that statement

they may be close range, but considering the only bombers that don't fire at distance 1 are Rhymer and his buddies, it'll still be an effective range.

It's sad that you can't create such an expansive "Net of death" as you can with Nebs, but there's Glad 2s for that I suppose

Edited by ficklegreendice

If that is a total upgrade, that better be a 20 point upgrade or better. . . Tarkin costing just might make it balanced

Two 75% dice or a 75% and 50% shot is, indeed, solid. Those 3 health ties really go down to anti-squad.

Once you can one-shot a bunch of ties in a single salvo from your flank, the game breaks down and it just becomes a ship on ship slugfest as fighters become worthless.

Well, we already have Nebs, Assault Frigates, and Gladiators. TIEs already die to one round of shooting, but it hasn't broken the game yet.

ties can't ever die in a single salvo, though

you'd have to sacrifice an attack from each of two cap ships, the cheapest of which is 57

Edited by ficklegreendice

Perhaps an admiral or officer (vader?) for the empire that allows a ship(s) to do this would make sense? Someone expensive like Tarkin. Would help make empire anti-squad Fire better vs rebel squads. The issue being mirrors and how TIEs could be one-shot by raiders and ISDs...of course that isn't game-breaking alone, would add an edge to want to avoid certain areas with fighters, kinda like avoiding the front arc of SDs with smaller ships.

That is an Admiral. His card did not show an icon for an officer upgrade

Hmmmmmm MC30's could be speed 3 with a 45° turn in the middle. . . Hmmmm

Is there any indication when Wave 2 will be released? On Amazon there's a thing saying it'll be in stock September 30... but I'm thinking of getting my ships from wave 2 it at my FLGS

Is there any indication when Wave 2 will be released? On Amazon there's a thing saying it'll be in stock September 30... but I'm thinking of getting my ships from wave 2 it at my FLGS

4-6 weeks for shipping

1 week from doc to FFG warhouse

3-5 days to house/store

Honestly if they don't get them to the printer soon we might be pushing Oct.

Edited by Cubanboy

Hmmmmmm MC30's could be speed 3 with a 45° turn in the middle. . . Hmmmm

Can we please get some wave 2 spoilers? Ugh. I love x-wing, but I'd love to see what is coming down the pipe for Armada!