The part I like most about Home One is the fact that it works on blank dice, and the rebel fleet already throws a ton of red dice (where you have blanks to transform into accuracy). I see obvious synergy with a lot of rebel ships here, and it's an effect that could impact a large block of dice over a few turns and mitigate poor rolls.
Wave 2 Spoilers!
Home One and a bunch of Neb Bs could really tear stuff up at range.
I'm sad Home One doesn't work on itself, but it's a great support ability to numerous other ships around it. Corvettes and Nebulon-B's start looking really really good with Enhanced Armament and X-17's. I also think Admiral Ackbar does something like add red dice with broadside attacks, so it starts looking EVEN BETTER when adding all those factors in.
The post so nice I made itvtwice
Edited by ficklegreendiceAkbar will make gunnery team viable on whales ![]()
Just imagine 3 afmkii - B with gunnery and ea (71 + 17 = 89 each)
6 red dice broadside EACH (7 with cf), 18 red dice on two ships
Akbar better cost an arm and a leg...
Edited by ficklegreendiceI am concerned about akabar, he adds 20 points of dice to each ship, basically 2 enhanced armaments, he better have a drawback or cost as much as a cruiser, or he might be an auto-include. And auto-includes are bad for the game.
But he better have a REALLY big counterweight, because +2 red dice is a HUGE deal for rebel ships.
I am concerned about akabar, he adds 20 points of dice to each ship, basically 2 enhanced armaments, he better have a drawback or cost as much as a cruiser, or he might be an auto-include. And auto-includes are bad for the game.
But he better have a REALLY big counterweight, because +2 red dice is a HUGE deal for rebel ships.
he's not really 20 points of damage
basically, he glues the whale's front arc to its side
his drawback as described in the "Here they come" article is that the ships benefiting can only shoot out their sides, making it impossible for the ship to stack fire on the same target without the folly of your opponent giving you Advanced Gunnery .
Gunnery Team might make it legit, though, if you have at least two ships to shoot at. Expecting at the very least 30 points for him.
Those were my initial thoughts when I saw Jan Ors. She's going to make it very frustrating for your opponent when they can't lock down your bombers. But she is pretty fragile even with brace tokens. 4 Hitpoints can go quickly.
I kind of like Home One. Not sure if its worth 7 points, but it is pretty thematic. I can hear, "Concentrate all firepower on that Super Star Destroyer!"
She's not fragile at all: She's the first unit actually worth using X-Wing Escort on. Since she both protects them (brace tokens that cant be blocked with accuracy!) and gets them out of engagement.
AA can still shread her
can und might
but at least now you won't need haven to survive 6-dice interceptors ![]()
you're going to need at least 3 X-wings around her to ensure she doesn't get scalpeled, though
Edited by ficklegreendiceAA can still shread her
4 HP plus tokens means she's tougher than almost any imp ship. Plus, if you're losing 4 HP to AA, you've lost all your fighters period pretty much.
Edited by KillionaireMoldy Crow is going to be vital. Jan Ors provides a huge amount of survivability to X-Wings, who FINALLY Have something more important than themselves to Escort!
(seriously, X-Wings are the most dangerous fighters available to Rebels. Escort is kinda waste on them. NOW, with Jan, they're ALL hero X-Wings!) Better yet, the bombers or other ships with the X-Wings can slip out of the dogfight, while the X-Wings stay back to finish off the enemy fighters
Oh yes that's true.
While the Advanced at least had Soontir or Howl to escort for fighter superiority and for Soontirs automatic damage, now Jan with 2 X-Wing Squadrons will be a nightmare to take down with those tokens (that you just can't deny them either, right?) and that for only 45 points. And if you ignore them, well 2 X-Wings are also no slouches vs ships!
But with Boba, Mithel and Soontir imps start to get unstoppable autodamage combos that don't rely on dice luck...
can und might
but at least now you won't need haven to survive 6-dice interceptors
you're going to need at least 3 X-wings around her to ensure she doesn't get scalpeled, though
How would you round out Jan plus 2 X? Some YT-1300? Since that has counter and escort and can feed a long time from jans tokens...
Edited by ForceMI am concerned about akabar, he adds 20 points of dice to each ship, basically 2 enhanced armaments, he better have a drawback or cost as much as a cruiser, or he might be an auto-include. And auto-includes are bad for the game.
But he better have a REALLY big counterweight, because +2 red dice is a HUGE deal for rebel ships.
The drawback might be that you need to fire from both your side arcs, it says "fires only from right and left hull zones"... So is that a condition that you need to fire from BOTH?? That would make it very difficult to use indeed
Edited by ForceMThe article does then talk about using Akbar to circle the enemy at range or diving right in (Akbar Slash) so I don't think it is a condition that you have to use both arcs.
The article does then talk about using Akbar to circle the enemy at range or diving right in (Akbar Slash) so I don't think it is a condition that you have to use both arcs.
Okay that seems logical... But another question i have is if he is a ship captain or the fleet admiral. I would think the latter since he is even entitled as an admiral after all.
If so, does his effect only apply to his own ship, or to any ship in his fleet (that would be power level over 9000... Just imagine a couple of assault frigates or even cheapish corvettes with that!) as this is not at all clear from the spoilers to me. And all the other admirals have a global effect rather than one focused on a single ship iirc!
THAT is the bit that they don't clarify.
Gut feel is its all ships... As all Fleet Admirals so far affect all ships in their fleet.
But you never know.
How do you think the wording of Boba plays into everything? Does the defending ship decide which hull zone to take the 1 damage? Is it the side that Boba is closest to? Boba could be great to sneak in after you focus fire a side and guarantee yourself some hull damage.
Jan Ors seems an autoinclude. Which is a very bad thing in my book.
THAT is the bit that they don't clarify.
Gut feel is its all ships... As all Fleet Admirals so far affect all ships in their fleet.
But you never know.
"all ships" is the norm
the only way Akbar will affect one ship will be if his card specifically mentions only affecting a single ship per round.
Which I can honestly see happening, depending on his cost. Something like "once per round, if a friendly ship only attacks out of its side arcs add 2 red dice to the dice pool" or something
Edited by ficklegreendiceJan Ors seems an autoinclude. Which is a very bad thing in my book.
I'm not so sure. We still don't know her price, shes not high impact on her own, she needs friends to enhance, and her effectiveness is based on how often you actually want to move squads who are engaged. She will also have trouble keeping up with some, unless they slow down to follow her. I think shes good, but no more auto include then Chirenau is.
Obviously we'll have to see how it works out, but trying to employ the Akbar slash against an imperial force strikes me as suicidal. Driving straight at (well, slightly in between) one or more ISDs with supporting ships that may well include VSDs seems like a good way to lose the damage race before you can bring your broadsides to bear.
Obviously we'll have to see how it works out, but trying to employ the Akbar slash against an imperial force strikes me as suicidal. Driving straight at (well, slightly in between) one or more ISDs with supporting ships that may well include VSDs seems like a good way to lose the damage race before you can bring your broadsides to bear.
you need to use the modified variation: the frogger slash
the imperials are the frog, your whales are the cars ![]()
Jan Ors seems an autoinclude. Which is a very bad thing in my book.
I'm not so sure. We still don't know her price, shes not high impact on her own, she needs friends to enhance, and her effectiveness is based on how often you actually want to move squads who are engaged. She will also have trouble keeping up with some, unless they slow down to follow her. I think shes good, but no more auto include then Chirenau is.
Actually, we do. She is 19pts by herself.
Hmm. Speculating about speeds.
I can see the ISD (with speed 3!) as being capable of up to speed 3, but only with 1 turn (like VSD) or possibly even NO turns when doing speed 3.
MC80 I could see as perhaps being 2 turns at SPD1-2, and 1 turn at SPD3. Or possibly 2-turns at SPD3, having AF2 Maneuverability.