Anyone else laughing because Walex Blissex seems better in a Corvette Swarm?
no, we're laughing because of his name
Anyone else laughing because Walex Blissex seems better in a Corvette Swarm?
no, we're laughing because of his name
Akbar with a vette, first-player, and action advantage will lead to some awesome slashes with a single vette through the middle and out the back before they can respond.
On the other hand, Command Cruiser is kinda meh. It needs a good, squadron-centred title like Yavaris or Gallant Haven to be viable as a carrier.
As pointed out earlier you can get up to 7 squadrons per every activation (Bay + Raymus). THAT is AMAZING. I feel like people who undervalue squadons think it's meh. It also has to do with the local meta game. Places where squadrons are never used won't find this appealing.
Up to 7 squadrons per every activation (Bay + Raymus). Nice attack and solid defence. THIS is the dedicated "carrier" I needed.
You can only put one expanded hanger on the ship, unfortuently. The FAQ cover this -- No double stacking the same card.
Fleet Building, p.6 This entry should include the following bullet point: “A ship cannot equip more than one copy of the same upgrade card.”
He said nothing about the Same card.
He said a Hangar Bay, and Raymus Antilles...
Thats a Squadron Command (5) + Hangar Bay (+1), Plus a Squadron Token you've gained without Spending the Dial from Antilles (+1)
= 7.
The actual preview shows a squadron command of 4.
Why is this pic a 5?
Because originally it was a 5?
I haven't read the whole 6 pages yet, but ****, this expansion is juicy ![]()
2 words. Cluster. Bombs. That card is so broken it's awesome ![]()
Admiral Ackbar, pure badassery. He's going to require proper ships to work well.
The titles are awesome. I'm just curious about Independence which we haven't seen yet, but much surprise for the squadrons.
Actually, not many cards were spoiled. Neither SW7 Ion Cannons nor the squadron upgrades. I'm curious (probably we'll see them in the Rogues and Villains article).
Hmmmmmm 6 squadrons, 10 dice. . . If those are B-Wings. . .so in the "Akbar throws 11 dice" scenario, would going down to ten and instead throwing squadrons also count as dice
?
I ask because these uber-ships seem made to exploit one of the biggest advantages of Squadrons: piggy backing on activations
The ships we have now are rock solid, but they can't really annihilate fools even with squadron support. An ISD-2 farting out 8 dice and then 4 squadrons, though? An Akbar Mon Cal also farting out a potential 8 dice and 5 squadrons!?!?!?!
that's a lot of weight to be throwing around in one activation
7 squadrons with Bay + Raymus - 7 B-wings.... 14 dice.... omg....
Up to 7 squadrons per every activation (Bay + Raymus). Nice attack and solid defence. THIS is the dedicated "carrier" I needed.
You can only put one expanded hanger on the ship, unfortuently. The FAQ cover this -- No double stacking the same card.
Fleet Building, p.6 This entry should include the following bullet point: “A ship cannot equip more than one copy of the same upgrade card.”
Right 5+1 for expanded hanger and +1 for raymus who give you a squadron token when you reveal the command. So 7.
More realistically 6 with a higher range if the boosted coms allows for a longer ranged activation of fighters.

I want your version of the card, mine on the acticle seems defective
On the other hand, Command Cruiser is kinda meh. It needs a good, squadron-centred title like Yavaris or Gallant Haven to be viable as a carrier.
As pointed out earlier you can get up to 7 squadrons per every activation (Bay + Raymus). THAT is AMAZING. I feel like people who undervalue squadons think it's meh. It also has to do with the local meta game. Places where squadrons are never used won't find this appealing.
wait a tic, who cares about its carrying capability? It's 8 points you save instead of throwing them out on a single blue-red die on each hull zone. That's the price of Engine Techs or Home One!
losing 1 squadron only makes it less attractive for me. Piling on a potential 8 dice + 4 squadrons is going to mulch some poor bastards, no reason to want less of it.
seriously, not convinced the blue anti-squadron and additional red battery are worth the 8 points. Maybe it's the double defensive retrofits? **** gets expensive real quick, though.
Edited by ficklegreendice
2 words. Cluster. Bombs. That card is so broken it's awesome
I was explaining this to my friend who thought it would be a waste because you sacrifice a defensive slot.
I told him if I'm flying at him with my Rhymer ball (let's say Rhymber, Bomber, and Two advanced) I'm going to think twice about having Rhymer take the first shot at the ship or shoot at it at all, because they can just wait until Rhymer attacks to use cluster bombs on him and potentially kill him or nearly kill him in one go.
So you get a Rhymer Deterant / Kill switch that would serve as a brace against a 2 bomber assault. Instead of taking a possible critical 4 damage from Rhymer + Bomber, you're now looking at a max critical 2 from just the bomber if I hold Rhymer back and just use him as a range boster. Granted my advanced could still each lob a black die at the ship, but unlike Rhymber they can't crit.
So it's a basically Rhymer Deterant / Kill switch / Bomber brace
Have to try it out, but seems well worth the cost to put the kabosh on one of my favorite starts or at least weaken it.
Up to 7 squadrons per every activation (Bay + Raymus). Nice attack and solid defence. THIS is the dedicated "carrier" I needed.
You can only put one expanded hanger on the ship, unfortuently. The FAQ cover this -- No double stacking the same card.
Fleet Building, p.6 This entry should include the following bullet point: “A ship cannot equip more than one copy of the same upgrade card.”
Right 5+1 for expanded hanger and +1 for raymus who give you a squadron token when you reveal the command. So 7.
More realistically 6 with a higher range if the boosted coms allows for a longer ranged activation of fighters.
I want your version of the card, mine on the acticle seems defective
LOL WTF?!?!
So were MoffZenn's Bothans right after all? Wich one is the real cruiser!? We need an FAQ STAT!
On the other hand, Command Cruiser is kinda meh. It needs a good, squadron-centred title like Yavaris or Gallant Haven to be viable as a carrier.
As pointed out earlier you can get up to 7 squadrons per every activation (Bay + Raymus). THAT is AMAZING. I feel like people who undervalue squadons think it's meh. It also has to do with the local meta game. Places where squadrons are never used won't find this appealing.
wait a tic, who cares about its carrying capability? It's 8 points you save instead of throwing them out on a single blue-red die on each hull zone. That's the price of Engine Techs or Home One!
losing 1 squadron only makes it less attractive for me. Piling on a potential 8 dice + 4 squadrons is going to mulch some poor bastards, no reason to want less of it.
seriously, not convinced the blue anti-squadron and additional red battery are worth the 8 points. Maybe it's the double defensive retrofits? **** gets expensive real quick, though.
Depends on your build, if you can field 7 B-Wings in a single command that's 14 dice to roll against an ISD...
As an Admiral in the Imperial Navy, that's a scary thought. Especially if the Ackbar Slash opens up right after that with those extra dice.
Enhanced Armerments +1 Red, Ackbar +2 Red, and if you have Defiance and I've already gone, throw in another red or blue die.
That's 14 from bombers + 10 from the MC80.
My Bothan Spies are always right. Everything that has transpired has done so according to my design. ![]()
@GrandMoffKaine : Exactly ! Statistically, 4 blue dice where crit counts means a dead TIE Fighter shooting at the MC80 and 3 hull points on a TIE Bomber. And 80% of a TIE Bomber dead due to return fire from 2 blue dice.
In essence, it promotes the use of TIE Bomber than multi purpose TIE Fighters for anti-ship duties. I know that in my meta, people love to throw blue dice from fighters at ships when they play Imperials.
But for 5 points in a no squadron list, this is awesome.
That said, rather than on an MC80, I definitely see this super worth it on a long range CR90A. Sure bro, send me you fighters... MWUHAHAHAH
In regards to mon cal variants: for me, it's just the same question as the Afmk2 A versus B (9 point difference being very similar to the 10 point EA)
I couldn't care less that B is considered the "squadron" variant, all I care about is the point difference for the dice difference doesn't seem terribly significant when I could instead have an awesome upgrade
the Assault Variant does not seem worth the purchase price of 8 points when I could instead get something like engine techs or Home One etc. An extra red is obviously useful at long range, but I'm not sure it's really worth exchanging a die (and a blue die at that). If it just added a die...
Edited by ficklegreendice
Uh wut?
Home One Official Preview? More like Home One Official Pewpew!
I'll be here all week. Tip your servers.
The huge boom power things have now - someone mentioned a Rebel squadron tweeker mega activation, nor to mention the one shot power of these big ships, and the power we already see with ACM GSD - I wonder if tiny hordes packing a wallop like the previously mentioned Ackbar/vette swarm is the "safe" play. Would hate to lose a 100+ point ship to one big round of shooting.
I'm still wrapping my head around the idea of 10 Red Dice off a MC80 AC, Defiance, Admiral Ackbar, enhanced Armament and a Concentrate Fire Token.
Expensive but that is one big nasty gun that can slap you from a long distance.
Edited by Beatty
On the other hand, Command Cruiser is kinda meh. It needs a good, squadron-centred title like Yavaris or Gallant Haven to be viable as a carrier.
As pointed out earlier you can get up to 7 squadrons per every activation (Bay + Raymus). THAT is AMAZING. I feel like people who undervalue squadons think it's meh. It also has to do with the local meta game. Places where squadrons are never used won't find this appealing.
wait a tic, who cares about its carrying capability? It's 8 points you save instead of throwing them out on a single blue-red die on each hull zone. That's the price of Engine Techs or Home One!
losing 1 squadron only makes it less attractive for me. Piling on a potential 8 dice + 4 squadrons is going to mulch some poor bastards, no reason to want less of it.
seriously, not convinced the blue anti-squadron and additional red battery are worth the 8 points. Maybe it's the double defensive retrofits? **** gets expensive real quick, though.
Depends on your build, if you can field 7 B-Wings in a single command that's 14 dice to roll against an ISD...
As an Admiral in the Imperial Navy, that's a scary thought. Especially if the Ackbar Slash opens up right after that with those extra dice.
Enhanced Armerments +1 Red, Ackbar +2 Red, and if you have Defiance and I've already gone, throw in another red or blue die.
That's 14 from bombers + 10 from the MC80.
How are you getting 7? it has squadron 4, 5 with hanger, 6 with antillies, unless I understand his ability wrong.
Uh wut?
Good catch ! Guess they were thinking about throwing it to speed 3 for the Assault variant
My Bothan Spy cards don't show that red square though (and they come from a retailer approved package), so I guess that it is final that it is Speed 2 ![]()
On the other hand, Command Cruiser is kinda meh. It needs a good, squadron-centred title like Yavaris or Gallant Haven to be viable as a carrier.
As pointed out earlier you can get up to 7 squadrons per every activation (Bay + Raymus). THAT is AMAZING. I feel like people who undervalue squadons think it's meh. It also has to do with the local meta game. Places where squadrons are never used won't find this appealing.
No. I love - LOVE - squadrons, but as others pointed out, max squadron cap for Command Cruiser is 6. And it cost more than 25% of the point limit. In squadron-heavy Rebels I'll stick to more cost-effective carriers like AF II or Nebulon.
Good catch ! Guess they were thinking about throwing it to speed 3 for the Assault variant
My Bothan Spy cards don't show that red square though (and they come from a retailer approved package), so I guess that it is final that it is Speed 2
they mention in the article that the ISD is faster, so yes the mon cal is speed 2 (but can take techs)
then again, FFG's articles can lead to things like the SLAM fiasco over on the x-wing forums
Edited by ficklegreendice
Up to 7 squadrons per every activation (Bay + Raymus). Nice attack and solid defence. THIS is the dedicated "carrier" I needed.
You can only put one expanded hanger on the ship, unfortuently. The FAQ cover this -- No double stacking the same card.
Fleet Building, p.6 This entry should include the following bullet point: “A ship cannot equip more than one copy of the same upgrade card.”
He said nothing about the Same card.
He said a Hangar Bay, and Raymus Antilles...
Thats a Squadron Command (5) + Hangar Bay (+1), Plus a Squadron Token you've gained without Spending the Dial from Antilles (+1)
= 7.
The actual preview shows a squadron command of 4.
Why is this pic a 5?
Because that was the Actual Preview Pic about 10 Minutes before they CHANGED it.
I get the impression that naked or bare bones MC80s wont see a lot of play, for it to be really effective you need to sink quite a few upgrades into it.
My preview article still shows the Squadron 5 even after a history wipe and multiple refreshes. Anyone know what's going on?
Because that was the Actual Preview Pic about 10 Minutes before they CHANGED it.
Relax, people make mistakes.
Notice the red square on the three? I guess this is a preproduction/playtest card that ended up in the wrong folder.
On the other hand, Command Cruiser is kinda meh. It needs a good, squadron-centred title like Yavaris or Gallant Haven to be viable as a carrier.
As pointed out earlier you can get up to 7 squadrons per every activation (Bay + Raymus). THAT is AMAZING. I feel like people who undervalue squadons think it's meh. It also has to do with the local meta game. Places where squadrons are never used won't find this appealing.
No. I love - LOVE - squadrons, but as others pointed out, max squadron cap for Command Cruiser is 6. And it cost more than 25% of the point limit. In squadron-heavy Rebels I'll stick to more cost-effective carriers like AF II or Nebulon.
I pointed out the max is 6. I was wrong. The max you can make the Squadron command is 6, HOWEVER, if you have Raymus on the ship you get the Squadron token when you reveal your command, so you get to activate 7 squadrons. 6 Squadrons is crazy, 7 is nuts. If you spend that on B-Wings that is 3 anti squadron dice and even better 2 anti-ship dice per B-wing, or 14 dice at a capital ship.
If I know that the MC80 is going to shoot me afte the squadons make their runs, I can't afford to spend a brace or more than 1 of my redicrects on the bombers. So I have to basically eat ALL of that damage do wherever the attack. I invision my ISD's being pretty strong, but I don't think they can stand up to a massive bomber run of 14 dice and THEN a MC80 opening on me with another 10 dice. That's 24 dice to deal with in one turn.