wireless power transmitting
Nikola Teala's big idea
Projection Expert
So what about this card on a Nebulon-B swarm build?
That is interesting. I think it is a very good thought kernel and I'd love for you to chat more about it. How do you envision this looking?
My quick thoughts:
I would make the Nebulon-B cloud a Rieekan fleet. I don't ever want to lose vital shots when a Neb is inevitably flanked by engine tech Glads or Raiders or even shrimps in a mirror! Must make the opponent pay for each Neb they successfully sink.
Getting a peak at the rogues and villains, I am not feeling comfortable with a squadron-free build at the start of wave two. Maybe it turns out that it is still effective to ignore them, but I want to leave room for some interceptors or rogues of my own.
Gotta keep 'em cheap. Even with sharing shields, a flanked Neb is in serious trouble and I am not a fan of donating points. A support refit with Projection Experts is 57, so you get 6 at 342 but that leaves very little room. So do you go down to 5 at 285 and sprinkle in squadrons and upgrades for offensive punch?
Rieekan plus 5 support refit projection experts sits at 315? That is actually more wiggle room than I was anticipating. I would love to sit with you guys and proxy this stuff and try it out on the table.
One of the cool things about the projectors is if an enemy is focus firing on a target, you get two point in the ship activation order to boost the ship. Once for the ship itself and then for the projectors.
No idea if it would be good, projectors on an a MC-80 and a swarm of CR-90bs. Perhaps Mon Motha as well. Unless one-shot, ups the ships life spans considerably, while dishing out tons of damage.
So what about this card on a Nebulon-B swarm build?
That is interesting. I think it is a very good thought kernel and I'd love for you to chat more about it. How do you envision this looking?
My quick thoughts:
I would make the Nebulon-B cloud a Rieekan fleet. I don't ever want to lose vital shots when a Neb is inevitably flanked by engine tech Glads or Raiders or even shrimps in a mirror! Must make the opponent pay for each Neb they successfully sink.
Getting a peak at the rogues and villains, I am not feeling comfortable with a squadron-free build at the start of wave two. Maybe it turns out that it is still effective to ignore them, but I want to leave room for some interceptors or rogues of my own.
Gotta keep 'em cheap. Even with sharing shields, a flanked Neb is in serious trouble and I am not a fan of donating points. A support refit with Projection Experts is 57, so you get 6 at 342 but that leaves very little room. So do you go down to 5 at 285 and sprinkle in squadrons and upgrades for offensive punch?
Rieekan plus 5 support refit projection experts sits at 315? That is actually more wiggle room than I was anticipating. I would love to sit with you guys and proxy this stuff and try it out on the table.
I dunno about nebulons, you might want a beefy ship in the middle of all that.
Yay, now all I have to do is come up with a good spider tank fleet. 3 Assault Frigates all wit this so you have 2 repairing 1 at any given moment.
So what about this card on a Nebulon-B swarm build?
That is interesting. I think it is a very good thought kernel and I'd love for you to chat more about it. How do you envision this looking?
My quick thoughts:
I would make the Nebulon-B cloud a Rieekan fleet. I don't ever want to lose vital shots when a Neb is inevitably flanked by engine tech Glads or Raiders or even shrimps in a mirror! Must make the opponent pay for each Neb they successfully sink.
Getting a peak at the rogues and villains, I am not feeling comfortable with a squadron-free build at the start of wave two. Maybe it turns out that it is still effective to ignore them, but I want to leave room for some interceptors or rogues of my own.
Gotta keep 'em cheap. Even with sharing shields, a flanked Neb is in serious trouble and I am not a fan of donating points. A support refit with Projection Experts is 57, so you get 6 at 342 but that leaves very little room. So do you go down to 5 at 285 and sprinkle in squadrons and upgrades for offensive punch?
Rieekan plus 5 support refit projection experts sits at 315? That is actually more wiggle room than I was anticipating. I would love to sit with you guys and proxy this stuff and try it out on the table.
I dunno about nebulons, you might want a beefy ship in the middle of all that.
Here's my first pass...
1 • Nebulon-B Support Refit - Nebulon-B Frigate (51) - Leia Organa (3) - Projection Experts (8)
• Total : 62
2 • Nebulon-B Support Refit - Nebulon-B Frigate (51) - Mon Mothma (30) - Redemption (8)
• Total : 89
3 • Nebulon-B Escort Frigate - Nebulon-B Frigate (57) - Yavaris (5)
• Total : 62
4 • MC30c Torpedo Frigate - MC30c (63)
5 • MC30c Torpedo Frigate - MC30c (63)
6 • B-wing Squadron - B-wing (14)
7 • B-wing Squadron - B-wing (14)
8 • B-wing Squadron - B-wing (14)
9 • B-wing Squadron - B-wing (14)
We got a Neb-B line anchored on the sides with 2 MC-30Ts ready to get up close and personal. Between Mon Motha keeping their evades relevant plus the Projector Neb giving them shields and changing whoever needs an Engineering command the list should be pretty rough. Mon Motha hangs out on Redemption.
Have I actually made a list where Yavaris is not the enemies first priority to kill?
Something doesn't quite feel right about this list, but not a bad starting place.
Edited by Tranenturm
I dunno! I want to use it on Redemption, but I could hilariously buff my Tarkin corvette to be super support. They both have the same amount of shields in the pool.
This was originally 54 points, but now passes two shields and an engineering token (preferably to an injured ship), or two of the same tokens to two ships. Preferably alternating turns of that.
Now it is 68 points, so ouch. Maybe back to the drawing board.
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Redemption and Leia and Projection Experts for an additional 17 points on a 51 or 57 point ship (68 or 74 points) means that around turn 4 onward you are doing just engineering commands while your ships don't need to assign engineering commands on the dials, because if you need some engineering, Leia will hook you up.
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Okay, still not too satisfied, still digesting this thing's impact. It really depends on how you build the list around it. But ultimate support ship ho! (besides Home One title, but that doubles the points)
You could almost have both of these for that about of points... hehe.
Remember that you only get 6 possible uses out of this. No damage happens 1st round, so at BEST 5 uses.
A valid line of thought, but I take issue with your assertion that no damage happens first round.
I've put the hurt on many a small ship with a round one Rhymer ball tossed across the board by Corrupter.
Still, generally speaking, you're right that most games you'll see five uses, and the points add up quick.
Edited by TvayumatConsider that this can be helpful for those ships that lose their redirects due to Nk-7 Ions and Intel Officers
Remember that you only get 6 possible uses out of this. No damage happens 1st round, so at BEST 5 uses.
A valid line of thought, but I take issue with your assertion that no damage happens first round.
I've put the hurt on many a small ship with a round one Rhymer ball tossed across the board by Corrupter.
Still, generally speaking, you're right that most games you'll see five uses, and the points add up quick.
Well, personally, if i saw you deploy Corrupter at the edge of your deployment zone and Rhymer and crew D2 into the setup area, I'd be expecting that and would place my fighter screen to counter, but I accede your point.
MOST of the time you wont take damage 1st round. Semantics aside, you almost never take damage 1st round, and probably won't take much damage 2nd round.
Edited by Bipolar Potter
Redemption and Leia and Projection Experts for an additional 17 points on a 51 or 57 point ship (68 or 74 points) means that around turn 4 onward you are doing just engineering commands while your ships don't need to assign engineering commands on the dials, because if you need some engineering, Leia will hook you up.
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I like this... I like this a lot. Give out two shields, replenish them with your remaining engineering. It means activating this ship at the top of your order to get the most out of Leia, but once you do that, there's one less thing for your other ships to think about when setting commands.
Yay, now all I have to do is come up with a good spider tank fleet. 3 Assault Frigates all wit this so you have 2 repairing 1 at any given moment.
Unfortunately I don't think the AFIIs have the correct upgrade slot... but that would sure be sweet. ![]()
Rebels can take support team on CR-90s, Nebs, and MC-80s, so it seems like you either have to run one or two large batteries (MC-80s), or smaller pocket healers (CR-90/Neb-B). From a pure points-per-ability, the pocket healers appear more efficient. Base cost only, two CR-90Bs with Projection Experts offer four engineering (6 with token; up to four shield transfers per round) for 90 points. Two Neb-B refits offer six engineering (ten with token; up to four shield transfers per round) for 114, and adding Redemption boosts that to eight engineering (12 with token; up to four shield transfers per round) for 122. Compare any of those with one MC-80 Command, which offers four engineering (six with token; up to two shield transfers per round) for 112, and that's quite a bit less value for similar cost (of course, you're potentially making up the value in other areas, such as survivability, firepower, upgrade platform, etc). But if the goal is to come up with support ships that will keep your frontline ships alive longer, it's hard to beat the Redemption + Refit combo. Sure, it's basically a third of your total fleet cost. But if your enemy wants to table you, he has to deal with those two ships somehow:
- If the opponent ignores the support ships and focuses on front-line ships, then those ships should be that much harder to take down (at least if destruction is achieved through damage boring through hull zones--special cases like Luke, APTs, etc., maybe not so much). Ignoring healers to burn down DPS isn't optimal in other games, and barring insanely bad luck (an ISDI Devastator with Vader, SW-7s, and CF rolls thirteen dice out of its front arc for twenty damage...), I see little reason to think it won't end similarly here, especially if the pocket healers are boosting a ship made to take a pounding.
- If the support ships are targeted, both ships have to be taken down. Taking down one support ship will slow your healing somewhat, but even transferring two extra shields can make a difference (properly placed, it nullifies ACMs, if nothing else). If APTs become a thing, it allows a ship to spend its engineering removing face-up damage cards (which it will need to do at some point), while still keeping some shields up. If the support ships are targeted (and they've been properly deployed where one should deploy support ships--i.e., not on the front lines), then the attacker should take a beating trying to get to them. Worst case scenario, you lose 122 points in support ships, your key ships have been mostly ignored, and the attackers that survive are hurting.
Here's my first pass...
1 • Nebulon-B Support Refit - Nebulon-B Frigate (51) - Leia Organa (3) - Projection Experts (8)
• Total : 62
2 • Nebulon-B Support Refit - Nebulon-B Frigate (51) - Mon Mothma (30) - Redemption (8)
• Total : 89
3 • Nebulon-B Escort Frigate - Nebulon-B Frigate (57) - Yavaris (5)
• Total : 62
4 • MC30c Torpedo Frigate - MC30c (63)
5 • MC30c Torpedo Frigate - MC30c (63)
6 • B-wing Squadron - B-wing (14)
7 • B-wing Squadron - B-wing (14)
8 • B-wing Squadron - B-wing (14)
9 • B-wing Squadron - B-wing (14)
We got a Neb-B line anchored on the sides with 2 MC-30Ts ready to get up close and personal. Between Mon Motha keeping their evades relevant plus the Projector Neb giving them shields and changing whoever needs an Engineering command the list should be pretty rough. Mon Motha hangs out on Redemption.
Have I actually made a list where Yavaris is not the enemies first priority to kill?
Something doesn't quite feel right about this list, but not a bad starting place.
Ouch... just, ouch. That's five activations, double-tapped B-wings (at least once), black dice, shields, evades...
snip
Remember that you only get 6 possible uses out of this. No damage happens 1st round, so at BEST 5 uses. CR90 has 7 shields, so losing 2 shields a turn will dry you out on Turn 5. Odds are you took minimal damage turn 2 with conservative movements, so you really have no need for Redundant if its staying out of the firing line. That'll get you to turn 6 comfortably before you run out of shields to transfer.
55 points for a VERY decent support vessel. Make it a CR90A and it's 60. I'd pay that for effectively 3 extra shields a turn on my front line ships.
You forget my ability to run over obsticals on the first round. Never underestimate your opponents ability to, with a whale, to hit an asteroid and receive projector misaligned and lose all four of the front shields in the first turn.
Okay, to be fair, I dont want to be using this in the first round. Or the second. This is a round 4-6 ability to prevent my opponent from scoring any points on me. And that is why I think it is under-costed. Take less than 1 MoV bar of squadrons, so if you lose them you still are at a 5-5 if you do nothing, and bam.
Edited by Corellian CorvetteOh, wanted to mention to everyone. Squadrons will hard-counter your pocket medics and pocket tarkins, so beware! You probably need at least 3 fighters, one with each support ship and one or two with your main force, to prevent clever players from throwing 1-2 bombers at your support ship, and locking it down by sending it into self preservation mode.
... and then using his main ships to focus down your exposed wall of battle while the support ship tries to escape the flies and moves out of position, and is useless, OR you get stuck in, remain with your fleet, suffer the bomber hits, and try to repair with your pitiful repair value and use your guns like some guns.
This my or may not be the counter to pocket support vessels, but considering that it happened twice on the BiggsIRL tourney, and once again with a friend, 3 people coming up with the same solution leads me to think that it will keep happening.
So, pocket support ships need their own SQUADRONS. Ingenious solution, I know. Invest around 30 points in squadrons, one per support ship and or more in your wall of battle.
True, enemy squadrons are a consideration.
Shame you can't put engine techs and the projection experts on a MC80.
1 • CR90a Corellian Corvette - CR90 Corellian Corvette (44) - Mon Mothma (30) - Leia Organa (3) - Tantive IV (3)
Shame you can't put engine techs and the projection experts on a MC80.
Its funny when the MC80 first dropped we were sad it didn't have a gunnery team slot. now we are sad it doesn't have two support team slots.
Shame you can't put engine techs and the projection experts on a MC80.
I think I got the ProjEx backwards before. I was thinking it sends "damaged" shields to another ship, instead of sending "undamaged" shields to another ship, so I was thinking it was ProEx or Engine Techs on the MC80's. Instead I'm liking the MC80 keeping its EngTech, while a support CR90 (I'm thinking Tantive 4 and Leah) gets the ProEx and feeds shields into the MC80 while hiding behind him.
Shame you can't put engine techs and the projection experts on a MC80.
I think that comparison is like trying to decide whither to put Assault Concussion Missiles or Expanded Launchers on a Gald. You COULD put expanded launchers, but the only thing you really see on the table is the ACM's. Likewise, Projector Experts might not feel at home on a MC80.
Shame you can't put engine techs and the projection experts on a MC80.
I think I got the ProjEx backwards before. I was thinking it sends "damaged" shields to another ship, instead of sending "undamaged" shields to another ship, so I was thinking it was ProEx or Engine Techs on the MC80's. Instead I'm liking the MC80 keeping its EngTech, while a support CR90 (I'm thinking Tantive 4 and Leah) gets the ProEx and feeds shields into the MC80 while hiding behind him.
Yes, you leach shields from your own ship to the ship in need. You should try a Tantitive + Raymus, it seems like it shouldn't work, but it does. 2 Tokens a turn, or 1 token and 2 shields a turn with advanced projectors. Seems more handy than Leia, but thats probably why it costs more.
Also, have you guys realized something? Like the Ordnance slot, the support team and weapon team seem to be nearly faction exclusive. Rare exceptions being the Glad and the Whale. Huh.
I still don't get it. How, lore-wise, does a ship pass off it's shields?
I still can't get past a ruptured engine damaging a ship's forward shields.
I still don't get it. How, lore-wise, does a ship pass off it's shields?
I still can't get past a ruptured engine damaging a ship's forward shields.

I still don't get it. How, lore-wise, does a ship pass off it's shields?
I still can't get past a ruptured engine damaging a ship's forward shields.
To slow down, ships need a reversal in their forward momentum so the microjets that we dont see could of exploded from a chain reaction from the thrusters.
To slow down, ships need a reversal in their forward momentum so the microjets that we dont see could of exploded from a chain reaction from the thrusters.I still don't get it. How, lore-wise, does a ship pass off it's shields?
I still can't get past a ruptured engine damaging a ship's forward shields.
Or they could just be rerouting energy from shields to do magic and contain something. The card says suffer a damage, they could put it on any shield face.
