Wave 3 cards

By Reiryc, in Star Wars: Armada

One thing I would like to point out- Red dice benefit a lot from re-rolls. A Transport with Bomber Command Center will be a very strong force multiplier for X-wings attacking ships.

More reasoning that I think this wave, with 2 ships, will be quite the game changer in so many areas.

For the specific math: A-wings re-rolling batter armament (Okay, they can't, but for the point of the comparison): .9375 hits. X-wing re-rolling battery armament: 1.03125. That's about 10% better damage, and enough to give the X-wing a better anti ship efficiency than the A-wings (Which it didn't have prior to this, at least point for point).

Edit: That is not counting extra damage from crits like Structural Damage, but I couldn't calculate the percentage of shots taken against shields vs. Hull to incorporate that into the math I did a while back. Major Juggler I'm not.

Edited by Squark

Anyone notice anything about the empire getting a new commander? It mentions it in the rebel pack, but not the imperial one. Unless I didn't notice it.

To me this is more situational evidence that there are two more ships at least coming. They aren't going to lopside the commanders so the imp one must be in another ship

Maybe. I don't know about that.

The only thing I know for sure is that our Princess is in another castle.

Anyone notice anything about the empire getting a new commander? It mentions it in the rebel pack, but not the imperial one. Unless I didn't notice it.

To me this is more situational evidence that there are two more ships at least coming. They aren't going to lopside the commanders so the imp one must be in another ship

Maybe. I don't know about that.

The only thing I know for sure is that our Princess is in another castle.

$10 in painting credit at Imperial Phoenix Hobby Works for the first someone who can provide me a picture of Admiral Screed in a Pretty Pink Dress.

Bomber Command Center + Torryn + Nym = you can get one reroll on the blue dice and another on either you please. That's going to make Nym's crit effect pretty **** reliable (goes off 58% of the time, by my math).

I also agree that X-Wings with rerollable bomber dice become extremely legit as jack-of-all-trades squadrons. Throw in Jan Ors and you've got yourself a party.

This wave is looking better and better...

Bomber Command Center + Torryn + Nym = you can get one reroll on the blue dice and another on either you please. That's going to make Nym's crit effect pretty **** reliable (goes off 58% of the time, by my math).

I also agree that X-Wings with rerollable bomber dice become extremely legit as jack-of-all-trades squadrons. Throw in Jan Ors and you've got yourself a party.

I was VERY excited when I saw the preview... then a bit surprised by just the two little ships... then a bit suspicious about the picture... then back to excited when I saw the previewed upgrade cards, especially Bomber Command Center. The other support cards are neat, but this one seems like the star so far, at least to me as someone who loves X-wings. :D Throw in the additional reroll from Torin on their anti-squadron dice, and you have Swarm Xs against squadrons or ships... my gosh...

I'm just very happy to now know that there's something in the pipeline for sure... and trying not to get too attached to the idea that there could be even more yet to be revealed. ;)

Edit: Oh, and Kallus on Raiders... so much fun, so much pain.

Edited by Rythbryt

Eh, although some people are colourblind enough to consider various shades of pink and purple (and even the dreaded mauve) as similar, I, as a discerning commission painter, must be able to tell my Pinks from my Purples.

That, my friend, is Purple.

Points for Effort as it is a dress uniform...

But needs more Spirit, rather than just Letter :D

I'll also be curious if these ships or any future flotillas will be able to equip projection experts.

Dumping 6+ shields with 3 of these flotillas in addition to the increased activation count supporting a couple heavy hitters could be interesting.

Fine fine, here you go. :P

EDIT:

added the bow

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Edited by FoaS

Fine fine, here you go. :P

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Thank you.

That is what I asked for, and it has been provided.

Ergo, I shall add it to the tab you already earned with your Card Donation previously.

I'm hoping that we see either an upgrade or a rule change to stop the ship shuffling game. If competitive lists end up being ~10 activations, regardless of the rest of the build(s), I think a lot of the entertainment is going to fall off pretty hard. Even playing 3-5 activations and some token squadrons can take forever. If our guesses on the boat-ettes are anything like right, playing against a 15-20 ship build could conceivably bring you to time by turn 3-4.

Hum maybe a card that increases rebel ship speed, ie give those slow ass b wings a push

I suspect we'll see caps on the number of ships you can run, either by ship type, or in total. Or we might see a cap on the number of flotillas you can run.

But you're right about these ships completely changing how we approach activation numbers.

As far as additional ships go... Maybe we get some rogue one ships with this wave, or maybe this will be a mini-wave. If it's the latter, we'll probably get a faster design cycle, which will mean there'll hit stores sooner.

I'm hoping that we see either an upgrade or a rule change to stop the ship shuffling game. If competitive lists end up being ~10 activations, regardless of the rest of the build(s), I think a lot of the entertainment is going to fall off pretty hard. Even playing 3-5 activations and some token squadrons can take forever. If our guesses on the boat-ettes are anything like right, playing against a 15-20 ship build could conceivably bring you to time by turn 3-4.

Yeah this is a major concern for me right now.

This and the possibility that these ships will have too many upgrade slots. Some upgrades stack, and if you have a platform so cheap you can field a large amount, it could be game-breaking. I mean, right now if you can field say 5 or 6 of these and a demolisher and a full point bomber contingent (and due to the large number of gozantis, be able to activate many if not all of them at will) you will have a 7 activation fleet with a lot of hitting power and flexibility. If you put the repair card on 2 of them and trail the demolisher that thing just got a lot harder to kill...

Off the top of my head if they are in the 26-30 point range (well within the "more like squadron cost" guideline) there could start to be some interesting min/max issues.

Oh gods... Wh- why would you do that? >.<

I think I feel an unglued set coming on....

Edited by FoaS

I'll also be curious if these ships or any future flotillas will be able to equip projection experts.

Dumping 6+ shields with 3 of these flotillas in addition to the increased activation count supporting a couple heavy hitters could be interesting.

Oh gosh... MC-80s would never die. :D

I'm hoping that we see either an upgrade or a rule change to stop the ship shuffling game. If competitive lists end up being ~10 activations, regardless of the rest of the build(s), I think a lot of the entertainment is going to fall off pretty hard. Even playing 3-5 activations and some token squadrons can take forever. If our guesses on the boat-ettes are anything like right, playing against a 15-20 ship build could conceivably bring you to time by turn 3-4.

I'll reserve final judgment until we have the full specs and point cost, but I'm initially leery of all these spams. I understand the theoretical reasons why one might not want to "waste" an attack on a flotilla when a larger ship like an ISD is out there, but on the flip-side, these things seem paper thin. Three hull on the Gonzati and GR-75, and only a single shield on each hull zone, with what appears to be no brace, or even a redirect. That's the same hull as an A-wing, for reference, at what I assume will be at least twice the cost (22) naked. If I hit a spam list with an ISD and nine flotillas, I'd think seriously about ignoring the ISD entirely and claiming the easier points from the flotillas in 30-40 point increments, depending on how tricked out they are. On the offensive side, their ship-to-ship offense--and even ship v. squadron offense--seems extremely minimal: like, single-to-no attack dice level of threat. If you got tired of Raiders taking damage while approaching bigger ships or squadron clouds in Wave II, these look to be much softer targets. Heck, if worst comes to worst, just run them over with impunity with your ships (a single maneuver-engine tech from a Glad or CR-90 will reduce hull value to 33%).

This isn't to say these can't be incredibly useful additions to fleets, just that spamming these sorts of ships to the exclusion of mainstays seems like it will end very, very badly. These things will want escort ships (or squadrons), plus I'm sure there are plenty of synergies yet to be discovered, which will make the older ships more desirable (Gonzati upgrade adds yaw to a VSD's maneuver, for example ;) ). In other words, I'm hopeful there will be at least as much benefit to be gained in balanced lists as there are in skews... which to me at least seems like a healthy place for a game to be at. All speculation at this point, though. :P

On an unrelated note, I'm also very interested to see their maneuver charts, which are currently very cleverly hidden. The article talked about their maneuverability, so I'm guessing something like a Raider-plus--maybe even a full 180 degree turn at 4 yaw, to make them as close to squadron maneuverability as a ship-base can afford?

I'm hoping that we see either an upgrade or a rule change to stop the ship shuffling game. If competitive lists end up being ~10 activations, regardless of the rest of the build(s), I think a lot of the entertainment is going to fall off pretty hard. Even playing 3-5 activations and some token squadrons can take forever. If our guesses on the boat-ettes are anything like right, playing against a 15-20 ship build could conceivably bring you to time by turn 3-4.

Yeah this is a major concern for me right now.

This and the possibility that these ships will have too many upgrade slots. Some upgrades stack, and if you have a platform so cheap you can field a large amount, it could be game-breaking. I mean, right now if you can field say 5 or 6 of these and a demolisher and a full point bomber contingent (and due to the large number of gozantis, be able to activate many if not all of them at will) you will have a 7 activation fleet with a lot of hitting power and flexibility. If you put the repair card on 2 of them and trail the demolisher that thing just got a lot harder to kill...

Off the top of my head if they are in the 26-30 point range (well within the "more like squadron cost" guideline) there could start to be some interesting min/max issues.

While I do think we will see a high amount of these to increase activations, if too many though, then I think you could inadvertently cripple your fleet due to their low staying and attack power.

Additionally, I think that if these do in fact prove pretty effective as I think they will, based on limited info admittedly, that they will be hunted. It's going to be finding that balance between having too many vs too few.

While I do think we will see a high amount of these to increase activations, if too many though, then I think you could inadvertently cripple your fleet due to their low staying and attack power.

Additionally, I think that if these do in fact prove pretty effective as I think they will, based on limited info admittedly, that they will be hunted. It's going to be finding that balance between having too many vs too few.

I noticed they put a "-" on the port and starboard to stop Ackbar flotilla spam!

Edit: But we haven't seen the other ship card yet...

Edited by Rhinehard

I only have eyes for Tarkin. I would happily field 2 Carriers instead of 1 Raider to make Tarkin playable with 4 activations.

Not concerned about spam. 1 shield, 3 hull. One gunnery team = two dead ships. You can't have 6 not ships and 1 Demolisher.

As for Rebels they (1 confirmed) lacks a side battery. I doubt the second would have a battery.

Edited by Trizzo2