Finally some info on Wave 3 GOZANTI

By Mogrok, in Star Wars: Armada

As if the fireball needed to be any better now a 30 point ship can increase their range even further. And give them re-rolls. Holy cow. The rebels are gonna need something to kill squadrons with it they are gonna be hurting.

I heard the rebels are getting this ship called Yavaris and this squadron called an X-wing... Should be effective.

So excited.

As if the fireball needed to be any better now a 30 point ship can increase their range even further. And give them re-rolls. Holy cow. The rebels are gonna need something to kill squadrons with it they are gonna be hurting.

I heard the rebels are getting this ship called Yavaris

... That just got neutered by the spectre of Slicer Tools requiring them to run Wing Commander instead of Raymus or Vet Cap.

Edit: holding off on judgement until the GR75 preview, but... Yeah, this wave has already changed everything.

Edited by Ardaedhel

Wing commander just got a new lease on life with those Slicer Tools neutering carriers...

Yup. I think that just became mandatory for my carriers.

I'm adding this information to Warlords right now.

As if the fireball needed to be any better now a 30 point ship can increase their range even further. And give them re-rolls. Holy cow. The rebels are gonna need something to kill squadrons with it they are gonna be hurting.

I heard the rebels are getting this ship called Yavaris

... That just got neutered by the spectre of Slicer Tools requiring them to run Wing Commander instead of Raymus or Vet Cap.

Edit: holding off on judgement until the GR75 preview, but... Yeah, this wave has already changed everything.

Seems like initiative bid will still be huge, maybe even bigger. You're going to want that first player activation so you can get your Sliczanti within range 3 to active the tools and shut down the command dial of your choice. (Whether it's to stall a carrier's alpha strike or demo's triple tap setup with nav commands)

As if the fireball needed to be any better now a 30 point ship can increase their range even further. And give them re-rolls. Holy cow. The rebels are gonna need something to kill squadrons with it they are gonna be hurting.

I heard the rebels are getting this ship called Yavaris

... That just got neutered by the spectre of Slicer Tools requiring them to run Wing Commander instead of Raymus or Vet Cap.

Edit: holding off on judgement until the GR75 preview, but... Yeah, this wave has already changed everything.

Raymus is unnecessary with Bel Iblis as a commander (Yavaris rarely lives past turn 3 or 4 anyway). Replace him with a Wing Commander. Hell, that might even keep Yavaris alive past turn 3. I'm just saying, this idea that Rebels need help with the fireball is farfetched. Rebels counter fireballs nicely.

Edited by WuFame

So some thoughts. First, who the hell is going to bother with the Assault Carriers? 5 points to upgrade from a blue to a red and a black to a blue AS. Yuck. It looks like I pretty well nailed the points though. 23 points for the very good cruiser variant is fantastic. Again, I can't see these guys being empty activations. 23 points is too much to sink into nothing but an activation. That said, I can totally see two of these with slicer tools replacing a Raider in DeMSU builds. Providing a squadron value of 2 is just a perk at that point. I think that's so far the biggest meta changer I'm seeing so far. Those of us (myself included) that see upgrades like Wing Commander as a luxury will be changing our tunes.

Can't wait to see the Rebel versions. If the Gozanti is 23 points, the top of the line Rebel Transport cannot possibly be more than 21 points.

Edited by Truthiness

Sad that Repair Crews aren't in the Imperial set, I really wanted to up my Imperial survivability without shelling out a bunch of money for Rebel ships I have no intention of using any time soon.

But looks good for the most part, though yeah, 5pts for a red and a blue AS? Hmmm...

Edit: also the Jamming Field is kind of a wash if your squadrons are already embroiled in a Dogfight. Only helps if you're able to jump then in first and follow up afterwards (which is of course how a squad command would work, but still.)

Edited by Pilot no55389

I think there must be an explanation for all those points just some die swapsies. Maybe an upgrade in the GR-75 for fleet support that allows something to be triggered after an attack? (like the defender must discard a command token etc) so the red die would allow it to stay back in cancel-evade range and trigger this? I'm not sure, but there must be a legitimate reason. FFG have been doing Armada long enough to not make serious point mistakes (in theory anyway :) )...

Edited by Viperous

I think there must be an explanation for all those points just some die swapsies. Maybe an upgrade in the GR-75 for fleet support that allows something to be triggered after an attack? (like the defender must discard a command token etc) so the red die would allow it to stay back in cancel-evade range and trigger this? I'm not sure, but there must be a legitimate reason. FFG have been doing Armada long enough to not make serious point mistakes (in theory anyway :) )...

Because all those points are in Die Swapsies...

Its how you come up with the Victory-II points Cost adjustment over the Victory-II...

They actually rate Dice worth more points as the range increases.

And that's $40 set aside for that.

I think there must be an explanation for all those points just some die swapsies. Maybe an upgrade in the GR-75 for fleet support that allows something to be triggered after an attack? (like the defender must discard a command token etc) so the red die would allow it to stay back in cancel-evade range and trigger this? I'm not sure, but there must be a legitimate reason. FFG have been doing Armada long enough to not make serious point mistakes (in theory anyway :) )...

Because all those points are in Die Swapsies...

Its how you come up with the Victory-II points Cost adjustment over the Victory-II...

They actually rate Dice worth more points as the range increases.

But, IMO red dice are only worth the points if you can equip TRCs ;) ...

Sad that Repair Crews aren't in the Imperial set, I really wanted to up my Imperial survivability without shelling out a bunch of money for Rebel ships I have no intention of using any time soon.

But looks good for the most part, though yeah, 5pts for a red and a blue AS? Hmmm...

Edit: also the Jamming Field is kind of a wash if your squadrons are already embroiled in a Dogfight. Only helps if you're able to jump then in first and follow up afterwards (which is of course how a squad command would work, but still.)

The potential is to reduce the damage to your escorts as your bombers strike at the ships. I want to engage and destroy the carrier not the squadron. Kill the carrier the squadrons are rolled up. This reduces the damage to my escorts quite a bit.

conf fire dial + assault carrier = most efficient long range battery for the imps possible.

Coming soon to a Vassal module near you.

I think there must be an explanation for all those points just some die swapsies. Maybe an upgrade in the GR-75 for fleet support that allows something to be triggered after an attack? (like the defender must discard a command token etc) so the red die would allow it to stay back in cancel-evade range and trigger this? I'm not sure, but there must be a legitimate reason. FFG have been doing Armada long enough to not make serious point mistakes (in theory anyway :) )...

Because all those points are in Die Swapsies...

Its how you come up with the Victory-II points Cost adjustment over the Victory-II...

They actually rate Dice worth more points as the range increases.

But, IMO red dice are only worth the points if you can equip TRCs ;) ...

Well, when you get down to it, you really have to Weight those Opinions, don't you....

I mean, your Opinion....

Versus FFG's Game Design Opinion...

....

I know which FFG cares about more.

Not that I want to discredit your opinion or anything... But that just seems to be the way it is...

... at least someone values yours. Even if it is you.

I don't even value my own :D

I think there must be an explanation for all those points just some die swapsies. Maybe an upgrade in the GR-75 for fleet support that allows something to be triggered after an attack? (like the defender must discard a command token etc) so the red die would allow it to stay back in cancel-evade range and trigger this? I'm not sure, but there must be a legitimate reason. FFG have been doing Armada long enough to not make serious point mistakes (in theory anyway :) )...

Because all those points are in Die Swapsies...

Its how you come up with the Victory-II points Cost adjustment over the Victory-II...

They actually rate Dice worth more points as the range increases.

But, IMO red dice are only worth the points if you can equip TRCs ;) ...

Well, when you get down to it, you really have to Weight those Opinions, don't you....

I mean, your Opinion....

Versus FFG's Game Design Opinion...

....

I know which FFG cares about more.

Not that I want to discredit your opinion or anything... But that just seems to be the way it is...

... at least someone values yours. Even if it is you.

I don't even value my own :D

I was actually joking with that previous post Dras :) .... Can we get back on target topic? :D

No, I prefer red dice over blue in most cases (although I do feel kinda scared to look at what I've rolled incase it's a shocker when I'm using red).

Do you think the points are worth it for a few dice changes?

Edited by Viperous

conf fire dial + assault carrier = most efficient long range battery for the imps possible.

This is what I was thinking. You must consider the red die to be two red dice.

conf fire dial + assault carrier = most efficient long range battery for the imps possible.

This is the answer. 2 reds downrange for 28 points isn't that bad really. It might even make them flip an evade earlier. It probably won't see a lot of use, but FFG has to think about the potential.

And that specific red die will likely be tougher later with other red upgrade cards...

conf fire dial + assault carrier = most efficient long range battery for the imps possible.

This is what I was thinking. You must consider the red die to be two red dice.

Put Leia on it, and you have a CF Commander for all your other ships.

Ah shucks, you dont have Leia. Sucks to be you.

conf fire dial + assault carrier = most efficient long range battery for the imps possible.

This is what I was thinking. You must consider the red die to be two red dice.

Put Leia on it, and you have a CF Commander for all your other ships.

Ah shucks, you dont have Leia. Sucks to be you.

P.S. the neb-b still laughs at you at 12.75 pts/red when using CF :)

I think there must be an explanation for all those points just some die swapsies. Maybe an upgrade in the GR-75 for fleet support that allows something to be triggered after an attack? (like the defender must discard a command token etc) so the red die would allow it to stay back in cancel-evade range and trigger this? I'm not sure, but there must be a legitimate reason. FFG have been doing Armada long enough to not make serious point mistakes (in theory anyway :) )...

Because all those points are in Die Swapsies...

Its how you come up with the Victory-II points Cost adjustment over the Victory-II...

They actually rate Dice worth more points as the range increases.

But, IMO red dice are only worth the points if you can equip TRCs ;) ...

Well, when you get down to it, you really have to Weight those Opinions, don't you....

I mean, your Opinion....

Versus FFG's Game Design Opinion...

....

I know which FFG cares about more.

Not that I want to discredit your opinion or anything... But that just seems to be the way it is...

... at least someone values yours. Even if it is you.

I don't even value my own :D

I was actually joking with that previous post Dras :) .... Can we get back on target topic? :D

No, I prefer red dice over blue in most cases (although I do feel kinda scared to look at what I've rolled incase it's a shocker when I'm using red).

Do you think the points are worth it for a few dice changes?

Yes.

Consider the Blue-on-Blue Engagement... Having Red-Dice lets you threaten an enemy Flotilla at Maximum Range, and make it spend its Evade, or lose its shields - and if it happens to roll that Double... Urgh...

I mean, Concentrate Fire, Double Red... You've got the chance to both lock down the Evade and hit them hard enough that they may have to scatter or lose half of their effective health...

Against a Star Destroyed? Absolute Rubbish. But nothing is going to help you there.

Blue AS vs Black AS... Black AS is more Reliable, but Blue AS does have the Range Advantage - and when against Squadrons, Distance does help.

That Suppressor title is very intriguing for 4 points...you can straight up strip a defense token without even having to roll a crit on a die. I could see it as a way to get an AFMk2 or ISD steer another direction or risk losing a brace.