And the GR-75 preview is here

By Barney, in Star Wars: Armada

Is it sad that I have already updated Dodonna the Oppressor already?

So it's a Gozanti for a better price. Not bad.

I'm underwhelmed by the Commander. Obstructed shots will be nice against small shooting, but large dice pools won't be affected. Bright Hope look like a trap with that uncovered rear arc.

On both sides, I see

So it's a Gozanti for a better price. Not bad.

I'm underwhelmed by the Commander. Obstructed shots will be nice against small shooting, but large dice pools won't be affected. Bright Hope look like a trap with that uncovered rear arc.

On both sides, I see

Whale about Most Wanted? Each Combat Retrofit is shooting 2 blues at the target ship. Intel Sweep? You have a 24-25 point ship with a scatter and speed 3 (faux speed 4 with the title) that is picking up tokens.

I think these lil guys are going to be amazing

And now think about selecting Medium Transport as your Most Wanted ship. This will make Most Wanted a never-pick objective (the way Advanced Gunnery was in ISD lists until recently)

I pick Advanced Gunnery in an ISD list. I LOVE 220 to 240 points base for a ship kill but yes, you are right.

Same here. My savvier opponents around here have stopped including it unless they have a smaller ship to slap it on in case they face me. :} 10-0'd (maybe 9-1?) a three-ISD in our last SC like this with the SW90 swarm; my next opponent put it on a Raider and ran away.

Whale about Most Wanted? Each Combat Retrofit is shooting 2 blues at the target ship. Intel Sweep? You have a 24-25 point ship with a scatter and speed 3 (faux speed 4 with the title) that is picking up tokens.

I think these lil guys are going to be amazing

And now think about selecting Medium Transport as your Most Wanted ship. This will make Most Wanted a never-pick objective (the way Advanced Gunnery was in ISD lists until recently)

I pick Advanced Gunnery in an ISD list. I LOVE 220 to 240 points base for a ship kill but yes, you are right.

Same here. My savvier opponents around here have stopped including it unless they have a smaller ship to slap it on in case they face me. :} 10-0'd (maybe 9-1?) a three-ISD in our last SC like this with the SW90 swarm; my next opponent put it on a Raider and ran away.

I think that FFG is purposefully trolling WWPDStephen in not showing one engine shot in any of these previews.

So I have a question that might be better suited for the rules forum, but since it is on the new cards, I'm throwing it here. I think this was asked previously, but I don't remember the conclusions reached.

If you have multiple Bomber Command Centers in range of a squadron with Bomber who is attacking a ship can you reroll a die multiple times? If not, say its a B-wing; can you reroll each die? I know you can reroll a die multiple times as long as it is from a different effect (leading shots + CF token), but we've never had a non unique upgrade that gives rerolls to other ships/squadrons. I'm of the mind that it is legal (though does lead to diminishing returns).

I noticed that they mention "pre-order" in the end of the article. Is it time to be optimistic, or will ffg keep their word and wait for Q3?

So I have a question that might be better suited for the rules forum, but since it is on the new cards, I'm throwing it here. I think this was asked previously, but I don't remember the conclusions reached.

If you have multiple Bomber Command Centers in range of a squadron with Bomber who is attacking a ship can you reroll a die multiple times? If not, say its a B-wing; can you reroll each die? I know you can reroll a die multiple times as long as it is from a different effect (leading shots + CF token), but we've never had a non unique upgrade that gives rerolls to other ships/squadrons. I'm of the mind that it is legal (though does lead to diminishing returns).

I noticed that they mention "pre-order" in the end of the article. Is it time to be optimistic, or will ffg keep their word and wait for Q3?

Someone with more FFG experience can tell you what the average time it takes them to complete production

If BCC is multi-use, Y-wing prices are going up on ebay.

This wave is god awful. It's like they saw how many gozantis and transports they had left over from rebellion and just said **** it let's make this the next wave

I noticed that they mention "pre-order" in the end of the article. Is it time to be optimistic, or will ffg keep their word and wait for Q3?

These are super small and likely easy to make in vast quantity so it is possible that we will see these sooner. At least I hope so. They are at the printers currently.

Someone with more FFG experience can tell you what the average time it takes them to complete production

I think that Q3 is very realistic. Figure 2 months to ship, and you could see it hit the boat within a month or two. Maybe they are closer to shipment than we think.

I noticed that they mention "pre-order" in the end of the article. Is it time to be optimistic, or will ffg keep their word and wait for Q3?

These are super small and likely easy to make in vast quantity so it is possible that we will see these sooner. At least I hope so. They are at the printers currently.

Someone with more FFG experience can tell you what the average time it takes them to complete production

I think that Q3 is very realistic. Figure 2 months to ship, and you could see it hit the boat within a month or two. Maybe they are closer to shipment than we think.

Yeah, once they're on the boat, its 6-8 Weeks on the Average...

If they hit the Boat within 2 weeks, then there's a good chance we'll have them at the Calgary Regional.

Which would really mess with the Meta...

you sir are in the minority red ace

Edited by Tirion

Yeah. the wave is awesome. Just... small.

Take it back.

Teeeeeny tiny.

Is anyone else sort of concerned about where these tiny ships could drive the game? I'm thinking fleets like Demolisher and 300 points of Gozantis, or two MC30s and the rest in Transports, purely to pad out the activations and allow the one heavy hitter in the list to double/triple tap every turn?

Like, they add a lot of cool new tricks to the game, but I worry that the best trick they will provide will simply be 18 point activations...

Is anyone else sort of concerned about where these tiny ships could drive the game? I'm thinking fleets like Demolisher and 300 points of Gozantis, or two MC30s and the rest in Transports, purely to pad out the activations and allow the one heavy hitter in the list to double/triple tap every turn?

Like, they add a lot of cool new tricks to the game, but I worry that the best trick they will provide will simply be 18 point activations...

Okay, so you take it... 300 points of Gozantis and Demolisher...

Your Demolisher Screams in, and tanks out my... Say, Lead Assault Frigate... Boom. Well done. Points on your side...

But when Demolisher is then out in my zone all by himself and gets broadsided by the rest of my Fleet, as is generally Inevitable (the demolisher triple-tap generally means trying to trash the enemy's main combat capability in a good points trade, because Demolisher only gets to do it once...)... You now have 300 points of Gozanti to try to fight off everyone else...

How effectively do you think that'll go, if my force is, say, two more Assault Frigates backed with Squadrons...

I don't see the utility of it, to be honest, and I'm not afraid of that archtype... 2-3 more activation sin a standard list, for sure... But that's about as far as it'll go...

I think it means more of these 6-7 ship activation war Demolisher fights.

But these Transports are gonna support a death shrimp much more: wayy more activations, and squadron support to the black dice killer ship that the Shrimp is.

Clon: How much is it actually key that the Raiders are outfitted with Expanded Launchers? Do you require them to finish off enemies?

I tend to take out opposing Demolishers after they've wiped out one of my ships.

By the way: An ask to the forum: Have you had much use and enjoyment out of a 4th Corvette? I'm debating on it, but I might take 2 Transports nowadays instead.

Clon: How much is it actually key that the Raiders are outfitted with Expanded Launchers? Do you require them to finish off enemies?

I tend to take out opposing Demolishers after they've wiped out one of my ships.

Its been commented on in the past that, indeed, the Exp Launchers Raiders do the backup number. Without them, you lack staying power int he fight...

Quite often, its been them that has done the "Heavy Lifting".

Clon: How much is it actually key that the Raiders are outfitted with Expanded Launchers? Do you require them to finish off enemies?

I tend to take out opposing Demolishers after they've wiped out one of my ships.

Now others have their own play version of my play style and many do not use expanded launchers. I personally think my version is More effective but I'm bias

Clon: How much is it actually key that the Raiders are outfitted with Expanded Launchers? Do you require them to finish off enemies?

I tend to take out opposing Demolishers after they've wiped out one of my ships.

the expanded launchers are very powerful and well utilized in my play style, something many people forget is that demolisher only kills 1/4-1/3 of most fleets (how I play) and my raiders actually do more damage. Demolisher is just my extra tool to Make sure everything happens right.

Now others have their own play version of my play style and many do not use expanded launchers. I personally think my version is More effective but I'm bias

Clon, what do you think about the option to replace your last two Raiders with Gozanti's squadrons? Your list has over 90 points available for squadrons after replacing two of your Raiders with GC1s.

I personally use 2 ACM raiders without the IO in my DeMSU list (2 Glad 3 Raid). It's nearly as effective (with screed), but saves a large number of points. Its a little different style, but I like it more. IO + EL does burn tokens more effectively, but ACM can do very similar damage.

Clon: How much is it actually key that the Raiders are outfitted with Expanded Launchers? Do you require them to finish off enemies?

I tend to take out opposing Demolishers after they've wiped out one of my ships.

the expanded launchers are very powerful and well utilized in my play style, something many people forget is that demolisher only kills 1/4-1/3 of most fleets (how I play) and my raiders actually do more damage. Demolisher is just my extra tool to Make sure everything happens right.

Now others have their own play version of my play style and many do not use expanded launchers. I personally think my version is More effective but I'm bias

Thanks for the illumination. Sorry I don't have vassal and didn't check out a lot of the early conversation. So I'm still learning.

Any other important moments of thought process change that I should learn?

Such as 3hit demolisher via 5 activations and high bid make a very precise bludgeon tool.

Or Raiders do the very required cleanup.