I want a dedicated anti squadron ship that has two red dice for its anti squadron battery
Red anti squadron dice
That would be sweet. A ship with red AA and a high squadron value would be an awesome dedicated carrier
I want a dedicated anti squadron ship that has two red dice for its anti squadron battery
Then I want a bomber that rolls 3 black dice.
This would make tie fighters evaporate...
OK.
Don't hold your breath, I guess.
I could see a single red die.
Even one red anti-squadron dice would be extraordinarily good due to how far away it can attack and how it targets every enemy squadron in that arc. That's extremely good. Asking for two is just crazy.
Don't forget that you could use Turbolaser Reroute Circuits with red anti-squadron dice (this combo is currently impossible, but maybe someday) to ensure a 2-hit red dice against specific squadrons.
One of the spoiled imperial cards lets you add a dice of your choice of colour to the pool when attacking sqns.....
One of the spoiled imperial cards lets you add a dice of your choice of colour to the pool when attacking sqns.....
Keep in mind that you can add a red dice to an attack that's already occurring but you can't attack at red dice range. That's a big difference.
If you're looking to pull off the TRCs+red dice combo, Agent Kallus does let you add a dice of any color when you're attacking a character squadron. However, the only Imperial ships with Turbolaser upgrade slots (ISDs, VSDs) lack an Evade defense token and the only way to give them one is to have Captain Needa as your officer, which means you can't take Agent Kallus.
Basically Imperials are the closest to pulling off that combo, but they would need one more officer slot on a VSD/ISD or they'd need an Evade token + Turbolaser upgrade ship.
Edited by SnipafistI would be happy with crits hits doing damage to fighters.
I want a dedicated anti squadron ship that has two red dice for its anti squadron battery
Then I want a bomber that rolls 3 black dice.
We still might
Keep in mind that thematically in Armada Red dice from ships indicate Turbolasers which are designed for antiship not antisquadron.
Keep in mind that thematically in Armada Red dice from ships indicate Turbolasers which are designed for antiship not antisquadron.
GENERALLY
Though not all blues are Ion and not all black necessarily ordinance...
Keep in mind that thematically in Armada Red dice from ships indicate Turbolasers which are designed for antiship not antisquadron.
GENERALLY
Though not all blues are Ion and not all black necessarily ordinance...
Blues are more like Ion- and Lasercannons instead of the (larger) Turbolasers. Generally.
That would be sweet. A ship with red AA and a high squadron value would be an awesome dedicated carrier
I would like seperate carriers and FLAK Cruisers, not both in one.
Even one red anti-squadron dice would be extraordinarily good due to how far away it can attack and how it targets every enemy squadron in that arc. That's extremely good. Asking for two is just crazy.
Don't forget that you could use Turbolaser Reroute Circuits with red anti-squadron dice (this combo is currently impossible, but maybe someday) to ensure a 2-hit red dice against specific squadrons.
Give me a ship with 1 red and I'll put Kallus on it...
Red Flak dice would be nice but more than one per ship could be devastating. Red and a blue maybe.
The problem is that if you can take several of these ships then overlapping red dice at up to long range will seriously thin out squadrons.
Possibly make it a unique upgrade such as a named officer. e.g.
- Lt Dakka: Replace your ship's anti squadron armament with a single red die. 6 points.
Or it could be a named ship upgrade and this could encourage the use of lesser used hulls such as Nebulons or VSDs.
Edited by Mad CatThere would have to be some real crackshots on those batteries to knock out fighters at long ship ranges.
They should be teaching at the imperial academy instead of flyswatting, the stormtroopers could use some pointers I'm sure.
Maybe the Tartan Cruiser will get that red anti squadron die, at the expense of most of its firepower.
Could this fit a Lancer-class frigate?
The problem is that if you can take several of these ships then overlapping red dice at up to long range will seriously thin out squadrons
Good, squadrons should be in x wing.
How about a Marauder with blue+black AS and a title that lets you target 1 squadron at long range in addition to normal attacks, sort of like impetuous. Give it a flechette AS upgrade (for offensive retrofit), and you've got yourself the Rhymerball counter without killing all squadrons.
How about a Marauder with blue+black AS and a title that lets you target 1 squadron at long range in addition to normal attacks, sort of like impetuous. Give it a flechette AS upgrade (for offensive retrofit), and you've got yourself the Rhymerball counter without killing all squadrons.
I could see some kind of offensive retrofit that read like...
"Add one red dice to your squadron battery, this red dice can only be used for a single attack each turn." This would give you the option to plink at one otherwise-out-of-range squadron per turn or could just add a bit more hate to your usual flak attacks. If it was competitively priced I could see using it on Raiders, for example.
Red dice would be EXPENSIVE!!!! I think maybe 15ish points per die. . .
If they introduce Red AA, I suspect they would also simultaneously introduce a carrier mechanic similar to X-Wing. "Ok, you can now throw AA at stupid ranges, but the Victory can wait to deploy its bombers until it's within close range."
If they introduce Red AA, I suspect they would also simultaneously introduce a carrier mechanic similar to X-Wing. "Ok, you can now throw AA at stupid ranges, but the Victory can wait to deploy its bombers until it's within close range."
I don't see why that's not already a function for carriers. Except maybe they had trouble implementing it. Then again, we do have the hyperspace assault objective, so I don't see how it would be too hard to implement. "Set aside a number of squadrons equal to your squadron value. At the beginning of any of this ship's activations, you may deploy any number of those set aside touching the base and unactivated."
But back to red dice, yes, they should definitely be expensive, and limited in how many squadrons you can attack per turn.
Alternatively, since snipafist brought up raiders, I think that an AS ordinance area damage upgrade would be in good order. "Declare a single squadron at close range and conduct a normal attack. Black crit: all squadrons at distance 1 take 1 damage."
If they introduce Red AA, I suspect they would also simultaneously introduce a carrier mechanic similar to X-Wing. "Ok, you can now throw AA at stupid ranges, but the Victory can wait to deploy its bombers until it's within close range."
I don't see why that's not already a function for carriers.
Because you'd have to differentiate a Carrier and a Fighter-Group commander. They would have Separate Values.
Not everything that can command fighters... carries fighters...