Intensify Forward Firepower Episode XXI: Wave 4!

By WWPDSteven, in Star Wars: Armada

Y'know, I still havn't been able to see TFA.

Y'all do go all in, eh? So shall I. I may be a convert, still waiting for the robe and blood oath. Greyjoy, I might not get it, but I was laughed at for it. Thanks for that :P

You all are the harbingers it seems, mi'lady bow and curtsey.


Interdictor: I like the ship visually, but I prefer the Immobilizer 418. I go for the greebled, angular, older 'Soviet' style more than flowing and smooth. That said, I adore that more Rebels content is becoming a thing. Absolutely the right direction as far as I'm concerned. I'll take the Ghost, Hammerhead corvettes, and the Arquitens "Imperial Light Cruiser". You know, that was a great point though. The inclusion of the Imperial Interdictor doesn't preclude the use of the Immobilizer as a smaller version sometime down the line. It was able to outpace a VSD but It wasn't faster than an ISD or Nebulon B. So a speed 2 utility ship might actually be pretty cool to give some more options for those experimental refits.


I hadn't considered the 'Squadron dealer' angle in the worth of dual contains. Good point, it keeps it around longer. I guess it is a primarily engineering based ship, even when it's not using its gravity wells. There's lots of enginering staff.


The Interdictor with the Hyperspace Assault is a great theme but I wonder about Fleet Ambush as well. You can set up that token and corall your opponents into a poor position or mitigate some of the danger of blue-black close combat ships. You can set up far enough back, reduce the deployment area, they can't deploy over terrain which further mitigates their deployment area. only an Ozzel GSD engine tech can make it reasonable, but that's just one shot and it's likely done. It has to move first or it'll be pulverized at speed 0 with no defenses. All the scary ones are fragile, and without using defense tokens they will get shredded while using defense tokens can put them too far away to be effective. Playing Imperials might be easier for me with the interdictor.


A painting and lore tlak for 30 minutes certainly can Bob Ross this place up a bit.


On to the Liberté (thanks to you, that's all I can think of calling it). I wagered a low points total, 96, with an upgraded form in 106-108. I was told to be wrong. -laughs-. The thing is that the Liberty might be doughy enough to avoid needing an ECM all the time. Save a few points. That said, the redirect isn't as powerful on the front, it's the only thing that will save its paper thin sides. The MC80 Liberty shields are heavily stacked to the prow, but the numbers are only the same total as an MC30, and with one redirect, it's an insurance policy for its sides and aft.


But what gets me is 3 Defense tokens. If les Libertés gain prominence, Heavy Turbolasers might not be the big victor as there's not a lot of shields to draw it off of, (sets up for a killer side shot). But NK-7's might be big against them. 3 defenses, no redundancy, only one non-brace token, you're going to be hurting after even one crit-blue and it has no evades to lose it or contain to pad it. NK90's could be a scary prospect, especially with Reeikan.


Price wise, the double black AA is scary but the blues are priced higher. That, the loss of redundancy, fewer squadrons, the reduction in shields compared to Home One, I just can't see it being the Home One price range without a better speed.


Yes to all the talk on maneuverability with the Liberté and the Penguine version of it. Easy is right, the mon-cals are all unique, ship-building was an art. Home One was an exploration ship. While I think that it'll be Speed 2 with engine tech as a possibility, I wouldn't discount speed 3 altogether (even if it's a different chart than the ISD). they have more engines and a better array than the Home One. It could turn the Liberté into a pocket battleship, fast, good weapons, but paper thin ablative armour. Its attack vector is all front, the moment it overshoots or gets pincered, it's in considerable trouble. Still, with gunnery teams and leading shot: it's a nearly naked ship I might consider sans ECM. That's something I wouldn't ever consider with a Home One which will end up in the 140 range while I might take a Liberté in the 105-110 range.


I agree on the Vet Gunnery teams too. But it still may have a place with an RAF who can't take leading shots, or possibility a gambler VSD-I. A store champion had taken them with Slaved turrets and expanded launchers, saying that a VSD-I only gets one good shot a game, might as well crunch it then ram it. 4 red 5 black with rerolls on all of it. It sounds crazy, but maybe.


Can you get a shapeways VSDI engine set? I know I made one but that's different.


And once again, well done for getting this out so quick. Now, I have a painting forum to visit :P Finished the bottom and varnished while listening.


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**** Vykes.

So I can't find the VSD Engines now! But I *KNOW* they were there!

Just finally got to the end. Really don't think the Liberty will be over speed 2. We see a facedown Support Team card in the fan, which strongly suggests it will have that slot; if the base speed of the Liberty is 3, Engine Techs will put it at four. I would be pretty surprised if they'd given the Rebels a speed four heavy capital ship.

One way or the other, I'm pretty stoked about this thing.

Y'know, I still havn't been able to see TFA.

How? It's on Blu-Rey now.

Because my DVD player got Peanut-butter-Toddler'd.

Then I was giving a Digital Copy, that I can't use because I'm in Canada and that supports Google Play and iTunes, neither of which my SmartTV will support...

So, yeah.

Eventually, I will. I'm sure.

And its not like it wasn't all spoilered almost immediately, since, y'know, the day after release in the Cinemas, I had to hold an Armada Tournament :D

Because my DVD player got Peanut-butter-Toddler'd.

Then I was giving a Digital Copy, that I can't use because I'm in Canada and that supports Google Play and iTunes, neither of which my SmartTV will support...

So, yeah.

Eventually, I will. I'm sure.

And its not like it wasn't all spoilered almost immediately, since, y'know, the day after release in the Cinemas, I had to hold an Armada Tournament :D

I could always rip it to digital format and send it to you. Not that hard to do, will just need VLC player to watch it. Also think I have a digital code for it some place also if you are interested. Will check when I get home

Edited by jpersons73

I agree on the Vet Gunnery teams too. But it still may have a place with an RAF who can't take leading shots, or possibility a gambler VSD-I. A store champion had taken them with Slaved turrets and expanded launchers, saying that a VSD-I only gets one good shot a game, might as well crunch it then ram it. 4 red 5 black with rerolls on all of it. It sounds crazy, but maybe.

That store champ had an illegal list then. Launchers and Turrets are both modifications. For my points Ordnance Expert w/ Xi7, try to concentrate fire for 6 black and a reroll. Red is just an after thought when you are rolling 6 black dice with OE/Xi7.

Just about to start listening now! It's pretty hard not to get unreasonably hyped after seeing the spoilers "It's a Trap", you knew **** was getting real then!

Edited by Trizzo2

Nah, my fault there. Was blank OE and expanded with concentrate fire on red to fish for acc.

Y'know, I still havn't been able to see TFA.

How? It's on Blu-Rey now.

Blu-Rey

Fry_Looking_Squint.jpg

Some thoughts:

* 2 Black Point Defense is brutal! Love it on the Lib

* You have to exhust Veteran Gunners so it's terrible for Point Defense. Leading shots on 2 Blue might give you one if you wiff and Ordnance crushes with Point Defense. It might be ok if you're fishing from some type of effect on an ISD. But it depends on the strength of your upgrades. The new Ions/Turbo might be strong enough that you want to replace Leading Shots. Then VG is potentially a choice.

* Quad Turbo looks to be Bossks ability for Red Dice

* Love the Liberty, i think it will feel right at home for playing Rebels as an Imp main.

Edited by Trizzo2

Some thoughts:

* 2 Black Point Defense is brutal! Love it on the Lib

* You have to exhust Veteran Gunners so it's terrible for Point Defense. Leading shots on 2 Blue might give you one if you wiff and Ordnance crushes with Point Defense. It might be ok if you're fishing from some type of effect on an ISD. But it depends on the strength of your upgrades. The new Ions/Turbo might be strong enough that you want to replace Leading Shots. Then VG is potentially a choice.

* Quad Turbo looks to be Bossks ability for Red Dice

* Love the Liberty, i think it will feel right at home for playing Rebels as an Imp main.

Trizzo, I am on board with all of these comments.

Thirded. Gosh I can't wait.

I really, really, really want the Liberty to be speed 3. I'd much rather have natural speed 3 than being able to engine tech. I really wanted to like the Home one, but I just couldn't get it to work for me at speed 2. I think paying more for speed 3 would be worth it. For game balance, I can't see why speed 3 wouldn't work, as the ISD it.

I really, really, really want the Liberty to be speed 3. I'd much rather have natural speed 3 than being able to engine tech. I really wanted to like the Home one, but I just couldn't get it to work for me at speed 2. I think paying more for speed 3 would be worth it. For game balance, I can't see why speed 3 wouldn't work, as the ISD it.

I really, really desperately hope it is speed 2. That much firepower AND maneuver (speed 4 after Etechs? With Madine?) with almost no downsides for a hefty discount would be 100% broken.

Before you say speed 3, imagine this:

Liberty, Raymus, General Madine, Gunnery Teams, Spinal Turrets, Leading Shots.

8 dice at speed 4 equivalent with three extra clicks on two medium range targets, followed by engineering to repair all the return fire.

That makes Demolisher look overpriced.

Speed-4 is a dangerous thing. Speed-4 ships arguably can do more to determine the outcome of a game than any other group of vessel. Speed-4 is the difference between reaching the enemy deployment zone on Turn 3, or reaching the enemy deployment zone on Turn 2. I think one of the best implementations I've seen of Speed-4 is the MC30 - it loses so much agility at top speed that you have to plan and think around it, which is awesome.

The reason an Engine Teched Demolisher is so scary is because of how quickly it can reach you, and how much manoeuvrability it maintains - it's balanced by being an expensive, relatively fragile ship which can be one-shotted.

A Liberty-class, on the other hand, cannot be one-shotted (except maybe by Demolisher) and with Engine Techs is likely to remain quite agile. Assuming that it is naturally Speed-3, the ability to position a first-rate battleship almost exactly where you want it on Turn 2 is incredibly scary, and should be a very expensive prospect, which is why I hope it remains Speed-2 and a little more affordable points-wise.

I mean the ISD is speed 3 and has that much firepower. Is it also broken? I mean we have no idea how much this thing will cost yet.

Speed-4 is a dangerous thing. Speed-4 ships arguably can do more to determine the outcome of a game than any other group of vessel. Speed-4 is the difference between reaching the enemy deployment zone on Turn 3, or reaching the enemy deployment zone on Turn 2. I think one of the best implementations I've seen of Speed-4 is the MC30 - it loses so much agility at top speed that you have to plan and think around it, which is awesome.

The reason an Engine Teched Demolisher is so scary is because of how quickly it can reach you, and how much manoeuvrability it maintains - it's balanced by being an expensive, relatively fragile ship which can be one-shotted.

A Liberty-class, on the other hand, cannot be one-shotted (except maybe by Demolisher) and with Engine Techs is likely to remain quite agile. Assuming that it is naturally Speed-3, the ability to position a first-rate battleship almost exactly where you want it on Turn 2 is incredibly scary, and should be a very expensive prospect, which is why I hope it remains Speed-2 and a little more affordable points-wise.

I am very much loving that there are a ton of real options for handling demo on the way. Demo will still be a strong choice, but I think it might finally be a choice not a foregone conclusion.

Edited by Madaghmire

Speed-4 is a dangerous thing. Speed-4 ships arguably can do more to determine the outcome of a game than any other group of vessel. Speed-4 is the difference between reaching the enemy deployment zone on Turn 3, or reaching the enemy deployment zone on Turn 2. I think one of the best implementations I've seen of Speed-4 is the MC30 - it loses so much agility at top speed that you have to plan and think around it, which is awesome.

The reason an Engine Teched Demolisher is so scary is because of how quickly it can reach you, and how much manoeuvrability it maintains - it's balanced by being an expensive, relatively fragile ship which can be one-shotted.

A Liberty-class, on the other hand, cannot be one-shotted (except maybe by Demolisher) and with Engine Techs is likely to remain quite agile. Assuming that it is naturally Speed-3, the ability to position a first-rate battleship almost exactly where you want it on Turn 2 is incredibly scary, and should be a very expensive prospect, which is why I hope it remains Speed-2 and a little more affordable points-wise.

I don't think Liberty can be one shot by demo. Double brace and natural bulk means it reliably survives the triple tap, at least at first glance.

If the Demolisher rolls perfect for three rolls with expanded and intel officers the redirect, it still dies. But it is much harder to do, and it would have to be rolled close to max damage for every roll.

However, all the new janky stuff like if ion cannons that might exhaust an intel officer, slicer tools limiting the threat range of Demolisher, and not to mention the Interdictor, I think Armada's balance looks just fine.

PPL wanting speed 3 for liberty and comparing to speed 3 ISD keep forgetting the Liberty likely can equip Engine Techs while the ISD can NOT.

That, is the big difference.

If Liberty had no support team slot then speed 3 is reasonable.

I really, really, really want the Liberty to be speed 3. I'd much rather have natural speed 3 than being able to engine tech. I really wanted to like the Home one, but I just couldn't get it to work for me at speed 2. I think paying more for speed 3 would be worth it. For game balance, I can't see why speed 3 wouldn't work, as the ISD it.

I really, really desperately hope it is speed 2. That much firepower AND maneuver (speed 4 after Etechs? With Madine?) with almost no downsides for a hefty discount would be 100% broken.

Before you say speed 3, imagine this:

Liberty, Raymus, General Madine, Gunnery Teams, Spinal Turrets, Leading Shots.

8 dice at speed 4 equivalent with three extra clicks on two medium range targets, followed by engineering to repair all the return fire.

That makes Demolisher look overpriced.

So for a medoum/long range ship does not like speed 4 as much as one would think. I found that out after playing with the Nebulon-B so much.

At 6:00 in the morning today my Cat Greeble Hauled my floor, it was not a happy time. I am excited about when wave 4 comes out and one of the IFF guys eats crow over the disliking of a Certain Card with Re-rolls......

Edited by Cubanboy

I really, really, really want the Liberty to be speed 3. I'd much rather have natural speed 3 than being able to engine tech. I really wanted to like the Home one, but I just couldn't get it to work for me at speed 2. I think paying more for speed 3 would be worth it. For game balance, I can't see why speed 3 wouldn't work, as the ISD it.

I really, really desperately hope it is speed 2. That much firepower AND maneuver (speed 4 after Etechs? With Madine?) with almost no downsides for a hefty discount would be 100% broken.

Before you say speed 3, imagine this:

Liberty, Raymus, General Madine, Gunnery Teams, Spinal Turrets, Leading Shots.

8 dice at speed 4 equivalent with three extra clicks on two medium range targets, followed by engineering to repair all the return fire.

That makes Demolisher look overpriced.

So you say a speed 4 jousting ship is dangerous? I see a downside, it is those side shields. You don't want to go speed 4 if you have a 1 click side arc.

So for a medoum/long range ship does not like speed 4 as much as one would think. I found that out after playing with the Nebulon-B so much.

Possibly, but the speed 4 isn't necessarily used to "charge" head on. This is something I learned when learning to use the ISD in a low activation list. Head on charge = stupid suicide most of the time, even for an ISD. The REAL danger of a speed 4 front-arc battleship is flanking power when combined with good objective/obstacle placement. Also keep in mind the new rebel Admiral that could potentially turn a modest nav chart for a heavy ship into a 90 degree hook capable speed 4 flanker. Now THAT is scary!