Super Star Destroyer Pics and Stat development question

By tedshinn, in Star Wars: Armada

Ok, so I got tired of waiting for Fantasy Flight Games to release a Super Star Destroyer Model, so I kind of made my own... out of cardboard. Turned out better than I ever thought. I was just doing a cardboard cut out to check scale for the Star Wars Armada game, and then I got to playing around with it and next thing you know... there it is. Very fun project. Dimensions are 3' long, and 1' wide at the widest. I found that any smaller just did not do it justice. Yes I know it is not to scale, but dang it sure looks nice.

Now about this post. First of all, to all the naysayers out there who say it is not possible to include an SSD in the Armada game, I say, come on! I mean Admiral Ackbar did it FOR REAL in Return of the Jedi by concentrating fire and taking out the bridge shield so an A wing could take it out with a Kamikaze strike. And that was done in addition to a fleet of Imperial Star Destroyers and the Death Star firing at them! I say if they can do it, so can we. Whose with me? Now for glory!

No, the point of this is not to rehash the debate on should we or shouldn't we - already been there, but if you really need to make a comment, go ahead. What I am really interested in is suggestions on how to make this work. Stats, speed, Command, etc.

I have posted a stat card - only as a starting point. What refinements would you suggest. I'm thinking of making it 2 to three times as powerful and tough as an ISD. Your thoughts? Thanks.

Ted

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Admiral Akbar: "It's a Trap! ...Hey wait a minute, who changed the format to a 1200 point game?"

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SSD Card_zpszkne64r3

***********UPDATED CARD FROM FEEDBACK:

SSD Low Stats_zpsmwb4quph

Edited by tedshinn

Speed 3! What shenanigans is this! That is as fast as an ISD, last I checked the ISD was actually faster. Weapons are fine but I would give it an extra red in the rear and the side arcs 1 extra red as well.

Shields seem a bit weak and the price is super cheap!

so that is quite the piece of work.

as for the stats , first thing is ask yourself "does it feel right to you".

so at 2x the Impstar II she is under gunned.

she is to fast (maybe speed 2 yaw 2 instead).

her shields are to week.

and according to my figures she is over priced (should be 230 points instead of 260).

now having said this I will add that there is "no 1 correct answer" for this.

over in the Super Star Destroyer thread there are ship cards for the Inexorable. which I believe is **** close to what she should be.

I would suggest you check them out.

if it were me I would add 1 red die aft, 2 black dice to each amid ship location and 4 black dice to the bow.

I would change the shields to either 5/4/4/3 or 6/5/5/4.

if your interested I could post a set of stats that I am toying with for executor but they would be no more correct than anyone else's which brings us back to " does it feel right to you".

Thanks for the reply. I would love to see any and all suggestions you have. Right now I am pretty much a noob at this game. I have played it solitaire a few times but that is about it, and even that was fantastic. I look forward to one day playing this with a few people. That's why I decided to post here - for some more experienced views. As I said, that stat card is just a jump off point. Somewhere I'm sure there is a right balance for this. Thought about making the points a range between 260-300. Also thought about giving it the speed of a VSD - probably a better fit. Agree, the shields could probably have one added all around, and maybe one extra dice on the sides/rear. Also thought about an upgrade card "Intensify Forward Firepower" to give it one extra anti-squad dice.

Keep it coming - good stuff!

Edited by tedshinn

Amazing superstar destroyer.

If you took picture while building it I would love to see them.

Speed 3? 3 AS dice? Why?

Speed 3? 3 AS dice? Why?

Finally the Rhymer counter we needed!

Nice build ... tho at speed 3 .. how is it not going to fly off the table much less ... start somewhere that makes sense?

3 blue AS? Err ... no.

1 blue 1 black ... 2 blue ... makes more sense

I'm guessing based on arcs then it has 2 side arcs per port and starboard ... that makes sense to me.

I feels like this should have it's own movement tool ... just saying ...

I think play testing points/hull seems quite wise. Burning down 21 hull points in 6 turns, that's an interesting challenge for a reb to do.

Command/Squadron/Engineering feels ok as do the engineering tokens.

Well done!

Maneuvers: 1 / 0-1 / 0-0-1 speed 3.

I think I'd create a new rule for this size of ship: Dreadnought: Dreadnought sized ships may choose to make their second attack against the same hull zone or squadrons.

Hull Zones: Stay at single F/S/R hull zones. Front Hull Zone is ISD2 front. Side Hull Zones are VSD2. Rear Hull zone ISD2 Side

Upgrades: Commander/Title/ Officer x2 / Weapons Team / Defensive Retrofit / Offensive Retrofit x2 / Ion Cannon / Turbolasers x2

Title 1: Executor: If you would cause a damage card to be dealt to an enemy ship, Exhaust this card to flip the first face-down damage card dealt face-up.

Title 2: Lusankya: You may activate any number of squadrons within Distance 1.

Title 3: Iron Fist: When attacking a squadron, you may replace any number of dice in your anti-squadron armament with red dice.

It should be able to make 3 or 4 attacks per turn I feel. And if your aft shields are down rebels can sacrifice an a-wing and roll a red dice, on a crit the SSD blows up.

I think Cacfus has a good read on it. Definitely too much anti squadron; I would dump it down to one, to ensure that such a big capital ship has fighter escorts (it should.).

Don't get too crazy with dice. With a big ship, it doesn't need to be so much better than anything else in every area... Just one. Hull points is where this thing should stand out, and that's where you have it standing out. Attack dice should stay reasonable. A ton of hull points will cause this thing to attract a lot of attention, and despite all that attention it will continue to pump out ship-destroying damage because of that high hull value, thus giving you the "epic beast" feel you want. Resist adding more dice, I think, if you want to keep it playable and somewhat balanced.

Oh, and great job on that built; it looks absolutely fantastic. Only up close can you even tell what you are looking at!

Edited by Lord Ashram

I am not sure if this looks good or not mail it to me and I can give it a better once over.

Also will it come with a rule if an Tycho crashes into the bridge without shields in the front it dies.

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I think everyone already mentioned the speed, bit much. I almost think it needs two cards; one for the front arc/sides and one for the sides/back. But, what do I know I am fish-loving hippie ahahah

UPDATE: I have taken all the feedback so far and digested it. Thanks everyone for contributing. Here is the result:

SSD II Card v2 SW Armada_zpscjws5kph

Special Rules:

1) The SSD may fire from three hull zones per turn
2) The SSD may make its second attack against the same hull zone or squadrons
3) Shields may not be rotated between the front three and rear three zones
4) A critical strike by a squadron on any unshielded section of the rear three hull zones will destroy the bridge. No further command actions may be given (Navigation, Concentrate fire, Squadron, Engineering). Rules 1 and 2 are negated along with any title card equipped, (the SSD may still fire from two hull zones per turn).

(Rule 4 may alternatively be a victory condition for the rebels)

Title cards:

Title 1: Executor: If you would cause a damage card to be dealt to an enemy ship, Exhaust this card to flip the first face-down damage card dealt face-up.

Title 2: Lusankya : You may activate any number of TIE squadrons within Distance 1.

Title 3: Iron Fist: When attacking a squadron, you may replace any number of dice in your anti-squadron armament with red dice.

Current thoughts: I think this is a step in the right direction. I am concerned that perhaps it has too many shields and dice. I put in rule three to try and mitigate this some. And Lord Ashram makes a great point about resisting adding dice because it will still be giving out tons of damage due to its high hull value. May need to dial the dice and shields back a little bit. Also, perhaps we do not need rules 1 and 2 together - (Maybe save one for a title card?) I can also see the wisdom of having two section cards, one for the front half and one for the rear , like the X-Wing epic format ships. Don't think I have the experience currently to set that up right in Armada.

This is seriously starting to look like a lot of fun!

Finally, a few notes about the model build - Sorry, I didn't take any pics while building (knew I would regret it). I will talk a little about the build process. Also, true It is not the best looking thing close up, (looks spectacular from a distance), but considering this started out only as a cardboard outline to note the size on the table, it far exceeded my expectations.

I started with a top down view of an SSD pic I found on the internet, and expanded it in power point to make a 6 page overlapping printout which I trimmed and pieced together. The first print was too small and I made the size 3 feet long by 1 foot wide. I think that's the sweet spot. I may have cheated slightly and widened the aspect ratio by 10 to 15% just to make it bigger on the table - but I was very careful to not overdo it. Once I had the printout and cardboard cut out, I made a second cardboard outline section and cut the middle out and cut it in half. I took some cardboard scrap pieces and propped the two sections up and glued them in place. That's when it started to look really cool. Basically used the same process for the underside. Found appropriate round tube objects for the engines and painted them and stuck them on. I had a paper model plan for an ISD that I downloaded from the internet a while back and I used the bridge section of that after sizing it right in power point. I spray painted the whole thing, glued the original print overlay on the top, and then did some detail paint work on the middle section after laying down several cardboard strips in the center. Had the most difficult time mixing the right color of paint for that. Used some craft beads I found for the shield generators. Anyway, finally finished. Turned out to be much easier than I expected overall, with far better results than I could have imagined. I also read a comment on the net about mounting it higher to help with the aspect ratio making an optical illusion of greater size so I mounted it just higher than everything else. I do think it helps. Had a great time working on it.

Thanks again for all the feedback!

Edited by tedshinn

I think it's better looking in scale than I worried it would be. Very nice work. Are you going to buy an earthball and paint it as a Death Star to crash it into?

I think it's better looking in scale than I worried it would be. Very nice work. Are you going to buy an earthball and paint it as a Death Star to crash it into?

Hey that's an idea! LOL. Yeah I think 3 feet long by 1 foot wide is the sweet spot. Any smaller does not feel right, and any larger is too cumbersome to move around the table. (6X3' playing area obviously). Also, if I hang the back end off the table so that only the base plate is on the staring edge, I can add almost a foot of space to the starting distance between fleets. So I think this size mounted just higher than everything else for optical illusion is the perfect fit. (That said I think it will also need base extension templates for measuring firing arcs and range to other ships, but only the main base plate has to stay in the play area.)

So just to clarify, when I wrote the above size rule the idea was that for the extra attack it only had a variation of the standard 4 hull zones. With the additional side hill zones it will effectively be doing the same thing if it attacks from three zones per turn.

Also, keep the three blue AS dice. Squadrons should be very concerned about hanging around so close to a Super Star Destroyer and be actively trying to clear out fighter escorts, make a bombing run, and get away.

In order to limit the damage of the Lusankya title, limit it to TIE Squadrons only. Just realized that it otherwise gives infinite activations of Aggressors and Firesprays.

So just to clarify, when I wrote the above size rule the idea was that for the extra attack it only had a variation of the standard 4 hull zones. With the additional side hill zones it will effectively be doing the same thing if it attacks from three zones per turn.

Yeah I figured. I like the idea of attacking from 3 hull zones - probable just keep that one .

Also, keep the three blue AS dice. Squadrons should be very concerned about hanging around so close to a Super Star Destroyer and be actively trying to clear out fighter escorts, make a bombing run, and get away.

Yeah I have been back and forth with my thinking on this. I think I will set it at two AS dice and have an upgrade card "Intensify the forward batteries" which could add one more dice.

In order to limit the damage of the Lusankya title, limit it to TIE Squadrons only. Just realized that it otherwise gives infinite activations of Aggressors and Firesprays.

Good point.

Edited by tedshinn

Happy day my joke turned into something real.

I think it need 3 side arcs with 3 of each color attack die.getting in close should be a death sentence for any ship. I gave that to my 16inch battle star and it came close to buying the farm on the table. awesome SSD by the way just the sized I think it should be,

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Edited by ouzel

This is so awesome!

Have you considered copying X-Wing's Raider where the stern and aft have their own cards? You could have a front, front left/right on one card and a rear, rear left/right on the other card. Different upgrade cards available to reach portion, etc.

I'd definitely keep it one ship. I think the multiple card thing adds a really unnecessary layer of complexity to the game.

Yeah, I thought about having 2 cards, forward and aft sections, and that very well may be the way to go. For me, I'm going to keep it simple. If anyone has a good suggestions for 2 card format stats and upgrades, by all means post it.