**** I'm so late to the party
It's ok, you got a lot of new toys to add to the site today and tomorrow!
**** I'm so late to the party
It's ok, you got a lot of new toys to add to the site today and tomorrow!
These upgrades go a long way to slowing down a speedy Rebel Fleet.
I really like the Flight Coordination Team also, could be real useful for some B-Wings.
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This is actually a great counter to Rogue. It gives you a cheap opportunity to move your non-Rogues into position to be active in the squadron phase without needing the right command. Tie those Rogues up and take away a big advantage.
It's also a **** good backup plan against slicer tools hitting your carrier. You can still shift those squadrons into position to attack later.
Hah, an MC-80 command could use this to move 10-11 squadrons per round. That's impressive.
EHBs to raise command value and a command + the coordinators. Add a token or Adar for maximum hijinks.
I'm pretty tickled, but one thing doesn't make sense to me.
This is a strategic vessel, whose purpose is to interdict hyperlanes. It's there to sit off to the side while other ships do the pounding, staying alive in order to keep the interdiction field up.
Why, then, does it have an offensive retrofit, rather than a defensive one?
Btw anyone else really wish the interdictor had a turbolaser slot?
Only for TRC.
You can drop it to speed 0 in their example, the timing is wrong. Just trigger the Q7s and Admiral Konstantine first and then the G8s when the Assault Frigate activates and you're good as gold.
Except that's over two turns, since Konstantine activates in the Status Phase.
- Konstantine triggers in the status phase
- Q7s trigger on Imperial ship activation
- G8s trigger on Assault Frigate activation
Speed 0.
But in their example, you wouldn't be able to trigger Konstantine before the Assault Frigate moves at speed 3.
I think its going to be pretty easy to hate Flight Coordination.
These upgrades go a long way to slowing down a speedy Rebel Fleet.
I really like the Flight Coordination Team also, could be real useful for some B-Wings.
![]()
This is actually a great counter to Rogue. It gives you a cheap opportunity to move your non-Rogues into position to be active in the squadron phase without needing the right command. Tie those Rogues up and take away a big advantage.
It's also a **** good backup plan against slicer tools hitting your carrier. You can still shift those squadrons into position to attack later.
Just on the imperial side for 2 points this replicates the 5 point Corruptor title, the 2 points Vector title, and it works on Interceptors and IG88 to make them even faster, And it basically makes ships like Bwings and YV666 much more playable as they now get to the fight in a much more spirited manner and are difficult to outmaneuver.
Edited by Hawktel
These upgrades go a long way to slowing down a speedy Rebel Fleet.
I really like the Flight Coordination Team also, could be real useful for some B-Wings.
![]()
This is actually a great counter to Rogue. It gives you a cheap opportunity to move your non-Rogues into position to be active in the squadron phase without needing the right command. Tie those Rogues up and take away a big advantage.
It's also a **** good backup plan against slicer tools hitting your carrier. You can still shift those squadrons into position to attack later.
It's not only a decent counter to Rogue, but it also combines well with Rogue as you can push your Rogue buddies ahead a little bit and then let them handle their own activation later. Distance 1 is fairly sizable, so giving Firesprays, Aggressors, YV-666s, and YT-2400s an extra push would certainly help, particularly for the YV-666s which are quite slow. It also gets a little silly with the Space Station, as you can end two moves on the station, healing 2 total damage per squadron. This is easiest to do with Intel-aided Rogues. Attack + move onto the station and out of engagement at the end of the previous turn then get a free mini move to land on the station again by the Fighter Coordination Team.
With enough Fighter Coordination Teams you can push the same squadrons several times if necessary.
I'm expecting to see it a lot on Command MC80s, the occasional Interdictor, and Nebulon-B Escort Frigates (particularly the Yavaris, although I'm interested if the Flight Commander is going to displace Raymus - he likely will in Garm fleets but otherwise it's hard to say). It's a pretty versatile and affordable upgrade.
Btw anyone else really wish the interdictor had a turbolaser slot?
The Combat Interdictor, yes. I'm having a hard time figuring out when I'd prefer to use that over the Suppressor Interdictor. Just slap some SW7s on the Suppressor and job's a good'un so far as your Ion Cannon slot is concerned.
Only for TRC.Btw anyone else really wish the interdictor had a turbolaser slot?
Exactly! Double contain screams that it needa trc!
Also I bet spinal turbolasers would be a nice fit on it. Assuming that card does what I think it does.
I think its going to be pretty easy to hate Flight Coordination.
These upgrades go a long way to slowing down a speedy Rebel Fleet.
I really like the Flight Coordination Team also, could be real useful for some B-Wings.
![]()
This is actually a great counter to Rogue. It gives you a cheap opportunity to move your non-Rogues into position to be active in the squadron phase without needing the right command. Tie those Rogues up and take away a big advantage.
It's also a **** good backup plan against slicer tools hitting your carrier. You can still shift those squadrons into position to attack later.
Just on the imperial side for 2 points this replicates the 5 point Corruptor title, the 2 points Vector title,
Doesn't pair quite as well with Chirpy shenanigans, and unless I'm mistaken you can't really use it to extend the strike range of a first-activation alpha strike. Mostly, though, you're right.
There are going to be some serious shenanigans going on with those FCT's. There's no limit to the number of times that thing can effect a given squadron in a turn. You wouldn't necessarily always want to, but I'm pretty sure you could get a Keyan or Nym strike from all the way across the **** board on turn one between FCT, Indy, and Adar.
The Combat Interdictor, yes. I'm having a hard time figuring out when I'd prefer to use that over the Suppressor Interdictor.
AS fire. Thats the main advantage of a Combat version.
I'm pretty tickled, but one thing doesn't make sense to me.
This is a strategic vessel, whose purpose is to interdict hyperlanes. It's there to sit off to the side while other ships do the pounding, staying alive in order to keep the interdiction field up.
Why, then, does it have an offensive retrofit, rather than a defensive one?
The Offensive retrofit is just another name for the Vindicator-class cruiser that the hull is based on.
Gonna enjoy making people fly off the board by surprising them with Titus and making them go up in speed instead of down in speed.
Boost an MC-30 up to Speed 4 at the start. Keep slicing the Navigate command off the top.
Bye felicia.
Edited by EggzavierCommandant Aresko and a Gozanti with comms net...
Edited by ShadowKiteOkay. Thought experiment time because I can't lay it out on the table right now.
Indy with Adar and FCT.
A CR90 with FCT and Flight Commander.
You start Indy at the outside edge of your deployment zone. Deploy Keyan distance 2 from there, roughly dist 5 from the table edge.
Indy activates and throws him to distance 9, then moves and FCT pushes him to distance 10.
The CR90 at speed 4 moves, FCT pushes Keyan one more to distance 10, THEN squadron commands (that is SO GOOD!!), for a final position of distance 12. That's the front edge of the opponent's deployment zone (+1 for threat range makes it 13).
Meaning with this setup Keyan can threaten pretty much anything but a small ship at the back of the deployment zone on turn 1. Nym should be able to reach basically whatever he wants to.
The only two questions are 1) can the MC80 get in FCT range after Indy-flinging Keyan, and 2) can the CR90 get into activation range?
I think the answer to both is yes, but I'd have to lay it out to see.
Edited by ArdaedhelHmm. Demolishers are gonna get much slower now.
So far I like this preview! Sounds like its gonna make a fun game with wave3 together!
(Hoping the Forward arc Liberty is gonna be awesome.)
A demolisher with Ozzel and and Navigate token or command doest care about any of these speed reductions.
Gut feeling from a quick lunchtime read through:
More tricks are going to de-escalate warfare. So it sure doesn't feel like the game is getting deadlier, just more traps to avoid falling into.
I've got mixed feelings on this.
Pair it with a Flight Commander and it may end up being a new default loadout for Yavaris.These upgrades go a long way to slowing down a speedy Rebel Fleet.
I really like the Flight Coordination Team also, could be real useful for some B-Wings.
![]()
This is actually a great counter to Rogue. It gives you a cheap opportunity to move your non-Rogues into position to be active in the squadron phase without needing the right command. Tie those Rogues up and take away a big advantage.
It's also a **** good backup plan against slicer tools hitting your carrier. You can still shift those squadrons into position to attack later.
I'm not all that sold. I don't see either upgrade as entirely necessary. I'd be all about FCT if you could move squadrons engaged by heavies, but my reading of the rules says otherwise. Even if the other squadron is heavy, you're still engaged even if they can't stop you from moving and firing otherwise. That limits the usefulness of this upgrade in my eyes. As for Flight Commander, I can rarely think of an instance where my squadrons have out paced my ships to such a degree that I need this.
Gut feeling from a quick lunchtime read through:
More tricks are going to de-escalate warfare. So it sure doesn't feel like the game is getting deadlier, just more traps to avoid falling into.
I've got mixed feelings on this.
I'm not too worried. You cant bring everything.
Targetting scrambler severely mitigates builds with lots of black dice manipulation effects. That's another indirect counter to Demolishers, just make him reroll all those hit/crits that he just rolled naturally, rerolled to through OE, or Screeded at the end.
I'm not all that sold. I don't see either upgrade as entirely necessary. I'd be all about FCT if you could move squadrons engaged by heavies, but my reading of the rules says otherwise. Even if the other squadron is heavy, you're still engaged even if they can't stop you from moving and firing otherwise. That limits the usefulness of this upgrade in my eyes. As for Flight Commander, I can rarely think of an instance where my squadrons have out paced my ships to such a degree that I need this.Pair it with a Flight Commander and it may end up being a new default loadout for Yavaris.This is actually a great counter to Rogue. It gives you a cheap opportunity to move your non-Rogues into position to be active in the squadron phase without needing the right command. Tie those Rogues up and take away a big advantage.These upgrades go a long way to slowing down a speedy Rebel Fleet.
I really like the Flight Coordination Team also, could be real useful for some B-Wings.
![]()
It's also a **** good backup plan against slicer tools hitting your carrier. You can still shift those squadrons into position to attack later.
Might also pair well with jamming fields
Edited by MadaghmireSo incidentally, the guy that said FCT onto station to heal squads...it isn't a maneouver, therefore no healing.
A demolisher with Ozzel and and Navigate token or command doest care about any of these speed reductions.Hmm. Demolishers are gonna get much slower now.
So far I like this preview! Sounds like its gonna make a fun game with wave3 together!
(Hoping the Forward arc Liberty is gonna be awesome.)
The targeting scrambler is the one most likely to disrupt Demolisher. That's one hell of a nasty counter to Glads, Raisers, and MC30s.
Also, FCT will be a good thing to use with Jamming field possibly.
Pair it with a Flight Commander and it may end up being a new default loadout for Yavaris.These upgrades go a long way to slowing down a speedy Rebel Fleet.
I really like the Flight Coordination Team also, could be real useful for some B-Wings.
![]()
This is actually a great counter to Rogue. It gives you a cheap opportunity to move your non-Rogues into position to be active in the squadron phase without needing the right command. Tie those Rogues up and take away a big advantage.
It's also a **** good backup plan against slicer tools hitting your carrier. You can still shift those squadrons into position to attack later.
I'm not all that sold. I don't see either upgrade as entirely necessary. I'd be all about FCT if you could move squadrons engaged by heavies, but my reading of the rules says otherwise. Even if the other squadron is heavy, you're still engaged even if they can't stop you from moving and firing otherwise. That limits the usefulness of this upgrade in my eyes. As for Flight Commander, I can rarely think of an instance where my squadrons have out paced my ships to such a degree that I need this.
I agree with your reading on the heavy thing, but disagree with your assessment of the value of these upgrades, particularly FC.
FCT is situational. It confers limited rogue on squadrons, can move them without activating them (or after activating them), it can position them for Yavaris, it can mitigate the pain of losing a squadron command to Slicer Tools without having to sacrifice that officer slot that's already in such high demand on rebel carriers.
FC, though, is amazing. Sure, I rarely have situations where my squadrons have overextended my activation range, because I fly them in accordance with my capabilities. FC isn't a patch for mistakes, it's a tool to plan to use. It dramatically increases your standoff range for initial engagement; allows Yavaris activations from outside of counter-threat range; allows you to take your anti-squadron battery shots before activating squadrons. To say nothing of silly shenanigans like my thought experiment above.
FC is Demolisher for carriers, and it's going to be a fleet-defining upgrade, at least for rebels.
That said, I agree that neither is necessary. That's a good thing. Options, options, options.