Liberty article is up

By Formynder4, in Star Wars: Armada

CR90B's - A ship thats rarely taken without Rieekan or Mon Mothma. Why? because it will inevitably die easily as it has to go to medium range. Sure put OLP on it, you will only get one shot.

Unless you get first/last activation. Set it up like Demo. And with Madine/engine techs, that is totally doable.

You still only get one shot that way. On one turn it will activate last/first, then spend two turns manouvering back into position for another run.

Worth 55pts?

Which is why OLP+avenger doesn't work well

CR90B's - A ship thats rarely taken without Rieekan or Mon Mothma. Why? because it will inevitably die easily as it has to go to medium range. Sure put OLP on it, you will only get one shot.

Unless you get first/last activation. Set it up like Demo. And with Madine/engine techs, that is totally doable.

You still only get one shot that way. On one turn it will activate last/first, then spend two turns manouvering back into position for another run.

Worth 55pts?

True, or you can position it to have 2 ships in its arcs so it gets 2 shots. Though you are right, and I believe that Dodonna's pride would be a much better option. However, combine the OLPs effect on 2 enemy ships with gunnery teams on your major arc ship, and that one setup may be all you need to make your opponent hurt for the rest of the game. Activating the OLP first also ensures that it gets its maximum effect for that round.

Additionally, I tend to play my CR90s very aggressively, and find that they can generally survive several rounds of rear arc fire even at close range. By playing close in the rear (and staying out of range of other ships), you can keep it up for multiple rounds. Granted, there are diminishing returns to exhausting defense tokens later in the game, which is another reason why DP is generally better

CR90B's - A ship thats rarely taken without Rieekan or Mon Mothma. Why? because it will inevitably die easily as it has to go to medium range. Sure put OLP on it, you will only get one shot.

Unless you get first/last activation. Set it up like Demo. And with Madine/engine techs, that is totally doable.

You still only get one shot that way. On one turn it will activate last/first, then spend two turns manouvering back into position for another run.

Worth 55pts?

True, or you can position it to have 2 ships in its arcs so it gets 2 shots. Though you are right, and I believe that Dodonna's pride would be a much better option. However, combine the OLPs effect on 2 enemy ships with gunnery teams on your major arc ship, and that one setup may be all you need to make your opponent hurt for the rest of the game. Activating the OLP first also ensures that it gets its maximum effect for that round.

Additionally, I tend to play my CR90s very aggressively, and find that they can generally survive several rounds of rear arc fire even at close range. By playing close in the rear (and staying out of range of other ships), you can keep it up for multiple rounds. Granted, there are diminishing returns to exhausting defense tokens later in the game, which is another reason why DP is generally better

Ever heard the acronym KISS?

We have now gone outside the bounds of KISS.

Dial: 1 speed change, 1 additional click

Token: 1 speed change

Nav Teams + Token: 1 speed change OR 1 additional click

Madine + Dial: 1 speed change, 2 additional clicks.

Madine + Token: 1 speed change OR 1 additional click

Madine + Dial + Token: 2 speed change, 2 additional clicks, OR 1 speed change, 3 additional clicks

Madine + Nav Teams + Token: 2 speed change OR 1 speed change,1 additional click, OR 2 additional clicks

Madine + Nav Teams + Dial + Token: 3 speed change, 2 additional clicks OR 2 speed change, 3 additional clicks OR 1 speed change, 4 additional clicks

I don't think that Madine works that way with Nav teams. The wording is the exact same for Nav teams and Madine regarding tokens, and it says "or," but not "additional" or "extra." This is as opposed to Ozzel, which says "additional/extra" (on phone atm). So Nav teams should be redundant with Madine.

Not quite, a Nav team allows a Nav token to be spent to either increase speed by 1, or yaw by one, Madine says if it spent a nav token it may either change its speed or increase 1 yaw value by 1.

Nav team works before Madine, Madine works after the Dial/Token effects are generated/modified.

If you spend a token and a dial it is the same command. You are counted as spending a token and thus must follow the rules for that token. Even if a dial was spent it would have to follow the same rules. So you could not change your speed and get all those clicks.

Dial: 1 speed change, 1 additional click

Token: 1 speed change

Nav Teams + Token: 1 speed change OR 1 additional click

Madine + Dial: 1 speed change, 2 additional clicks.

Madine + Token: 1 speed change OR 1 additional click

Madine + Dial + Token: 2 speed change, 2 additional clicks, OR 1 speed change, 3 additional clicks

Madine + Nav Teams + Token: 2 speed change OR 1 speed change,1 additional click, OR 2 additional clicks

Madine + Nav Teams + Dial + Token: 3 speed change, 2 additional clicks OR 2 speed change, 3 additional clicks OR 1 speed change, 4 additional clicks

I don't think that Madine works that way with Nav teams. The wording is the exact same for Nav teams and Madine regarding tokens, and it says "or," but not "additional" or "extra." This is as opposed to Ozzel, which says "additional/extra" (on phone atm). So Nav teams should be redundant with Madine.

Not quite, a Nav team allows a Nav token to be spent to either increase speed by 1, or yaw by one, Madine says if it spent a nav token it may either change its speed or increase 1 yaw value by 1.

Nav team works before Madine, Madine works after the Dial/Token effects are generated/modified.

If you spend a token and a dial it is the same command. You are counted as spending a token and thus must follow the rules for that token. Even if a dial was spent it would have to follow the same rules. So you could not change your speed and get all those clicks.

Are you saying that Madine only either triggers from a dial, or from a token, not from both at the same time?

Edited by TheEasternKing

CR90B's - A ship thats rarely taken without Rieekan or Mon Mothma. Why? because it will inevitably die easily as it has to go to medium range. Sure put OLP on it, you will only get one shot.

Unless you get first/last activation. Set it up like Demo. And with Madine/engine techs, that is totally doable.

You still only get one shot that way. On one turn it will activate last/first, then spend two turns manouvering back into position for another run.

Worth 55pts?

And this is not an issue for the Liberty?

There was all this talk about the Liberty setting a ship up for the rest of the fleet to hammer the same round, but now it is not a great concept doing exactly the same thing, just with a different ship? I don't understand you lot sometimes.

This really only applies to the Liberty, correct?

Its the only Rebel ship with a support team slot that could ever have a need to gain 4 Clicks of Yaw at one time?

... No, I guess a CR90 could do it too, at speed 4...

This really only applies to the Liberty, correct?

Its the only Rebel ship with a support team slot that could ever have a need to gain 4 Clicks of Yaw at one time?

... No, I guess a CR90 could do it too, at speed 4...

Yes, or a speed zero Neb wanting to hit full speed and be doing some jinking about in the process.

Quite a few Rebel ships are going to benefit pretty hugely from Madine, not feeling the Imperial counterpart for Wave 4 tbh.

::nod::

I'm just trying to understand how much of a priority this is going to be for me to work out a "home rule" solution... Since at the moment, there's really only 2 Rebel players around here, and I'm one of them.... :D

yea I am feeling the need to add another one of these to my preorder.

I want to try having H9 Turbolasers and Quad Turbo cannons on the Battle Cruiser.

2 accuracy every attack...and add Gunnery team.

No mc30s wil dare enter my front arc...

I want to try having H9 Turbolasers and Quad Turbo cannons on the Battle Cruiser.

2 accuracy every attack...and add Gunnery team.

No mc30s wil dare enter my front arc...

Well, all except one MC30....

1259387707318142537.jpg

I want to try having H9 Turbolasers and Quad Turbo cannons on the Battle Cruiser.

2 accuracy every attack...and add Gunnery team.

No mc30s wil dare enter my front arc...

Well, all except one MC30....

1259387707318142537.jpg

This was Perfect :D

I want to try having H9 Turbolasers and Quad Turbo cannons on the Battle Cruiser.

2 accuracy every attack...and add Gunnery team.

No mc30s wil dare enter my front arc...

Well, all except one MC30....

1259387707318142537.jpg

That's it! Lando needs a nerf!!

Basically my entire dream brought crashing down by 1 card *facepalm*.

Edited by Viperous

I just practiced a game with a Liberty...

It has the potential to be a beast.

On the other hand, Nebs still blow. I used Salvation and Yavaris and I managed to shoot alot of accurate blanks. Even on double tapping fighters. :P

I just practiced a game with a Liberty...

It has the potential to be a beast.

On the other hand, Nebs still blow. I used Salvation and Yavaris and I managed to shoot alot of accurate blanks. Even on double tapping fighters. :P

I did not have that issues with my Salvation and and Yavaris. Out of his 4 attacks in the game Nym had a blue crit for 3 of them. Keyan was about to deal 7 damage to an ISD and Wiffwalker was a thing only once with Luke's 3 attacks.

My salvation and even the Liberty had its share of blanks but that was just averages playing out I think. Though Spinal Turbolasers are so good on Salvation and the Star Cruiser!

I just practiced a game with a Liberty...

It has the potential to be a beast.

On the other hand, Nebs still blow. I used Salvation and Yavaris and I managed to shoot alot of accurate blanks. Even on double tapping fighters. :P

I did not have that issues with my Salvation and and Yavaris. Out of his 4 attacks in the game Nym had a blue crit for 3 of them. Keyan was about to deal 7 damage to an ISD and Wiffwalker was a thing only once with Luke's 3 attacks.

My salvation and even the Liberty had its share of blanks but that was just averages playing out I think. Though Spinal Turbolasers are so good on Salvation and the Star Cruiser!

I am sure it was just a case of averages. My Nebs definitely found the low range. I do like a flotilla to act as a rolling medic for 22pts. But I'm not sure they can do much more than close support fighter command. But I don't see them as replacement carriers.

Just my feeling so far.

I just practiced a game with a Liberty...

It has the potential to be a beast.

On the other hand, Nebs still blow. I used Salvation and Yavaris and I managed to shoot alot of accurate blanks. Even on double tapping fighters. :P

I did not have that issues with my Salvation and and Yavaris. Out of his 4 attacks in the game Nym had a blue crit for 3 of them. Keyan was about to deal 7 damage to an ISD and Wiffwalker was a thing only once with Luke's 3 attacks.

My salvation and even the Liberty had its share of blanks but that was just averages playing out I think. Though Spinal Turbolasers are so good on Salvation and the Star Cruiser!

I am sure it was just a case of averages. My Nebs definitely found the low range. I do like a flotilla to act as a rolling medic for 22pts. But I'm not sure they can do much more than close support fighter command. But I don't see them as replacement carriers.

Just my feeling so far.

Bomber command and Toryn Farr is obscene for boosting yavaris.

Slicer tools are great for messing with your opponent, theyre really annoying.

I think ms Farr on a squadron gr75 is actually hilarious for a yav led B + yt1300 + Jan ball

Rerolls on EVERYTHING, even yav's anti squadron and side arc

I think ms Farr on a squadron gr75 is actually hilarious for a yav led B + yt1300 + Jan ball

Rerolls on EVERYTHING, even yav's anti squadron and side arc

I put Farr on my Salvation. It rarely likes to do anything but attack out of the Front.

Farr aint ever riding in my raymus' or the intel officer's seat, that's for sure

besides, with Spinal as opposed to Slaved, Salvation can attack out the front and still do other things :D

Edited by ficklegreendice

Farr aint ever riding in my raymus' or the intel officer's seat, that's for sure

besides, with Spinal as opposed to Slaved, Salvation can attack out the front and still do other things :D

Sure it can but I dont do much other than Navigate with my Salvation so I am not worried about the slot. I also need to get used to not using IO anymore

man I can't not CF with Salvation

gotta roll them crits somehow!

man I can't not CF with Salvation

gotta roll them crits somehow!

I find Nav commands keep Sal alive and I like that more.