Liberty article is up

By Formynder4, in Star Wars: Armada

I'm thinking a bit more about QTC's and it looks like it may become a new rebel star.

Ackbar-led fleet with Home One and QTC on other ships. Blocks double-evades/evade-brace/double-redirect. Bad news for MC30s, Gladiators and Raiders.

Yeah, this is better than I could have imagined. Never would have guessed three speed, never would have guessed two turbolasers.

The more I think about Fire Control Team, the more questions I'm raising...

As far as I can tell, nothing on the card says that the crit effect you activate is limited to effects you could have activated had you rolled differently. In other words, what's to stop us from using this card to activate black crit effects when we didn't have any black dice in the pool? Does this then mean that we can activate APTs at long range?

This is gonna be awesome. A lot of cheap discard effects. The double crit makes XX-9s and the ion cannon that exhausts tokens along with the only spend one token title really attractive.

You could, or you could do APTs and XX-9's. Dodonna just did a happy dance.
Augh! I really want to find a way to make this work, but you have to give up your OE slot for Fire Control. No way I'm leaning MORE heavily into MC30 crits while DECREASING my already-tenuous odds of fishing them up... :(

I mean, that's cool and all, but it is only one additional face up, as you are already dealing a face up with APT, which counts as one of the XX9's two face up cards. I think Ordnance Experts is better for the shrimps than the double crit one, especially since the double crit is an exhaust.

That is 3 faces ups if you are getting in through the shields. 1 for APTs and up to 2 for XX-9's

I'm just going by the wording of XX9s, but if an APT card counts as a card dealt by that attack, why exactly would you think you would get 2 additional face ups? Without jumping through some logical hoops, I don't see it, not without clarification from FFG. Definitely going to need some FAQs.

You have not even dealt damage technically by that point. You are just resolving a crit effect.

This may make Assault Concussion Missiles a thing on the MC30

I don't know about you guys, but I think the Rebels needed this.

Reading this quickly while working has me more excited than yesterday's article.

I'm thinking a bit more about QTC's and it looks like it may become a new rebel star.

Ackbar-led fleet with Home One and QTC on other ships. Blocks double-evades/evade-brace/double-redirect. Bad news for MC30s, Gladiators and Raiders.

I completely agree here. That card is awesome!

This is gonna be awesome. A lot of cheap discard effects. The double crit makes XX-9s and the ion cannon that exhausts tokens along with the only spend one token title really attractive.

You could, or you could do APTs and XX-9's. Dodonna just did a happy dance.
Augh! I really want to find a way to make this work, but you have to give up your OE slot for Fire Control. No way I'm leaning MORE heavily into MC30 crits while DECREASING my already-tenuous odds of fishing them up... :(

I mean, that's cool and all, but it is only one additional face up, as you are already dealing a face up with APT, which counts as one of the XX9's two face up cards. I think Ordnance Experts is better for the shrimps than the double crit one, especially since the double crit is an exhaust.

That is 3 faces ups if you are getting in through the shields. 1 for APTs and up to 2 for XX-9's

I'm just going by the wording of XX9s, but if an APT card counts as a card dealt by that attack, why exactly would you think you would get 2 additional face ups? Without jumping through some logical hoops, I don't see it, not without clarification from FFG. Definitely going to need some FAQs.

I don't think it would though since it is not being dealt as a result of damage but as the result of a critical effect.

You have not even dealt damage technically by that point. You are just resolving a crit effect.

This may make Assault Concussion Missiles a thing on the MC30

I mean, I see what you mean, I just don't think it's clear. I think it could easily go either way depending on whether you define a crit as part of an attack or not. Weird interactions. Will have to see what the FAQs say.

Whelp, I've got my idea for round 3/4 of the Vassal tourney. :P

The more I think about Fire Control Team, the more questions I'm raising...

As far as I can tell, nothing on the card says that the crit effect you activate is limited to effects you could have activated had you rolled differently. In other words, what's to stop us from using this card to activate black crit effects when we didn't have any black dice in the pool? Does this then mean that we can activate APTs at long range?

Hmmm this may require a FAQ actually. . . The requirements to resolve a crit is a crit symbol. My gut tells me you still need that color though.

I'm thinking a bit more about QTC's and it looks like it may become a new rebel star.

Ackbar-led fleet with Home One and QTC on other ships. Blocks double-evades/evade-brace/double-redirect. Bad news for MC30s, Gladiators and Raiders.

I completely agree here. That card is awesome!

This is gonna be awesome. A lot of cheap discard effects. The double crit makes XX-9s and the ion cannon that exhausts tokens along with the only spend one token title really attractive.

You could, or you could do APTs and XX-9's. Dodonna just did a happy dance.
Augh! I really want to find a way to make this work, but you have to give up your OE slot for Fire Control. No way I'm leaning MORE heavily into MC30 crits while DECREASING my already-tenuous odds of fishing them up... :(

I mean, that's cool and all, but it is only one additional face up, as you are already dealing a face up with APT, which counts as one of the XX9's two face up cards. I think Ordnance Experts is better for the shrimps than the double crit one, especially since the double crit is an exhaust.

That is 3 faces ups if you are getting in through the shields. 1 for APTs and up to 2 for XX-9's

I'm just going by the wording of XX9s, but if an APT card counts as a card dealt by that attack, why exactly would you think you would get 2 additional face ups? Without jumping through some logical hoops, I don't see it, not without clarification from FFG. Definitely going to need some FAQs.

I don't think it would though since it is not being dealt as a result of damage but as the result of a critical effect.

You have not even dealt damage technically by that point. You are just resolving a crit effect.

This may make Assault Concussion Missiles a thing on the MC30

I mean, I see what you mean, I just don't think it's clear. I think it could easily go either way depending on whether you define a crit as part of an attack or not. Weird interactions. Will have to see what the FAQs say.

This is gonna be awesome. A lot of cheap discard effects. The double crit makes XX-9s and the ion cannon that exhausts tokens along with the only spend one token title really attractive.

You could, or you could do APTs and XX-9's. Dodonna just did a happy dance.
Augh! I really want to find a way to make this work, but you have to give up your OE slot for Fire Control. No way I'm leaning MORE heavily into MC30 crits while DECREASING my already-tenuous odds of fishing them up... :(

I mean, that's cool and all, but it is only one additional face up, as you are already dealing a face up with APT, which counts as one of the XX9's two face up cards. I think Ordnance Experts is better for the shrimps than the double crit one, especially since the double crit is an exhaust.

That is 3 faces ups if you are getting in through the shields. 1 for APTs and up to 2 for XX-9's

I'm just going by the wording of XX9s, but if an APT card counts as a card dealt by that attack, why exactly would you think you would get 2 additional face ups? Without jumping through some logical hoops, I don't see it, not without clarification from FFG. Definitely going to need some FAQs.

First the attacker can resolve one of its crit effects ( now two with the card), so you resolve APT and deliver one face up damage card, then you resolve xx-9 (first two damage cards are dealt face up)

Then you determine the total amount of damage and resolve one point at a time, with xx-9 meaning you deal the first two damage cards face up.

In the same way APT and the standard crit result would deliver a total of two face up damage.

What would be an issue is resolving xx-9 and a standard crit as they would not seem to stack, the result of the Two crit effects interact by both flipping the first damage card face up, with XX-9 then flipping the second card.

Liberty + Mon Karren + Intel Officer + XI7 + insert other turbolaser of choice =holy mother of god

So you wanted to brace that? Yeah I thought so, No, don't worry I intel officer'd that. (and I can do it again if you get it back on your 3rd or 5th turn), oh, and you cant redirect properly if you want to try that instead.

Oh, and eat all my red dice without your evade :)

Suck It lol

Edited by CenterPoint

new ships are exciting.

Star Cruiser with XI7 Turbolasers and Heavy Turret Turbolasers. Damned of you do Damned if you don't.

guys you can only get APTs or any other black crit with black dice.... It says so on their cards....

EDIT: Wow auto correct that was bad

Edited by Tirion

Liberty + Mon Karren + Intel Officer + XI7 + insert other turbolaser of choice =holy mother of god

So you wanted to brace that? Yeah I thought so, No, don't worry I intel officer'd that. (and I can do it again if you get it back on your 3rd or 5th turn), oh, and you cant redirect properly if you want to try that instead.

Oh, and eat all my red dice without your evade :)

Suck It lol

I'd consider NK-7 Ions on that too. SERIOUS defense trolling.

I'm thinking a bit more about QTC's and it looks like it may become a new rebel star.Ackbar-led fleet with Home One and QTC on other ships. Blocks double-evades/evade-brace/double-redirect. Bad news for MC30s, Gladiators and Raiders.

A liberty running next to home one with those should be a consistent threat to flotillas even at red dice range, where until this reveal they were pretty safe. Need 4 damage from the remaining 2-4 dice though, depending on outfit.

Liberty + Mon Karren + Intel Officer + XI7 + insert other turbolaser of choice =holy mother of god

So you wanted to brace that? Yeah I thought so, No, don't worry I intel officer'd that. (and I can do it again if you get it back on your 3rd or 5th turn), oh, and you cant redirect properly if you want to try that instead.

Oh, and eat all my red dice without your evade :)

Suck It lol

I'd consider NK-7 Ions on that too. SERIOUS defense trolling.

96 and 103 are good point costs. You get a solid heavy ship that can sport a few upgrades and around which you can build other ships. A few of us were talking at the Dallas regionals about sporting one of these with a few flanking ships for the incredible flexibility. That's especially good with Madine giving extra yaw and letting just about any ship turn on a dime. I am so experimenting with Madine lists.

Endeavor: Good for that brawler that wants to get close and stay in the fight.

Mon Karen: Holy smokes! I've got a lot of builds now that just as well allow the opponent to spend tokens without worrying about accuracies. Just give me the damage. This title fits that very well.

Liberty: A little something extra that is worthwhile, but it turns your ship into a legitimate carrier with the dial+token if that's how you want to play it.

Spinal: Definitely useful on the Liberty. Maybe on the Nebulon-B if you want the escort variant and the opportunity to take 2 dice squadron shots.

Quad Turbolaser Cannons: I think Home One is the real benefit here. You've definitely go the points to run a Liberty and Home one in the same list with a good set of upgrades each, and some benefit to maneuverability with Madine. The simple fact is that one you're doing a certain level of damage (maybe as low as 4, though I'd have to math this out), you start to get more for your damage by having an accuracy rather than simply having more damage. Adding another accuracy blocks another token and may overwhelm ECM, which can only deal with one of them. This upgrade is expensive, but I think its overall effects are a real winner. There's also the possibility of generating that red accuracy at long range and then adding a second accuracy that can be used to block both evades at long range.

High Capacity Ion Turbines: This is the tricky one. There is only a limited number of ships with Ion Cannon upgrades. The side arc is secondary on most of them. So if you're planning on double-arcing with an ISD or Liberty, then it could see a lot of use. It feels a bit expensive for a Corvette-B or Raider, and it eats up the slot you need for critical effects. If Targetting scramblers become big, maybe we'll see a situation where adding the extra die does more to augment damage than dice manipulation effects.

I like the Officers. They're cheap with noticeable effects you can build around. Chart officer can definitely help with mid-map maneuvering, but if you are first on an opponent's dangerous territory objective, it partly mitigates that as well.

I think Skilled First Officer is huge. I've played several games where a key command on a 3 command ship got issued just a turn too late. If Slicer tools develop hugely in the meta, this is an absolutely wonderful counter, especially if you've got nothing better to take in that officer slot.

Medical Team: If you have a spare point and the open slot, why not? If it only triggers once every four games, it is worth the points.

Veteran Gunners: I think this does work with the Liberty's fickle red dice. People were comparing it to Ordinance Experts when it was initially spoiled, but I don't think that is its purpose. Red dice are just as fickle as black dice. Meanwhile, one set of blue dice is going to look a lot like another, though if you are worried about streaks of accuracies, you could just take SW-7s and only worry about your reds.

Fire Control Team: This could look really good in a Dodonna list. By the way, the article specifically calls attention to using this and XX-9 to flip three damage cards face up. I agree that this is a bit of a rarity and you may be well on your way to blowing up that ship regardless.

All in all, it looks like a really good expansion. Wave 3 and 4 will make significantly improvements to our fleet diversity and the strategies we'll be using. I'm really looking forward to it!

I just designed the Wave 4 Nebs Away and I got to say. . . Cracken is amazing, Heavy Turret Turbolasers and XI7 Turbolasers are just so fun!

So who here is going to take spinals on their ISDs? Debating if it's worth it, might be to keep up the damage against Liberty. Almost certainly worth it on Salvation. Five die out the front will be a thing with that ship.

Also if you want to give up Ordinance Experts* (you probably don't), you can take Fire Control Teams on a Glad with ACM and do two damage and a faceup. I do like how cheap it is, because you have to pay more points to make it worthwhile.

I like that they included counters to slicer tools in basically the same wave.

Definitely going to try running Liberty as a carrier with Raymus.

Medical team discarding the damage card is actually huge. It's a great way to try and get a ship to survive that one more turn, and so **** cheap.

Edited by DarkArk

Nebulons + Liberty + spinal = THIS IS SPINAL TAP!

Also if you want to give up Engine Techs (you probably don't), you can take Fire Control Teams on a Glad with ACM and do two damage and a faceup. I do like how cheap it is, because you have to pay more points to make it worthwhile.

Why?

Engine Techs is Support Slot.

Fire Control Teams are Gunnery Slot.

WHY NOT BOTH?!

Also if you want to give up Engine Techs (you probably don't), you can take Fire Control Teams on a Glad with ACM and do two damage and a faceup. I do like how cheap it is, because you have to pay more points to make it worthwhile.

Why?

Engine Techs is Support Slot.

Fire Control Teams are Gunnery Slot.

WHY NOT BOTH?!

Bet he meant Ordinance Experts. Which is a hard sell.

Also if you want to give up Engine Techs (you probably don't), you can take Fire Control Teams on a Glad with ACM and do two damage and a faceup. I do like how cheap it is, because you have to pay more points to make it worthwhile.

Why?

Engine Techs is Support Slot.

Fire Control Teams are Gunnery Slot.

WHY NOT BOTH?!

This is what I get for not paying attention. Yeah, definitely going to do that with a Screed Glad now, to at least try it out.

You know the funny thing, if ACMs trigger the basic crit. . . You could hit a ship with the ACMs crit and if they don't have a shield hey take a card so it could be face up. . .