Wave 5

By Cubanboy, in Star Wars: Armada

If it is only 1 squad, it still could find some good nitch uses. Throwing Bossk right into a swam for Ruthless Strategists. Or keeping a key squadron (Rhymer/Jan) safe from sniping. Sniper will prob give it use even if it is only 1.

Though as everyone else mentioned, significantly less exciting. I mean, it would take half the game to unload a ship with a squadron rating of 3.

Still Super Excited

Yes. All through this thread, some of us have been excited about it :D

It will be either

1) AWESOME, if you deploy all the set aside Squadrons for that Ship.

2) USELESS, if you only deploy one Squadron.

2.a) unless it's a cheap as chips fighter screen to tie up (har har) that lingering rogue trailing your crippled light (though not necessarily cheap) ship :P

I was very loose with the word "Useless" when I should have not been. Perhaps "Usage-Impaired" would be a kinder compromise? :D

It's the internet, it's expected... but when I think of how many Nebulon B or pricey raider-racers I've lost from that one single fighter, well, you get the picture. :P

I feel it'd be edged-cased as much as Cluster Bombs...

They have a clear use. Just how much use you get for the points and the slot, is negotiable :D

yep, it's the opportunity cost for that which hurts... a lot. :P

Isd 1s are gonna just lose it over this

Just a few things I noticed;

1. As dras said, Jerrjerrod plus Vic

2. Imperial TRC platform

3. Commander Sato with the Pelta or MC30 scout means ordinance crits at red range.

4. Hera Syndulla looks amazing. Wow.

5. Rebels are getting a nonheavy rogue/bomber, with grit tossed on. Wanna see the reat of the numbers.

6. Corran horn! Rogue/bomber dogfighter! Anything this guy cannot do?

7. That decimator ace looks interesting.

8. Fighter Coordination teams repackaged already. Thank you FFG.

9. The punisher ace looks to be able to gurantee a crit.

10. Cloak is gonna be such a pain in the petoot.

11. Z95's plus Toryn Farr?

Salvation + Sato = Hit/Crits dish out 3 damage.

Edited by TallGiraffe

Just a few things I noticed;

1. As dras said, Jerrjerrod plus Vic

2. Imperial TRC platform

3. Commander Sato with the Pelta or MC30 scout means ordinance crits at red range.

4. Hera Syndulla looks amazing. Wow.

5. Rebels are getting a nonheavy rogue/bomber, with grit tossed on. Wanna see the reat of the numbers.

6. Corran horn! Rogue/bomber dogfighter! Anything this guy cannot do?

7. That decimator ace looks interesting.

8. Fighter Coordination teams repackaged already. Thank you FFG.

9. The punisher ace looks to be able to gurantee a crit.

10. Cloak is gonna be such a pain in the petoot.

11. Z95's plus Toryn Farr?

how would you get ordanance crits? If you change to black die wouldnt you still have to be at black range not red range?

No.

Just a few things I noticed;

1. As dras said, Jerrjerrod plus Vic

2. Imperial TRC platform

3. Commander Sato with the Pelta or MC30 scout means ordinance crits at red range.

4. Hera Syndulla looks amazing. Wow.

5. Rebels are getting a nonheavy rogue/bomber, with grit tossed on. Wanna see the reat of the numbers.

6. Corran horn! Rogue/bomber dogfighter! Anything this guy cannot do?

7. That decimator ace looks interesting.

8. Fighter Coordination teams repackaged already. Thank you FFG.

9. The punisher ace looks to be able to gurantee a crit.

10. Cloak is gonna be such a pain in the petoot.

11. Z95's plus Toryn Farr?

how would you get ordanance crits? If you change to black die wouldnt you still have to be at black range not red range?

Timing on Range for attack dice only works when you gather the dice. You only gather the dice at range. Which, in this case, would be Red. So you still gather the reds.

But then they are replaced with blacks. As you've already gathered them due to range, there is no range restriction.

(The question is wether you roll them before you replace them or not)

Have we figured out if this is before or after the roll? I think the different wording between this and the new turbo is telling.

Edited by Tirion

No one knows for sure Tirion, but legends speak of a sage hidden deep in the Minnessota wilderness who will answer your questions in exchange for 7 side event winners tickets.

Edited by Madaghmire

No one knows for sure Tirion, but legends speak of a sage hidden deep in the Minnessota wilderness who will answer your questions in exchange for 7 side event winners tickets.

Someone scrounge them up so we totally get an audience, jump him, beat him, stick him in a sack and drag him somewhere where we can all gain from his wisdom...

If I'm not mistaken, tomorrow is 6 weeks since the initial announcement, meaning we might get the reveal finally.

Unless its next week lol

Speculation:

Reinforced something-something looks promising for anti-damage measures. "At the start of the something phase, you may discard/exhaust this card to flip over/discard up to 3 of your received/faceup/facedown/hull damage cards."

(if it were damage to shields it would mention shields instead of damage since it would be phrased as recover shields instead of remove damage)

Looks to sync with the Damage control officer I think. If DCO prevents crit damage while Reinforced recovers facedown damage.

Also, rapid launch bays must be designed to work with sato, drop a squadron into range of enemy ship that you are targeting to get his change-of-dice bonus for your attacking ship

Lancer squadron health seems low?

Edited by Muelmuel

Geez just noticed the lancers get rouge, bomber and grit.

So, with Lancers, Ghost, Rogue Squadron, Han Solo.... is anyone going to need squadron commands in this game post Wave V? :)

Remember that the person with the squadron commands always* activate before the person counting on Rogue. Don't forget that the Rogue keyword has a cost, so you lose efficiency. It's all a balancing act.

*Han Solo being the exception that proves the rule

True that.

I think I'll just spam 8 Tie Fighters and 6 interceptors and let my overwhelming numbers drown their shenanigan fighters.

Fun, until you meet something with double anti-squad dice and watch your squads get mowed down...

Fun, until you meet something with double anti-squad dice and watch your squads get mowed down...

Spoilsport :P

Don't forget that Rouge gains tempo by being able to enter the fight on their own after targets move into range or provides 'tough choices' to both squadrons and ships (are you going to leave an activated ship/squadrons in Lancer/Firespray/Ghost towing 2 Scurrgs?), will self manage if your carrier dies, kills Reeiken ships/heros in the squadron phase, lowers the need for overall squadron command and can still be activated by a command anyway.

Leaving any squadron sitting about until squadron phase is a sure fire way to loose efficeny or trade value.

Efficiency is not the best metric to evaluate Rouge. Rouge gives you tacticial and strategic choices that non rouge squadrons can't provide.

But yes 1 Howlrunner, 5 Ties (F or I) and Flight Controllers shreds when played properly.

Edited by Trizzo2