Will Rebel-Only Fleet Command Upgrades Shift the Balance?

By WhatsArmadaWithYou, in Star Wars: Armada

Though the text of these Fleet Commands has yet to be revealed, I have been wondering about the possible impact of the Fleet Command upgrades. And specifically, will the fact that these upgrades (which supposedly augment an entire fleet) are Rebel-Scum-Only upset the balance of the game? In addition, will they make the Pelta-Class an auto-include ship?

From what we can see there are three unique upgrades, each which focus an a different aspect of the game.

ENTRAPMENT - Effects ship movement?

FIGHTERS - Effects squadron activation?

SHIELDS - Effects shields/defense?

What do you think these cards will say? What powers will they bestow on those filthy terrorists? Will it break the balance? Did the rebel faction need some help? Because the actual info needed is not available, this is pure conjecture. But imagine away! What will the consequences be? The fall of the Empire? The restoration of the Republic? Crying fanboys? Enraged miniature gamers?

I welcome your thoughts, hopes, and fears. Discuss.

ARTICLE TEXT FOR REFERENCE:

"However, the real strength of this vessel lies not in its forward attack dice but in its new Fleet Command upgrade icon. You can only equip one of these upgrades to your Phoenix Home, and all three of the Fleet Command upgrades that come in this pack are unique. Nonetheless, for a handful of fleet points, each of them allows you to spend command tokens to power advantages across every ship or squadron in your fleet!"

Will imp only experimental upgrades shift the balance?!?!?! Lets get through wave three first huh man?

Tirion has the right of if, as I believe either shmitty or rein had relayed that the Pheonix Home Fleet Command upgrades are the rebel mirror of the Interdictor and her grav shifts.

LOL why wait! Irrational and exuberant speculation is the Star Wars way.

Speculation for names of the cards:

Entrapment

All Fighters Report In

Shields at Maximum

Tirion has the right of if, as I believe either shmitty or rein had relayed that the Pheonix Home Fleet Command upgrades are the rebel mirror of the Interdictor and her grav shifts.

Fair enough, but what do they think the upgrades may do? What type of ability will justify its own fleet icon?

The preview hints that these abilities will revolve around tokens. Could Entrapment provide free maneuver tokens to counter tractor beams? Could the fighter card flip a couple of squads back to un-activated? Could the shield card allow one token to raise shields on multiple ships?

Though the text of these Fleet Commands has yet to be revealed, I have been wondering about the possible impact of the Fleet Command upgrades. And specifically, will the fact that these upgrades (which supposedly augment an entire fleet) are Rebel-Scum-Only upset the balance of the game? In addition, will they make the Pelta-Class an auto-include ship?

From what we can see there are three unique upgrades, each which focus an a different aspect of the game.

ENTRAPMENT - Effects ship movement?

FIGHTERS - Effects squadron activation?

SHIELDS - Effects shields/defense?

What do you think these cards will say? What powers will they bestow on those filthy terrorists? Will it break the balance? Did the rebel faction need some help? Because the actual info needed is not available, this is pure conjecture. But imagine away! What will the consequences be? The fall of the Empire? The restoration of the Republic? Crying fanboys? Enraged miniature gamers?

I welcome your thoughts, hopes, and fears. Discuss.

ARTICLE TEXT FOR REFERENCE:

"However, the real strength of this vessel lies not in its forward attack dice but in its new Fleet Command upgrade icon. You can only equip one of these upgrades to your Phoenix Home, and all three of the Fleet Command upgrades that come in this pack are unique. Nonetheless, for a handful of fleet points, each of them allows you to spend command tokens to power advantages across every ship or squadron in your fleet!"

If I might warrant a guess:

Entrapment TACTICS - Maneuver boost

All fighters FOLLOW ME (Lando) - Squadron boost

Shields TO MAXIMUM - Defensive boost

The first one might be off-base, as it's not based on a quote I'm familiar with. But it's a battle, so tactics makes more sense than say, strategies. The image also looks a lot like Imp destroyers closing the trap at Endor - we only need to keep them from escaping.

All I know is that it activates off of tokens so.... Raymus Antilles please!

Comms net also great alt.

Surely there will be an upgrade card that will allow these to be applied to the MC80. I'm sure FFG have already planned for this, even if it doesn't come out immediately.

I think Smittys discussion highlighted that the Pelta is the rebel mirror to the interdictor, so that's fine.

I wouldn't be surprised if the squadron one synergises your anti squadron fighters really well. I think there is a definite aim to give rebels the ability to make rhymertrons life hard if they want to.

Surely there will be an upgrade card that will allow these to be applied to the MC80. I'm sure FFG have already planned for this, even if it doesn't come out immediately.

She would be an interesting Imp choice because she tried to defect...

Edited by WhatsArmadaWithYou

Surely there will be an upgrade card that will allow these to be applied to the MC80. I'm sure FFG have already planned for this, even if it doesn't come out immediately.

Speaking of which, in the Imp Light Cruiser exp the card beneath Jerrijod may do just that. It is "Mini..." Maybe Minister Tua from SW Rebels? The card reads "You gain...icon in your..." Upgrade bar? I don't play XWing but I have seen a lot of cards in that game that add icons to the upgrade bar. She might bring Fleet Command Upgrades to the Imperials.

She would be an interesting Imp choice because she tried to defect...

That was the episode where I really decided that I liked SW:Rebels .

*spoiler in case someone as not seen it yet*

When she ran ran up into the ship and it exploded, killing her. I was not expecting that result from a cartoon. Then when they do get back to the fleet, their command ship get's destroyed and they have to run again. It felt like ESB in that the good guys did not come out on top.

Edited by Salted Diamond

I felt the same way Salted! That was a great episode.

Its definitely minister Tua...

But she's also very imperial... Thrown into a bad situation when her own overseeing Governor goes away to Headquarters, basically - She's the one who has to pick up the slack, without the Doctrines or Training to know how to deal with the Lothal Rebel situation... So of course it gets out of hand... She does everything she can, because she's just a bureaucrat, she doesn't do enough of the "bad" things to "crush" them....

And in the end, she chickens out when she needs to "discuss" her "failure" with Governor Tarkin...

All I know is that it activates off of tokens so.... Raymus Antilles please!

Comms net also great alt.

We have and are getting so many things the really need Raymus Antilles to work effectively, He is fastly becoming my MVU (Most Valuable Upgrade). The biggest problem I have when building a list is not if I should take him or not it is which ship needs him the most.

All I know is that it activates off of tokens so.... Raymus Antilles please!

Comms net also great alt.

We have and are getting so many things the really need Raymus Antilles to work effectively, He is fastly becoming my MVU (Most Valuable Upgrade). The biggest problem I have when building a list is not if I should take him or not it is which ship needs him the most.

Garms stock might also be on the rise as the need for a Rebel token machine only grows.

They're definitely just the antithesis to the experimental retrofit on the Interdictor. It'll shift the balance of the game, sure: it'll return the balance that was lost when the Imps got their faction-exclusive upgrade slot in Wave 4.

Incidentally, I'll be pretty miffed if the Imps do get access to this through an officer unless the upgrades rely pretty heavily on something in the officer slot.

And now, just because I like pointing out that I was right... :):

They're not going to make the Rebels sit through more than one wave with zero Experimental Upgrade access. Unless they counterbalance it with a different faction-exclusive upgrade entirely

All I know is that it activates off of tokens so.... Raymus Antilles please!

Comms net also great alt.

We have and are getting so many things the really need Raymus Antilles to work effectively, He is fastly becoming my MVU (Most Valuable Upgrade). The biggest problem I have when building a list is not if I should take him or not it is which ship needs him the most.

Garms stock might also be on the rise as the need for a Rebel token machine only grows.

Garm is Helpful but he is not consistent. In an entire match he can only give you two of any one specific token meaning if you need a specific token consistently Raymus is still the only option.

Raymus is only good for giving it to one ship at a time, though... Two if you Tantive... So if you need them consistently across the board, then Garm's your only Rebel Option for those two turns...

Well we have only one ship with the slot (could be two but unlikely) so not too worried. Need to see the cards to get a better judgement on the matter to be honest. We don't know how the upgrades will work exactly yet.

Raymus is only good for giving it to one ship at a time, though... Two if you Tantive... So if you need them consistently across the board, then Garm's your only Rebel Option for those two turns...

Not sure on the wording for the upgrade, but I think you might spend tokens to power the entire fleet?

Garm may not be the only beneficiary of these upgrades. He may be the natural choice given his ability to distribute tokens but maybe not the best for each depending on their wording.

Which commander has the best synergy w/ Fighters? Reikkan aces? Mon Mothma, Ackbar, Dodonna, Madine, Cracken, or Sato? Not really. They mainly affect ships. That leaves Garm and Reikkan. Dodonna could go either way I guess.

Which commander has best synergy w/ Maneuver? Madine is the obvious choice.

Which commander will benefit the most from a defense upgrade synergy? Mon Mothma, Cracken most likely. Defense benefits everyone though.

In the end more options will breathe life into lesser utilized tools but will also allow for greater degrees of specialization. Obviously I'm excited by this prospect.

Edited by WhatsArmadaWithYou

Each of the upgrades start with similar wording.

"At the start of the ______ phase"

"___ this card and ____ a token"

Then some kind of fleet wide effect.

So, maybe the card is discarded and it's a once per game effect?

Raymus is only good for giving it to one ship at a time, though... Two if you Tantive... So if you need them consistently across the board, then Garm's your only Rebel Option for those two turns...

Not sure on the wording for the upgrade, but I think you might spend tokens to power the entire fleet?

The question with said wording is wether:

1) A Token spent on the Pelta empowers the whole fleet...

or

2) The Card on the Pelta allows the fleet to spend their tokens for empowering effects...

It it turns out to be 1), then Raymus may well be enough.

if it turns out to be 2), then Garm is going to be the way to go...

As I see it, anyway... Without actual specifics of the mechanics, its more on gut instinct than anything...

And My sufficiently rotund gut sees them as Exhaust (Or Discard) Cards, that allow your ships to spend their tokens in particularily funky ways.

Edited by Drasnighta

Hmmm and I was expecting/hoping that minister tua lets you gain a defensive retrofit slot on that ship. What you guys are suggesting is much more interesting!

The easiest way to get a specific token is to spam that dial. Garm lets you use the other commands.

Also the Pelta will be hella cheaper to use than interdictors.