Been messing around with builds while reading about Wave 5. It says in the preview "...each of them allows you to spend command tokens to power..." Now if they work off command tokens rather then dials, might these mean Garm will have a use? Getting the tokens you want right out the gate, without having to burn a dial or use Raymus for them when you might want a differnt dial sounds good to me in theory. And then getting refilled turn 5, right when it might help swing things at a critial moment.
Edited by Salted DiamondFleet Command Upgrades use tokens, a place for Garm?
Would be nice for Garm, and Tarkin too!
Good thinking. And from what we've read from Shmitty's developer interviews FFG prefers to give new life to less commonly used cards versus nerfing the abilities of the overpowered ones. So your huporhesis seems rational.
"huporhesis"
I think we have a new entry to the canon of Star Wars Armada Lore. Right up there with Greeblehauling!
Thats gonna be a fun typo. At least, thats my hurporhesis.
I had a hurporhesis, but the doctor removes it before it became malignant.
That being said, an upgrade that makes Garm viable would be nice.
I hadn't played Garm in months, but had him leading my Liberty based fleet and he was magic.
The Pelta looks like another great ship for him to have in s fleet. The developer assured me that as a fan of synergy builds I would be in love with the Pelta.
Garm has always been my favourite. I lose when I don't bring him along.
I hadn't played Garm in months, but had him leading my Liberty based fleet and he was magic.
The Pelta looks like another great ship for him to have in s fleet. The developer assured me that as a fan of synergy builds I would be in love with the Pelta.
More rebel synergy sounds amazing! I think I need 3 now. . .
Edited by LyraeusSeveral locals have been talking about Garm for some time, and that talk accelerated with Titus, Konstatine, and the Grav Well Shennanigans proposed in Wave 4.
I didn't see it, but heard of a game where Titus shifted a Vic to Speed 0. The player couldn't move until Turn4 due to Command stack.
Several locals have been talking about Garm for some time, and that talk accelerated with Titus, Konstatine, and the Grav Well Shennanigans proposed in Wave 4.
I didn't see it, but heard of a game where Titus shifted a Vic to Speed 0. The player couldn't move until Turn4 due to Command stack.
Several locals have been talking about Garm for some time, and that talk accelerated with Titus, Konstatine, and the Grav Well Shennanigans proposed in Wave 4.
I didn't see it, but heard of a game where Titus shifted a Vic to Speed 0. The player couldn't move until Turn4 due to Command stack.
Which, shouldn't happen.
Titus takes place, after deployment, at the "Start of the First Round."
...
The Round consists of 4 Phases: Command, Ship, Squadron, Status.
So Titus changes the speed before Command Dials are Set.
Essentially, he's making the enemy waste a turn on a Nav Command when they wouldn't normally want to
I'll be honest, I have never acctually used him before. Depending on how good the commands are, getting tokens right at the start, and near the end might make him pair well. Garm's use will also allow Rymus to be put to better uses then tying him down on the command Pelta.
"huporhesis"
I think we have a new entry to the canon of Star Wars Armada Lore. Right up there with Greeblehauling!
LOL it was so clear in my head. Hypothesis. H-y-p-o-t-h-e-s-i-s. Hypothesis.
Well, glad to be of service. ![]()
"huporhesis"
I think we have a new entry to the canon of Star Wars Armada Lore. Right up there with Greeblehauling!
LOL it was so clear in my head. Hypothesis. H-y-p-o-t-h-e-s-i-s. Hypothesis.
Well, glad to be of service.
Gods. . . I thought my phone had done it to me again. . . this time it was not me!
Garm has always been my favourite. I lose when I don't bring him along.
That's kind of funny. While Garm isn't my favourite, I too lose when I don't bring him along
And also when I do bring him along.
Good! Garm and Tarkin need more use!