The ideal Super Star Destroyer build...Thoughts?

By ShadowFox1138, in Star Wars: Armada

Hitpoints:

Defend tokens:

Anti-squadron:

Weapons:

Shields:

Speed:

Upgrades/refits:

Fleet Cost:

Lets see what you all come up with...I am curious :)

Hitpoints: 20

Defend tokens: Redirects and Braces with Containment

Anti-squadron: 4 Blue

Weapons: (front) 5 Red, 4 Blue (sides) 3 Red, 2 Blue, 2 Black (Back) 3 Red, 2 Blue

Shields: 6 Front, 4 sides and back

Speed: 2

Upgrades/refits: Not really sure, but if there are two varients of this ship...One must be a Command ship while the other is a brutal combat dreadnaught

Fleet Cost: 200+

No. 4 blue as is just silly.

It'd be no better against squadrons than a normal ISD: it's got more point defence guns but they're spread across the ship.

I think you have two choices when bringing this to the table - you either keep it to scale and introduce it for epic play (making it the Armada equivalent of the Raider in X-wing), or you scale it down to make it playable within the current context of the game (bearing in mind that the CR90 is scaled up). That's the question we have to answer before we can think about stats. Personally, I'm not particularly keen to bring it to the board - FFG has worked hard so far to maintain balance between the two sides, but the Rebels just wouldn't have an equivalent of this.

I was only making an example of what I was saying....I am trying to see what others can come up with

I think you have two choices when bringing this to the table - you either keep it to scale and introduce it for epic play (making it the Armada equivalent of the Raider in X-wing), or you scale it down to make it playable within the current context of the game (bearing in mind that the CR90 is scaled up). That's the question we have to answer before we can think about stats. Personally, I'm not particularly keen to bring it to the board - FFG has worked hard so far to maintain balance between the two sides, but the Rebels just wouldn't have an equivalent of this.

There is one ship that can combat this........The Viscount class star dreadnought for the Rebels...

I have a resin model of an SSD that is about 14" long. Not to scale obviously but as ceejlekabeejle says you can make it playable or you can make it several feet long becoming a terrain piece filling up half the board and play around it.

For the playable version I was thinking just 50% more than an ISD-II in most areas so

Hull: 18

Defend tokens: 2 Redirects 2 Braces 1 Containment

Anti-squadron: 1 red, 1 Blue, 1 Black

Weapons: (front) 6 Red, 6 Blue, 1 Black. (sides) 3 Red, 2 Blue, 2 Black (Back) 2 Red, 2 Blue, 2 Black.

Shields: 6 Front, 5 sides and 4 back

Speed: 2 with no yaw, 1 with a single yaw

Engineering: 6

Squadron: 6

Command: 4

Points: 250 ????

Edited by Mad Cat

Given the length, shouldn't the SSD have two firing arcs on each side? I think that would be the big difference it would bring to the table.

Given the length, shouldn't the SSD have two firing arcs on each side? I think that would be the big difference it would bring to the table.

The alternative to my 14" version being like an ISD + 50% is to go the whole hog with a 38" model and section it up into pieces like the larger ships in the X-wing game do.

Here is an example of what someone has done, it's 700+ points of death and probably still under sized.

https://boardgamegeek.com/thread/1456004/super-star-destroyer-concept

I think you have two choices when bringing this to the table - you either keep it to scale and introduce it for epic play (making it the Armada equivalent of the Raider in X-wing), or you scale it down to make it playable within the current context of the game (bearing in mind that the CR90 is scaled up). That's the question we have to answer before we can think about stats. Personally, I'm not particularly keen to bring it to the board - FFG has worked hard so far to maintain balance between the two sides, but the Rebels just wouldn't have an equivalent of this.

There is one ship that can combat this........The Viscount class star dreadnought for the Rebels...

That is true, and it would be a pretty awesome looking model...

first it needs 8 hull zones.with 10 hull hits each, once a zone it out of hull hits its out of the game and can not be repaired.

each zone except the rear has 6 shields

3 red 3 blue and 2 black dice.

rear is one less of everything.

Speed: 2 or 1 with a single yaw

Engineering: 6

Squadron: 8

Command: 4

Defend tokens: 2 Redirects 2 Braces 1 Containment

Anti-squadron: 1 red, 1 Blue, 1 Black

take a look at how I did the base on my 16" long battle star:

IMG_6316_zpslp9dvn4k.jpg

It'd be no better against squadrons than a normal ISD: it's got more point defence guns but they're spread across the ship.

Except for the potential to kill even an A-WIng in 1 shot

It'd be no better against squadrons than a normal ISD: it's got more point defence guns but they're spread across the ship.

Except for the potential to kill even an A-WIng in 1 shot

He said that, I believe, to argue against the inclusion of 4 blue dice lyr.

If they do a SSD, it should be Armada Epic. That means it should play different from current ships like Cap ships play different from fighters in X-Wing.

How? I dunno.

Maybe a new range ruler with new dice? A yellow d12 for range 4 and a green d12 for range 5. The yellow would have 4 blank faces, 4 two hit faces. And 4 one hit, one crit faces. Maybe change a face or 2 to three hits. The green would be similar with fewer hits per face.

Maybe a new maneuver tool? Tiny because this thing moves so slow.

I'm just pulling ideas out my backside.

Edited by admiralcrunch

Turbolasers only realy worked out to 1-2km if memory serves. So an SSD at 8km would need several hull zones to better represent the range limits.

I would essentially make it an immobile map fixture and fight around it.

I don't know how I feel about making it immobile. I mean, the 16" model next to the ISD seems okay. Of course you're bound to get purists complaining, but not nearly as much as the praise for making it in the first place.

Since this thing has to be for epic play (or even cinematic play), when the SSD is involved why not have the starting zones be switched to the longer ends of the play area? Even add a foot to it, if possible.