1 minute ago, BiggsIRL said:Is that Hondo, Friend to All, flying an Imperial squadron?
More people in the galaxy are technically Imperial, so it makes sense.
Also Kanan.
1 minute ago, BiggsIRL said:Is that Hondo, Friend to All, flying an Imperial squadron?
More people in the galaxy are technically Imperial, so it makes sense.
Also Kanan.
Could you tractor beam a purrgil?
5 minutes ago, ISD Avenger said:Is that iron squadron along the bottom?
And who are the others, can’t really tell.
Top row; can't see the Jumpmaster, IG-88? in the IG-2000b, Moralo Eval (sp?) in the YV-666 and Hondo in Slave I.
Bottom row; not sure about the Scurrg, Kanan Jarrus in the HWK (with cloak and assault!), Mart Mattin (Iron Squadron) in the YT-2400 and Landon in the Millennium Falcon.
Confirmed on Stream you can't have two Millennium Falcons in the same list. But you can have both IG-88s (as they're on different ships).
I am excited to try Corvis. It looks like a very interesting concept.
5 minutes ago, Ling27 said:I am excited to try Corvis. It looks like a very interesting concept.
Just like, hmmmm... I want to be over here *moves to opposite side of the board* instead
Edited by clontroper5Somthing intereasting is corvus could be deployed in the Ambush zone and then redeploy in your normal deployment area. You know, if anyone ever brings fleet ambush
Corvus with RLB, Flight Commander and IG-88b...
30 minutes ago, clontroper5 said:Somthing intereasting is corvus could be deployed in the Ambush zone and then redeploy in your normal deployment area. You know, if anyone ever brings fleet ambush
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I've been including it in my list lately. My other two are Blockade Run and Superior Positions
Just now, Ling27 said:<.<
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I've been including it in my list lately. My other two are Blockade Run and Superior Positions
Nice, now if you run into a 1st player with corvus it can extra juke the Ambush!
2 hours ago, dominosfleet said:
That sure does seem a bit stapled to the TIE Interceptor.
And it's not unique?! Good grief - every fleet from now on will have THIS on every ship. You could keep bringing the same squad back 3 or 4 times...
Just now, xanderf said:That sure does seem a bit stapled to the TIE Interceptor.
And it's not unique?! Good grief - every fleet WITH LOTS OF SWARM FIGHTERS from now on will have THIS on every ship. You could keep bringing the same squad back 3 or 4 times...
Fixed that for you
Also the fact that it can be used on jumpmasters is incredibly valuable
1 minute ago, clontroper5 said:Fixed that for you
Sure, the 'swarm' is key, and I'm honestly glad of it - the generic TIE Fighter (or even Interceptor) swarm hasn't really felt viable in a while, and this might help a bit.
Still, you don't really need LOTS of them - even, say, 4-TIE Interceptor squadrons in a 4-ship list (2 capital ships, 2 Gozers) will benefit from this card in doubling the number of squadrons you effectively have. Would that be worth having 5 squadrons from the get-go, instead of 4 squadrons followed by 4 squadrons? I think the latter is enough stronger we're going to see this more than a bit...
I think the bronze color alien dude from the imperial side is the bounty hunter from rebels.
36 minutes ago, xanderf said:That sure does seem a bit stapled to the TIE Interceptor.
And it's not unique?! Good grief - every fleet from now on will have THIS on every ship. You could keep bringing the same squad back 3 or 4 times...
Errr... did you miss the "discard" part or?
EDIT
Nvm, I get what you mean - one for each ship in the fleet right? Except you'd need to have enough ships with offensive slots (that do not need those slots) and that do stay in range 1-5 from friendly squadrons. Honestly, right off the bat I can't think of a fleet that would want to do that.
Anyway, this is most effective on interceptors as you effectively get 2 of them for 14 points - less than regular TIEs. There's a caveat though - you can't really use "both" of them at once and they do not come back fully healthy. It's an ok upgrade and definitely worth putting points in, but not a game changer by any means.
Edited by Lightrock5 minutes ago, Lightrock said:Errr... did you miss the "discard" part or?
A good number of imperial ships have offensive retrofits. All the ISDs, Quasar, Raider, Gladiator, Gozanti's... ect. Each one can take one, and for 3 points each, you could drop one or two squadrons and then have a backup 3-4.
2 minutes ago, Lightrock said:Errr... did you miss the "discard" part or?
He means if the card is on 3-4 ships.
I agree with @xanderf that the card seems a little unsportsmanlike. Seems really powerful with Sloane and Squall.
I would like to know if the opponent gets points for destroying the squadron.
3 minutes ago, Bertie Wooster said:.
I would like to know if the opponent gets points for destroying the squadron.
Nope because it's not destroyed, it is just moved and now has 2 hull
Was just talking with friends when playing last weekend how difficult it was to justify taking generic ties fighters/interceptors over aces/uniques. Reserve hangar deck seems like a badly needed upgrade. Rebels can still get use out of it on z-95's, but I think its really great the Imperials get something ship based to help their squad game like the rebels have yavaris/tadarr talon/toryn farr. Most imperial buffs to squads were squad based rather than ship based and thus were baked into the cost of squads. Even after Sloane came onto the scene Riekkan aceholes were still king.
3 minutes ago, Bertie Wooster said:He means if the card is on 3-4 ships.
I agree with @xanderf that the card seems a little unsportsmanlike. Seems really powerful with Sloane and Squall.
I would like to know if the opponent gets points for destroying the squadron.
When its actually destroyed... And you're only destroyed at 0 hull...
Not when its placed back on 2 Hull...
This is different to the Rieekan issue with Repairing hull, because Rieekan says you're destroyed anyway.
So basically, until its *completely off the table*, you get nothing for it.
Rebels might actually get some use out of z-95s
After looking at it, the main issues for me is that you place the squad when would be destroyed... Not at the start of the turn or end of the turn, right when it happens... Then it has to be placed OUt of Engagement and Activated.... So there's a chance if you're smashed on activation 1 of a 3-4 activation command, you might come back onto the table just to get smashed immedaitely again by an A_Wing flying in speed 5.
Auxiliary shields give Nebs new life but also Liberties can benefit also CR-90s but I feel like nebs and Liberties would get more use out of them.
For the Imperials Command arquitens, Interdictors, and Gladiators can equip them. I Can't see a glad dropping engine techs, seems like a better fit for the arquitens because side arcs and the interdictor to make it even tankier.
Edited by Belisarius092 minutes ago, Drasnighta said:After looking at it, the main issues for me is that you place the squad when would be destroyed... Not at the start of the turn or end of the turn, right when it happens... Then it has to be placed OUt of Engagement and Activated.... So there's a chance if you're smashed on activation 1 of a 3-4 activation command, you might come back onto the table just to get smashed immedaitely again by an A_Wing flying in speed 5.
Sure, but it's still another squad for the A-Wing to have to kill.
That's sort of where I'm going with this - for lists that were 4+ ship, and sitting with 50-ish points to spend on squadron defense, they didn't before have a lot of great options. Not enough points left to get another squad-defense ship in the list, and it's pretty well agreed that 50 pts of squads is basically useless - just go 0 or go 100+, at 50 you have spent enough that you need to get SOME value from it, but not enough that you WILL.
Enter Reserve Hangar Deck - now for 56 pts you get (effectively) 8 squadrons of Interceptors that the enemy will only get points for killing 4 of. That's...viable. I think.