Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.

By Drasnighta, in Star Wars: Armada

Just now, xanderf said:

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.

Kind of more like 6, depending on where you placed the station and where the furball happened.

2 minutes ago, xanderf said:

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.

And of course, that your ships are surviving to spawn them.

2 minutes ago, xanderf said:

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.

And of course, that your ships are surviving to spawn them.

1 minute ago, The Jabbawookie said:

Kind of more like 6, depending on where you placed the station and where the furball happened.

Eh - against current anti-squadron attacks, I don't think a 3-hit generic Interceptor is really worth that much more than a 2-hit generic Interceptor. Either dies to a single serious attack (and still gets its counter-2* going back out, either way).

* Although I am starting to wonder if the enemy does get points for the kill. RHD does specifically say you move the squadron after it has been destroyed. The Scoring section in the RRG states "A player’s score is the total fleet point cost of destroyed enemy ships and squadrons plus the fleet point value of any victory tokens that the player collected." Sooo...I think they actually do score it twice.

1 minute ago, xanderf said:

"A player’s score is the total fleet point cost of destroyed enemy ships and squadrons plus the fleet point value of any victory tokens that the player collected." Sooo...I think they actually do score it twice.

If they do count twice - which is possible - its very likely this will be considered a low ranking upgrade then. Just because of the points values for competitive play. If they are out on the table when you lose your last ship, that would be 400 + redeployed squadrons + objectives?

5 minutes ago, xanderf said:

Eh - against current anti-squadron attacks, I don't think a 3-hit generic Interceptor is really worth that much more than a 2-hit generic Interceptor. Either dies to a single serious attack (and still gets its counter-2* going back out, either way).

* Although I am starting to wonder if the enemy does get points for the kill. RHD does specifically say you move the squadron after it has been destroyed. The Scoring section in the RRG states "A player’s score is the total fleet point cost of destroyed enemy ships and squadrons plus the fleet point value of any victory tokens that the player collected." Sooo...I think they actually do score it twice.

It's more having the ability to get a shot off at all, which being activated and down a hull point both hinder. The counter is still nice, and RHD seems well worth 3 points, but 8 Interceptors usually hit first and get the counter 1-2 times, with Swarm.

If they go in to hit the zombie TIE before you can activate you're pulling them into flak range though, which is great.

10 minutes ago, xanderf said:

* Although I am starting to wonder if the enemy does get points for the kill. RHD does specifically say you move the squadron after it has been destroyed. The Scoring section in the RRG states "A player’s score is the total fleet point cost of destroyed enemy ships and squadrons plus the fleet point value of any victory tokens that the player collected." Sooo...I think they actually do score it twice.

That's what made me wonder-the card clearly says after the squadron is destroyed. If they said "instead of being destroyed" it would be more clear. I'm inclined to agree with clon and Dras though, due to the 2 HP increase.

23 minutes ago, xanderf said:

* Although I am starting to wonder if the enemy does get points for the kill. RHD does specifically say you move the squadron after it has been destroyed. The Scoring section in the RRG states "A player’s score is the total fleet point cost of destroyed enemy ships and squadrons plus the fleet point value of any victory tokens that the player collected." Sooo...I think they actually do score it twice.

They said in the stream that you only get points once, after you destroyed the squad once it revived.

34 minutes ago, xanderf said:

and it's pretty well agreed that 50 pts of squads is basically useless - just go 0 or go 100+

What?! I have never heard anybody say that. Generally SFCs are very useful. And I think that except for some very special circumstances going 0 squad is really terrible.

4 hours ago, Grumbleduke said:

Spoilt Rogues and Villains

kHJgCIp.png

Purrgil move around depending on the objective. If you overlap them you take damage equal to your speed.

Can you take the damage on the shields?

13 minutes ago, Bertie Wooster said:

That's what made me wonder-the card clearly says after the squadron is destroyed. If they said "instead of being destroyed" it would be more clear. I'm inclined to agree with clon and Dras though, due to the 2 HP increase.

I don't think there is a conflict.

The RRG covers what 'destroyed' means, too...

"A squadron is destroyed when it is reduced to zero hull points.
...
When a squadron is destroyed, remove it from the play area and place it next to the matching squadron card."

So, IMHO, the sequence is fairly clear, if using RHD. Squadron knocked down to 0 hull and is now 'destroyed' - enemy scores it, you remove it from the play area and place it next to the matching squadron card. Following the steps in RHD, you now set its hull back to '2', and place it at range 1 of the ship discarding its RHD, at a distance not engaged by any enemy squadron.

2 minutes ago, LordCola said:

They said in the stream that you only get points once, after you destroyed the squad once it revived.

Well that just...

😐

I can't parse any interpretation of the RRG that allows for that. If it said INSTEAD of being destroyed, sure, I could see only scoring it once. But the card specifically says AFTER being destroyed. Maybe the production copy will differ from the preview...??

14 minutes ago, Bertie Wooster said:

Can you take the damage on the shields?

If the card doesn't specify where the damage goes, yes. I imagine that it is a similar situation to debris fields - you can take it to hull or shields, but it must be all registered as coming from one hull zone.

Rebellion in the Rim sounds like something that could be done like one of those old, GW Mail In Global Campaigns... I wonder if that could be done on the forums somehow...

1 hour ago, xanderf said:

Well that just...

😐

I can't parse any interpretation of the RRG that allows for that. If it said INSTEAD of being destroyed, sure, I could see only scoring it once. But the card specifically says AFTER being destroyed. Maybe the production copy will differ from the preview...??

1 hour ago, xanderf said:

I don't think there is a conflict.

The RRG covers what 'destroyed' means, too...

"A squadron is destroyed when it is reduced to zero hull points.
...
When a squadron is destroyed, remove it from the play area and place it next to the matching squadron card."

So, IMHO, the sequence is fairly clear, if using RHD. Squadron knocked down to 0 hull and is now 'destroyed' - enemy scores it, you remove it from the play area and place it next to the matching squadron card. Following the steps in RHD, you now set its hull back to '2', and place it at range 1 of the ship discarding its RHD, at a distance not engaged by any enemy squadron.

You don't Score it THEN

You don't score until END OF GAME. That's the rules. Nowhere does it tell you to start tallying up destroyed things immediately.

If its not on the Squadron Card at END OF GAME

You don't Score it


:D

Edited by Drasnighta
1 hour ago, Bertie Wooster said:

Can you take the damage on the shields?

It depends on wether the rule actually says "take damage" or "take damage cards".

The Former, Yes. All to one zone of the recipients choice.
The latter. Oh no.

23 minutes ago, Drasnighta said:

You don't Score it THEN

You don't score until END OF GAME. That's the rules. Nowhere does it tell you to start tallying up destroyed things immediately.

If its not on the Squadron Card at END OF GAME

You don't Score it


:D

:: eyes rolled aggressively back into very rear of skull ::

But, sure, I'll take it. I mean, these seem like auto-includes to me, for lists not already focused on the squadron game*. The ability to give a 4-ship or 5-ship Imperial list a credible squadron defense without investing heavily in squadron combat (which feels like such a brutal waste when your enemy is no-squad)...we've needed this for a while.

4 minutes ago, xanderf said:

:: eyes rolled aggressively back into very rear of skull ::

But, sure, I'll take it. I mean, these seem like auto-includes to me, for lists not already focused on the squadron game*. The ability to give a 4-ship or 5-ship Imperial list a credible squadron defense without investing heavily in squadron combat (which feels like such a brutal waste when your enemy is no-squad)...we've needed this for a while.

I'm not going to disagree with that overall.

But hey, when you start quoting rulebook technicalities, I'm going to start quoting them back :)

I do think the biggest trick is going to be the LONG list of restrictions - its not goign to be as simple plug and play as some people (not necessarily you) are seeming to expect. I'm pretty convinced of that at least :D

8 hours ago, The Jabbawookie said:

A TIE recycler. This looks like a reason to take generics!

You mean a reason to use generic jumpmaster in small/medium fighterblob?

6 hours ago, LordCola said:

They said in the stream that you only get points once, after you destroyed the squad once it revived.

What?! I have never heard anybody say that. Generally SFCs are very useful. And I think that except for some very special circumstances going 0 squad is really terrible.

Look at the competetive scene and you will see. Obviously local metas can stray away, but the big tournaments give you a good look at the most optimal fleets

Edited by Rimsen
Typos... typos everywhere

6 hours ago, xanderf said:

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...

It does take up the slot you might otherwise have used for boosted comms or expanded hangar bay. I can see utility on ships who have a spare slot and nothing else to put in it. Maybe Raider I or ISD I?

Time for some Howlrunner, Dengar, Mauler, and mass jumpmasters...

55 minutes ago, flatpackhamster said:

It does take up the slot you might otherwise have used for boosted comms or expanded hangar bay. I can see utility on ships who have a spare slot and nothing else to put in it. Maybe Raider I or ISD I?

2 gozantis, controlling 4-6 fighters seems reasonable to use the slot for this instead of BC or EHB.
Maybe make Jamming Field great again? ("again...")

Anyone else get the impression that LTT is FFGs attempt to help the AFmk2? It gives the AFmk2 a better option than DTTs when they have Gunnery teams. I don’t think it’s enough, but that was my impression reading the card.

The new weapons team card kind of seems the same way. “Hey, for all you guys who don’t like the Home one title, here’s an option to make it sort of generate auto-crits.” Otherwise I’m Justin trying to figure out what that card is for

12 hours ago, Drasnighta said:

It depends on wether the rule actually says "take damage" or "take damage cards".

The Former, Yes. All to one zone of the recipients choice.
The latter. Oh no.

Maybe I should have been more clear. I wanted to know if the video clarified which one it was, damage or damage cards (I haven't seen the whole thing). I just skimmed through the video a little bit and it looks like no one actually landed on the Purrgil in the playthrough, so perhaps they didn't answer because it didn't come up.

44 minutes ago, Church14 said:

Anyone else get the impression that LTT is FFGs attempt to help the AFmk2?

Yuppppppp. And Arqs and Nebs, too.

44 minutes ago, Church14 said:

It gives the AFmk2 a better option than DTTs when they have Gunnery teams. I don’t think it’s enough, but that was my impression reading the card.

Oh, i think it'll help a lot. I'm planning on having it double arc things and then use the weapons team for other things besides Gunnery Team. It's a SOLID card.