Thoughts on wave 5

By thorrk, in Star Wars: Armada

Hey guys,

Just wanted to share my thoughts on what we know about wave 5. I prefer to warn you in advance most of what I a going to say will be rather negative and that is why I bothered to express it on the forum (usually I keep it for myself). I am a bit underwhelmed about what we know from this new wave but I gladly admit that my experience with Armada is not large enough to have an informed opinion, I am BASICALLY ASKING YOU TO PROVE ME WRONG AND I HOPE YOU WILL SUCCEED:

Commander Sato

So basically the dude allows you to:

Trade 2 red for 2 blue to get +0.25 average accuracy.

Trade 2 red for 2 black to get +0.5 average damage -0.25 average accuracy.

Trade 2 blue for 2 black to get +0.5 average damage and get -0.5 average accuracy or the opposite if you want to get blue dice of black.

The majority of the time you're going to use him to trade red for blue or black depending on what you want, but no matter what combination you choose the gain is very small for the amount that you pay. 32pts makes Sato the second most expensive commander available for the rebel and you need to send squadrons at the right place to use it, which is far from obvious. Realistically you can tag one to 2 ships maximum with squadrons, but anything more than that and you will have to send them to suicide which is clearly not worth it considering the small bonus that Sato provides.

Being able to change the color of dice can be abused with upgrades card , but so far I don't see any combo worth mentioning (maybe ordnance expert for the MC-30 but even this is not very exiting).

Unless FFG introduce some upgrade cards that can be abused with Sato I don't see him being good, hope I am wrong.

Dual Turbolaser Turret

Ok I really hope I misunderstood how this upgrade works because it seems to be absolutely useless, red dice are the worst kind of dice in the game why in hell would you ever consider to remove one of your black or blue to get a red? (don't tell me because of accuracy because it's only +0.125).

Moff Jerjerrod

Well he is the only imperial commander that allow better maneuverability I will give him that. But god once again what a price! 23 points and you have to suffer damage, seems to be worth it only for the victory and even there not super exiting. I never been a big fan of Ozzel but at least he had the good idea to be the cheapest commander available .

Outside of that Morna Kee seems fine but nothing special however I really like Hera.

It has yet to be confirmed but we think Sato can replace dice from the pool after the initial roll so swapping blanks for extra black dice can be great and on Salvation it can devastate.

Dual Turbolaser Turret: again replace rolls you don't like with red die rolls.

I think of Moff JJ as insurance rather than planning on using him every turn

Edited by Mad Cat

Being able to resolve black crit effects at long/medium range is also no joke.

DTT on 3 red arc. Throw 4 reds pick best 3. Even if you roll first 3 well.

yah mc30 with ordance expert and APT at long range....not going to be fun. especially once the cheap z95's are around. Or better yet a use for the yt1300 if you can get them parked in front of a big ship...they will stick to them.

Yep, being able to load on those Black and/or Blue Criticals at Long Range... And potentially stay at long range, and still do it... That's Sato's choice.

If it makes 'em burn tokens to avoid, so much the better. That's doing its job. So I certainly feel you're a little narrow-visioned there. Ordnance Experts for 2 Dice? Nah, ACMs to shred shields before your Bombers do their things.

We had a whole thread on DTTs, in the fact that Red Dice are stupidly unreliable any way, and this lets you add a Red Die, and delete a die of your choice afterwards... So you are effectively minimising one bad die, whatever that bad die is... Including the die you just added, if everything else is okay and you wanted to gamble for better...

Jerjerrod... its only a Damage. Not a Damage Card. Not a big deal in cost. The fact that you are biased against Ozzel is going ot immediately bias you against Jerjerrod, that's understandable... But those who find the way to use the maneuver are going to shine - just like they did with ozzel...

But Most of all... I think its mostly Premature to be judging things - Especially Sato - when there's no confirmation of what his ability actually does entail with a mechanic that doesn't exist as of yet...

Edited by Drasnighta
It has yet to be confirmed but we think Sato can replace dice from the pool after the initial roll so swapping blanks for extra black dice can be great and on Salvation it can devastate.

If this is confirmed it will make the guy WAY more attractive to say the least, then we will have to figure out how easy it is to have squadrons sticking at range 1.

Dual Turbolaser Turret: again replace rolls you don't like with red die rolls.

The wording is pretty confusing but if it's the case that would be quite good indeed.

I really hope that's the case.

DTT on 3 red arc.

DTT?

Being able to resolve black crit effects at long/medium range is also no joke.

yah mc30 with ordance expert and APT at long range....not going to be fun.

ok so that's double black with reroll and APT bonus= 3.5 avg dmg (assuming you get the crit)

With akbar long distance you get 4 red dice = 3 avg dmg + 0.5 avg accuracy

So pretty even results and you pay 9 pts of expert+apt while akbar is only 38 against 32. And also you need squadrons proximity which I imagine will be very hard to get if your opponent screen itself properly.

I am not impressed :wacko: .

especially once the cheap z95's are around. Or better yet a use for the yt1300 if you can get them parked in front of a big ship...they will stick to them.

They will die in an eye blink and YT-1300 only have speed 2 ,you are already paying 32 pts if you to dedicate squadron just for that that's not worth it.

Edited by thorrk

ok so that's double black with reroll and APT bonus= 3.5 avg dmg (assuming you get the crit)

Average damage is higher than that, you would also keep double hits on the red dice...

Rerolls for reed dice! Its what we dont have.

Edited by Ginkapo

Dual Turbolaser Turrets. DTT

Average damage is higher than that, you would also keep double hits on the red dice...

I don't mind that you disagree with my math but could you elaborate?

Average damage of a black die is 1, 2 black dice = 2, you reroll 25% of the time with an expected damage for each at 1 so 0.25*1=0.25*2=0.5, 2+0.5=2.5 +the extra damage from APT=3.5

Dual Turbolaser Turrets. DTT

Thanks

Without knowing the missions in Corellian Conflict and the Squadrons, and also not knowing the ships and squadrons in wave 5 making an assessment of cards now is based on far too much of the unknown to be predictive of all that much.

What makes Sato sing is Ordinance on a ship with Red dice, to ACM or APT is the only question. So with the Phoenix Home we see a spoil of a card called Flechette with Ordinance and a ship with 2 Red and 2 Black Dice. I can make out the title that allows an extra commander and I can't make out anything of the commander that is face down but some of the words I can make out on "Major...." seem interesting.

Edited by Amanal

Bud it sounds like you just need more games. Also if your don't think this stuff is any good don't use it. The best part of armada is they do a great job of balancing so you should be fine.

Average damage is higher than that, you would also keep double hits on the red dice...

I don't mind that you disagree with my math but could you elaborate?

Average damage of a black die is 1, 2 black dice = 2, you reroll 25% of the time with an expected damage for each at 1 so 0.25*1=0.25*2=0.5, 2+0.5=2.5 +the extra damage from APT=3.5

If I have 2 red dice that show zero, then isn't that extra damage likely to increase my average damage? You have to consider Sato as a kind of re-roll rather than being a roll of its own.

Guys, do you really think Sato will allow you to replace dice after the pool has been rolled? For 32 pts?

Guys, do you really think Sato will allow you to replace dice after the pool has been rolled? For 32 pts?

Potentially Yes. Considering the other Caveat involved...

Re: THE ENTIRE THREAD ON THE SUBJECT :D

Lol..."potentially yes"...sounds like a politician :D

Lol..."potentially yes"...sounds like a politician :D

Would I like it that way? Yes.

Do I expect it to be that way, I am unsure.

Do I see precedent and or/value for it being that way? Yes.

Am I going to play to Increduility to diminish the opposing argument as you did? No, no I am not :)

Average damage is higher than that, you would also keep double hits on the red dice...

I don't mind that you disagree with my math but could you elaborate?

Average damage of a black die is 1, 2 black dice = 2, you reroll 25% of the time with an expected damage for each at 1 so 0.25*1=0.25*2=0.5, 2+0.5=2.5 +the extra damage from APT=3.5

Chance of double hit red is 1/8

Chance of hit crit on black is 2/8

So chance of using Sato is 7/8. Odds of using ordnance experts is 6/8.

So 22/64 odds of getting 2 dmg before last roll, then 0.25 of blank, 0.5 of 1dmg, 0.25 of 2dmg.

42/64 x 0.5 is 0.33

42/64 x 0.25 is 0.16

22/64 is 0.34

So, 2x(0.16+0.34)+0.33 = 1.33

2 dice is 2.66 before APT

Guys, do you really think Sato will allow you to replace dice after the pool has been rolled? For 32 pts?

Do you think ackbar will allow you to add 2red dice for 38pts?

I mean whats the difference?

about Moff Jerjerrod:

1 damage for the ability to do nearly 180° turns on some ships?

Heck, even VSD can suddenly can do 90° turns.

Same as the ISD (but even without a navigate command).

The Gladiator is doing 157,5°. And can be right behind the enemy (from some strange angles). This gives the Demolisher a total new field to play.

The imperial ships become really a pain with him. They will be really maneuverable. And end in places where you didnt expect them.

The only questions is: is the loss of other commander effects worth it?

Without knowing the missions in Corellian Conflict and the Squadrons, and also not knowing the ships and squadrons in wave 5 making an assessment of cards now is based on far too much of the unknown to be predictive of all that much.

What makes Sato sing is Ordinance on a ship with Red dice, to ACM or APT is the only question. So with the Phoenix Home we see a spoil of a card called Flechette with Ordinance and a ship with 2 Red and 2 Black Dice. I can make out the title that allows an extra commander and I can't make out anything of the commander that is face down but some of the words I can make out on "Major...." seem interesting.

I think its Major Drevis from Hoth.

I am completely convinced that Sato will be functionally reroll-style. The second-most expensive rebel admiral, with the major limitation of having to coordinate with squadrons, in a list designed for ship-based fire (remember, that's what he's improving)... If he's going to see table time, he pretty much needs to be reroll-style.

That said, I'm also completely convinced that this line of discussion isn't going to be relevant for another 4-6 months. Not announced yet, 2 months on the boat, 2 weeks to stores, another two freaking months waiting for an FAQ to clarify year-old card text...

Guys, do you really think Sato will allow you to replace dice after the pool has been rolled? For 32 pts?

**** no. Well that's my hope anyway :P

Add two of any colour combo pre roll seems good enough anyway.

But it wouldn't be suprised if it is replace or care to much TBH.

Jerry is pretty good. If you fly VSDs/ISD you know what kills them is their turning. When things slip by there is no way to keep tracking them. Now there is. Instead of needing Motti to survive damage let Jerry Nav you out of harms way.

Edited by Trizzo2

Guys, do you really think Sato will allow you to replace dice after the pool has been rolled? For 32 pts?

**** no. Well that's my hope anyway :P

Add two of any colour combo pre roll seems good enough anyway.

But it wouldn't be suprised if it is replace or care to much TBH.

Jerry is pretty good. If you fly VSDs/ISD you know what kills them is their turning. When things slip by there is no way to keep tracking them. Now there is. Instead of needing Motti to survive damage let Jerry Nav you out of harms way.

You say that then Salvation rolls 16 damage at long range!

Guys, do you really think Sato will allow you to replace dice after the pool has been rolled? For 32 pts?

**** no. Well that's my hope anyway :P

Add two of any colour combo pre roll seems good enough anyway.

But it wouldn't be suprised if it is replace or care to much TBH.

Jerry is pretty good. If you fly VSDs/ISD you know what kills them is their turning. When things slip by there is no way to keep tracking them. Now there is. Instead of needing Motti to survive damage let Jerry Nav you out of harms way.

You say that then Salvation rolls 16 damage at long range!

... Scatter.