Thoughts on wave 5

By thorrk, in Star Wars: Armada

I agree with Snipafist, I think the intent is probably to replace the dice before the roll, but can understand how it could go either way. If he was after the roll, I think he might be just a skosh too good with additional reroll effects.

If it's before the roll, though, he's a skosh too poor for his points. His ability is certainly powerful, but his requirement for squadrons to be in place is a somewhat significant limitation. I'm a bit bias, though, because I really really want to pair him with naked Nebs.

Edited by Truthiness

It's pretty logical that Replace = Modify.

I agree with Snipafist, I think the intent is probably to replace the dice before the roll, but can understand how it could go either way. If he was after the roll, I think he might be just a skosh too good with additional reroll effects.

If it's before the roll, though, he's a skosh too poor for his points. His ability is certainly powerful, but his requirement for squadrons to be in place is a somewhat significant limitation. I'm a bit bias, though, because I really really want to pair him with naked Nebs.

Eh, the squadron thing is a limitation for sure, but not enough of one for me to think he should basically be a free ordnance experts or a no-cost leading shot for two dice. I am also a bit biased, because I like MC30s, and replacing after would make them pretty gross, especially with CF shenanigans.

And yes, Vetnor, while it is logical, this is a new word that hasn't been FFG defined, so it is literally up in the air.

it is literally up in the air.

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ANd here I see my statement conirmed that every expansion has to be crazier and stronger than the previous one. Seriously, would anyone NOT use Sato or Jerry if they really work as we assume them they would?

ANd here I see my statement conirmed that every expansion has to be crazier and stronger than the previous one. Seriously, would anyone NOT use Sato or Jerry if they really work as we assume them they would?

Does this have data to support it? Such as the amount of upgrades/ships from the newest expo in large tournaments? People want to try new things because they are new, not because they are stronger.

Apparently, the issue is not clear even among you guys.

Let's take the problem on the other side shall we?

If the dual turbo laser allow you to swap dice after your rolled them, then I believe it is pretty insane because on a relatively large ship you're almost guarantee to get at least one blank and even if you don't you can also choose to swap an unspent accuracy. It means that the DTT actually brings you one red die for only 5 points !!! for reminder spinal armament and enhance armament brings 1 red dice on rear or front for twice the price!

It seems a bit too good in comparison to other upgrades that exist to be right.

Beside in terms of wording, wouldn't they use the expression "spend a die" just like on leading shot rather than "remove 1 die from the attack pool" if that was the case?

It seems too bad to be what is written on it or too good to be what you guys think it is., the exact same thing can be said on Sato.

I just go off what the RRG says.Attack Pool

During an attack, the attack pool is comprised of all dice

being used for that attack. This includes the dice gathered

prior to rolling as well as the dice after they are rolled.

So for sato and DTT it can be before or after your roll, clearly one of those options is more optimum than the other in most cases!

Except the rrg also clearly states that unless otherwise noted, all dice modifications happen after the roll.

ANd here I see my statement conirmed that every expansion has to be crazier and stronger than the previous one. Seriously, would anyone NOT use Sato or Jerry if they really work as we assume them they would?

I actually do agree with you for the most part in FFG games. See the power creep in XWMG as the meta seesaws from one overpowered build based on the 2nd latest wave to the new overpowered build based on the just released wave.

This (Sato and Jerry (which sounds like a Star Wars ice cream brand)) is just not one of those moments.

Edited by Church14

Couldn't care less about Sato other than to say he will be a pain in my Imperial butt for a while. Having to have a squadron in distance 1 of the enemy ship to use him will make him a balanced and as an Imperial I have no intention of staying at red range. (I know he can change red dice at any range)

The new Moff, well, he's interesting and may do nicely with several builds, especially with a build that allows shield repairs.

Is he better than Ozzel, not in my opinion on most builds.

Would I replace Vader with him on my 3 x VSD build? I think not as Vader gives me delicious re-rolls for double crit fishing and I'll take that over an extra notch on the move stick :-)

I can see Rebel fleets banking squadron tokens on turn 1. Then as each ship activates turn 2 they could use the token to fling an A-wing next to a target ship and use Sato's ability for black dice replacing red blank results and activating APTs especially with Dodonn.... no wait, back up a bit, got carried away there.

Even with the more generous interpretation of replacing bad results with Black dice after the initial roll I don't thing he is too overpowered. In a way he is similar to Screed with less predictable (and I admit potentially higher) outcomes but he can be used on both volleys. Ackbar has similar effects too though you aren't restricted to just shooting out of the sides.

Adding the close by fighter requirement means you either need disposable A-Wings each time you fire that can give away 11 points per activation or you need a good supply of reasonably fast fighters or bombers to swarm the targets. This can mean a ship heavy Sato list could be countered by long range fighter interception or it must take so many squadrons itself that its own ship gunnery begins to suffer due to lack of points.

I'm pretty sure Leading Shots is still going to be better than DTT in a lot of scenarios, especially since it leaves that upgrade slot open for XI7. The only currently existing ship I'd take it on are Assault frigates, and even then I might rather have xi7s.

ANd here I see my statement conirmed that every expansion has to be crazier and stronger than the previous one. Seriously, would anyone NOT use Sato or Jerry if they really work as we assume them they would?

This is a really extreme perspective to take on very little evidence.

​There's a lot of reasons not to use Sato. He requires both a solid ship presence (with the relevant upgrades) and a reliable squadron presence to function well. Remove either of those and he does little to nothing. Points are going to be extremely tight and enemy fleets that focus on blowing up one of the two halves required are going to give him a run for his money.

Jerrjerrod is competing with other solid Imperial commanders such as Screed and Motti (Tagge seems all right but requires some more playtesting, Tarkin is making a comeback lately with flotillas, too). Jerry's ability comes at a cost and it works best when your ships are going faster (speed 2 VSDs, speed 3 ISDs, speed 3+ Raiders). If anything I expect he'll be most useful with ship variants that aren't widely popular nowadays: ISD-Is, VSDs of all stripes, maybe Raiders, etc.

Arrggghhh its not even on the sodding boat yet....

It might be.

I mean, who says the statuses are ever accurate.

Those status updates probably arrive by carrier pigeon, so we have to be patient.

Apparently, the issue is not clear even among you guys.

Let's take the problem on the other side shall we?

If the dual turbo laser allow you to swap dice after your rolled them, then I believe it is pretty insane because on a relatively large ship you're almost guarantee to get at least one blank and even if you don't you can also choose to swap an unspent accuracy. It means that the DTT actually brings you one red die for only 5 points !!! for reminder spinal armament and enhance armament brings 1 red dice on rear or front for twice the price!

It seems a bit too good in comparison to other upgrades that exist to be right.

Beside in terms of wording, wouldn't they use the expression "spend a die" just like on leading shot rather than "remove 1 die from the attack pool" if that was the case?

It seems too bad to be what is written on it or too good to be what you guys think it is., the exact same thing can be said on Sato.

I just go off what the RRG says.

Attack Pool

During an attack, the attack pool is comprised of all dice

being used for that attack. This includes the dice gathered

prior to rolling as well as the dice after they are rolled.

So for sato and DTT it can be before or after your roll, clearly one of those options is more optimum than the other in most cases!

Simply put, CF dial > DTT > CF token. Also why I believe DTT will be the new goto turbo once people know its strength. On a standard 3red ship + CF dial + DTT = 5 dice, there is slightly over 3/4 chance to roll blank which u can discard without care. even if there is a non-blank result DTT still lets u choose the best 4 out of 5 by discarding the worst result. It counts better as higher output consistency for 5 points. Spinal may also have added potential output but looking at trc90s i think value for consistency is more effective

Apparently, the issue is not clear even among you guys.

Let's take the problem on the other side shall we?

If the dual turbo laser allow you to swap dice after your rolled them, then I believe it is pretty insane because on a relatively large ship you're almost guarantee to get at least one blank and even if you don't you can also choose to swap an unspent accuracy. It means that the DTT actually brings you one red die for only 5 points !!! for reminder spinal armament and enhance armament brings 1 red dice on rear or front for twice the price!

It seems a bit too good in comparison to other upgrades that exist to be right.

Beside in terms of wording, wouldn't they use the expression "spend a die" just like on leading shot rather than "remove 1 die from the attack pool" if that was the case?

It seems too bad to be what is written on it or too good to be what you guys think it is., the exact same thing can be said on Sato.

I just go off what the RRG says.Attack Pool

During an attack, the attack pool is comprised of all dice

being used for that attack. This includes the dice gathered

prior to rolling as well as the dice after they are rolled.

So for sato and DTT it can be before or after your roll, clearly one of those options is more optimum than the other in most cases!

Except the rrg also clearly states that unless otherwise noted, all dice modifications happen after the roll.

The issue is that modify effects are explicitly defined in the RRG, and "replace" is not among them. Yes, it would seem to make sense on the face of it that it is a modify effect, but there's no RAW support for the position. So we're all just speculating here... probably until the FAQ comes out for that wave...

in 6 months... :/

Or they could tell us in the preview article.... So we're still looking at 6 months.... Sad panda lol

I think people ate underselling and overselling Sato.

Everyone is going "OOH! Long Range Black Dice FTW!!!!." They then talk about sacking an Awing a turn.

I see him as a cheaper, somewhat worse Vader. As you close range, (if you go with roll then replace) he continues to be a consistent source of pseudo-rerolls. Barring Leading shots and ship specific (TRCs, OE), Rebels have piss poor dice modding. I expect to use him at close range more than long.

Edited by Church14

Sato or Not.

When your side in the Corellian Conflict campaign has lost a significant number of the prefered fleet commanders, Sato will inevitable come into play ;)

I think people ate underselling and overselling Sato.

Everyone is going "OOH! Long Range Black Dice FTW!!!!." They then talk about sacking an Awing a turn.

I see him as a cheaper, somewhat worse Vader. As you close range, (if you go with roll then replace) he continues to be a consistent source of pseudo-rerolls. Barring Leading shots and ship specific (TRCs, OE), Rebels have piss poor dice modding. I expect to use him at close range more than long.

I have to agree with you.

Think about the ship we do have currently, Defiance. In theory it adds a black dice every turn. However, how often do you add blue dice for the accuracy chance? Its a fishing technique for whatever you need.

The same is true of Sato, he gives you the opportunity to fish for whatever you need. That flotilla for instance.... bet you wish Gladiators could use him now....

Isnt one of the big advantages of squadrons the ability to unload a ton of damage (possibly killing a ship) in a single activation?

Sato seems to play into that. If you dont exvlusively use gr75s to command squadrons, he seems like he'll be just dandy esp since rebel "carriers" (assault frigate B and escort frigate) are pretty wimpy with only red dice

Sato, in the opening stages, is also counter-intuitive to the FCT-FC interaction that is the current Rebel Hawtness. (You want to be Shooting, then Moving Squadrons, then Shooting with Squadrons)...

He plays into it more once the fight is down to a knife-to-knife brawl... But the consequence of that is, generally speaking, that's not where the Rebels want to be - that's more of an Imperial Thing...

So he has the potential to play the Rebels up with Imperial Strengths, but in doing so, plays to the Imperial Strengths for the Imperials - which, honestly, may be a bit of a wash...

But there are still so many upgrades that aren't spoiled... I mean, looking at the Damage Control Officer, the Reinforced Something... Minister Tua...

That all completely discounts The Rebel Equivelant of the Experimental Retrofit Slot, the Fleet Command......

Liberty title with Raymus, FCT, Spinal and more + atleast 4x sqd.

4 sqd attack followed up by full frontal attack from MC80

Any questions??? ;)

I'm just hoping the rapid launch (?) card turns out to be as good as we hope. If it drops a lot of squadrons in an opponent's face, great, but if it only drops a single fighter, call me disappointed.

^ Agreed! 3 Bwings in an assault frigate sounds just amazing. The danger, of course, is you getting popped while they're still in your hangar bay.