Phoenix Home!

By CaribbeanNinja, in Star Wars: Armada

All B-Wings Follow Me

swm21-all-fighters-follow-me.png

With FCTs from a nearby ship shifting them forwards before the squadron commands. Who needs independence now?

Your three speed B-wings are fast but my 6 speed A-Wings are faster.

My speed 5+5+1+1+1 A-Wing (3 ships with FCTs + Tallon and probably needs boosted comms) notes your speed 6

(or at least 5+1 with an FCT) A-wing and smirks.

Nice... it can very quickly fly ahead to it's lonely death. I have to do it now, just for the absurdity.

Is it only me or this ship is really ridiculously underpriced? It costs barely more points than a Neb-B, but has a stronger front armament, two extra shields on the sides in exchange for only one at the aft, more engineering and more possible squadron points and a special slot.

Oh and did I mention the three different defense tokens so there is no redundancy?

Also, Phoenix Home seems easily the best title in the game, maybe even beating Demolisher - especially if you consider that it costs only 3.

Not really. It's slower, its armament requires closer ranges to be effective, anti-squadron armament is equal or poorer, and its upgrades aren't as suited for raw damage as the Nebulons. And unlike the Nebulon, I am highly skeptical that this ship will ever fly into battle without a Fleet Command upgrade, so tack that into average cost, whereas Nebulons can be hurled at the enemy naked, though they often carry upgrades. Phoenix Home is a great upgrade, and I'm mildly surprised by the cost, but when you remember that you're only adding two tokens instead of all four, it seems less absurd (though I would have guessed four or maybe five from the text).

A Phoenix One doesn't need more than Speed 2. It just sticks back and allows CR90s to throw hails of black dices at you form red distance. RIP Demo or any Raider :P

Except that's got nothing to do with Phoenix Home. That's Sato, who can go on any ship you please.

All B-Wings Follow Me

swm21-all-fighters-follow-me.png

With FCTs from a nearby ship shifting them forwards before the squadron commands. Who needs independence now?

Your three speed B-wings are fast but my 6 speed A-Wings are faster.

My speed 5+5+1+1+1 A-Wing (3 ships with FCTs + Tallon and probably needs boosted comms) notes your speed 6

(or at least 5+1 with an FCT) A-wing and smirks.

Can I just say that, if you have moved your a wing a total of 8 and are now just getting in engagement range (since you had to not be engaged on the three uses of FCT), on a 6' by 3' play surface....I think placement may be your problem....lol.

My only problem with the whole expansion is that Phoenix Home is just so ridiculously good - and comparatively cheap - that you would be stupid to leave it out form any Rebel fleet. And if any ship becomes a must have, then it's a bad expansion.

A Phoenix One doesn't need more than Speed 2. It just sticks back and allows CR90s to throw hails of black dices at you form red distance. RIP Demo or any Raider :P

Except that's got nothing to do with Phoenix Home. That's Sato, who can go on any ship you please.

Ok you got me there :) My point's still valid though I think.

Edited by Norell

A Phoenix One doesn't need more than Speed 2. It just sticks back and allows CR90s to throw hails of black dices at you form red distance. RIP Demo or any Raider :P

exactly, I don't see the speed 2 as being a weakness really

Agreed. It's not like we haven't been playing with VSDs & Interdictors. Imperial players see speed 3 as a blessing & 2 as standard.

Throw a couple of red dice and activate 4 B-wing squadrons for 65 points. Sounds perfect for the Rebs.

Edited by SirDave

And if you have Sato those reds are actually black dices. You can basically make a gigantic bomber form a Liberty for love's sake!

Edited by Norell

A Phoenix One doesn't need more than Speed 2. It just sticks back and allows CR90s to throw hails of black dices at you form red distance. RIP Demo or any Raider :P

exactly, I don't see the speed 2 as being a weakness really

Agreed. It's not like we haven't been playing with VSDs & Interdictors. Imperial players see speed 3 as a blessing & 2 as standard.

Throw a couple of red dice and activate 4 B-wing squadrons for 65 points. Sounds perfect for the Rebs.

Except the other Rebel ships can move speed 3, so this ship will be left behind to die. Seems like Rebels will need to tighten up more with their flying.

Gentlemen! <Hushed Silence> Introducing.... the Peltadoctor!

Pelta Command Ship 60

Ray Antilles 7

Projection experts 6

Shields to Maximum (STM) 6

A repair command with Ray gives 4 repair points to give away 2 shields and repair one of these on this ship. It then banks the repair token for the next turn's ship phase to activate the STM upgrade.

When this happens and the Peltadoctor next activates it recovers the last shield it lost when it used the Projection Experts and then flips its command dial showing another repair command and the whole process starts over again in an endless loop of 3 shields a turn to your chosen vessel.

Option to add Phoenix Home and Lea to help other ships set their command dials to repair when they need to.

Edit - Or maybe we could call it the Pelta-Paramedic?

Edited by Mad Cat

Gentlemen! <Hushed Silence> Introducing.... the Peltadoctor!

Pelta Command Ship 60

Ray Antilles 7

Projection experts 6

Shields to Maximum (STM) 6

A repair command with Ray gives 4 repair points to give away 2 shields and repair one of these on this ship. It then banks the repair token for the next turn's ship phase to activate the STM upgrade.

When this happens and the Peltadoctor next activates it recovers the last shield it lost when it used the Projection Experts and then flips its command dial showing another repair command and the whole process starts over again in an endless loop of 3 shields a turn to your chosen vessel.

Option to add Phoenix Home and Lea to help other ships set their command dials to repair when they need to.

Now in THIS case I think Speed 2 could be problematic. You invest far too much in a healing ship and you have to keep your fleet close and at Speed 2 to be able to use it. And you don't want to get in the front arc of an ISD at Speed 2.

Gentlemen! <Hushed Silence> Introducing.... the Peltadoctor!

Pelta Command Ship 60

Ray Antilles 7

Projection experts 6

Shields to Maximum (STM) 6

A repair command with Ray gives 4 repair points to give away 2 shields and repair one of these on this ship. It then banks the repair token for the next turn's ship phase to activate the STM upgrade.

When this happens and the Peltadoctor next activates it recovers the last shield it lost when it used the Projection Experts and then flips its command dial showing another repair command and the whole process starts over again in an endless loop of 3 shields a turn to your chosen vessel.

Option to add Phoenix Home and Lea to help other ships set their command dials to repair when they need to.

And then run ships with D-fits and put RS on it so you can recover up to 4 shields per turn, and up to 6 if you Engi command on an MC80.

Seems a bit excessive however.

I think the Pelta is going to get Garm a LOT more play.

Not sure which of the Command upgrades I like most. I can see uses for all 3. Like the Interdictor though you'll still need to make sure the ship is useful even past the special upgrades.

So did we get a definitive answer on how Sato works?

I think the Pelta is going to get Garm a LOT more play.

Not sure which of the Command upgrades I like most. I can see uses for all 3. Like the Interdictor though you'll still need to make sure the ship is useful even past the special upgrades.

It might also increase Comms Net. Or Comms Net/Ahsoka combo where you throw a token the Pelta and use Ahsoka to change it to the correct one. Pretty cheap for 22 points to trigger the FC upgrades.

So did we get a definitive answer on how Sato works?

To me it's a dice modification and as such will take place during the dice modification step after the roll. The only things this far that have changed files better they are made I think are armament changes. Which this is not.

This is wrong I missed the new text. Thanks mad cat!

Edited by Tirion

So did we get a definitive answer on how Sato works?

swm21-commander-sato.png

It looks like the wording has changed to "Before rolling attack dice" so he looks a lot less effective than the prior (possible Interpretation) of roll then replace during the attack which could have allowed you to swap out the blank red results for 2 fresh rolls of black dice.

The old wording can bee seen below. I hope this reprint isn't the reason for all the Peltas getting off one boat and being put back on another even slower one.

swm21_spread.png

Edited by Mad Cat

I find it interesting that there isn't a "Maximum Firepower" or something fleet command for concentrate fire.

If it existed, it would probably see more play than any of the others. This gives us three real options instead of 1 real and 3 non options.

honestly, the 3 upgrades are sexy enough to still be considered options!

The shield one might be the weakest.

don't underestimate the power of shield increases. They have to be very careful not to make a ship impossible to kill in 6 turns and there are a few oddball builds that come close already. This is s a VERY strong card in the right (oddball) fleet and may allow it to be viable in tourneys.

And if you have Sato those reds are actually black dices. You can basically make a gigantic bomber form a Liberty for love's sake!

That's assuming you can get squads to distance one of the enemy's ships. Imperials have TIE swarms that will make that difficult.

So did we get a definitive answer on how Sato works?

Not really...... The graphic would suggest it's after the rule due to them swapping blanks, but it does not necessarily mean it's after

The card says before you roll.

So you do the usual. Measure range and arc.

Gather Attack Pool.

Replace your dice if you want.

Roll Attack Pool.

Modify Dice.

Defense Tokens get spent.

Use Crit Effects.

Resolve the attack.

Where is Dras to help explain all these new card interactions. :P

Edited by Undeadguy

So did we get a definitive answer on how Sato works?

swm21-commander-sato.png

It looks like the wording has changed to "Before rolling attack dice" so he looks a lot less effective than the prior (possible Interpretation) of roll then replace during the attack which could have allowed you to swap out the blank red results for 2 fresh rolls of black dice.

Nice catch I missed that!!

I wonder how much of us going nuts about that card made them go back and change the wording?

What is this wave got delayed because of us?! jk

My only problem with the whole expansion is that Phoenix Home is just so ridiculously good - and comparatively cheap - that you would be stupid to leave it out form any Rebel fleet. And if any ship becomes a must have, then it's a bad expansion.

Funny, I'm thinking how hard it will be to put it in any fleet I want to make. The speed 2 really hampers it to me.

The Vic suffered because it wanted to get to the fight and put out it's damage but had trouble with that. This will suffer in that it wants to get out of the fight, but can't. I feel that's the worse situation to be in.

It certainly doesn't feel like an auto-include ship for me. Though the title might be, when I do take one.

Calling it now, Ahsoka "fixes" Garm.

Speed 3 B-wings!

Speed 5 YT2400s! Oh my!

Only if activated by a ship. The upgrade won't affect squadrons using rogue or activating in the squadron phase.

Calling it now, Ahsoka "fixes" Garm.

Absolutely. The biggest news for Garm lovers is how much this expansion buffs him.

Dang it the only thing missing from the article is Flechettes! I REALLY want to know what those do...

Edited by CaribbeanNinja