Phoenix Home!

By CaribbeanNinja, in Star Wars: Armada

I feel bad for the Assault variant of the ship.

With so much fun stuff in this expansion, I'll have to get two of these guys.

Anyone get the point prediction correct with these two?

I feel bad for the Assault variant of the ship.

With so much fun stuff in this expansion, I'll have to get two of these guys.

Anyone get the point prediction correct with these two?

I feel like as a community we pretty much nailed the ball park. Everyone ainsaw predicted a gladiator esque price range and thats what we got.

Btw, I love this thing. What an exciting expansion.

I feel bad for the Assault variant of the ship.

With so much fun stuff in this expansion, I'll have to get two of these guys.

Anyone get the point prediction correct with these two?

Why feel bad for the Assault? Synergizes well with Sato, being able to throw black dice at long range and having a black crit effect to boot. No dice modification, but still. Plus the flak on it is absolutely deadly. It's a good way to get the Fleet Command upgrades for a few less points if you're not exclusively pushing squads with it. Or put the All Fighters boost on it and just have the Squad token to burn for someone else to boost their squads. I love the assault version.

And yes, I'll be getting two.

Its interesting in that the Interdictor at 90 points is usually assumed to be overcosted based on raw stats an the reason for that is the upgrades it has access too.

Doesn't seem to hold for this ship?

Its interesting in that the Interdictor at 90 points is usually assumed to be overcosted based on raw stats an the reason for that is the upgrades it has access too.

Doesn't seem to hold for this ship?

Compare the Assault Variant and the GSD II. Really similar ships, but the Pelta has WAY less firepower and less speed. There is definitely a cost for those Fleet Command upgrades.

Hot Taek - Entrapment Formation! is so much better for carrier builds than AFFM that it isn't even close.

Hot Taek - Entrapment Formation! is so much better for carrier builds than AFFM that it isn't even close.

Why not run both???

Hot Taek - Entrapment Formation! is so much better for carrier builds than AFFM that it isn't even close.

Just based on the command dial flexibility you think?

Hot Taek - Entrapment Formation! is so much better for carrier builds than AFFM that it isn't even close.

Just based on the command dial flexibility you think?

How many times do carriers go down in flames because they are so busy spamming Squadron commands that they can't speed up and escape trouble? Now you can do both.

It's more subtle, but absolutely game changing.

Hot Taek - Entrapment Formation! is so much better for carrier builds than AFFM that it isn't even close.

Just based on the command dial flexibility you think?

How many times do carriers go down in flames because they are so busy spamming Squadron commands that they can't speed up and escape trouble? Now you can do both.

It's more subtle, but absolutely game changing.

I agree. It gives a lot more flexibility to the carriers to be able to run without sacrificing a dial to a nav or stocking one at the beginning. Do some token shenanigans and poof, slow them back down next turn once they're out of the scarier arc.

Hot Taek - Entrapment Formation! is so much better for carrier builds than AFFM that it isn't even close.

Just based on the command dial flexibility you think?

How many times do carriers go down in flames because they are so busy spamming Squadron commands that they can't speed up and escape trouble? Now you can do both.

It's more subtle, but absolutely game changing.

I agree. It gives a lot more flexibility to the carriers to be able to run without sacrificing a dial to a nav or stocking one at the beginning. Do some token shenanigans and poof, slow them back down next turn once they're out of the scarier arc.

I agree, everybody up front is talking about how great one shield per turn is, and I'm just sitting over here thinking how I never have to set a nav command on a carrier again...

I agree, everybody up front is talking about how great one shield per turn is, and I'm just sitting over here thinking how I never have to set a nav command on a carrier again...

Can I +1 this, because this is what I was thinking, just didn't want to say out loud, because it would give other people ideas.... >.>

Hot Taek - Entrapment Formation! is so much better for carrier builds than AFFM that it isn't even close.

Just based on the command dial flexibility you think?

How many times do carriers go down in flames because they are so busy spamming Squadron commands that they can't speed up and escape trouble? Now you can do both.

It's more subtle, but absolutely game changing.

I agree. It gives a lot more flexibility to the carriers to be able to run without sacrificing a dial to a nav or stocking one at the beginning. Do some token shenanigans and poof, slow them back down next turn once they're out of the scarier arc.

I agree, everybody up front is talking about how great one shield per turn is, and I'm just sitting over here thinking how I never have to set a nav command on a carrier again...

I agree, [concurring statement appropriately modified to avoid the exact repetition of the previous].

Edited by ryanabt

That nav one is (as is usual when comparing the commands) far and away the best of the fleet upgrades. Hope you like MC30's jumping from 2 to 4 and then back down to 1. This dramatically reverses the Engine Techs advantage GSD's had over MC30's. It's a pocket Ozzel, only better.

And I can do it with Madine.

Hot Taek - Entrapment Formation! is so much better for carrier builds than AFFM that it isn't even close.

Just based on the command dial flexibility you think?

How many times do carriers go down in flames because they are so busy spamming Squadron commands that they can't speed up and escape trouble? Now you can do both.

It's more subtle, but absolutely game changing.

Oddly enough it doesn't help the Pelta itself that well. Slow poke speed 2.

You say "SlowPoke", I say "out of harms way. Because Harm's a Star Destroyer."

Its interesting in that the Interdictor at 90 points is usually assumed to be overcosted based on raw stats an the reason for that is the upgrades it has access too.

Doesn't seem to hold for this ship?

Compare the Assault Variant and the GSD II. Really similar ships, but the Pelta has WAY less firepower and less speed. There is definitely a cost for those Fleet Command upgrades.

Good point Shmitty!

I see Garm as the main winner of this expansion. The fact that fleet commands run off tokens combined with the insane flexibility Ahsoka brings, I can't see using anyone but Garm for my squadron builds for a while to come. Since I already love Garm, this is a happy day for me!

What do you guys think about Engine Techs on the Pelta? Personally, I like it, especially with that double click speed one. Great for a Madine list in my opinion, where you may not be relying so much on tokens.

I see Garm as the main winner of this expansion. The fact that fleet commands run off tokens combined with the insane flexibility Ahsoka brings, I can't see using anyone but Garm for my squadron builds for a while to come. Since I already love Garm, this is a happy day for me!

Garm's all I've been using on the Rebel side for Months.

Why is it with each new wave there is a new upgrade. Fleet command Upgrades should be available for the Home One expansion. Concentrate All Fire Power, come on FFG :angry:

Because then what would the Pelta do?

Why is it with each new wave there is a new upgrade. Fleet command Upgrades should be available for the Home One expansion. Concentrate All Fire Power, come on FFG :angry:

There have been two. One Imperial one last wave; we knew there would be a parallel Rebel one this wave.

And this is a good thing.

Why is it with each new wave there is a new upgrade. Fleet command Upgrades should be available for the Home One expansion. Concentrate All Fire Power, come on FFG :angry:

There have been two. One Imperial one last wave; we knew there would be a parallel Rebel one this wave.

And this is a good thing.

I do understand the feeling... feels like the Home One Command Cruiser could use some of these upgrades! Perhaps a title in the future?

Super Home One?

I wonder if FFG has a "combo board" where they come up with crazy combos to get old upgrades and ships back into main stream and they check them off as we "uncover" them.

Because yesterday people thought Independence was awful. Now look what we have.

they still can't attack, so I still think it's awful.

Being able to redeploy B-Wings somewhere your enemy thought was "safe" for use next turn has been something I've seen Independence do before and it's occasionally pretty handy. You generally only need to get a solid use from Independence title once or twice* to feel like the points expenditure pulled its weight, but it definitely makes it the most niche of the HMC80 upgrades and really needs to be built around.

I think the main benefit for speed 5 Independence shenanigans is the YT-1300 rather than B-Wings, though. 7 hull of Escort Counter 1 awfulness being dropped strategically around the outside of an Intel bubble in several places is obnoxious. Doesn't even matter that they won't get to attack that turn, it still pins at least part of the bomber blob in place and is rather difficult to remove with the pittance of serious fighters such lists tend to bring.

*In my experience, the Independence title gets used usually turn 1 (especially with Garm where banking tokens is pointless on turn 1) to give the B-Wings an extra shove towards their preferred turn 2 target (and presents more options for the B-Wings than their initial deployment would suggest) and around turn 4 or 5 when they've done whatever they set out to do earlier and would really like to start jetting towards some other part of the battlefield to continue having an appreciable impact on the game. Again, this seems to primarily be appealing with Garm because the availability of tokens allows more mainlining of Squadron commands (as you can use Navigate tokens and the like to half-arse your way through doing other things) and also makes stocking up on tokens less appealing as you get more for free.