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By CaribbeanNinja, in Star Wars: Armada

The Flight Command upgrades apply for your whole fleet if you trigger them correct? Ie, if I discard a squad token, do all of the ships in my fleet benefit from the increased squadron speed if they activate squads?

Yes that's how they work but obviously on a turn when the Pelta spends its Squadron token you have to wait for each of your ships to activate to benefit.

I assume if the Pelta is destroyed before say your second ship can activate then that ship can no longer use the +1 speed to its fighter activations.

I'm late to the party but no one seems to have mentioned the indication that this was once a speed 3 ship for both variants.

Check out the red 'blob' at the top of the speed 3 column of the chart.

Someone pointed this out with one of the MC80H1 variants when it came out too.

Looks like they might have de-buffed the ship after play testing to keep it from usurping other niches and keep the cost low.

I'm late to the party but no one seems to have mentioned the indication that this was once a speed 3 ship for both variants.

Check out the red 'blob' at the top of the speed 3 column of the chart.

Someone pointed this out with one of the MC80H1 variants when it came out too.

Looks like they might have de-buffed the ship after play testing to keep it from usurping other niches and keep the cost low.

I noticed the speed chart looked a little weird but didn't know why. Good catch.

How interesting. According to the wiki (don't have my cards in front of me atm to verify), the MC80 Assault has this same misprint, but the Command does not.

The VSD and Interdictor are both correct.

The Physical Cards themselves are another matter.

It seems to be that their "Default" Image has Speed 3 lit up, and they don't always correct it on the online imagery.

I wondered whether that design would make it to printing. Eagle eyed, as ever, Dras.

No, just have my cards within arm's reach most days.

When this ship was first announced my fear/suspicion was that the "fighter" fleet command would toggle all your activation sliders (All wings report in!). Which would have been devastating. By comparison, the fleet upgrades look relatively basic. They are sort of like having Tarkin for rebels, although only having one command available.

Surprising that there isn't a concentrate fire version, which suggests there are more of this upgrade type in the works.

I'm looking forward to seeing it on the table. Its an odd duck. In the current age everything is either a flotilla or hyper lethal. This appears to be neither in and of itself.

I don't see why giving ships clear niches/roles is a negative. That's already the case with lots of other elements of the ship stat line for every other ship in the game (points cost, speed, maneuverability, dice batteries, flak, hull, shields, and upgrade slots), which all nudge each ship towards certain roles and away from others.

Ship cards don't have room for special rules. If FFG wants a ship to be run in a specific kind of role that utilizes special rules (with unique upgrades) that can't be covered with the currently-allowed more generic options, then the best it can really do is overcost the base ship with the unique upgrade slots and undercost its unique upgrades (effectively subsidizing the cost of the upgrades into the ship) so that most players realize "I would be stupid to run this ship without filling those (unique upgrade) slots."

I don't see too many people complaining that CR90s make for awful carriers or that Raiders are horrible at long-ranged harassment, but their stats condemn them to specific roles just as much as unique upgrade slots do for flotillas and Interdictors.

Everything Snipa said and I would add that it helps prevent new ships from usurping the same roll a previous ship was filing. Helps keep everything relevant.

Agreed. Anyone played Mechwarrior Online? Mechs had variants and each variants could have had specific roles (long range support, indirect fire support, energy brawler, etc), but the developer decided to add a mechlab where you could fit your mech however you wanted. It ended up destroying diversity in mechs because you would just pick one, fit it as you wish, and the others were obsolete.

The game had a light mech with a gauss cannon made for sniping, but you could just pick another light mech, strip it down, put the gauss cannon, and the end result would be the same.

Interesting observation, which I happen to agree with. It does prompt me to think about how I would do variants, ala: AS7-C Atlas vs Default Atlas. I could see a new upgrade type: "Variant" where any such upgrades would be class specific and implied (like how Titles are available to all ships but aren't on the upgrade bar).

EDIT: Added Variant upgrade type to KDY, because reasons.

Edited by FoaS

Does the "Shields" command make a case for running redundant shields as well?

Super tanky build - MC80 assault, eng team, token, redemption - that gets you to Eng 8 - 4 shields, plus 1 for redundant and 1 for "shields". Total of 6 shields recovered per turn.

Any good?

Interesting observation, which I happen to agree with. It does prompt me to think about how I would do variants, ala: AS7-C Atlas vs Default Atlas. I could see a new upgrade type: "Variant" where any such upgrades would be class specific and implied (like how Titles are available to all ships but aren't on the upgrade bar).

EDIT: Added Variant upgrade type to KDY, because reasons.

Atlas may not be the best analogy. There were about 30 variants of that thing. Ship variants in this game should feel like the -F and the -N Jenners. More armor or more crit-seeking firepower and heat management lessons.

Though a ship in SWA with changes like the CN9-A to the CN9-D would be appreciated. No major firepower changes, but a serious overhaul to the frame and engines.

Does the "Shields" command make a case for running redundant shields as well?

Super tanky build - MC80 assault, eng team, token, redemption - that gets you to Eng 8 - 4 shields, plus 1 for redundant and 1 for "shields". Total of 6 shields recovered per turn.

Any good?

Super repair is fun, but usually lacks the punch to rack up big wins in a tourney. For casual, have fun. I've done ECM/Redudnant. shields/Projection Experts on double Home Ones. They usually took a minimum of 30 post-braced damage each.

Interesting observation, which I happen to agree with. It does prompt me to think about how I would do variants, ala: AS7-C Atlas vs Default Atlas. I could see a new upgrade type: "Variant" where any such upgrades would be class specific and implied (like how Titles are available to all ships but aren't on the upgrade bar).

EDIT: Added Variant upgrade type to KDY, because reasons.

Atlas may not be the best analogy. There were about 30 variants of that thing. Ship variants in this game should feel like the -F and the -N Jenners. More armor or more crit-seeking firepower and heat management lessons.

Though a ship in SWA with changes like the CN9-A to the CN9-D would be appreciated. No major firepower changes, but a serious overhaul to the frame and engines.

Agreed.

I made two examples on KDY:

2024h.jpg2025h.jpg

These variants of the CR-90 would represent the legends version of the Sundered Heart and Far Star.