Physical copies of Arquitens titles/more, for real!

By Trizzo2, in Star Wars: Armada

DCO does exactly what we all expected it to.

.. Dammit. :(

Too expensive and in a high demand slot. I doubt you'll see it much.

This. For defensive upgrades, you absolutely know that you want the defensive upgrade. And in an offensive-oriented game, you really need an ordinance heavy meta that you're trying to counter. If a bomber list does end up with a free officer slot, then bringing it to shut down speedy MSUs might be just the trick. But that's the trick, knowing you already don't want to do anything else.

DCO does exactly what we all expected it to.

.. Dammit. :(

Too expensive and in a high demand slot. I doubt you'll see it much.

This. For defensive upgrades, you absolutely know that you want the defensive upgrade. And in an offensive-oriented game, you really need an ordinance heavy meta that you're trying to counter. If a bomber list does end up with a free officer slot, then bringing it to shut down speedy MSUs might be just the trick. But that's the trick, knowing you already don't want to do anything else.

I totally agree with you guys on this...

However I will say that the MC80 will now make a "Tank" case for the first time IMO. A DCO, Blast Door, ECM thing that will be a bear to bring down. I don't think we'll see it be a good thing, but for the first time I see the beginnings of a defensive swing that could really help the Interdictor and the MC80.

DCO does exactly what we all expected it to.

.. Dammit. :(

Too expensive and in a high demand slot. I doubt you'll see it much.

This. For defensive upgrades, you absolutely know that you want the defensive upgrade. And in an offensive-oriented game, you really need an ordinance heavy meta that you're trying to counter. If a bomber list does end up with a free officer slot, then bringing it to shut down speedy MSUs might be just the trick. But that's the trick, knowing you already don't want to do anything else.

I totally agree with you guys on this...

However I will say that the MC80 will now make a "Tank" case for the first time IMO. A DCO, Blast Door, ECM thing that will be a bear to bring down. I don't think we'll see it be a good thing, but for the first time I see the beginnings of a defensive swing that could really help the Interdictor and the MC80.

:)

In the regional data, we've already seen MC80+Corvettes do well in this cycle, almost as a bit of a sleeper. I'd been running a tank all the way back in wave 2, and it does do well. I think what DCO and Blast Door open up is the possibility to run the list more aggressively without the need for blockers. What I noticed is that you really want the opponent of your tank list to shoot at your MC80 so that it can detract fire away from other ships. What I think is more interesting is the combination of objectives, admirals, and upgrades that open up the Interdictor further.

I must be having a tough day mentally...I am not understanding Centicore. What good does two squads that are already activated by another ship matter if they are close-medium to you?

You have a Goz on the edge of the board. You have an Arquitens on the total opposite side of the board. The Goz can do a squadron command and activate two squadrons around the Arquitens. This is just under Range 30 squadron command.

It isn't too crazy! But what it lets the Goz do is Squadron 2 command, from safety, and the Arquitens can fire them off. Whether a long range red dice ship will suit this roll remains to be seen but it is an interesting ability. I like it because it gives the Goz a potential use other than a junk activation.

What makes it nice is that:

* Unrestricted range to activate the ability and standard squadron command range from Centicore

* It can be used multiple times

* Does not restrict or appear to restrict other Title/Squadron abilities when passing through it (Flight Controllers, Vector)

* Naturally pairs with Goz 2 Squadron, Lambda 2 Relay

What isn't so great:

* Only 2 squadron

* Arquitens natural fighting style (long range/red dice) doesn't seem to pair smoothly (i guess) with this Title and you have to put the squadrons at Medium range

Even better;

You have VSD with Admiral Chiraneu and Flight Controllers. You activate three squadrons. Two of them happen to be TIE Interceptors/TIE Defenders. They can now move while engaged and attack on the other end of the board with an additional blue die because the VSD activated those squadrons.

Damage Control Officer is a nice addition to a universe full of APT spam. The problem with her is she takes up the valuable officer slot for such a standby card and is only good on ships with a contain (so, ISD, INT, ARQ... forgot Rebels: MC80, Endeavour). She won't help the poor VSD, but one VSD would at least be saved with Tua onboard. However, she can make ISDs and Interdictors immune to APT blasts, which is at least something.

Edited by Norsehound

The French have abandoned the world...... Again

DCO does exactly what we all expected it to.

.. Dammit. :(

Too expensive and in a high demand slot. I doubt you'll see it much.

This is how I console myself.

Yeah Ard I'm running Targeting Scramblers and DCOs just for your little MC30s...Muahahaha!

Ran up against the Interdictor tank build in my last tourney. Eng Team, Motti, Interdictor, TS, PE, the whole nine yards.

Took 2 double-arcing MC30's and the front arc of a third to tackle it. Every one had CF, because SFO is effectively +1 black die in any arc on the MC30.

DCO would've made me take that second arc shot in the third 30. No big deal.

DCO does exactly what we all expected it to.

.. Dammit. :(

Too expensive and in a high demand slot. I doubt you'll see it much.

This is how I console myself.

Yeah Ard I'm running Targeting Scramblers and DCOs just for your little MC30s...Muahahaha!

Thank God you went with the DCO instead of that other amazing upgrade the Imps just got, Tua/RBD.

Screw you APTs!!!

I'd be all about DCO on my Home One except that in Rebels Lando is probably better

Lando's busy elsewhere for me.

The French have abandoned the world...... Again

You do realise it's nighttime in Europe and they are probably all sleeping, right?

At least until now! It's 7:30 in the morning now, I demand information again :P

I need to know Mr Stele's cost, anti-ship armament and special ability ^^

I need to know Mr Stele's cost, anti-ship armament and special ability ^^

21.

Blue-Blue

While Attacking, May Change a Die to a die showing a "CRIT" symbol

Quantum storm with rapid launch and flight commander can move in 4 the deploy 2 bwings. Then again with first activation. That is demolisher grade dice for 55 points. Phoenix home can do it with 3 bwings and adar. Or upgrade to nym and keyan.

surprise surprise: I'm posting in a thread to say "Added to KDY".

Does your friend have any info on the missing Pelta items, maybe?

Flechette trops you mean?

Ord, 3 pts, spend a black crit to toggle the activation slider of the squadron you're shooting at.

Strategic is great for things like Minefields. I'd have to reference the new objectives, but more than one places objective tokens. Also, Hyperspace Assault.

I need to know Mr Stele's cost, anti-ship armament and special ability ^^

21.

Blue-Blue

While Attacking, May Change a Die to a die showing a "CRIT" symbol

How do you know this???? You said you ran out of bothans lol

But seriously anymore info?

Quantum storm with rapid launch and flight commander can move in 4 the deploy 2 bwings. Then again with first activation. That is demolisher grade dice for 55 points. Phoenix home can do it with 3 bwings and adar. Or upgrade to nym and keyan.

I've been giddily plotting this since the partial spoiler. Now my nefarious plans can be brought to bear on the battlefield. :) I tested it on Vassal and on round 1 you can just get squads in range 1 of an enemy ship that has moved speed 2. Bwuahahahaha!

Careful, its a great strategy but you are in serious danger of losing your carrier when you get that close.

Careful, its a great strategy but you are in serious danger of losing your carrier when you get that close.

It's almost worth it. 25 points to have 2 B-wings engage turn 1? If the B-wings go uncontested, you've doubled or tripled the number of shots they make. Even if the enemy diverts their fighters to tackle the B-wings, they're hardy enough to slow the enemy fighters down while the rest of your bombers wage war, now uncontested.

Careful, its a great strategy but you are in serious danger of losing your carrier when you get that close.

It's almost worth it. 25 points to have 2 B-wings engage turn 1? If the B-wings go uncontested, you've doubled or tripled the number of shots they make. Even if the enemy diverts their fighters to tackle the B-wings, they're hardy enough to slow the enemy fighters down while the rest of your bombers wage war, now uncontested.

Like I said, it's a great strategy, but it's a one and done. You'll lose the Flotilla more than likely and as the enemy ships move away the B-Wings will become a non-factor, aside from possibly being engaged. That was the problems with B-Wings for the longest time. Anything that moves speed 3 just has to move in order to nullify them. It'll definitely be worth it sometimes though.

DCO does exactly what we all expected it to.

.. Dammit. :(

Too expensive and in a high demand slot. I doubt you'll see it much.

Funny I was thinking for the imperial ships that can take it will be pretty attractive. I often find myself leaving the officer slot open and 5 points to negate Admo and Demo, both of which are staples at present, seems like a pretty good deal!

For the Arq especially, you have two redirects. Taking DCO and blast doors means you should be pretty reliable at hanging around and is only 10 points. If you have Vader and Jonus amping your shooting that seems like an ok and economical load out to me.