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By X Wing Nut, in Star Wars: Armada

All new cards online at Star Wars Wiki ^_^

So Imperials pick up VT49, that are significant, Defenders that are significant, Phantoms, that are significant, and Shuttles, that are significant, and 4 useful Aces, 2 of these being pretty big deals. (Morna Kee, and Jendon)

Rebels picked up z95 Swarms and a few corner case aces, and Hera.

Well this changes things.

I'm not so sure imperials got a better deal here. The lamda is neat but eats into your squad points without really contributing to anti squad or anti ship. The defender is not as good as an Intercepter at anti squad or a bomber at bombing, same deal with the phantom, and they are very expensive. Not sure what to make of these new squadrons, the only one I'd really like to get on the table is Morna Kee.

Looking at the Meta, the Rebels have been able to leverage efficient squadrons to threaten Ships and squadrons in ways that let them win. Some of that is due to the Transport, Jan,BCC, and Toryn.

I'm not seeing anything in the Rebel releases that change that formula. I could be missing it. I am seeing options for the Imperials that would let them both contest in this sphere, and even shift the focus if needed.

I'm sure that is due to my color of bias, and others will see a different look due to theirs.

Edited by Hawktel

Is it just me or are the VT49 and the ace not at all worth the points? 22 points for no defense tokens, no accuracy against squadrons, and heavy seems excessive

More than anything else, having Heavy kills the base Decimator for me. For 22 points Heavy isn't going to cut it. It shouldn't have Heavy or be cheaper.

I thought because it had Heavy it would be cheaper. I was expecting 20 points. Still Does it matter that it has heavy? When was the last time you saw the Rebels without Jan? She is so ubiquitous that if you got a point savings for Heavy that was worthwhile, it would be worth it to take.

Would the Defender have been better with 4 blue anti squadrons?

No. Defender + Flight controllers is what you want.

So Imperials pick up VT49, that are significant, Defenders that are significant, Phantoms, that are significant, and Shuttles, that are significant, and 4 useful Aces, 2 of these being pretty big deals. (Morna Kee, and Jendon)

Rebels picked up z95 Swarms and a few corner case aces, and Hera.

Well this changes things.

I cant agree.

Lambdas and VCXs are an even break. Imps get better relay and Rebels get a better fighter.

Phantoms are less efficient interceptors with no counter that only apply their special when they survive to end of round. With no swarm, they won't hit as hard. They only gain a big oneup against squads without Rogue that aren't being activated. If you run them defensively, then it is a different story and they can shine. But they are not great for offense.

Defenders are very capable and just too expensive for what they do. Scatter aces will give them trouble.

The Decimator is interesting and Ill need play it to render judgement.

Rebels get Ewings for sniping fun. They feel like phantoms to me in that they excel against non-Rogues without activation. But they gain the capacity to assassinate HVTs.

Lancer will probably end up like the firespray. Capable but left off table for more efficiency.

I thought because it had Heavy it would be cheaper. I was expecting 20 points. Still Does it matter that it has heavy? When was the last time you saw the Rebels without Jan? She is so ubiquitous that if you got a point savings for Heavy that was worthwhile, it would be worth it to take.

It's a mini raider. Comparable hull and the firepower shifts from anti ship to AA for half the price. Not really that bad when you think about it in that respect. The Decimator isn't really a fighter to me. It does make me curious to see what a Lancer Frigate could look like if we ever get it.

My initial reaction.

Z-95 is underwhelming for me. 7 points for a 3 hull ship. And 3 reds for anti-squad means it can't reliably put on the damage. And only 3 faces to deal damage :wacko:

A Z-95 pack will almost always include Blount, giving generic Z-95s a lot of reliability in their red anti-squad dice. This can be brutal if not prepared for it.

Similar to getting jumped by a large TIE + Howler swarm.

Hello comrades,

¿What about the rest of Corelian Conflict left to spoil? 2 ywings, 1 awing, 1 bwing, etc...

Thanks.

Edited by Jagged

Yeah - can someone please scan the Corellian Conflict manual and post it? :)

Yeah - can someone please scan the Corellian Conflict manual and post it? :)

And since you're dreaming would you also like a pony?

Impressions, Imperial-style:
Centicore title turns your Arquitens into a Relay 2 ship, basically. That's quite good for keeping skittish Gozantis in range to issue squadrons commands if they'd like to be a bit further out. They activate 2 squadrons, activate both at range of the Centicore, move on the next. Repeat as necessary. Arquitens won't want to be in the middle of it too much but in the right build it could be a fundamental upgrade. Also a great upgrade in Tarkin fleets for when Tarkin spams Squadron tokens, as you can spend your squadron token through the Centicore to make sure it's not otherwise wasted.
Hand of Justice is another great title. Especially good with Electronic Countermeasures (hello, Tua) on other heavier ships to keep your Brace fresh. Another card that gives something to Imperial fleets that are okay with going second but overall a great title for just about any fleet build. Defense tokens are always not plentiful enough and good opponents will frequently try to overheat them.
Flechettes aren't quite as good as I was hoping for but I'm still aching to try them on Raider-Is. Likely wouldn't be going crazy using rerolls for the hit+crit, but if it works out, it works. You've got a 44% chance without Ordnance Experts of getting 1+ hit+crits on Raider-I flak, and with the reroll factored in (rerolling the blanks only) that goes up to 55%. Not bad, really. And turns a cheapo Raider-I with Ordnance Experts from 48 points to 51. Not a big jump. Better with Agent Kallus and/or Impetuous, but that gets a bit more expensive (up to 58, I believe, for all of that).
Decimators are a solid chunk of squadron. Super YV-666s, basically. Just about as good versus squadrons (with the Counter 1 factored in) but much better versus ships and at a far more palatable speed 3. 22 points ain't cheap, though. +5 points for the ace feels like an easy choice though. You get the special ability, a Brace token, and lose Heavy for 5 points.
TIE Defenders are pretty amazing but not cheap. For the price of two TIE Fighters you get less in the way of offense against both ships and squadrons but the same total hull and a higher speed. I'm expecting to see the occasional Defender scattered in amongst generic TIE Fighters as a more durable central Swarm node. I also expect to see the "TIE Fighters are garbage" Imperial sub-group embrace using Defenders as their primary multi-purpose fighters because they "fix" the problems of TIEs being flimsy and very specialized. For those kind of players, the ace for +5 points is effectively slightly more reliable against fighters (being able to flip black dice to the hit+crit side) and much more reliable as a bomber and will therefore be a welcome inclusion towards making the Defender swarm a bit more effective against ships.
Lambda-class Shuttle is an interesting squadron. I feel very similarly about this as I do about the Centicore title. In the right kind of build it allows your Gozantis to much more safely and consistently command squadrons, and has some usefulness for bigger carrier ships too that otherwise can find themselves "wasting" points of squadron command later in the game as some of your surviving squadrons may escape your command bubble. Strategic is also potentially extremely strong with the right objective suite (and can make picking enemy objectives much easier, similarly to how the Interdictor's Grav Shift Reroute can make some objectives that would normally favor the second player favor you as first player by yanking objectives closer to you and/or further from your opponent). The main issue being that its best use seems to be in a squadron-heavy Rhymer ball where your 134 squadron points are already under a lot of strain. With a moderate (Rhymer+3ish Bombers) Rhymer ball plus fighters it seems like it would fit in without much trouble, though. For +5 points the ace loses Strategic but gains 2 Braces and a very strong ability to allow another squadron to attack again. With a terror like Darth Vader, Bossk, Boba Fett (versus ships), or Howlrunner-aided Swarm aces, this can get very ugly very fast.

TIE Phantoms I'm still wrapping my brain around. For 6 (75%) more points than a regular TIE Fighter they gain 1 blue dice, convert their anti-ship to 2 red dice, gain a hull, lose Swarm, and gain the intriguing Cloak special rule for a lot of repositional shenanigans. The 2 red dice versus ships is intriguing in that they're very swingy - they could come up basically nothing or they could come up to 4 damage (1.6% of the time). It's tough for both you and your opponent to determine what their actual threat is to his ships due to that. Beyond that, I think they'd be at their best with a TIE Advanced or two to pivot around and keep them from getting ganged up on too badly. Cloak can help them get alpha strikes but more importantly it can help them set the squadron mini-game tempo, allowing them to concentrate where it's beneficial for them and retreat where the enemy threat is too strong. Regular TIEs live and die by those kind of considerations so it has potential. The ace for +6 points is even more squirrely and much more survivable with a Scatter and a Brace token. It's going to be extremely difficult to pin Whisper down, which makes him a welcome addition to a fleet with Swarm TIEs, who like having a buddy who's comfortable diving in first to set up the central Swarm node - Whisper can bug out after that if necessary and can juke around keeping Swarm going. Sounds fun.

Phantoms kind of have an in built fighter coordination team. That means you can pull some squirrely moves but also don't need to babysit them with squadron commands or intel as much.

For squadron light players it kind of gives you "rogue light" to engage more bombers effectively, avoid intel, and disengage escorts.

For those actually looking for squadron superiority, you can use the cloak move to position optimally to kill key pieces w/o the need of Intel even if you get engaged first. Stack that with fighter coordination teams, the phantom is effectively speed 6.

Now if there is some way to get a re-roll for the red dice you could laugh maniacally as you fish for 4 damage from a non bomber, which is obscene.

Edited by ImpStarDeuces

My initial reaction.

Z-95 is underwhelming for me. 7 points for a 3 hull ship. And 3 reds for anti-squad means it can't reliably put on the damage. And only 3 faces to deal damage :wacko:

A Z-95 pack will almost always include Blount, giving generic Z-95s a lot of reliability in their red anti-squad dice. This can be brutal if not prepared for it.

Similar to getting jumped by a large TIE + Howler swarm.

I'm not doubting people are excited for it. You can now run a light fighter screen for 21 points to slow down bombers. And I just reread Blount. I thought he applied to only himself, not the entire pack. This changes things...

My initial reaction.

Z-95 is underwhelming for me. 7 points for a 3 hull ship. And 3 reds for anti-squad means it can't reliably put on the damage. And only 3 faces to deal damage :wacko:

A Z-95 pack will almost always include Blount, giving generic Z-95s a lot of reliability in their red anti-squad dice. This can be brutal if not prepared for it.

Similar to getting jumped by a large TIE + Howler swarm.

I'm not doubting people are excited for it. You can now run a light fighter screen for 21 points to slow down bombers. And I just reread Blount. I thought he applied to only himself, not the entire pack. This changes things...

Yup. Now rebels will have the same "should I bring these papier mache´ squads to this battle?" conundrum the Empire has always had.

My initial reaction.

Z-95 is underwhelming for me. 7 points for a 3 hull ship. And 3 reds for anti-squad means it can't reliably put on the damage. And only 3 faces to deal damage :wacko:

A Z-95 pack will almost always include Blount, giving generic Z-95s a lot of reliability in their red anti-squad dice. This can be brutal if not prepared for it.

Similar to getting jumped by a large TIE + Howler swarm.

I'm not doubting people are excited for it. You can now run a light fighter screen for 21 points to slow down bombers. And I just reread Blount. I thought he applied to only himself, not the entire pack. This changes things...

Yup. Now rebels will have the same "should I bring these papier mache´ squads to this battle?" conundrum the Empire has always had.

I'd say yes. 21-28 points is pretty easy to carve out from the "no squad" lists IMO. Drop a flotilla, and now you can hold back the bombers while your speedy ships (MC30s + CR90s) zip on by. I think it is better for Rebels since their ships can get out of bomber range quicker, where as Imp ships typically get gummed up by the bombers and the Tie/F die too quickly.

Sad Blount, it ONLY applies to other Swarmers, not him. heh

I don't see anything for Imperials that will stop the Bigs/Jan/Gallent Haven madness that is coming. Roll 6 damage on an X-wing, Jan braces to 3, Gallent haven takes 1 off, Bigs moves another over, presto! 1 damage!

Well said Snipafist. I agree with just about everything there.

I believe my Imperial fighter waves are going to get a lot more mixed with this wave's release. And whatever the new TIE Advanced squadrons coming in CC (hopefully at least one with a decent Escort) will only add to the now nuanced imperial fighter wing.

My favorite thing I think though from these new spoilers is the Strategic keyword.

Between the new objectives from CC and some old favorites, I think Strategic is going to open up some interesting and fun scenarios.

I have impressions also but I've been sick the past two days and I'm not sure how much of them are just fever dreams.

How much more than usual, anyway.

Also, I agree with a vast majority of what snipa said.

I don't see anything for Imperials that will stop the Bigs/Jan/Gallent Haven madness that is coming. Roll 6 damage on an X-wing, Jan braces to 3, Gallent haven takes 1 off, Bigs moves another over, presto! 1 damage!

If you're running face-first into a Biggs/Jan blob hiding in the Gallant Haven bunker, you get what you deserve. Either force the squadrons to leave the bunker or force the Gallant Haven to follow its bombers in (where it's fairly easily destroyed).

Otherwise, flak, Mauler Mithel, IG-88, and Saber Squadron offer you some tools to pry Jan out of that blob. Simply pouring in lots of attacks from separate TIE Fighters and flak is often enough to overheat Jan's tokens too.

Hello comrades,

¿What about the rest of Corelian Conflict left to spoil? 2 ywings, 1 awing, 1 bwing, etc...

Thanks.

Y-Wing Squadron

Y-Wing Ace

A-Wing Squadron

TIE Advanced Squadron

TIE Advanced Ace

Hello comrades,

¿What about the rest of Corelian Conflict left to spoil? 2 ywings, 1 awing, 1 bwing, etc...

Thanks.

Y-Wing Squadron

Y-Wing Ace

A-Wing Squadron

TIE Advanced Squadron

TIE Advanced Ace

I need to see those Advanced cards!

I don't see anything for Imperials that will stop the Bigs/Jan/Gallent Haven madness that is coming. Roll 6 damage on an X-wing, Jan braces to 3, Gallent haven takes 1 off, Bigs moves another over, presto! 1 damage!

If you're running face-first into a Biggs/Jan blob hiding in the Gallant Haven bunker, you get what you deserve. Either force the squadrons to leave the bunker or force the Gallant Haven to follow its bombers in (where it's fairly easily destroyed).

Otherwise, flak, Mauler Mithel, IG-88, and Saber Squadron offer you some tools to pry Jan out of that blob. Simply pouring in lots of attacks from separate TIE Fighters and flak is often enough to overheat Jan's tokens too.

I really want to try GH + Jan Ball + Rapid Launch Bays

I don't see anything for Imperials that will stop the Bigs/Jan/Gallent Haven madness that is coming. Roll 6 damage on an X-wing, Jan braces to 3, Gallent haven takes 1 off, Bigs moves another over, presto! 1 damage!

If you're running face-first into a Biggs/Jan blob hiding in the Gallant Haven bunker, you get what you deserve. Either force the squadrons to leave the bunker or force the Gallant Haven to follow its bombers in (where it's fairly easily destroyed).

Otherwise, flak, Mauler Mithel, IG-88, and Saber Squadron offer you some tools to pry Jan out of that blob. Simply pouring in lots of attacks from separate TIE Fighters and flak is often enough to overheat Jan's tokens too.

I really want to try GH + Jan Ball + Rapid Launch Bays

Gotta figure out how RLB works first.