Did they break Armada? (again)

By vyrago, in Star Wars: Armada

Armada seems to be vulnerable to huge swings in power-builds and combos. For a while it was Demolisher, an auto-include for any Imp fleet, later Ackbar had a period of apparent domination. NOW, it seems to me that Reinforced Blast Doors is going to bring back the triple ISD + motti build. Just to reiterate, an ISD II with Motti and blast doors has an effective 17 Hull points. This seems insane to me? 3 of those seems unbeatable.

swm22-reinforced-blast-doors.png

In FFG games, offense always beats defense (that's how you make things interactive). I'm confident that if you build it, someone will come up with something to kill it. :-)

ECM will likely save you more than 3 damage over the course of a game.

How can anyone make the claim the game is broke due to new content when the content hasn't been released yet?

ECM will likely save you more than 3 damage over the course of a game.

Exactly. RBD will be better for ships without brace or ones that won't see enough action to brace twice

I honestly thought that this was going to be about Col. Jendon, not RBD.

Armada seems to be vulnerable to huge swings in power-builds and combos. For a while it was Demolisher, an auto-include for any Imp fleet, later Ackbar had a period of apparent domination. NOW, it seems to me that Reinforced Blast Doors is going to bring back the triple ISD + motti build. Just to reiterate, an ISD II with Motti and blast doors has an effective 17 Hull points. This seems insane to me? 3 of those seems unbeatable.

swm22-reinforced-blast-doors.png

What game are you playing?! Armada is great because those "huge power swings" don't exist. Ackbar was only dominant when he was brand new. Then we all collectively figured him out and he was relegated to the sidelines during much of wave 2's regionals. Rieekan was the dominant Rebel commander. I will give you Demolisher is powerful, but it's also manageable thanks to flotillas. Triple ISDs will still suck against a squadron heavy build and high activation builds. Sure, it's a lot chew through, but tempo and deployment control will handle it.

In FFG games, offense always beats defense (that's how you make things interactive). I'm confident that if you build it, someone will come up with something to kill it. :-)

Done and done.

FFG_Star_Wars_Armada_MC30c_Frigate_Expan

ECM will likely save you more than 3 damage over the course of a game.

This is the correct answer. These upgrades don't live in a vacuum, they are applied to slots that people already have good choices on. I'd take an opponent with an ISD with RBD over an ISD with ECM any day.

In FFG games, offense always beats defense (that's how you make things interactive). I'm confident that if you build it, someone will come up with something to kill it. :-)

Done and done.

FFG_Star_Wars_Armada_MC30c_Frigate_Expan

silly rebels and their shrimps.

In FFG games, offense always beats defense (that's how you make things interactive). I'm confident that if you build it, someone will come up with something to kill it. :-)

Done and done.FFG_Star_Wars_Armada_MC30c_Frigate_Expan

silly rebels and their shrimps.

I think that's the Devastator that just came out of Hyperspace on the Shrimp's flank there.

In FFG games, offense always beats defense (that's how you make things interactive). I'm confident that if you build it, someone will come up with something to kill it. :-)

Done and done.FFG_Star_Wars_Armada_MC30c_Frigate_Expan

silly rebels and their shrimps.

I think that's the Devastator that just came out of Hyperspace on the Shrimp's flank there.

RIP Shrimpy, we hardly knew ye.

In FFG games, offense always beats defense (that's how you make things interactive). I'm confident that if you build it, someone will come up with something to kill it. :-)

Done and done.FFG_Star_Wars_Armada_MC30c_Frigate_Expan

silly rebels and their shrimps.

I think that's the Devastator that just came out of Hyperspace on the Shrimp's flank there.

RIP Shrimpy, we hardly knew ye.

I can hear Darth Vader's breathing as he watches that shrimp burn.

Yeah. Something like an MC30 torp with H9s, or big arcs like the ISD or Liberty, make it way too dangerous to not have constant access to that Brace.

So if I'm lucky I'll be facing triple isd lists with no ecm? Sweet! Sounds good to me!

Seriously though going to echo what other people have said? You're better off with ecm to protect that brace? Accuracy tech is common now thanks to flotillas

I can hear Darth Vader's breathing as he watches that shrimp burn.

arvel-crynyd-star-wars-20090105050114418

Edited by Ardaedhel

With the lack of XI7s around, even AP might let you live longer nowadays than RBD.

You can't break the game by encouraging the meta to embrace Star Wars' most iconic battleship. Feature, not a bug.

ECM will likely save you more than 3 damage over the course of a game.

Exactly. RBD will be better for ships without brace or ones that won't see enough action to brace twice

After this response, all further responses in this thread became superfluous. Including this one pointing it all out.

In FFG games, offense always beats defense (that's how you make things interactive). I'm confident that if you build it, someone will come up with something to kill it. :-)

I mean, do we not already have these tools?

That RBDISD is not going to survive Yavaris B-Wings, which is death by many little plinks, some of which will also be face up. The sustained grinding of a bomber wing on 3 ISD without squadron is going to mean the real reason you lose is this:

3 B-Wings, attacking twice, with a BCC, produce something around 2 damage per B-wing per attack, so 3*2*2 = 12 damage per turn. You survive only a single turn against that if there are ships backing it up to finish off that ISD. If you get burned in a round, you don't get to use RBD, either.

I will say I think there is a truly evil use for RBD. I just do not believe this is it.

Edit: Of course that's how I end my 666th post.

Edited by Reinholt

Armada seems to be vulnerable to huge swings in power-builds and combos. For a while it was Demolisher, an auto-include for any Imp fleet, later Ackbar had a period of apparent domination. NOW, it seems to me that Reinforced Blast Doors is going to bring back the triple ISD + motti build. Just to reiterate, an ISD II with Motti and blast doors has an effective 17 Hull points. This seems insane to me? 3 of those seems unbeatable.

swm22-reinforced-blast-doors.png

What game are you playing?! Armada is great because those "huge power swings" don't exist. Ackbar was only dominant when he was brand new. Then we all collectively figured him out and he was relegated to the sidelines during much of wave 2's regionals. Rieekan was the dominant Rebel commander. I will give you Demolisher is powerful, but it's also manageable thanks to flotillas. Triple ISDs will still suck against a squadron heavy build and high activation builds. Sure, it's a lot chew through, but tempo and deployment control will handle it.

Agreed.

Don't forgot you have to wait until your activation to use doors.

Edit: and you could be dead by then

Edited by Warlord Zepnick

Actually you don't use RBD during your activation. You use it at the start of the ship phase.

Armada seems to be vulnerable to huge swings in power-builds and combos. For a while it was Demolisher, an auto-include for any Imp fleet, later Ackbar had a period of apparent domination. NOW, it seems to me that Reinforced Blast Doors is going to bring back the triple ISD + motti build. Just to reiterate, an ISD II with Motti and blast doors has an effective 17 Hull points. This seems insane to me? 3 of those seems unbeatable.

swm22-reinforced-blast-doors.png

What game are you playing?! Armada is great because those "huge power swings" don't exist. Ackbar was only dominant when he was brand new. Then we all collectively figured him out and he was relegated to the sidelines during much of wave 2's regionals. Rieekan was the dominant Rebel commander. I will give you Demolisher is powerful, but it's also manageable thanks to flotillas. Triple ISDs will still suck against a squadron heavy build and high activation builds. Sure, it's a lot chew through, but tempo and deployment control will handle it.

Agreed.

Don't forgot you have to wait until your activation to use doors.

Edit: and you could be dead by then

For clarity, not true. You have to wait until the start of the ship phase (so before any ship activates is when you would discard).

https://images-cdn.fantasyflightgames.com/filer_public/2c/4d/2c4de555-925d-4fde-8af6-02873437149b/swm01_rules_reference_guide_lowres.pdf

The rules reference will show it means it goes off basically when any ship starts activating. With that said, your point stands in that if you don't survive to the start of the next ship phase (a ship is killed in one turn between the ship phase and squadron phase), you never have a chance to use them.

Armada seems to be vulnerable to huge swings in power-builds and combos. For a while it was Demolisher, an auto-include for any Imp fleet, later Ackbar had a period of apparent domination. NOW, it seems to me that Reinforced Blast Doors is going to bring back the triple ISD + motti build. Just to reiterate, an ISD II with Motti and blast doors has an effective 17 Hull points. This seems insane to me? 3 of those seems unbeatable.

swm22-reinforced-blast-doors.png

What game are you playing?! Armada is great because those "huge power swings" don't exist. Ackbar was only dominant when he was brand new. Then we all collectively figured him out and he was relegated to the sidelines during much of wave 2's regionals. Rieekan was the dominant Rebel commander. I will give you Demolisher is powerful, but it's also manageable thanks to flotillas. Triple ISDs will still suck against a squadron heavy build and high activation builds. Sure, it's a lot chew through, but tempo and deployment control will handle it.

Agreed.

Don't forgot you have to wait until your activation to use doors.

Edit: and you could be dead by then

For clarity, not true. You have to wait until the start of the ship phase (so before any ship activates is when you would discard).

https://images-cdn.fantasyflightgames.com/filer_public/2c/4d/2c4de555-925d-4fde-8af6-02873437149b/swm01_rules_reference_guide_lowres.pdf

The rules reference will show it means it goes off basically when any ship starts activating. With that said, your point stands in that if you don't survive to the start of the next ship phase (a ship is killed in one turn between the ship phase and squadron phase), you never have a chance to use them.

Edited by Ardaedhel

Armada seems to be vulnerable to huge swings in power-builds and combos. For a while it was Demolisher, an auto-include for any Imp fleet, later Ackbar had a period of apparent domination. NOW, it seems to me that Reinforced Blast Doors is going to bring back the triple ISD + motti build. Just to reiterate, an ISD II with Motti and blast doors has an effective 17 Hull points. This seems insane to me? 3 of those seems unbeatable.

swm22-reinforced-blast-doors.png

Also as mentioned here in this thread and also by myself in the preview thread ECM's would be way better than RBD for a large ship like the ISD. So your fears are not justified.

Edited by Beatty