
Fixed Armed Station image
is there anything official official with this?
Not yet.
Only the Michael Gernes Advice that we recieved from the guys at FFG headquarters.
Still waiting on the FAQ - because if its true, its Errata, and thus, important to include.
Thats Store Championship freebie cards level errata required. Its crazy
So here's something to wonder at: has anyone tried testing the existing card in a straight up actual battle minus the campaign consequences? Just how effective is all that AA firepower on the tabletop?
17 minutes ago, thecactusman17 said:So here's something to wonder at: has anyone tried testing the existing card in a straight up actual battle minus the campaign consequences? Just how effective is all that AA firepower on the tabletop?
Game Defining with the test I did.
Squadrons approaching within a rulers length take, at the bare minimum, one red die - which, sure, its only 3/8 to do anyhting.... It adds up, quickly, especially when the entire furball might be happening.
Basically, it does what so many people want - it renders enemy squadrons basically irrelevant to the battle - if you can control wether its shooting Anti-Ship or Anti-Squadron.
The other side is, if its presented like the Independant Station - it does basically nothing... Because it prioritises one blue die vs ships, doing nothing, instead of shooting Squads...
All-or-nothing, and thus, Game defining.
This station got me wondering, I'm not sure if there are rules anywhere; is damage for the station tracked using cards from the damage deck? I wonder what the tiny possibility of manipulating the deck is if so...
1 hour ago, Drasnighta said:Game Defining with the test I did.
Squadrons approaching within a rulers length take, at the bare minimum, one red die - which, sure, its only 3/8 to do anyhting.... It adds up, quickly, especially when the entire furball might be happening.
Basically, it does what so many people want - it renders enemy squadrons basically irrelevant to the battle - if you can control wether its shooting Anti-Ship or Anti-Squadron.
The other side is, if its presented like the Independant Station - it does basically nothing... Because it prioritises one blue die vs ships, doing nothing, instead of shooting Squads...
All-or-nothing, and thus, Game defining.
True. But it also seems as though it is potentially easily destroyed given the lack of any defensive systems. 1-2 big hits removes it from the board.
Yes, but the other side of that is...
How many points is killing it worth?
Because thats som ebig hits that aren/t removing a Big Enemy SHip from the table, instead....
True. But when you know such an item will mulch squadrons, it becomes a counter-pick option in favor of a defending large ship list with relatively minimal squadron support.
2 hours ago, Drasnighta said:Yes, but the other side of that is...
How many points is killing it worth?
Because thats som ebig hits that aren/t removing a Big Enemy SHip from the table, instead....
44 minutes ago, thecactusman17 said:True. But when you know such an item will mulch squadrons, it becomes a counter-pick option in favor of a defending large ship list with relatively minimal squadron support.
Thats what I love about this game, and what CC has brought to it. So many more options depending on who you are paying and the fleet they brought and the broader perspective of your games. 1 day it would make sense to try and take out that station, the next day doing so is pointless.
Station would make good AS for friendly bomber wings.