Scurvy Dogs! Boarding Actions in Armada

By Marinealver, in Star Wars: Armada

8 hours ago, reegsk said:

That was my first thought, too. But the downside is that you won't be able to one-shot a bigger ship (MC80 or ISD) unless you have an amazing roll (12+ damage for an MC80). The next turn the ship is certainly hurting, but has a chance to fly away and still has it's tokens to survive a follow up shot.

True but the hardest part of killing the MC80 is it shields unless you get a bad roll you should get a significant portion of the shields.

Edited by chr335

And a double-arc should be pretty easy against an MC80, come to think of it.

okay, I know necro'd a thread, still with the hammer head and rest of wave 6 i thought it would be better just adding them to the OP than writing a whole new topic since there really wasn't that much added in.

And Cham can be added to the discussion now also.

So Wave 6 is out, has anyone had experience with boarding actions.

(P.S. Dart Vader needs to be a boarding card, and needs to do something like discard all upgrades, the ultimate assassin of commanders).

11 minutes ago, Marinealver said:

So Wave 6 is out, has anyone had experience with boarding actions.

(P.S. Dart Vader needs to be a boarding card, and needs to do something like discard all upgrades, the ultimate assassin of commanders).

Boarding troopers on Avenger ISD1 is just a killing machine. I love it

Avenger+Troopers is disgusting.

On 3/15/2017 at 12:54 PM, LordTesla said:

But what would Vader's ability be as a boarding party? Given that when he shows up its bad news for every rebel soldier not near an escape pod (or the Tantive IV) on board what would would he do? Immediately destroy the ship? Seems kind of OP but anything less wouldn't seen thematic.

My idea would be discard all upgrades. That sounds like a proper Vader rampage. Good bye Rebel Commander.

On 7/7/2017 at 3:02 PM, Visovics said:

Boarding troopers on Avenger ISD1 is just a killing machine. I love it

So Avenger is the boarding ship. Too bad it wasn't the Devistator, that would have been more fitting.

Edited by Marinealver
1 hour ago, Marinealver said:

My idea would be discard all upgrades. That sounds like a proper Vader rampage. Good by Rebel Commander.

So Avenger is the boarding ship. Too bad it wasn't the Devistator, that would have been more fitting.

Devastator might do OK if the FAQ makes Boarding Troopers even worse (completely strip a token off with two spends). But that will come at the cost of making ISDs VASTLY superior to every other ship in the game offensively.

On March 15, 2017 at 3:01 PM, DUR said:

I could see Vader only taking an officer slot with similar boarding rules, only you immediately remove a single def. token rather than spend

I think Vader should let you remove an upgrade (especially officers!) from the target ship -- or the Commander, if its the flagship.

No way a Vader card would let you snipe out a commander like that. Remove two upgrades cards that aren't commander though? That could be telling.

I would hate to see anything that can remove upgrade cards from ships. Things like that are why I left Star Trek Attack Wing.

Let a player play with the build he brought.

1 hour ago, Democratus said:

I would hate to see anything that can remove upgrade cards from ships. Things like that are why I left Star Trek Attack Wing.

Let a player play with the build he brought.

You never played X-wing? There was the munitions failure damage card, and lets not forget Boba Fet <crew>. But seriously what is the best mechanic to simulate Lord Vader choking and lightsabering fools on board a rebel ship? Discard the upgrade cards.

49 minutes ago, Marinealver said:

You never played X-wing?

No.

52 minutes ago, Marinealver said:

You never played X-wing? There was the munitions failure damage card, and lets not forget Boba Fet <crew>. But seriously what is the best mechanic to simulate Lord Vader choking and lightsabering fools on board a rebel ship? Discard the upgrade cards.

I did play x-wing. And I stopped playing when it, too, got out of hand; Boba Fett being an excellent case in point.

4 minutes ago, Democratus said:

I did play x-wing. And I stopped playing when it, too, got out of hand; Boba Fett being an excellent case in point.

funny thing is when boba fet didn't really make it that far into the X-wing meta. Also the only time munitions failure had an effect was when Outrider was a thing stripping off Dash's HLC. However now that TFA damage decks are out munitions failure will only be in a list that doesn't have that many secondary weapons or it won't even be that big of a deal if one was taken. There is ways to throw in discard opponents list mechanics without making it broken. It isn't like it autokills a ship, which is the same goal in the game by stopping a player from playing the list they want by destroying their list.

You still get to play the list you want, until it starts to get blown up though.

21 hours ago, Marinealver said:

So Wave 6 is out, has anyone had experience with boarding actions.

(P.S. Dart Vader needs to be a boarding card, and needs to do something like discard all upgrades, the ultimate assassin of commanders).

Ugh. I would pay for that.

Vader's boarding party. (cue disco ball)

10 pts. Upon boarding, the boarded ship discards all upgrade cards attached to it.

Flavor text: Transmissions don't count as upgrades

Edited by Blail Blerg

Faced Cham Syndulla in a game for the first time last night and it hit me: No Command 3 ship is going to be able to select what they want, again, for the rest of the game once Cham has his way.

So that hope that VSDs were thinking of with QBTs and DCaps? Cham can fly in and say, "That's nice, here's fighter commands all the way down for your list with no fighters."

The only benefit to all of this is Cham can only jam on two Rebel ships. One is useless and the other is squishy, but cheap.

57 minutes ago, Norsehound said:

So that hope that VSDs were thinking of with QBTs and DCaps? Cham can fly in and say, "That's nice, here's fighter commands all the way down for your list with no fighters."

You have command 3 and no squads?

1 hour ago, Ginkapo said:

You have command 3 and no squads?

Apparently someone is still bringing a fleet without squadrons. Cham is there to teach them the error of their ways

4 hours ago, Ginkapo said:

You have command 3 and no squads?

Yes, how dare I have the audacity to even consider making my VSDs use their guns instead of commanding squadrons. Let's just forget they have turbolasers, ions/missiles, and use them only for pushing fighters.

Frankly I'm tired of hearing this suggestion since wave 2. :\

The point I'm getting at is that Cham is a hard curb on any ship with a large command stack. If he gets there, that ship cannot dictate its own commands for half the game, unless you take the effort to put a liason or officer on that ship. It's another point of observation for how much better large lists with smaller ships are, because there isn't a big target to single out and destroy/mess with / focus fire.

I mean, say my VSD was handed a fighter command stack. Why activate the fighters there, when I already have fighters queued up on my Quasar Fire with the Flight Controllers? Or even better, what happens when Navigate commands are handed all the way down on my Quasar Fire which is my only carrier? Do you see what I'm getting at? Large command stacks will have a hard time if Cham triggers. Since Rebels are cheaper with almost everything they own, getting the bid isn't as hard for them.

If Cham becomes a regular issue, it may be worth investing in Support Officer. It's not the best option, given you're losing the slot to add in a counter to something potential rather than definite, but it's at least a relatively cheap (opportunity cost aside) insurance against him.

VSDs probably suffer more than anyone else to him. ISDs with Relentless and SFO are pretty much immune, though Avenger builds will have to be very wary of him. Leia in a transport saves essentially any Rebel ship from Cham being anything but an inconvenience. Most of the Imperial Command 2 ships aren't really worth wasting Cham on, save for the Quasar to shut down a big fighter push, but then there's the Pursuant title to sort that out. Perhaps the Interdictor, to delay big engineering commands.

6 hours ago, Ginkapo said:

You have command 3 and no squads?

2x VSDs don't leave many points for extra ships and squads, if you want them. 2x VSD2s with Gunnery Teams, Disposable Capacitors and Quad Battery Turrets + Commander cost about 225 points, which leaves you either with 3 activations and full squadrons or more than three activations and less than 130 points of squadrons. Note that we haven't even added upgrades to the Gozantis, so no Comms Net, Slicer Tools, BCC, etc.

The argument that players absolutely must have squadrons to do well is getting old, tired, and frequently disproven wrong even in high level play. The argument that getting squadron commands is somehow just fine on ships that you don't intend to push squadrons with indicates that many players, frankly, just don't stop and consider that medium and large ships should have more roles than just Carrier Ops.

If you have, for example, 2 VSDs and a Quasar, why the heck are you wasting Squad commands on your VSDs? By comparison they are terrible for the role, especially when not kitted for it.

Victories are costed around their stats. That includes their squad 3 stat. If you are purchasing a victory, you are paying for squad 3.

I dont understand anyone who does not see how inefficient it is not to use what you have payed for. Victories are extremelly good at using squadron and engineering commands. They are not very good at using navigate or command fire commands.

So sure, sure you can take it as a gunship. But what are you paying for that the Arquitten does not do better?

Its not a matter of large ship versus small ship. Its a matter of using a ships stats or not. The Mc80 liberty is not a good carrier, however its also permanently supported by a comms net as far as I can tell so similarly quite immune to Syndulla.

8 hours ago, thecactusman17 said:

2x VSDs don't leave many points for extra ships and squads, if you want them. 2x VSD2s with Gunnery Teams, Disposable Capacitors and Quad Battery Turrets + Commander cost about 225 points, which leaves you either with 3 activations and full squadrons or more than three activations and less than 130 points of squadrons. Note that we haven't even added upgrades to the Gozantis, so no Comms Net, Slicer Tools, BCC, etc.

The argument that players absolutely must have squadrons to do well is getting old, tired, and frequently disproven wrong even in high level play. The argument that getting squadron commands is somehow just fine on ships that you don't intend to push squadrons with indicates that many players, frankly, just don't stop and consider that medium and large ships should have more roles than just Carrier Ops.

If you have, for example, 2 VSDs and a Quasar, why the heck are you wasting Squad commands on your VSDs? By comparison they are terrible for the role, especially when not kitted for it.

I almost exclusively use my gunship VSD as support carriers in the early stages of combat and even later if that is better that what ever else they could do.

There really are no reason not to do it, but I take lots if basic squadrons and lots of Tie-bombers.

It certainly is better to shuffle the bombers with them than most anything else if that is an option. After a few turns the squadron count go down and they can concentrate on their gunship role.

For me, any ship that cost 100p or more and have a decent squadron value IS a multi purpose ships why not use it?

I'm not overly concerned about activation advantage either, I have learned to get around it with support of powerful squadron activations.

Edited by jorgen_cab
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