Allegiance class star destroyer

By starbat861, in Star Wars: Armada

The allegiance class star destroyer was a 2,200 m long star destroyer that had 6 large laser cannons instead of the Isds 4 and had no hanger bays. It was 600 m longer than the isd so it could be the ultimate starship for the empire but had no hanger bays (like the tector) for a down side so probably no squadren command. Anyone else have ideas? Here's a fan made one http://kdyards.com/ships.view.php?id=945

Edited by starbat861

That's a scary ship. I oddly think it is mostly balanced at 138 points. Pretty hard to fit any other meaningful threats in there except Demo. Can't run a Rhymerball very well with that ship.

Vader+QTC+XI7. I want it.

Notice the narrowed front Arc. It is scary, but anyone who has flown Nebulons knows that a narrow front arc is pretty hard to aim. Combine that with an incredibly weak and exposed rear arc and the ship would be interesting. I personally would probably alter the arc trajectory of the front just a little, maybe the first trapezoidal arc pattern? I mean, since it's not official we can do whatever we want right?

Yeh i was just thinking because its probably the largest ship possible without needing special rules. Any ideas for stats

44 minutes ago, Undeadguy said:

That's a scary ship. I oddly think it is mostly balanced at 138 points. Pretty hard to fit any other meaningful threats in there except Demo. Can't run a Rhymerball very well with that ship.

Vader+QTC+XI7. I want it.

Thanks that was the idea

Those arcs look like an MC80 so it's not too bad. Large base has a lot of room to shoot.

What about 4 red 2 blue in the front and sides so its well rounded?

2 minutes ago, starbat861 said:

What about 4 red 2 blue in the front and sides so its well rounded?

I think the 6 reds 2 blue in front is fine. Maybe drop the sides to 2 reds 2 blue so you don't double arc with 10 dice at long.

A ship with a 0 squad value can convert the dial to a token when the reveal the dial, then spend the token during the normal squad phase. Net result, 1 squad activated.

So, don't drop squad value below 1. To quote another game system: "A disadvantage that isn't a disadvantage isn't worth any points!"

1 minute ago, Undeadguy said:

I think the 6 reds 2 blue in front is fine. Maybe drop the sides to 2 reds 2 blue so you don't double arc with 10 dice at long.

Yeh but we already have tons of front arc imps

5 minutes ago, Baltanok said:

A ship with a 0 squad value can convert the dial to a token when the reveal the dial, then spend the token during the normal squad phase. Net result, 1 squad activated.

So, don't drop squad value below 1. To quote another game system: "A disadvantage that isn't a disadvantage isn't worth any points!"

Ok thanks i was just trying to have fun so squad value of 1

Edited by starbat861
Politeness
18 minutes ago, Baltanok said:

A ship with a 0 squad value can convert the dial to a token when the reveal the dial, then spend the token during the normal squad phase. Net result, 1 squad activated.

So, don't drop squad value below 1. To quote another game system: "A disadvantage that isn't a disadvantage isn't worth any points!"

The token may just represent that it is commanding them in the comms for a quick strategy, it would mainly affect cards that mess with the squadron value, if there are no hangar bays, they won't have boarding troopers for example, but still can command squads from the bridge

1 minute ago, Visovics said:

The token may just represent that it is commanding them in the comms for a quick strategy, it would mainly affect cards that mess with the squadron value, if there are no hangar bays, they won't have boarding troopers for example, but still can command squads from the bridge

Ok thanks so what do you think its squad value should be. I thought 0 for a disadvantage

2 minutes ago, starbat861 said:

Ok thanks so what do you think its squad value should be. I thought 0 for a disadvantage

I agree with the 0, think it would work

Just now, Visovics said:

I agree with the 0, think it would work

Thanks

1 minute ago, Visovics said:

The token may just represent that it is commanding them in the comms for a quick strategy, it would mainly affect cards that mess with the squadron value, if there are no hangar bays, they won't have boarding troopers for example, but still can command squads from the bridge

I am not arguing that there shouldn't be low-squad value large ships. I am simply arguing that squad-0 large ships would play the same as squad-1 ships, and possibly be confusing to players who don't know the loophole that lets you command 1 squad with a squad 0 ship, therefore don't go below squad 1 when designing ships. You could certainly have a non-unique title that reduces your squad 1 large ship to squad 0, which includes the text "this ship may not execute a squadron command if it's squadron value is reduced to 0." That title could have a negative cost if you like.

1 minute ago, Baltanok said:

I am not arguing that there shouldn't be low-squad value large ships. I am simply arguing that squad-0 large ships would play the same as squad-1 ships, and possibly be confusing to players who don't know the loophole that lets you command 1 squad with a squad 0 ship, therefore don't go below squad 1 when designing ships. You could certainly have a non-unique title that reduces your squad 1 large ship to squad 0, which includes the text "this ship may not execute a squadron command if it's squadron value is reduced to 0." That title could have a negative cost if you like.

But i still say this is the largest ship we will get and should happen on its own

28 minutes ago, Baltanok said:

A ship with a 0 squad value can convert the dial to a token when the reveal the dial, then spend the token during the normal squad phase. Net result, 1 squad activated.

So, don't drop squad value below 1. To quote another game system: "A disadvantage that isn't a disadvantage isn't worth any points!"

Squadron 1 allows you to dial + token to active two squadrons, and it has an offensive slot that could take Expanded Hangers + dial + token to get up to three. And of course, there are also various cards that interact with your squadron value (for example, Rapid Launch Bays).

There's nothing wrong with innate Squadron 0.

1 hour ago, BrobaFett said:

Notice the narrowed front Arc. It is scary, but anyone who has flown Nebulons knows that a narrow front arc is pretty hard to aim.

It's got the same side arcs and movement chart as an Assault MC80, with the front arc of an MC80 side arc with Ackbar . And it's got sixteen Motti hull, plus another 16 shields, and those are spread out rather than all clumped in the front - and for which it has a redirect. And it has all those upgrade slots for you to spend another 60 points buffing it further.

The Nebulon isn't just hard to aim- it's hard to aim, and when it fails to maneuver properly, it proceeds to do CR90-damage and then die to a stiff space-breeze. This... this monster wouldn't have that problem.

31 minutes ago, svelok said:

Squadron 1 allows you to dial + token to active two squadrons, and it has an offensive slot that could take Expanded Hangers + dial + token to get up to three. And of course, there are also various cards that interact with your squadron value (for example, Rapid Launch Bays).

There's nothing wrong with innate Squadron 0.

It's got the same side arcs and movement chart as an Assault MC80, with the front arc of an MC80 side arc with Ackbar . And it's got sixteen Motti hull, plus another 16 shields, and those are spread out rather than all clumped in the front - and for which it has a redirect. And it has all those upgrade slots for you to spend another 60 points buffing it further.

The Nebulon isn't just hard to aim- it's hard to aim, and when it fails to maneuver properly, it proceeds to do CR90-damage and then die to a stiff space-breeze. This... this monster wouldn't have that problem.

Anyone have ideas on stats for this. I still believe it should have 4 red 2 blue in front and sides and cost 138 points

>having a shield dial that goes to 6
>Never using the 6

They better not...

15 minutes ago, Darth Sanguis said:

>having a shield dial that goes to 6
>Never using the 6

They better not...

so are you with sheild 6 or not

Edited by starbat861

Again I'm in the camp of Squadron Value = CIC directing starfighters and not Squadron Value = Hangar Facility.

That said, 6 large laser cannons what?

3 hours ago, Alexhurlbut said:

Again I'm in the camp of Squadron Value = CIC directing starfighters and not Squadron Value = Hangar Facility.

That said, 6 large laser cannons what?

big guns are fun

That's not what I meant, what the heck do you mean about large laser cannons? There are turbolasers and laser cannons, either they're light, heavy or just themselves.

150 points
3 Command, 0/4 Squad, 5 Eng
Shields: 5 front, 6 sides, 3 rear
13 Hull
2 blue, 1 black Anti-Squad
4 Red, 2 Blue front
5 Red 2 Blue side
3 Red rear

Officer, Weapons Team, Offensive Retrofit, Defensive Retrofit, Ion Cannon, 2 Turbolaser

Title: While attacking, you may change 1 die to any other die face. 12 points
Title: While defending, before damage is dealt, you may discard a Eng token to immediately regain 2 shields on any hull zone. 8 points

Slap this on an MC80 arc template. Have an insert that says if a squad value is 0, a squad token does not provide any squadron points.

Edited by Undeadguy