Quasar!!

By CaribbeanNinja, in Star Wars: Armada

9 minutes ago, Sybreed said:

so, the local players are already drooling about disposable capacitors and Dominator...

I guess I'll have to spoil their party and tell em to read the cards again xD

I will say that while they wont work at the same time...Using Capacitors at long range, and then Dominator at close-medium the next round would be pretty sweet.

So that's the thing.

Squall 3 decimators. Rhymer them and get fun.

3 garbage trucks are viable with the new title that moves (i mean the whats-its-name speed 2 squadron)

8 minutes ago, Xeletor said:

3 garbage trucks are viable with the new title that moves (i mean the whats-its-name speed 2 squadron)

Yes. Actually this title is pretty interesting with rogue squadrons. Positioning them for the squadron phase while you activate the regular fighter to engage

Does the Quasar2 super love Needa?

1 minute ago, Alzer said:

Does the Quasar2 super love Needa?

Which defense token would you change?

12 minutes ago, Xeletor said:

3 garbage trucks are viable with the new title that moves (i mean the whats-its-name speed 2 squadron)

YV-666? That's an interesting point. Are they worth using as Ruthless-strategist fodder? Squall distance 2, then move distance 2, then Anti-squad & Ruthless... Worth thinking about, if you aren't taking sloane.

39 minutes ago, CaribbeanNinja said:

I will say that while they wont work at the same time...Using Capacitors at long range, and then Dominator at close-medium the next round would be pretty sweet.

It's still a 12-point upgrade...not sweet IMO.

I cant wait to abuse 16 squadrons of ties with this :D

Can someone please explain why I would want to play this ship?

I can take 2 Gozanti and Col. Jendon for 66 points. That nets me:

2 activations

4 defense tokens

6 HP

and the ability to activate 4 fighters from anywhere on the board.

-or-

I take one Quasar with no upgrades for 54 points. That nets me:

1 activation

2 defense tokens

6 HP

I can 4 fighters at medium range.

The math is so bad.

1 minute ago, Ronin K said:

Can someone please explain why I would want to play this ship?

I can take 2 Gozanti and Col. Jendon for 66 points. That nets me:

2 activations

4 defense tokens

6 HP

and the ability to activate 4 fighters from anywhere on the board.

-or-

I take one Quasar with no upgrades for 54 points. That nets me:

1 activation

2 defense tokens

6 HP

I can 4 fighters at medium range.

The math is so bad.

With upgrades, you can throw 5-6 TIEs. And 5-6 is better than 2.

Huge fan, I am going to buy 2.

So, with The Grand Inquisitor, the Empire will have ten faction-locked officers, coming in at the following prices:

10 7 7 5 4 3 3 2 2 2

Meanwhile, the Rebellion currently has only eight, at:

10 7 7 7 5 4 3 2

In the Hammerhead expansion, there's one more (price unknown). Then there's also that unique weapons/offensive slot upgrade card (the first unique upgrade card that's not a title or officer, right?) which would bring the total to ten each.

So it will be interesting to see if those two new cards are on the cheaper end, maintaining rough parity with the Empire; or if they're going to be more expensive and continue (or increase) the Rebel's current higher average pricing.

15 minutes ago, Ronin K said:

Can someone please explain why I would want to play this ship?

I can take 2 Gozanti and Col. Jendon for 66 points. That nets me:

2 activations

4 defense tokens

6 HP

and the ability to activate 4 fighters from anywhere on the board.

-or-

I take one Quasar with no upgrades for 54 points. That nets me:

1 activation

2 defense tokens

6 HP

I can 4 fighters at medium range.

The math is so bad.

A 4 squadron activation is superior to 2x 2 squadron activation. You kill more without allowing your opponent a chance to respond and activate the low HP squadrons. And this happens every turn. Plus it can add flight controllers. Plus it has great titles.

Not saying it is 100% better, as you mention the Gozanti have their own pros- more activations, more defence tokens, and fleet support option.

22 minutes ago, Ronin K said:

Can someone please explain why I would want to play this ship?

I can take 2 Gozanti and Col. Jendon for 66 points. That nets me:

2 activations

4 defense tokens

6 HP

and the ability to activate 4 fighters from anywhere on the board.

-or-

I take one Quasar with no upgrades for 54 points. That nets me:

1 activation

2 defense tokens

6 HP

I can 4 fighters at medium range.

The math is so bad.

All of the titles for this are huge buffs to your TIE squadrons. The upgrade slots allow doubling up on things that also buff squadrons and that can't typically be equipped together like Boosted Comms and Expanded Hangar Bays.

Also the Disposable Capacitors have the potential to make a meal of your flotillas on the right ship like a VSD II.

Edited by Frimmel

I'm starting to think that FFG article writers have good laugh at how they can make a rules mistake in every article they put out....Though at least Dras has a point that it's greater than 6, but still not quite 7. Haha!

But Armada is won based on MOV.

If you take a fully loaded Quasar at 60-70pts and I take two Gozanti at 46 points total; then I only have one ship to focus down in order to be winning. Meanwhile you have two targets to chase and even if you get them both I am still only out 46 points.

Quick opponent list example:

1 loaded Quasar = 70 pts

Full fighter kit = 134 pts

Sloane = 24 pts

You are already 200 pts deep on 1 activation. Say you balance your other 200 pts and get 2 good ships.

3 activations and full fighters for 400 pts

My list:

2 bare Gozanti = 46 pts

Full Fighter Kit = 134

Sloane = 24 pts

I balance out and get two more ships.

4 activations and full fighters for 400 pts

If I go first then you are getting hit both first AND last. You have more targets to chase, and our fighter advantage is a wash because I am going first.

If I focus down the Quasar, which with only two defense tokens and no ECM is very easy, then you are down to no carriers and only two activations. You focus down both of my Gozanti, then I am still winning in points (46-70) and we are still tied on activation count.

I am still ahead.

Edited by Ronin K
15 minutes ago, JJs Juggernaut said:

I'm starting to think that FFG article writers have good laugh at how they can make a rules mistake in every article they put out....Though at least Dras has a point that it's greater than 6, but still not quite 7. Haha!

I disagree. if you add 2 more range steps equal to range step #5 to your fighter range ruler, move2 + move 4 comes out just a bit longer than the non-existent range 7 ruler.

5 minutes ago, Ronin K said:

But Armada is won based on MOV.

If you take a fully loaded Quasar at 60-70pts and I take two Gozanti at 46 points total; then I only have one ship to focus down in order to be winning. Meanwhile you have two targets to chase and even if you get them both I am still only out 46 points.

Quick opponent list example:

1 loaded Quasar = 70 pts

Full fighter kit = 134 pts

Sloane = 24 pts

You are already 200 pts deep on 1 activation. Say you balance your other 200 pts and get 2 good ships.

3 activations and full fighters for 400 pts

My list:

2 bare Gozanti = 46 pts

Full Fighter Kit = 134

Sloane = 24 pts

I balance out and get two more ships.

4 activations and full fighters for 400 pts

If I go first then you are get hit both first AND last. You have more targets to chase, and our fighter advantage is a wash because I am going first.

If I focus down the Quasar, which with only two defense tokens and no ECM is very easy, then you are down to no carriers and only two activations. You focus down both of my Gozanti, then I am still winning in points (46-70) and we are still tied on activation count.

I am still ahead.

It's what you do with the ships and the fighter kit. Let's say I take the Quasar and a BCC gozanti. Then I fling 4 TIE bombers at each flotilla of yours. You can't scatter EVERYTHING, and I have Sloan, so TIEs are ripping your defense tokens away. By focusing fire on one of your gozantis, I can kill it faster than you can kill my ships.

2 hours ago, ovinomanc3r said:

Which defense token would you change?

That's part of my question. It's a support ship that can potentially do all its supporting at long rang, would an evade serve it better?

Edited by Alzer

Yeah, it would have been nice to have an evade. Or at least a contain so I can throw Needa on board

In this scenario you have listed 4 TIE Bomber AND TIE fighters all attacking one flotilla which only nets you...23 total points. Say you do it again the next round, now I am down only another 23 points.

Meanwhile I take out your one Quasar over the course of two rounds, which again is easy since it only has 2 tokens, I have Sloane, and you don't have ECM.

At the end of those two rounds I will be winning 70-46.

I only need to score more six points to secure a 6-4 win.

5 minutes ago, Alzer said:

That's part of my question. It's a support ship that can potentially do all its supporting at long rang, would an evade serve it better?

Then it would have the survivability of the Raider or the Arquitens, depending on which you replaced. Those two aren't the most survivable ships under fire.

Why would anyone ever take a loaded Gallant Haven, Yavaris, or Pelta, when you could take two naked GR-75s instead?

Those must all be bad ships, they're so fragile and expensive compared to the same number of squadron activations worth of flotillas.

1 minute ago, Ronin K said:

In this scenario you have listed 4 TIE Bomber AND TIE fighters all attacking one flotilla which only nets you...23 total points. Say you do it again the next round, now I am down only another 23 points.

Meanwhile I take out your one Quasar over the course of two rounds, which again is easy since it only has 2 tokens, I have Sloane, and you don't have ECM.

At the end of those two rounds I will be winning 70-46.

I only need to score more six points to secure a 6-4 win.

I mean, if we're playing crazy list shenanigans that everything works like I want it to, my Demolisher then comes in and shoots your other ships and thanks to lucky crits and great dice rolling on my part it blows up both your ships and I actually win.

I'm done playing Thought Arrmada. Bring it if you want or don't, I don't care, but don't say it's a bad ship if you've never played it.