Quasar!!

By CaribbeanNinja, in Star Wars: Armada

1 minute ago, Warlord Zepnick said:

Long range Flechettes for one round.

Raider II

Kallus

Flechettes

Capacitors

Capacitors do not work against squadrons. (Come on, this is another squadron-buffing release, you shouldn't expect it to be any other way)

Also Capacitors do not affect Dominator (doesn't matter here but a general comment)

1 minute ago, Coldhands said:

Okay. Let me rephrase it: Show me a cheap good Imp ship. Ship, not flotilla.

define cheap. Arquitens are very nice compared to Nebulons, and GSD's are pretty good compared to MC30's.

I do feel that Imps should get something between a gozanti & an Arquiten, though. 2 dice front, 1 die side, somewhere in the 30-35 pt range.

Just now, Madaghmire said:

Impetuous

Me thinks no (jar jar voice)

Card only works on battery armament.

1 minute ago, pt106 said:

Disposable capacitors are definitely interesting and will bring new life to the several ships and cards.

VSD2 becomes a solid ship, flotillas are now much less invincible (especially if a Relay is fixed)

I have to wonder if a several 66 points NK7-VG-DC Raider2 would be worth the investment.

Those caps *are* discard-to-use, though.

So...not nothing, but...not sure I'd say they completely change the picture for any ship. You get one round of combat out of them, tops.

2 minutes ago, Coldhands said:

Okay. Let me rephrase it: Show me a cheap good Imp ship. Ship, not flotilla.

Kittens, Quasar, ISD. Actually all of them.

I am a HORRIBLE PERSON to ask this question of. I can make any of these good. While that sounds exceptionally egotistical, it has been done.

So VSD II + Capacitors + Leading Shots + Gunnery Team + H9 Turbolasers= 107, hmmm I can dig it - 7 dice* at long range with potential rerolls and a good chance at an accuracy (*using Concentrate Firepower)

1 minute ago, Warlord Zepnick said:

Me thinks no (jar jar voice)

Card only works on battery armament.

Look where you've lead me!

1 minute ago, Frimmel said:

I'm a bit confused about this:

Given that Capacitors don't seem to add any dice. How are they getting five?

Double arc

2 minutes ago, pt106 said:

Capacitors do not work against squadrons. (Come on, this is another squadron-buffing release, you shouldn't expect it to be any other way)

Also Capacitors do not affect Dominator (doesn't matter here but a general comment)

but it does with Devastator... wait, not on ISD.

Edited by Baltanok
oops
Just now, xanderf said:

Those caps *are* discard-to-use, though.

So...not nothing, but...not sure I'd say they completely change the picture for any ship. You get one round of combat out of them, tops.

Well. 1 round is all that is required in early combat. (And next round you're likely to be in a medium range anyway)

1 minute ago, KnightHammer said:

So VSD II + Capacitors + Leading Shots + Gunnery Team + H9 Turbolasers= 107, hmmm I can dig it - 7 dice* at long range with potential rerolls and a good chance at an accuracy (*using Concentrate Firepower)

Meh, give it Spinal instead. 8 dice of DOOM!

1 minute ago, Baltanok said:

but it does with Devastator...

small or medium ship only

1 minute ago, Baltanok said:

but it does with Devastator...

Devestator on a large ship tho

34 minutes ago, ryanabt said:

Least favorite part of the article. Was anti-squadron really what needs to be nerfed? I know TIEs are susceptible to it with their measly hull, but dear goodness it is annoying to see ship anti-squad (already almost useless for most ships) become even less useful. I get that it is a title, but let me have my sadness.

This is Imperial only, so it forces the Rebels to invest in anti-squadron squadrons. Before, ship flack was a credible threat.

1 minute ago, Baltanok said:

but it does with Devastator...

Already works at long.

1 minute ago, Baltanok said:

but it does with Devastator...

Nope. But for a different reason (capacitors aren't allowed on ISD) ;)

1 minute ago, ianediger said:

Double arc

Okay, but I am reading it correctly that it simply moves your blue dice out to red range aren't I?

Y'all are faster than my edit button...

1 minute ago, Lyraeus said:

Meh, give it Spinal instead. 8 dice of DOOM!

Warlord. And SW7 (who needs leading shots anyway).

2 minutes ago, Coldhands said:

I love to see you guys being happy for the ship. But Im sad. Yes, the expansion brings good upgrades, but the ship itself is quite... meh. Too squishy and too expensive. Imps really need a cheap ship. Rebels gonna get yet another cheap vessel, its gonna be like 4-5 ships on imp side vs 5-7 rebel... I just cant spam gozanties to get viable numbers of ships.

However things like Disposable Capacitors and the movement boost to Rhymerball with Squall means that those squishy cheap Rebel ships can be getting popped from a distance.

The Quasar is "expensive" because it has good card options and Squadron 4. The Hammerhead is cheap because it has one good defense token until it gets in close with Evade. Redirect hardly matters since its shields are so poor. The Quasar on the other hand has Brace which is useful quite often and its Redirect is more powerful from having 2 shields on three sides instead of just one.

There is still much we don't know about a Hammerhead but it seems like it will be cheap because it is so paper thin.

The Quasar is comparable to the Pelta. It has -1 shield, -1 defense token (Evade in this case), -2 Engineering, -1 attack die from the front while it picks up +1 Hull, +1 Speed, +1 or 3 Squadron and has different and for its particular job better option slots. Also it has one variant with the only red die anti-sqaudron flak in the game. Seems pretty comparable except that the Pelta is intended to do multiple things while the Quasar is designed to do one thing really, really well. Want to alpha strike with 6 fighters (dial+token+Expanded Hangar Bays) all with +1 blue die? The most expensive Quasar variant will let you do that for the price of a naked cheapest AFMkII which is never commanding 6 fighters.

Just now, Frimmel said:

Okay, but I am reading it correctly that it simply moves your blue dice out to red range aren't I?

Correct

2 minutes ago, Lyraeus said:

Kittens, Quasar, ISD. Actually all of them.

I am a HORRIBLE PERSON to ask this question of. I can make any of these good. While that sounds exceptionally egotistical, it has been done.

I guess you missed the Word cheap. Okay, ill define cheap in this game in my perspective: Under 50 Points. Medium is 50-90, and expensive is 90+ for Me.

And an example for Good ship: Cr90A with trc for 51 Point.

Just now, Frimmel said:

Okay, but I am reading it correctly that it simply moves your blue dice out to red range aren't I?

For that Activation. So if you can Gunnery Teams 2 ships with Dominator and Spinal Armaments, means 9 dice against each ship

Just now, Lyraeus said:

For that Activation. So if you can Gunnery Teams 2 ships with Dominator and Spinal Armaments, means 9 dice against each ship

7! Dominator ability can't be used at long range.

1 minute ago, Lyraeus said:

For that Activation. So if you can Gunnery Teams 2 ships with Dominator and Spinal Armaments, means 9 dice against each ship

Dominator is close-medium only.

Edited by ianediger
Ninja'd