Nobody else noticed the new FAQ yet.....

By Iylankano, in Star Wars: Armada

51 minutes ago, ianediger said:

Bomber command does not stack.

This one kinda feels like overkill, to me, and there was a better way to "fix" it...

Far simpler to just have all fighter squadron attacks against a hull zone pool their dice into one attack, and otherwise leave BCC as it was. Got 4 Y-Wings attacking the flank of my Star Destroyer backed up by 3 BCCs? Fine, roll your 4 black dice and then you can re-roll up to 3 of them.

(This also solves some of the balance problem between capital ships and squadrons - defense tokens become more reasonable to use against squadrons. And reduces the total squadron attacks from a direction - 6 TIE Bombers sitting on your flank, but the enemy can only activate 5 of them in one go? Well, those 5 pool their attack and the 6th - when he activates later in the turn - better hope he can hit a different hull zone. Doubles as a slight nerf to 'relay', as well. Also speeds the game up, too...)

As it is, I mean...sure, BCC will still see use. Too powerful NOT to use it, but not many people will bother with more than one. Rapidly diminishing return on investment, now.

Edited by xanderf
7 minutes ago, Blail Blerg said:

If you're trying to say it wasn't the whole community against me yes. Thank you. I appreciated that. I mean here to call out the apologists.

If you mean to also say you had similar beliefs about game balance, I thank you for that too and your thoughts on the matter.

It could also be said I'd thank the community members who didn't simply begin with condescending dismissal and truisms and trying to smother discussion and not being absolutely insulting to me from the get go. But I don't think I need to thank people for thinking and testing for themselves and simple courtesy.

Umm - look. You were right about a lot of things. A lot of us saw that. But for several months now, you've been a jerk about it, unneccesarily caustic (as the poster above mentioned) and you've been needlessly antagonistic. Even those of us who agreed with you were tired of the way you were arguing.

Just sayin. Being graceful in victory goes a long way.

Also, you are using the word apologist as if it were a name-calling thing. Everyone involved in the fray has been an apologist for some viewpoint or another. It's not a bad word.

1 minute ago, Ginkapo said:

Dont be so quick on that, there is a rules discussion awaiting here. All upgrade cards are optional.

That is true as well....I would think the player would get to choose when he gets to use it. If that interpretation is right. Since you can choose not to use something.

2 minutes ago, Ginkapo said:

Dont be so quick on that, there is a rules discussion awaiting here. All upgrade cards are optional.

Quite so.

1 minute ago, xanderf said:

As it is, I mean...sure, BCC will still see use. Too powerful NOT to use it, but not many people will bother with more than one. Rapidly diminishing return on investment, now.

Frankly, I think that was the point

1 minute ago, Mogrok said:

That is true as well....I would think the player would get to choose when he gets to use it. If that interpretation is right. Since you can choose not to use something.

Correct as I see it :)

The Key to the argument is "unless otherwise stated", and we had the argument over the Jamming Field.

It was essentially determined that a must is required for it to be "Not-Optional", and Rieekan lacks one in this format, so it is optional - as Rieekan himself was always optional.

Edited by Drasnighta

Even if there is a choice, at least now there IS a choice, makes it far more interesting both to play and to play against.

38 minutes ago, FoaS said:

I'm okay with all of these - even the Rieken nerf.

Rieekan is harsh... and that's coming from a Rieekan hater. I feel like his cost should be readjusted.

A choice in Rieekan might actually make me play him again, as it becomes a lot more tactical using his ability. I've been avoiding him since roughly the start of Regionals.

I think important to note as well that this change makes Hammerhead ramming lists somewhat less a "thing" much like rhymers nerf makes Sloane tie-swarms less likely as well. Pre-nerfing Jank, well done FFG, well done.

29 minutes ago, TaeSWXW said:

TRC's is too much. This makes all my TRC90 lists sad.

TRCs made MSUs putting out way too much dmg imo. I'm okay with this one.

1 minute ago, Sybreed said:

Rieekan is harsh... and that's coming from a Rieekan hater. I feel like his cost should be readjusted.

Point changes are tough though. People with mis costed lists etc.

At least if you find out your cards have been changed at a tournament you can still play

1 minute ago, Hastatior said:

I think important to note as well that this change makes Hammerhead ramming lists somewhat less a "thing" much like rhymers nerf makes Sloane tie-swarms less likely as well. Pre-nerfing Jank, well done FFG, well done.

Never was a thing, and just to reiterate something.

You dont need Rieekan for CRambo90's (CR90b with engine techs and reinforced blast doors)

Just now, Ginkapo said:

Point changes are tough though. People with mis costed lists etc.

At least if you find out your cards have been changed at a tournament you can still play

Also by this logic, Demo should cost less now as well...but I think even after this change 10 points is just fine.

Just now, Ginkapo said:

Point changes are tough though. People with mis costed lists etc.

At least if you find out your cards have been changed at a tournament you can still play

agreed, that makes sense. I have a friend who likes to play Rieekan with 6-7 activations lists and no squadrons. He usually loses a ship per round, so I feel like the Rieekan nerf is really targeted at ace holes lists.

1 minute ago, Sybreed said:

Rieekan is harsh... and that's coming from a Rieekan hater. I feel like his cost should be readjusted.

The Rieekan nerf is only harsh for MSU lists exploiting him.

If you were running a pair of MC80s (...not sure why, but just sayin') then his ability is basically completely unchanged for ships.

Heck, it doesn't even make that much of a difference for squadrons - Biggs can still dump all the damage coming into a swarm into a super-duper-ultra-dead wingman the same as he always could. It's really only MSU lists that really got hit by the nerf. (And good riddance!)

Just now, Hastatior said:

Also by this logic, Demo should cost less now as well...but I think even after this change 10 points is just fine.

yeah... Demo nerf is kind of unwarranted? It's not like he was as gamebreaking as before?

Anyway, you don't need to put Engine techs on demos now, so I guess you just saved points there.

What's awesome is that 5 pages in ...an no real negativity about the changes....(some negativity unrelated) so must have been on the right track.

Just now, Ginkapo said:

Never was a thing, and just to reiterate something.

You dont need Rieekan for CRambo90's (CR90b with engine techs and reinforced blast doors)

RBD need to be used at the start of the ship Phase IIRC. Now if you have a bunch of fragile-*** HHs making a ramming run for an ISD or whatever and you cinder them before they get to you the ramming list player has to make a choice as to which he keeps.

13 minutes ago, Ginkapo said:

Blail, can I continue to get really annoyed with you regardless of the FAQ? I give you two months and then you will be back complaining.

I'm not sure what you mean. If you mean to imply that I'll find something new to complain about perhaps. But I'll remind you I've been complaining about this for nearly 6 months or so now. Perhaps you wanted to follow up on the insults you threw at me the first few times? Cmon go ahead insinuate

I'm also not really sure why you have to fight me

I gave my reasons and data for what I wrote. But that was months ago and ignored.

1 minute ago, Sybreed said:

yeah... Demo nerf is kind of unwarranted? It's not like he was as gamebreaking as before?

Anyway, you don't need to put Engine techs on demos now, so I guess you just saved points there.

I still will, still helps for the setup and maneuverability and running away..lol.

This nerf is exactly what Armada needed. Excellent work by FFG.

27 minutes ago, WWPDSteven said:

I like all these changes!

cool, start making videos again :P

Thoughts on Engine techs? They seem to have answered all problems other than the double ramming engine tech thing.

Just now, Mogrok said:

I still will, still helps for the setup and maneuverability and running away..lol.

Definitely. ETs are still great for making demo speed 4 for flanking purposes. and in fact, I would often PREFER to shoot BEFORE ETs as my ETs were ususally GTFO of the death-arc part of the activation!