So excited for wave 7....

By Crabbok, in Star Wars: Armada

I'm just reading through the X-Wing series again myself, I like to pick them up every now and then. The Wraith Squadron trilogy is quite possibly my favorite series in the entire EU

Imagine if wave 7 introduces a new defense token type?

I've often wished for a defense token that was similar to Major Derlin - Reduce damage total by 1. Wouldn't be overpowered, but would be great when used in conjunction with other defense tokens. Or maybe a new defense token that nullifies one squadron attack. Or maybe a type of redirect that send the damage to another ship? Perhaps reflects a blast back at an ENEMY ship at range 1? Maybe I"m getting too expensive now...

8 minutes ago, Crabbok said:

Imagine if wave 7 introduces a new defense token type?

I've often wished for a defense token that was similar to Major Derlin - Reduce damage total by 1. Wouldn't be overpowered, but would be great when used in conjunction with other defense tokens. Or maybe a new defense token that nullifies one squadron attack. Or maybe a type of redirect that send the damage to another ship? Perhaps reflects a blast back at an ENEMY ship at range 1? Maybe I"m getting too expensive now...

I'd love to see a Derlin type of token. I think it would be especially nice on squadrons. I also like @FoaS 's idea for the counter-strike tokens on KDY.

How about a Divert Power From Weapons/Engines defence token. The player uses the token to immediately add +2 shields to 1 arc at the expense of either not shooting or not moving on their next activation. The token type (either weapons or engines) would have to be chosen at the start of the game.

1 minute ago, Archangelion said:

How about a Divert Power From Weapons/Engines defence token. The player uses the token to immediately add +2 shields to 1 arc at the expense of either not shooting or not moving on their next activation. The token type (either weapons or engines) would have to be chosen at the start of the game.

Not shooting I could see, not moving though, that is way too useful.

As a future-proof/past-proof way of doing it though, I'd like to see a new defence token added through an upgrade of some sort. So it could be added to previously released ships, rather than being a "latest wave only" defence token.

42 minutes ago, ElSee said:

As a future-proof/past-proof way of doing it though, I'd like to see a new defence token added through an upgrade of some sort. So it could be added to previously released ships, rather than being a "latest wave only" defence token.

I'm out of likes. . . :(

Please stop with the good ideas until I get them back, or I'll forget to like them when I next am able. . .

I support the idea of such a defense token - it's actually rather thematic too, as books are always having their characters do that. I also agree that not moving is too good in most cases. Not firing may be too extreme though. . maybe only 50% of their dice? Remember that in the books when they redirected energy, they didn't take it all, so they could still move, shoot, and increase shields at the same time.

How about a defence token that can remove 2 damage when green (Ready) and one damage when red (Exhausted).

Or

Remove 2 damage when moving at speed 1

Remove 1 damage when moving at speed 2

Remove 0 damage when moving at speed 3 or more

Edited by Kiwi Rat
10 minutes ago, Kiwi Rat said:

How about a defence token that can remove 2 damage when green (Ready) and one damage when red (Exhausted).

Or

Remove 2 damage when moving at speed 1

Remove 1 damage when moving at speed 2

Remove 0 damage when moving at speed 3 or more

As long as it has a turbolaser slot it's worth it

I'm biased, but I'm a big fan of my Deflect and Decoy defense tokens.

Decoy is a 50% chance of a scatter - it may work, it may not.

Deflect is "The defender rolls a number of red dice equal to their current shields on the defending hull zone. For each die that has a hit icon, reduce the damage total by one to a minimum of one."

Oh god, please no more tokens. It would make the game too cumbersome.

Okay. So what if it was movement speed cannot be adjusted (even with a manouver dial or token) but the ship must move ahead at it's its current speed with no yaw adjustments. For weapons fire perhaps discard half the dice in the pool before rolling (rounded up), in exchange for 2 shields in one hill zone.

4 hours ago, FoaS said:

I'm biased, but I'm a big fan of my Deflect and Decoy defense tokens.

Decoy is a 50% chance of a scatter - it may work, it may not.

Deflect is "The defender rolls a number of red dice equal to their current shields on the defending hull zone. For each die that has a hit icon, reduce the damage total by one to a minimum of one."

Adding randomness to a deterministic portion of the game would be a huge non starter for me

2 hours ago, Archangelion said:

Okay. So what if it was movement speed cannot be adjusted (even with a manouver dial or token) but the ship must move ahead at it's its current speed with no yaw adjustments. For weapons fire perhaps discard half the dice in the pool before rolling (rounded up), in exchange for 2 shields in one hill zone.

7 hours ago, Kiwi Rat said:

How about a defence token that can remove 2 damage when green (Ready) and one damage when red (Exhausted).

Or

Remove 2 damage when moving at speed 1

Remove 1 damage when moving at speed 2

Remove 0 damage when moving at speed 3 or more

9 hours ago, Archangelion said:

How about a Divert Power From Weapons/Engines defence token. The player uses the token to immediately add +2 shields to 1 arc at the expense of either not shooting or not moving on their next activation. The token type (either weapons or engines) would have to be chosen at the start of the game.

This sort of stuff would be better as upgrade cards than defense tokens, which are currently all pretty simple and fast to resolve.

I really love the idea of upgrades that take two slots.

Say an upgrade called "Coordinated Effort!" took an Officer slot and a Defensive Retrofit slot and it allows "you may remove one damage card and repair one shield at the beginning of the status phase."

Another might be "Special Modifications" that takes an Officer slot and Weapons Team slot, but it allows you to either "add a turbo laser/ion cannon/ordnance slot or a second modification."

Or another Defense Retro/Officer slot card "Power Team": "Modification: At the start of the game, you may add one extra shield to each hull zone." (didn't check on this, someone may have mentioned it)

Edited by Geodes
Added idea

On the flip side of the redivert upgrade it could also be used to draw power from shields and be put into weapons.

Perhaps by using upgrade cards instead of defence tokens the redivert would be a purchaseable pair of cards (limit of two per ship). Each card requires a counterpart in order to activate, thus taking up two slots.

One would be turbolasers or ion cannons (weapons), the second would be defence (sheilds), the third would be a crew slot (representing engines).

The trade off would be 2 shields on a single hill zone, 50% rounded up for dice pool, essentially no manouver (straight with no yaws).

Dominator draws power from shields for firepower. What about a title/upgrade for another ship(s) that does the opposite?

6 hours ago, EagleScoutof007 said:

Dominator draws power from shields for firepower. What about a title/upgrade for another ship(s) that does the opposite?

That'd be nice! Good point, the mechanic is already built into the game.

On 7/22/2017 at 10:31 PM, Grumbleduke said:

To be really pedantic and a bit late, all of these other than the Hammerhead Corvette go back to at least The Clone Wars. The Gozanti was in Episode I, and the Imperial Light Cruiser first appeared as an Alliance carrier in a '96 sourcebook, later appearing in Star Wars Rebellion/Supremacy. They've all been updated and tinkered a bit for Rebels, but the base ship is pretty old. Even the Hammerhead Corvette is 'inspired' by the KotOR's Hammerhead Cruisers.

Interesting. I'm gonna have to catch up on my research, it looks like.

I think by the end of this we will see an SSD at some point, because I don't think they would be able to end the game (I.E. stop production) without having done one. The ship is such an icon of the Empire, particularly of capital ships. However, I think if we were to see a large ship soon I would hope it would be something like the Bellator, which would fall more in line with the scale. Besides the icon issue, we have already visited the small end of the spectrum with the flotillas, so it makes sense for them to go the other way and visit the big end.

Didn't the imperial light carrier first turn up in The truce at Bakura novel even before the supremacy/rebellion game as a rebel ship? Along with the carrack cruiser...

3 minutes ago, ISD Avenger said:

Didn't the imperial light carrier first turn up in The truce at Bakura novel even before the supremacy/rebellion game as a rebel ship? Along with the carrack cruiser...

Aren't those non canon now?

2 hours ago, ISD Avenger said:

Didn't the imperial light carrier first turn up in The truce at Bakura novel even before the supremacy/rebellion game as a rebel ship? Along with the carrack cruiser...

Sort of. A small Alliance cruiser-carrier was first described in Truce at Bakura (in 1994). It got labelled a Quasar-class in the follow-up source book, but I think the triangular design first appeared in the 1996 "Essential Guide to Vehicles and Vessels." In 1998 it got used as the Alliance Escort Carrier in Supremacy/Rebellion. It's since turned up in a couple of other books before being picked up again in Rebels as an Imperial Carrier. Not sure why they decided to change it rather than using a more specifically-Imperial design, but I guess they liked the look of it.

The Carrack class first appeared in Heir to the Empire. And is a lot more common - turning up in quite a few of the books, and featuring in the 1994 TIE Fighter game and its sequels. It was included in Supremacy/Rebellion as an Imperial ship. I think it's always been treated as an Imperial ship.

2 minutes ago, Grumbleduke said:

Sort of. A small Alliance cruiser-carrier was first described in Truce at Bakura (in 1994). It got labelled a Quasar-class in the follow-up source book, but I think the triangular design first appeared in the 1996 "Essential Guide to Vehicles and Vessels." In 1998 it got used as the Alliance Escort Carrier in Supremacy/Rebellion. It's since turned up in a couple of other books before being picked up again in Rebels as an Imperial Carrier. Not sure why they decided to change it rather than using a more specifically-Imperial design, but I guess they liked the look of it.

The Carrack class first appeared in Heir to the Empire. And is a lot more common - turning up in quite a few of the books, and featuring in the 1994 TIE Fighter game and its sequels. It was included in Supremacy/Rebellion as an Imperial ship. I think it's always been treated as an Imperial ship.

The Carrack is one of those "brick," or "marital aid," ships that I really wish would go through an 'Imperial modernization program' like the Quasar did.

You could also include the Lancer Frigate, Dreadnaught Heavy Cruiser, Ton Falk Carrier, and a few more that aren't coming immediately to mind.

1 minute ago, GrandAdmiralCrunch said:

The Carrack is one of those "brick," or "marital aid," ships that I really wish would go through an 'Imperial modernization program' like the Quasar did.

But then we might end up with another abomination like the Assault Frigate Mk II...

The Strike Cruiser is quite a nice design; less blocky than the Dreadnaught, Carrack and Lancer. Also I've just seen that Rebellion/Supremacy's Liberator Class made it into Age of Rebellion - which means someone at FFG knows it exists and liked it. That gives me hope we might see it eventually in Armada (along with the Dauntless cruiser, Bulwark battlecruiser and so on).

What I'd really like to see, though, is the CC-7700 frigate. That's now "Disney-canon" (mentioned in Tarkin), and would give the Rebels an Experimental Retrofit upgrade slot while being different enough from the Interdictor in play style (a small ship, mainly anti-fighter, perhaps)?