Cards that you've forgotten what they do.

By ianediger, in Star Wars: Armada

List cards that you've forgotten what they do, and maybe an anecdote about what happened when you realized why they were forgotten.

For example, Point Defense Reroute. I thought it was close-medium for the crit reroll, and was going to write an article on potential uses for it. Turns out PDR is close only.

I honestly don't know/care about cards that don't relate to carrier builds or gun teams

All of them that I'm not actively reading! It's terrible and the guy I play against gets so frustrated with me..

Joking aside.. will there be a fix for some of these cards? How would that happen without a reprint? There are some that I would love to love but for whatever reason seem to have been left behind.

I'm getting better at it now but when I first started to use Rieekan I would just forget about him and take ships & squadrons off the table.

Major Rhymer. I keep wanting to add him to my Imperial bomber lists, then I remember they cut his balls off. I may try using him anyway. I miss the good Major.

He still has his uses, being able to bomb ships at Close range instead of distance 1 is still useful, just not as OP as being at medium range.

... wish I could forget how some cards work.

10 minutes ago, Karneck said:

He still has his uses, being able to bomb ships at Close range instead of distance 1 is still useful, just not as OP as being at medium range.

I never used him (almost never use any TiE Bombers) but a few in my local meta did, but the general thought was that he was only really good at attacking ships that could not attack him back (Black AA), now that he can not do that no one here thinks he is worth even ten points.

I think that if this was the Rhymer they made when they released him we would still see him quite a bit.

The added range serves to make the ball harder to pin down because they can spread farther out, as well as fit more bombers overall into whatever portion of the arc you want to target.

For that ability and the defense tokens he is well worth his points if you are investing heavily in bombers.

More than anything I think it is the latter point- investing heavily in bombers- that has fallen by the wayside. With sloane making the huge dice pool AS build not be a waste after taking 134 points of bombers off the table, putting all your eggs into the bomber basket isnt as safe of a choice as it once was. If and/or when it becomes less of a liability to run big bomber balls Rhymer will be right back where he was. At least for myself.

Edited by BrobaFett

I'm considering making space for the good Major in my Sloane ball. I often find myself space-constrained in trying to get my pile of fighters into position to shoot the same hull zone, particularly while simultaneously trying to avoid overlapping AA. I might take the Major out for a whirl to see how much he helps alleviate that.

Problem in this case is definitely opportunity cost: who would I replace that would be worth less than Rhymer? Mauler? A pair of Interceptors? Soontir? Yeeesh...

2 hours ago, Ardaedhel said:

I'm considering making space for the good Major in my Sloane ball. I often find myself space-constrained in trying to get my pile of fighters into position to shoot the same hull zone, particularly while simultaneously trying to avoid overlapping AA. I might take the Major out for a whirl to see how much he helps alleviate that.

Problem in this case is definitely opportunity cost: who would I replace that would be worth less than Rhymer? Mauler? A pair of Interceptors? Soontir? Yeeesh...

Do it! :) Otherwise QLT-equipped ships may eat Sloane ball alive and Rhymer still counters QLT.

Han Solo...

My opponent had him in the CC campaign. And i knew: rogue, can move first, has two brace. You know, the important stats.

But i forgot the grit. And i tried to pin him down with a squadron. He just moved away in the squadron phase, moved again at the start of the ship phase (was out of range of all my squadrons this way), and was next to my ship and his Sato said thanks, and gave me a nice long shot.
Sadly i had enough squadrons to pin him down. I just thought: one is enough.

But on the other hand, a lot of my opponents forget that Stele has as well grit. It can really be a bad suprise, when he suddenly runs of and hunt down the ships.

Edited by Tokra
44 minutes ago, Tokra said:

Han Solo...

My opponent had him in the CC campaign. And i knew: ok, rogue, can move first, has two brace. You know, the important stats.

But i forgot the grit. And i tried to pin him down with a squadron. He just moved away in the squadron phase, moved again at the start of the ship phase (was out of range of all my squadrons this way), and was next to my ship and his Sato said thanks, and gave me a nice long shot.
Sadly i had enough squadrons to pin him down. I just thought: one is enough.

But on the other hand, a lot of my opponents forget that Stele has as well grit. It can really be a bad suprise, when he suddenly runs of and hunt down the ships.

I regularly forget that my YV666's dont have grit.

They really should

Glad II - those blue dice are awesome!

Raider II - I forgot the raider had two versions.

:P

I often forget which of the MC30 titles is which.

I often forget exactly what Mon Mothma does, since she does several individual things.

I don't remember any of the Ion Cannons except for Leading Shots (doesn't count) and SW-7 (the one everyone uses when they aren't using LS).

I do remember how nuRieekan works, but I play against people who don't.

Rebel only cards. I don't collect Rebels so I usually have to check. Rieekan keeps a ship alive until the end of the round and Ackbar lets you shoot better out of the side but you can only have one shot. That's about the sum of my knowledge!

Actually it hasn't handicapped my play, I win some against rebels and I lose some. In friendly games against my gaming buddies we usually discuss fleets before we start anyway and two of them only collect rebels, so often it's the same for both sides.

As an aside I think both Armada and X Wing play so much better when it's Imperials versus Rebels. It seems much more sensible too.

Ackbar is shoot better out the side, and can only shoot out the side if you do... totally still get your two shots, just it has the regular restrictions plus the can only use sides restriction added. ?

Dodonna.

Always Donny. Oldest commander, still can't remember.

5 hours ago, Drasnighta said:

Ackbar is shoot better out the side, and can only shoot out the side if you do... totally still get your two shots, just it has the regular restrictions plus the can only use sides restriction added. ?

Ah right, thanks for that. Proves my point though. If it's rebel it's not in my cupboard lol. I just ask at the start of the game which rebel admiral I'm facing and what does he do? My opponent does likewise if I'm not using Motti and we have at it.

On 28/9/2017 at 6:20 AM, Karneck said:

He still has his uses, being able to bomb ships at Close range instead of distance 1 is still useful, just not as OP as being at medium range.

I dont like that the nerfed Rhymer too, now I cant use my "Evades" against his attacks ;)

32 minutes ago, Kiwi Rat said:

I dont like that the nerfed Rhymer too, now I cant use my "Evades" against his attacks ;)

Genevieve-OReilly-as-Mon-Mothma-in-Rogue

26 minutes ago, Ardaedhel said:

Genevieve-OReilly-as-Mon-Mothma-in-Rogue

Why do I sense a very unsubtle "You have forgotten the face of your father" in your comment haha?

Her face is absolutely perfect in that picture for the situation, though. I laughed for the first time in days...

On 9/28/2017 at 7:22 AM, Ginkapo said:

I regularly forget that my YV666's dont have grit.

They really should

Hmmm...

yv-666-1.png

I'd say they do have grit...

Just now, Thrindal said:

Hmmm...

yv-666-1.png

I'd say they do have grit...

See, even people who claim to use it forget what it does. It's that bad.