Look, an article!

By geek19, in Star Wars: Armada

3 minutes ago, Ginkapo said:

So you have a comms net flotilla? A flotilla that gets no benefit from any of the fleet commands.

So why exactly do you have fleet commands rather than just using tokens.

Yup. They still suck imo.

Flotillas do get benefits. IF allows them to auto-damage, STM allows them to better survive squad attacks.

Am I seeing a bit of a downside with Thrawn, in that every friendly ship HAS to add one of those revealed in their command stack? Is that top of the stack, or somewhere buried in it?

If you have one ship that really wants an engineering command, everyone is getting one?

Btw, Thanks for the article FFG.

Edited by Jedirev
2 minutes ago, Jedirev said:

Am I seeing a bit of a downside with Thrawn, in that every friendly ship HAS to add one of fuel revealed in their command stack? Is that too of the stack, or somewhere buried in it?

If you have one ship that really wants an engineering command, everyone is getting one?

Btw, Thanks for the article FFG.

You don't add it to the command stack, you reveal it separately. So every ship gets two dials - their native one, and Thrawn's, unless the two are the same, in which case their native becomes a token, as you can't resolve two of the same dial.

Edited by GhostofNobodyInParticular
2 minutes ago, Jedirev said:

Am I seeing a bit of a downside with Thrawn, in that every friendly ship HAS to add one of those revealed in their command stack? Is that too of the stack, or somewhere buried in it?

If you have one ship that really wants an engineering command, everyone is getting one?

Btw, Thanks for the article FFG.

You get a second dial in addition to your top dial. It doesn't replace it. So, it's only a downside in the sense that some ships might not benefit from him every round, but he doesn't actually hurt them.

:ph34r: 'd

Edited by Ardaedhel

I'm excited for the info. We needed it badly here. I haven't been thinking much of this game in quite some time. And truthfully I wasn't super excited for a ISD reprint.

This may get me to run a Pelta. Shame that we're probably 2 months out from having it in hand.

2 minutes ago, Ardaedhel said:

What do you mean? They'll get some benefit from all of the fleet commands... IF's not great for them, but STM, AFFM, and EF all work okay...

STM, IF the flotilla was in the fight taking damage.

IF, IF the flotilla was in the fight to shoot.

EF, IF the comms net flotilla had bomber command and cared about positioning.

AFFM, IF imps had slow non rogue squads.

Well thats a lot of IFs.

1 minute ago, Jedirev said:

Am I seeing a bit of a downside with Thrawn, in that every friendly ship HAS to add one of those revealed in their command stack? Is that too of the stack, or somewhere buried in it?

If you have one ship that really wants an engineering command, everyone is getting one?

Btw, Thanks for the article FFG.

You get the Thrawn dial in addition.

you are still revealing from your stack at the same time.

if however, thrbtheawn fial matches the Stack dial, there is little you can do with them both together. (At best they will count as dial+token as you turn the stack dial into a token and then decide wether you want to use it with the Thrawn dial or not)

2 minutes ago, Ardaedhel said:

:ph34r: 'd

By a Ghost. . . does that count as being ghosted? :)

4 minutes ago, Ginkapo said:

IF, IF the flotilla was in the fight to shoot.

My GR-75s will be the end of you.

11 minutes ago, Ginkapo said:

So you have a comms net flotilla? A flotilla that gets no benefit from any of the fleet commands.

So why exactly do you have fleet commands rather than just using tokens.

Yup. They still suck imo.

One, because tokens are not always available (e.g. Command 1 ships). Two, in IF's case it's arguably better than its token. A CF token gives me a chance on turning a blank red or black useful. It gives me also the opportunity for crits or doubles, but doesn't definitely aren't guaranteed either, and now I can fix two die per attack before anything else (token and IF). It's consistency, something red dice ships like Arqs need.

Just now, GiledPallaeon said:

One, because tokens are not always available (e.g. Command 1 ships).

Irrelevant argument. Chimera is an ISD.

4 minutes ago, Ginkapo said:

STM, IF the flotilla was in the fight taking damage.

IF, IF the flotilla was in the fight to shoot.

EF, IF the comms net flotilla had bomber command and cared about positioning.

AFFM, IF imps had slow non rogue squads.

Well thats a lot of IFs.

1) Increased tactical flexibility. Admittedly, STM is probably the worst, but still helps against overwhelming squadrons.

2) Bring the red dice ones. Or put your blue ones in the fight.

3) Everybody cares about positioning. Take CF instead.

4) Speed 5 TIE Fighters, TIE Bombers, Mauler, Dengar; Speed 4 Lambdas and Bossk. There are lots of options at the fleet-building step to leverage this.

So, yep, lots of IFs. All of them in your control, not the other player's.

11 minutes ago, GhostofNobodyInParticular said:

Flotillas do get benefits. IF allows them to auto-damage, STM allows them to better survive squad attacks.

Jesus, 1 isd banking around 150 points and 8 red die Flotillas running con fire.

2 minutes ago, Ginkapo said:

Irrelevant argument. Chimera is an ISD.

So what? The card applies to the whole fleet. I don't see the argument as irrelevant.

Just now, Ginkapo said:

Irrelevant argument. Chimera is an ISD.

No, it isn't, because we are discussing FCs as a type, and as Fleet Commands, they affect more than the ship they're on.

I will also posit as @Drasnighta did in the article preview thread IF might be one of the more powerful effects. Per ship, it offers the opportunity to double the effect of StM, given enough dice to fix (same as STM requires lost shields to repair).

5 minutes ago, GhostofNobodyInParticular said:

You don't add it to the command stack, you reveal it separately. So every ship gets two dials - their native one, and Thrawn's, unless the two are the same, in which case their native becomes a token, as you can't resolve two of the same dial.

Thanks.

So allows every ship to effectively execute two command dials for three game turns?

I can conceive some insanely tanky builds that would love three turns of bonus repair commands mid-game.

54 minutes ago, AllWingsStandyingBy said:


Oh, I see. I was just looking at the "opening" in the plastic dials, which is depicted at the bottom of each dial (despite the indicator arrow being at the top). So, the arrows are right, they just "assembled" their dials backwards.... heheh.

Don't worry, I did that for a couple seconds, too.

3 minutes ago, GiledPallaeon said:

No, it isn't, because we are discussing FCs as a type, and as Fleet Commands, they affect more than the ship they're on.

Indeed, but once you have an ISD, how many other combat ships do you have?

Which is why they have done this, I just cant help but feel that Ozzel, Motti or Screed would be better.

41 minutes ago, xanderf said:

Yeah, I was really wondering about folks discussing this on large-pool-but-low-number-of-attack lists. Like all fleet commands, it scales better with the number of units using it.

It might scale, but I think it will work better on ships that fire multiple (3+) red dice, rather than just one or two. On a single red die, odds are pretty good that you won't blank. On three red dice, odds are better that you'll get a blank. The value of this card is greater with the greater chance of rolling a blank.

1 minute ago, Mikael Hasselstein said:

It might scale, but I think it will work better on ships that fire multiple (3+) red dice, rather than just one or two. On a single red die, odds are pretty good that you won't blank. On three red dice, odds are better that you'll get a blank. The value of this card is greater with the greater chance of rolling a blank.

So basically arquittens

Someone needs to write an article on the fleet commands.

Its funny, I'll do everything to get Konstantine working, but detest fleet commands having used entrapment once.

1 minute ago, Visovics said:

So basically arquittens

Why not Vader?

3 minutes ago, Ginkapo said:

Why not Vader?

Because they want Jerry-Turns?

5 minutes ago, Ginkapo said:

Why not Vader?

I definitely prefer Vader, I was simply referencing that his odds fit perfectly an arquittens

30 minutes ago, Norsehound said:

I'm a little surprised nobody is talking about this. Ok Xander saw it.

swm29-intensify-firepower.png

Auto 1-damage on everyone with every shot you take? I can think of a reason to put this on the much cheaper Pelta. And stack with all those hammerheads you assuredly bought to claw something apart with.

How about an ISD Cymoon with 9 Gozanti assault carriers? May not be the most effective, but it would be funny to watch a horde of gozantis ripping apart capital ships.

You can get an Assault Pelta and 8 hammerheads with TFA with Dodonna in the lead.

How about Ackbar on the Pelta with 5 TRC90As (and 45 points to spare, so another CR90a, or some cheap squadron cover to keep bombers occupied for a round or two while you dismantle their command ships). That would be 15 long range damage minimum from the 90s alone. CF commands and the dice changing power of the TRC and IF and you can pretty much guarantee 4 dice with results showing. That's terrifying.