Look, an article!

By geek19, in Star Wars: Armada

It's about changing your tokens when you change fleet commands; if you keep just one token and fleet command, you're only using half of the amazingness.

8 minutes ago, The Jabbawookie said:

It's about changing your tokens when you change fleet commands; if you keep just one token and fleet command, you're only using half of the amazingness.

Ah. Well, if you don't care about changing fleet commands, then it's a nonissue.

You'll need a GZ with comms net for this trick. Based on the timing of Chimaera vs every fleet command, you have to Flip (command phase) > Use (ship phase), so going to another command means you need to queue up the token you want on Chimaera before the command phase of the next turn, when you flip the card. You're telegraphing your intentions by doing so (unless you conflagerate the issue by beaming a bunch of tokens to Chimaera). I wonder if you can put together a fleet that utilizes all that commands you're cycling out (or holding as a contingency), or if it's simpler to dedicate your fleet to one command, stick 7-point Yularen on the ISD, and be done. Most likely that command will be Intensify Firepower.

It would be a different matter if you burned the command card and get a replacement, but the token requirement means some timing specifics and a little extra points to set up the token economy.

Great article! Congrats again JJ was good to read about the process.

The revealed cards really seem to hit the spot as well.

I wonder if one of the mc75 titles grants a fleet command slot? Or maybe one of the officers?

30 minutes ago, Snipafist said:

I think you would preferably need both Wulff and a Comms Net Gozanti

I do agree I guess I was getting at wulf let's the comms net flotilla pull double duty on turns your going to keep the same fleet command so it's not just a comms net to feed the ISD it can be a pocket carrier or a comms net for other ships.

Maybe it's because I never play Rebels, but I'm not too wowed by gaining the fleet command slots compared to the other stuff in the expansion. They feel like they just fit the Rebel playstyle better (often more activations, slower fighters, etc.) Is there something I'm not seeing, or are they just better than I'm giving them credit for?

If you're going to cycle commands I don't think you need Wulf. If you've set up a GZ to pass different command tokens to the ISD anyway, it can just pass the same command over it did last turn.

Quote

Maybe it's because I never play Rebels, but I'm not too wowed by gaining the fleet command slots compared to the other stuff in the expansion. They feel like they just fit the Rebel playstyle better (often more activations, slower fighters, etc.) Is there something I'm not seeing, or are they just better than I'm giving them credit for?

I wasn't wowed by fleet commands myself, and then I considered IF on a Pelta with every red-dice throwing spam ship in the Rebellion. Now I have reason to take them very seriously.

If nothing else, that extra guarantee of 1 damage on every shot (yes, both of them) is still pretty good. DCap VSDs with gunnery teams spraying targets down are going to like that control to mitigate any blanks out of the red dice. Besides if the Rebels are going to have access to this, the Empire's going to need a fleet command of their own to keep up.

Edited by Norsehound
1 hour ago, Norsehound said:

Am I missing something? With Chimaera and Yularen, first turn bank a concentrate fire and then continue to use Yularen in place of that token for the duration of the game. You spend the command token at the beginning of the turn, exhaust Yularen, and now you have a copy of that token back. Yularen's timing is also such that MS-1s won't be able to stop him, either.

Chimaera lets you change fleet command, which means changing token. That’s all,

if you are using the title to access fleet commands and not intending to change command, you are not getting points mileage for some, that’s all ?

10 hours ago, GhostofNobodyInParticular said:

Unfortunately, that would kill the Pelta in most lists.

Edit: But think of the potential for a Tank HMC80AC with StM!. . . :)

But think about an upgrade like this: You gain one Fleet Command icon in your upgrade bar. This card can only be equipped to large ships and ships that have already a Fleet Command icon in their upgrade bar. Pelta would not be obsolete, no!

1 minute ago, Darth Veggie said:

But think about an upgrade like this: You gain one Fleet Command icon in your upgrade bar. This card can only be equipped to large ships and ships that have already a Fleet Command icon in their upgrade bar. Pelta would not be obsolete, no!

For the most part. A 2-FC Pelta would be amazing (until it dies). But my point is, if you can give it to any other ship, then you can remove an unnecessary Pelta. Like, say you have Ackbar. He wants IF with 1 HMC80 and as many TRC90s as he can fit. He doesn't want a Pelta in that fleet, but he has to take it for IF. If the HMC80 can take IF, however, the Pelta is no longer necessary.

35 minutes ago, Drasnighta said:

Chimaera lets you change fleet command, which means changing token. That’s all,

if you are using the title to access fleet commands and not intending to change command, you are not getting points mileage for some, that’s all ?

giphy.gif

If you aren't going to be meaningfully changing your fleet commands around (beyond just starting with a cheap one then jumping to a 6-pointer to save a point, but otherwise staying there all game), you're wasting half the value of the Chimaera title and probably should've just gone with a Cymoon and saved the points and freed up the title slot.

Plus a Comms Net Gozanti is solid support in most fleets anyways, especially one with a points-heavy ship like an ISD. I don't think it's a big imposition. It's not as though passing tokens is all it does, but it would certainly be helpful for the first round or two at the very least and it gets the Chimaera loaded up so more of the fleet commands are possibilities if/when you need then.

Forgive me, but why are people keen for IF on TRC90's for "3 guaranteed damage"? The TRC already changes a Black to a Hit-Hit/Crit, therefore to even need the IF, you will need to roll double Blacks (or Accuracy when it isn't wanted) [Math: 3/8 x 3/8= 0.14]. Thus you have an 86% chance of NOT needing IF from 2 red dice .

Throw in a 3rd red dice , ie the side arc, or a C.F. red dice: you need at least 2 out of 3 to be Blank to use IF [Math: 3/8 x (1-5/8 x 5/8) = 0.33]. Thus you have a 67% chance of NOT needing IF. Those are figures that assume Accuracy are useless, which in many cases they are not.

I am looking forward to IF more for ships like Nebulon B, Hammerhead, AFM2 (and of course the Pelta itself), which I don't want to equip TRC thus can spare their only Evade token. In this case you only need one Black to utilize IF, thus the math on 2 red dice unmodified [Math: 5/8 x 5/8= 0.39] equates to a 39% of NOT needing IF.

With 3rd red dice of Nebulon/AFM2/C.F HH [Math: 5/8 x 5/8 x 5/8= .24] means 24% chance of NOT needing IF.

52 minutes ago, Divad said:

Forgive me, but why are people keen for IF on TRC90's for "3 guaranteed damage"? The TRC already changes a Black to a Hit-Hit/Crit, therefore to even need the IF, you will need to roll double Blacks (or Accuracy when it isn't wanted) [Math: 3/8 x 3/8= 0.14]. Thus you have an 86% chance of NOT needing IF from 2 red dice .

Throw in a 3rd red dice , ie the side arc, or a C.F. red dice: you need at least 2 out of 3 to be Blank to use IF [Math: 3/8 x (1-5/8 x 5/8) = 0.33]. Thus you have a 67% chance of NOT needing IF. Those are figures that assume Accuracy are useless, which in many cases they are not.

I am looking forward to IF more for ships like Nebulon B, Hammerhead, AFM2 (and of course the Pelta itself), which I don't want to equip TRC thus can spare their only Evade token. In this case you only need one Black to utilize IF, thus the math on 2 red dice unmodified [Math: 5/8 x 5/8= 0.39] equates to a 39% of NOT needing IF.

With 3rd red dice of Nebulon/AFM2/C.F HH [Math: 5/8 x 5/8 x 5/8= .24] means 24% chance of NOT needing IF.

I like the redundancy. My dice are generally horrible, so knowing that no matter what, I can deal 4 damage from a TRC90 double-arc, before CF, makes me happy. If I don't need to use IF, or less likely, TRC, even better. But at least I know that my attacks are sure to count.

1 hour ago, Divad said:

Forgive me, but why are people keen for IF on TRC90's for "3 guaranteed damage"? The TRC already changes a Black to a Hit-Hit/Crit, therefore to even need the IF, you will need to roll double Blacks (or Accuracy when it isn't wanted) [Math: 3/8 x 3/8= 0.14]. Thus you have an 86% chance of NOT needing IF from 2 red dice .

Throw in a 3rd red dice , ie the side arc, or a C.F. red dice: you need at least 2 out of 3 to be Blank to use IF [Math: 3/8 x (1-5/8 x 5/8) = 0.33]. Thus you have a 67% chance of NOT needing IF. Those are figures that assume Accuracy are useless, which in many cases they are not.

I am looking forward to IF more for ships like Nebulon B, Hammerhead, AFM2 (and of course the Pelta itself), which I don't want to equip TRC thus can spare their only Evade token. In this case you only need one Black to utilize IF, thus the math on 2 red dice unmodified [Math: 5/8 x 5/8= 0.39] equates to a 39% of NOT needing IF.

With 3rd red dice of Nebulon/AFM2/C.F HH [Math: 5/8 x 5/8 x 5/8= .24] means 24% chance of NOT needing IF.

Because red dice ignore statistics.

1 hour ago, Divad said:

Forgive me, but why are people keen for IF on TRC90's for "3 guaranteed damage"? The TRC already changes a Black to a Hit-Hit/Crit, therefore to even need the IF, you will need to roll double Blacks (or Accuracy when it isn't wanted) [Math: 3/8 x 3/8= 0.14]. Thus you have an 86% chance of NOT needing IF from 2 red dice .

Throw in a 3rd red dice , ie the side arc, or a C.F. red dice: you need at least 2 out of 3 to be Blank to use IF [Math: 3/8 x (1-5/8 x 5/8) = 0.33]. Thus you have a 67% chance of NOT needing IF. Those are figures that assume Accuracy are useless, which in many cases they are not.

I am looking forward to IF more for ships like Nebulon B, Hammerhead, AFM2 (and of course the Pelta itself), which I don't want to equip TRC thus can spare their only Evade token. In this case you only need one Black to utilize IF, thus the math on 2 red dice unmodified [Math: 5/8 x 5/8= 0.39] equates to a 39% of NOT needing IF.

With 3rd red dice of Nebulon/AFM2/C.F HH [Math: 5/8 x 5/8 x 5/8= .24] means 24% chance of NOT needing IF.

Have you ever played or played against a TRC90 swarm? You must deal damage with every attack because you're only dealing out 2-3 damage per attack. If you can't deal out consistent damage, you're not going to kill anything.

In regards to your math, I think something is off, but I don't know what. What I do know is you will have 3-4 dice at long, or 5-6 dice at medium with a double arc. So that's 4 red with CF which averages 3 damage. TRC boosts it to 4, and IF ensures you maintain 4 or 5 damage, per ship per round. And if you have 4 TRC90s, that's 16 red dice which comes to 6 "dead" dice (blanks and Acc), which means you are paying 1 point per damage on average, which is pretty **** good.

Also, you can't TRC black dice. I think you meant blank.

3 hours ago, Snipafist said:

giphy.gif

If you aren't going to be meaningfully changing your fleet commands around (beyond just starting with a cheap one then jumping to a 6-pointer to save a point, but otherwise staying there all game), you're wasting half the value of the Chimaera title and probably should've just gone with a Cymoon and saved the points and freed up the title slot.

Plus a Comms Net Gozanti is solid support in most fleets anyways, especially one with a points-heavy ship like an ISD. I don't think it's a big imposition. It's not as though passing tokens is all it does, but it would certainly be helpful for the first round or two at the very least and it gets the Chimaera loaded up so more of the fleet commands are possibilities if/when you need then.

Veteran captain can be a cheaper replacement to Wulff but Aresko may be better if you wish to change Fleet commands often. One of your other ships selects the command you wish to start using and Aresko gives you the appropriate tioken. Having Hondo on any other ship can be a nice cheap method to change your Chimera's command token.

Also, dont forget hondo. He is always three if you need a helping hand, especially if you need a specific token to feed fc. The other token can go to comms net gozanti to save It for later use on any of your ships.

Edited by Coldhands

If I am giving my opponent anything other than a choice between which poor tactical decision to make, then I have done something wrong.

So I do not use Hondo.

7 minutes ago, Drasnighta said:

If I am giving my opponent anything other than a choice between which poor tactical decision to make, then I have done something wrong.

So I do not use Hondo.

Wait, wait....aren't you always saying that, while your rules mojo is astronomical, your actual game play is abysmal?? By this reckoning, perhaps you should have Hondo in every fleet you assemble! ????

7 minutes ago, Darth Lupine said:

Wait, wait....aren't you always saying that, while your rules mojo is astronomical, your actual game play is abysmal?? By this reckoning, perhaps you should have Hondo in every fleet you assemble! ????

I spelt it out in particular, previously, in reference to the Nose Punch.

Hondo, for all of his benefit to you, allows your enemy to avoid the trap you have set in one of two ways.

Also, my gameplay is pretty good. It’s the fact that my dice are “statistically abysmal “ that really holds me back.

Also, lack of practice right now, too.

27 minutes ago, Drasnighta said:

If I am giving my opponent anything other than a choice between which poor tactical decision to make, then I have done something wrong.

So I do not use Hondo.

Sometimes we all gotta work with people we don't want to because they provide Yavaris a squadron token.

Just now, geek19 said:

Sometimes we all gotta work with people we don't want to because they provide Yavaris a squadron token.

That officer slot is always so contested. On every ship.

i find that, although he is cheap, I’ll spring for points to do something more effective overall...

But I also don’t run Yavaris too often... We were kinda beat down by it as a group as someone was prepping for a major tourney...

3 minutes ago, geek19 said:

Sometimes we all gotta work with people we don't want to because they provide Yavaris a squadron token.

agreed

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erm... whats the usual time frame from when a product goes up for pre order?

like the Chiemear has today :P

11 minutes ago, slasher956 said:

erm... whats the usual time frame from when a product goes up for pre order?

like the Chiemear has today :P

Anywhere between now and the rise of the Galactic Empire

15 minutes ago, Drasnighta said:

That officer slot is always so contested. On every ship.

My current build has every officer slot filled, so I can sympathize. With Toryn Farr, Raymus Antilles, Hondo, Leia, and Ahsoka (just for named characters!) there's a huge amount of officer slot options.... Which I like, as it feels more star wars-y when I get famous names to contribute.