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By mcworrell, in Star Wars: Armada

10 minutes ago, Visovics said:

They will give 3 of each Cymoon and Kuat in case you want to run a triple you don't need 3 Chimaera packs

Aaah perfect:)

If only there were a way to move an officer to a different ship, or discard it to gain some other benefit...

6 hours ago, Wetaas said:

The card is a good one, But the weakness of it is that Rebels know what round it is.

Raddus Bomb thinks Governor is Pryceless!!

16 hours ago, RobertK said:

Maybe I wasn't clear. In the mirror match with identical rounds chosen by each player, the first player would do their "Pryce" activation before the second player did their "Pryce" activation (because of the timing rule Dras referred to). That's what I mean by them getting "last-last" activation.

The only tiny hiccup would be the interpretation of "(after all other ships have activated)". In the Pryce mirror match scenario, there is still another ship that hasn't activated.

I've got a question: In a Pryce-mirror-match could both players chose the same round? The card says: "...you may place 1 round token on this card." There should be only 1 round token for every round in the game. So, when the first player chooses round 3, the second player shouldn't be able to chose the same round token, because it's already on the first player's Gov-Pryce-card.

Edit: Just found that was discussed before.

Edited by Triangular

I don't think so. I think the game isnplayed with one set of obstacles, one round indicator (notice tat it is referred as "the" and not "a"), so why not only one set of round tokens?

I think in case of a mirror match the first player chooses his token first, places it on his Pryce's ship and then the second player has to choose from the remaining 5 tokens.

12 hours ago, Drasnighta said:

Neither are objective and victory tokens.

but you know they will be there...

... along with 3 extra dials to use Thrawn.

Why do you need three extra dials?

You have the 3 spare from the Rebel ships in the core set.

6 hours ago, DrakonLord said:

I feel like i must bring this up.....

Govenor Pryce.

Pryce is female......

Should it not be Governess Pryce?

;P

The Empire is gender equal!

18 minutes ago, TheCallum said:

Why do you need three extra dials?

You have the 3 spare from the Rebel ships in the core set.

Because your opponent could be using them?

i just figure they will make it that self contained.

6 hours ago, WhatsArmadaWithYou said:

Is the round token face up? Or face down? Card does not specify.

Also, I really wish this card read "Discard this card for this ship to move last this turn."

For 7 points I think this card should have the flexibility of deciding when to be used (unless the token is face DOWN to prevent opponent from knowing which turn was selected).

There is no "down" facing to the turn tokens. Both sides have a number.

A discard version where you could choose the round in the moment would be game breaking. If you thought Demolisher with Engine Tech radius was bad, BT Avenger with Pryce is far far worse while being utterly brainless to use.

1 hour ago, ovinomanc3r said:

Raddus Bomb thinks Governor is Pryceless!!

Exactly!


Oh, your ISD is forced to go last this turn? Ok let me just land profundity in front of it, along with a corvette, and I suppose the ship profundity came in off of as well.

As long as Raddus bomb is a thing, Pryce will be a complete liability!

Edited by SkyCake

Yay, I love to read rebellious messages first thing in the morning. Imagine dropping a liberty right on the rear of an ISD.... Yes this thought pleases me.

3 minutes ago, Noosh said:

Yay, I love to read rebellious messages first thing in the morning. Imagine dropping a liberty right on the rear of an ISD.... Yes this thought pleases me.

I am 100% imperial player.

However I also said that if Raddus Bomb is legal, no matter if it becomes a thing or not I will make just 1 rebel fleet with him.

Heroic appearances make epic battles. "Epicness" makes star wars what it is.

2 hours ago, ovinomanc3r said:

Raddus Bomb thinks Governor is Pryceless!!

Funny.

21 minutes ago, SkyCake said:

Oh, your ISD is forced to go last this turn? Ok let me just land profundity in front of it, along with a corvette, and I suppose the ship profundity came in off of as well.

Given that Pryce resolves after deployment, this plan is as telegraphed to Pryce as Pryce's plan is to Raddus.

Fortunately Pryce-bae says "may".

So if facing Raddus... she simply says no and sits in her cabin, sulking.

Just now, ovinomanc3r said:

I am 100% imperial player.

However I also said that if Raddus Bomb is legal, no matter if it becomes a thing or not I will make just 1 rebel fleet with him.

Heroic appearances make epic battles. "Epicness" makes star wars what it is.

I'm sure hope it will. Either that , or it's the reason why the wave is delayed because they didn't like the raddus bomb being a thing and they are currently re tooling the cards that allow it to be a thing.

2 minutes ago, Green Knight said:

Fortunately Pryce-bae says "may".

So if facing Raddus... she simply says no and sits in her cabin, sulking.

To me, she seems like the sort to say "Eff it, We'll do it anyway!" and select Turn 1 or 6.

Edited by Drasnighta
24 minutes ago, SkyCake said:

Exactly!


Oh, your ISD is forced to go last this turn? Ok let me just land profundity in front of it, along with a corvette, and I suppose the ship profundity came in off of as well.

As long as Raddus bomb is a thing, Pryce will be a complete liability!

You ways set Pryce to turn one or turn six in the event that you have been out deployed or are playing Hyperspace assault or a Raddus bomb.

Actually reading the text you don't have to set a turn at all if you wish. Wastes 7 points but avoids nasty side effects of using her.

jHlEOtv.jpg

Just now, Mad Cat said:

You ways set Pryce to turn one or turn six in the event that you have been out deployed or are playing Hyperspace assault or a Raddus bomb.

Actually reading the text you don't have to set a turn at all if you wish. Wastes 7 points but avoids nasty side effects of using her.

jHlEOtv.jpg

Hehe yeah, I can barely convince myself to take flight controllers because sometimes it's a complete waste... I'm thinking I'll have that same problem 10x with price because in some scenarios she isn't just a waste, but a total liability

11 minutes ago, Green Knight said:

Fortunately Pryce-bae says "may".

So if facing Raddus... she simply says no and sits in her cabin, sulking.

Lol

Pryce looking from her ship's bridge. There was no rebel fleet at sigh... she turned to her second in command:

- It's a trap!

Another small point in her favour is the timing of the token placement - it is after deployment, so you do get to see what your opponent's fleet is doing before deciding when her ability will be most useful.

1 hour ago, Drasnighta said:

To me, she seems like the sort to say "Eff it, We'll do it anyway!" and select Turn 1 or 6.

Isn't turn 6 going to be a bad idea as it'll prevent a ship on a brink of death to nav or engineer away?

Just now, PT106 said:

Isn't turn 6 going to be a bad idea as it'll prevent a ship on a brink of death to nav or engineer away?

Only if you haven’t goaded your enemy into holding onto the Raddys ship until the last moment and you’ve headhunted the fish man.

Turn 6 isn’t dangerous when you win in 5 turns......

Of course, I only speak as someone who loses in those situations

1 minute ago, Drasnighta said:

Only if you haven’t goaded your enemy into holding onto the Raddys ship until the last moment and you’ve headhunted the fish man.

Turn 6 isn’t dangerous when you win in 5 turns......

Of course, I only speak as someone who loses in those situations

All true, I speak from my own perspective of ISD flagship often flying away with 2-6 hullpoints at the end of the game.

I’ve recently gone through a very rough patch where I hadn’t killed an enemy ISD for close to 6 months.

Killed everything else, never the isd, and always lost the game over it.