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By mcworrell, in Star Wars: Armada

6 minutes ago, Ardaedhel said:

Either way, though, there is no issue with interpreting a Pryce/Pryce matchup. P1's Pryce goes before P2's.

Agreed, although I would still expect it to be clarified in the FAQ (due to the extra text adding some uncertainty) :)

2 minutes ago, Alzer said:

Am i? :P

Or discounting it too early. I currently think that she's more likely to be effective on Quasar than on ISD.

2 hours ago, Church14 said:

Let me be clear around my griping. On anything but AvengerBT, I really like this card. I’m actually considering how/if it would be useful to delay a Sloane QF Alpha Strike. Sit outside of response range while your opponent activates and doesnt do jack with their squad commands and then respond with impunity?

Agreed. Amusingly enough, this could be a clear answer to my thread about how to take on the Rebel 3+2 builds by letting a bunch of squadrons hit after all the ships have activated.

Hmmm, this does actually show some legs. Lots of things to think about doing with some odd stuff:

Making Tagge Great ‘Again’

Tagge and pryce

Faction: Galactic Empire
Points: 390/400

Commander: General Tagge

Assault Objective: Opening Salvo
Defense Objective: Fire Lanes
Navigation Objective: Sensor Net

Victory II-Class Star Destroyer (85 points)
- Dominator ( 12 points)
- Governor Pryce ( 7 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 127 total ship cost

Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost

[ flagship ] Arquitens-class Light Cruiser (54 points)
- General Tagge ( 25 points)
- Turbolaser Reroute Circuits ( 7 points)
= 86 total ship cost

Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 58 total ship cost

3 Lambda-class Shuttles ( 45 points)
1 Valen Rudor ( 13 points)

I concede I may be incorrect on the round tokens, and I'd very much like to see an FAQ on it*.

Another fun use could be putting Pryce on a decked-out Quasar. With EHBs, the Squall title, a squadron token, etc., you can get a guaranteed last activation that lobs 6 squadrons (Rhymer+friends, perhaps, probably a source of Intel) at an enemy ship at the bottom of turn 2 for which non-Rogues have no good response.

*Haha, I made a joke. We don't even have the wave 6 FAQ yet.

3 hours ago, Ginkapo said:

"Lets" is debatable.

I like the "must" in there.

@JJs Juggernaut You have a strong contender for best card designer, this is good.

Price is also optional to use... until you choose to use her. :P

I'm wondering whether Director Isard might be a viable option here? Knowing when your opponent has maneuver commands lined up might let you counteract them in order to get Pryce in the right place at the right time?

3 hours ago, Funny Defcon said:

check out the gunnery teams link in the article....something is not right with the card....lol

They also screwed with the ship token. The image should be provided by ebay lol.

hopefully they fix it.

3 hours ago, GammonLord said:

Ahhhh.... OK..... Im gonna quickly go dig in the garage....

(Great way to get under-used tokens back in the game! Yaaaay!)

Take another die and done.

Also they will provide the token as they suppose we are using the core ones.

2 hours ago, PT106 said:

This is exactly what I was referring to. First player Price activates, there is still an unactivated ship so she has to delay her ship activation. Second player Price activates and does the same. first player Price activates and ...

No, clearly they both go simultanepusly.

@Drasnighta and @PT106 brings Governor Price.

Both choose the same round.

Dras is first so he have to activate before PT. He activates and trigger VaderBT to discard PT's Price. PT's brain explodes! :P

Jokes aside I agree. They added the "clarification" on the card screwing it. Without that parenthesis it would be quite clear I think.

22 minutes ago, Tayloraj100 said:

No, clearly they both go simultanepusly.

Agreed. I was paying more attention on satisfying the extra condition that was specified. If one reads it as a clarification (which is reasonable), all is good.

25 minutes ago, Tayloraj100 said:

No, clearly they both go simultanepusly.

I had "simultanepusly" one time. Penicillin works miracles

1 hour ago, thecactusman17 said:

Agreed. Amusingly enough, this could be a clear answer to my thread about how to take on the Rebel 3+2 builds by letting a bunch of squadrons hit after all the ships have activated.

It's funny, but I saw the card and instantly thought of that thread. It will definitely cause hesitation with extending the aces. It'll take some smarts to get the most out of Pryce against that particular build and it's not just an instant fix. I like it.

Hmm....

  • Toryn Farr (7 pts, unique):
    • Awesome ability
    • Usable multiple times per game, usually more than 15, sometimes over 30
  • Pryce (7 pts, unique):
    • Really awesome ability
    • Usable once/game
    • Telegraph the round this ship attacks
    • Telegraph activation order for your best ship on that round
    • Give opponent easy chance at avoiding this card entirely
    • Not usable on the ship it's best suited for (Demolisher)

For 7 points? At least let it be used 2 times per game, or better yet, choose odd or even rounds. They went over-board on keeping this card in check.

20 minutes ago, Thraug said:

Hmm....

  • Toryn Farr (7 pts, unique):
    • Awesome ability
    • Usable multiple times per game, usually more than 15, sometimes over 30
  • Pryce (7 pts, unique):
    • Really awesome ability
    • Usable once/game
    • Telegraph the round this ship attacks
    • Telegraph activation order for your best ship on that round
    • Give opponent easy chance at avoiding this card entirely
    • Not usable on the ship it's best suited for (Demolisher)

For 7 points? At least let it be used 2 times per game, or better yet, choose odd or even rounds. They went over-board on keeping this card in check.

Pryce on an ISD can give you the opportunity to first/last something with no response. While this can be done now, usually it means sacrificing larger or more powerful ships in order to maintain activation advantage. Pryce on an ISD can queue up absurd amounts of dice that can be thrown consecutively without a response (8+8 on a single target from one arc, 8+8 on one with 8+8 on another with gunnery teams, 8+4+8+4 on one ship if double arced).

While this can be avoided and planned for, reactionary use would be devastating. Tie this to any combination of cards, and you could see enough damage to drop a Rebel large ship at full health along with something else. Toryn's ability is fantastic, but you have time to react before you see 16+ dice.

**I should highlight I added in the "reactionary" bit more in response to those concerned about revealing what round it is used right off the bat. The "being able to react before seeing so many dice" bit is the response keyed toward Toryn.

Edited by Astrodar
Clarification
18 minutes ago, Thraug said:

Hmm....

  • Toryn Farr (7 pts, unique):
    • Awesome ability
    • Usable multiple times per game, usually more than 15, sometimes over 30
  • Pryce (7 pts, unique):
    • Really awesome ability
    • Usable once/game
    • Telegraph the round this ship attacks
    • Telegraph activation order for your best ship on that round
    • Give opponent easy chance at avoiding this card entirely
    • Not usable on the ship it's best suited for (Demolisher)

For 7 points? At least let it be used 2 times per game, or better yet, choose odd or even rounds. They went over-board on keeping this card in check.

Interesting approach.

18 points provides last activation for your best ship EVERY round (or the round you need it) so... 3 points per each last activation? Almost 4 for The Empire. Not guaranteed though.

However that upgrade is not to win the activation war rather than help fleet which doesn't want it to deal against those which does.

My interpretation is that if player one chooses round three to use Pryce, the second player will need to choose a different round to activate their Pryce. That’s how I will play it until there is official clarification to dispute this interpretation.

I'm not sure that Pryce gives you enough aid against a high-activation fleet to go first. In fact, I think she desperately wants to go second. Lets go through two situations, where the Governor is leading an ISD on a low-activation fleet (3 activations), and playing against a high-activation fleet (6 for sake of discussion).

Case 1) Pryce's fleet goes first. She calls turn 3 as her "going last" turn. P2 can activate 3 ships after Pryce's ship on T2, and every one of them can shoot and scoot on T3 before Pryce can activate on T3. Pryce can then activate at the end of T3 and beginning of T4, assuming she lived to get her activation at all.

Case 2) Pryce's fleet goes second. She judges T2 to be the critical line-up turn for player 1, and decides to go last on that turn. Now she gets to react to how P1 moved, and has an opportunity to counter-strike P1's T2-last/T3-first. Nonetheless, careful navigation by P1 could still set up for at T3-last/T4-first, or can strike a target that is not backed up by Pryce's ship. If Pryce is driving a sizable bomber wing, then she may be able to have enough reaction range to lay some hurt down on her critical turn. However, if she exercises her prerogative too late, then she still suffers from the activation order problem in Case 1: P1 can move two ships without answering to P2 on N-1, and then activate 4 ships before Pryce can activate on turn N. If she goes too early, then P1 can wait her out.

Bottom line: The delayed turn is an opportunity for the opponent to get several whacks onto her in a situation where she cannot dodge out of the way. The only way to survive it is to have nearby support that can answer the enemy's late movement in the prior turn. A triple-Vic list might work. As would an ISD backed by a pair of min-spec Vic-I's. But 2x ISD? I don't think that'll fly: You need to cover both flanks to avoid the activation hole.

5 pages off of 1 card. See FFG, SEE!!!1!!! Small bits get us talking like crazy, keepem coming :)

5 minutes ago, ninclouse2000 said:

My interpretation is that if player one chooses round three to use Pryce, the second player will need to choose a different round to activate their Pryce. That’s how I will play it until there is official clarification to dispute this interpretation.

And if round tokens are included in the box?

Because you seem to be underwriting things a little.

i mean, if there is only one set of round tokens ever, and you have to share them to the pointy hay the same round cannot be chosen...

... wouldn’t that mean any chosen rounds wouldn’t happen becsusr you couldn’t place the round token in the correct place because it’s already on Pryce?

Edited by Drasnighta

With the telegraph and the 1 use I don't see this getting into my list. Far too easy for an opponent to plan for and react to this card.

7 minutes ago, Drasnighta said:

And if round tokens are included in the box?

Eh...but they aren't? We've already seen the tokens included in the box:

swm29_spread.png

...no turn tokens there.

Just now, xanderf said:

Eh...but they aren't? We've already seen the tokens included in the box:

swm29_spread.png

...no turn tokens there.

Neither are objective and victory tokens.

but you know they will be there...

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

11 minutes ago, Drasnighta said:

Neither are objective and victory tokens.

but you know they will be there...

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

This box is gonna weigh almost as much as the core set.... Ship, Squads, 3 Ship Tokens, 6 Ship Cards, 6 Dials, all the ancillary stuff. By far the most content of any box outside the Core.

Befitting a mere repaint, eh?