MC85 VS Resurgent Class - How would you design them for Armada - Possible Spoilers

By GrandAdmiralCrunch, in Star Wars: Armada

Up front I want to reiterate that there may be Spoilers in this thread. If you want to remain spoiler free, you may want to stay clear till after you see the movie.

With that said - The Contenders:

Resurgent Class Star Destroyer

Manufacturer: Kuat-Entralla Engineering

Length; 2,915.81m

Weapons: 1,500 to 3,000+ turbolasers, ion cannons, and missile launchers

VS

MC85 Star Cruiser

Manufacturer: Mon Calamari Shipyards/Corellian Engineering Corporation

Length: 3,483.39m

Weapons: 18 Heavy turbolasers, 18 Heavy ion cannons, 12 point defense lasers, 6 proton torpedo launchers

Wow... those had better be some next level Heavy weapons because the MC85 looks severely outgunned.

Edited by GrandAdmiralCrunch

Here's my take on the Resurgent. Definitely hasn't been balanced yet.

Fore Section: http://kdyards.com/ships.view.php?id=1545

Aft Section: http://kdyards.com/ships.view.php?id=1546

And you didn't ask for it, but here's the Mandator-IV Dreadnought. Again, still hasn't been balanced.

Fore: http://kdyards.com/ships.view.php?id=4520

Aft: http://kdyards.com/ships.view.php?id=4521

Auto-Cannons: http://kdyards.com/upgrades.view.php?id=4522

Edit: Wohooo!!! 1000 posts!!!!!

Edited by ianediger
1000th post! Yayyyyy!!!!!!!

Who needs big guns when one x wing and a bunch of the slowest, worst designed bombers can take down a dreadnought :(

2 minutes ago, RikkiP said:

Who needs big guns when one x wing and a bunch of the slowest, worst designed bombers can take down a dreadnought :(

That’s what fighter screens are for. Where was the CAP? The fighters should have been in the air 5 minutes earlier.

11 minutes ago, RikkiP said:

when one x wing

That's kinda an unfair description, I mean, as far as I can tell Poe has more confirmed on screen kills than anyone else in the series. (not including mass kills like deathstars.... those still only count as 1). He makes wedge and Luke look like punk wannabes.

I'm calling it now, unconfirmed spess monk.

That's the big episode IX reveal. Poe is 10/10 force sensitive.

6 minutes ago, Darth Sanguis said:

That's kinda an unfair description, I mean, as far as I can tell Poe has more confirmed on screen kills than anyone else in the series. (not including mass kills like deathstars.... those still only count as 1). He makes wedge and Luke look like punk wannabes.

Thats fair, he is pretty **** good in the x wing but none disagree about the terrible heavy bombers right?

If we see them what would they even be like speed 1, 3 hp and 10 blacks? :P

I forgot to add, if another is at distance one of it exploding it also explodes and so on to the next also!

Edited by RikkiP
needed
15 minutes ago, Darth Sanguis said:

He makes Wedge and Luke look like punk wannabes

They forgot to pull the space e-brake to pull a space powerslide

Edited by MandalorianMoose

I think the bombers deserve a bit more recognition, they are properly heavy bombers, they carry a MASSIVE loadout, are really slow, but they really deliver what they are supposed to, those bombs were designed to hurt ships, and dropping that many on a dreadnought, especially concentrated, a chain reaction within the dreadnought was exactly what I expected. I think they would have Speed1, 1blue AA, 4 Black battery, Heavy, Bomber, Counter 1 (due to the turret). The Ace would have some kind of special crit effect.

Back on thread, here's my take on the two ships

RESSURGENT:

Front: 4 shields, 3 red, 3 blue, 3 black.

Sides: 4shields, 2red, 1 blue, 2 black

Rear: 2shields, 2red, 1 blue,1 black

AA: 2black

12Hull, 2braces, 2redirect. Squadron 3, engineering 4, command 3

Officer, Weapons team, Turbolaser, Ion, Ord, Offensive

Large base of course, and costing around 143 points. Fair?

MC-85:

Front: 5shields, 3 red, 3 blue

Sides: 5shields, 5red, 4 blue

Rear: 5shields, 3red, 2blue

AA: 3blue

14Hull, 2redirects, 1brace, 1 evade, Squadron 3, engineering 6, command 3

Officer, Turbolaser, Ion, offensive, double defensive, support team and fleet command

Large base too, bordering the 152 points

Edited by Visovics

If I had to do an estimate take on it I'd want something along these lines

4527h.jpg 4528h.jpg

Personally I don't know how I feel about introducing another scale of base, I think these may be able to squeeze in scale as a large base. If the ISD is a full 8" then make the Resurgent 12" It's a large enough growth to still make the scale feel close without outgrowing the current rule set.

Then again, I don't really care how this model hits the mat. So long as it does! lol

I don't see any reason why the model would need to be considerably larger than the ISD.

I wonder if, we will see in these two the first values for squadron, engineering, and command above 4. I think mc 85 will definitely have a sheild value of 6 some where. Resurgence, may have the same defence as an ISD but more powerful offense.

I guess it's possible that they will both be better more expensive versions of the isd and the mc 80, but more punchy, and more Tanky respectively.

While I never eat to see “Epic” play, I do want to see huge ships, and one thing I like about X-Wing is that they added new range increments. That would be great with Armada, and since we saw long range engagements here, it would be a great time to introduce them.

Extended Range die - Green - 12 sided

Blank/Blank/Blank/ accuracy/accuracy/accuracy/1 hit/1 hit/2 hits/2 hits/1 hit+crit/1 hit+Crit

Maximum Range die - Gold -

Blank/Blank/Blank/Blank/accuracy/accuracy/accuracy/accuracy/2 hits/2 hits/2 hits+crit/2 hits+crit

7 minutes ago, Noosh said:

I think mc 85 will definitely have a sheild value of 6 some where.

EVERY HULL ZONE. lol

My assumption would be that if the do add more range with new dice, I'd make the assumption that it would have to come with strings attached. Maybe something like you can only use the long range dice this activation, so that way an epic scale ship wouldn't just command the whole board at a whim. Make it a tactical decision either shoot at the guys next to me and melt face, or help with a fight farther away.

1 minute ago, Darth Sanguis said:

EVERY HULL ZONE. lol

Engineering value 10, <_<

3 minutes ago, Noosh said:

My assumption would be that if the do add more range with new dice, I'd make the assumption that it would have to come with strings attached. Maybe something like you can only use the long range dice this activation, so that way an epic scale ship wouldn't just command the whole board at a whim. Make it a tactical decision either shoot at the guys next to me and melt face, or help with a fight farther away.

I would definitely want to keep the numbers down. 1 or 2 tops. Good for taking potshots at the farthest range, but add up as they get closer.

Maybe have an upgrade card that lets you add a green, or if you already have a green, add a gold. Let smaller ships in on the action too.

Edited by GrandAdmiralCrunch
Just now, GrandAdmiralCrunch said:

I would definitely want to keep the numbers down. 1 or 2 tops. Good for taking potshots at the farthest range, but add up as they get closer.

Well while enjoy conjectior its all moot until we get that SSD

Resistance Bomber:

Hull 6

Speed 1

AntiSquad: 2 Blue

AntiShip: 1 blue, 3 black

Bomber

Counter 1

18pts

---------------------------------

Rose's Resistance Bomber

same except with a brace, remove counter 1 and add the following flavor text:

When attacking a ship, you may attack the same ship twice, you may not attack more than twice per round.

24pts

Edited by eliteone
21 minutes ago, eliteone said:

-------------------------------

Rose's Resistance Bomber

same except with a brace, remove counter 1 and add the following flavor text:

When attacking a ship, you may attack the same ship twice

24pts

I quadruple tap Rose with Yavaris! 6 attacks with Adar!

Edited by MandalorianMoose
51 minutes ago, GrandAdmiralCrunch said:

While I never eat to see “Epic” play, I do want to see huge ships, and one thing I like about X-Wing is that they added new range increments. That would be great with Armada, and since we saw long range engagements here, it would be a great time to introduce them.

Extended Range die - Green - 12 sided

Blank/Blank/Blank/ accuracy/accuracy/accuracy/1 hit/1 hit/2 hits/2 hits/1 hit+crit/1 hit+Crit

Maximum Range die - Gold -

Blank/Blank/Blank/Blank/accuracy/accuracy/accuracy/accuracy/2 hits/2 hits/2 hits+crit/2 hits+crit

I would actually say longer range die should have fewer chances at accuracies, and big hits, but a whole lot of single hits.

For Resistance Bombers, if we are really going to say Speed 1, then I'd say this:

Speed 1
10 hull
1 blue AA
2 Black, 1 Blue Battery
Heavy, Bomber, Heavy Bomber
Heavy Bomber: If your movement would allow you to land on an enemy ship, extend the range ruler and place the fighter as close to base contact as possible on the far side of the ship and roll a battery attack. Each [hit symbol] counts for two damage. Enemy fighters not engaged by non-heavy fighters may attack you twice when they attack.
18 points

Named Bomber (Rose's Sister):
Three Brace
If destroyed, stays on the table until the end of the turn, speed increases to three, and, if activated this turn, slide the activation slider to the un-activated side.
30 points

Edited by Admiral Theia
12 minutes ago, eliteone said:

Resistance Bomber:

Hull 6

Speed 1

AntiSquad: 2 Blue

AntiShip: 1 blue, 3 black

Bomber

Counter 1

18pts

---------------------------------

Rose's Resistance Bomber

same except with a brace, remove counter 1 and add the following flavor text:

When attacking a ship, you may attack the same ship twice

24pts



Add keyword:

Primed Payload

When you are destroyed, if you are within close range of an enemy ship, each squadron without the keyword Primed Payload within distance 1 suffers 2 damage. Squadrons with the keyword Primed Payload suffer 4 damage.

4 minutes ago, Darth Sanguis said:



Add keyword:

Primed Payload

When you are destroyed, if you are within close range of an enemy ship, each squadron without the keyword Primed Payload within distance 1 suffers 2 damage. Squadrons with the keyword Primed Payload suffer 4 damage.

This might make Rapid Launch Bays a thing :)

2 minutes ago, BrobaFett said:

This might make Rapid Launch Bays a thing :)

Rapid Launch Bays are totally a thing- a thing in my binder #teamwhogivesashitabouthowRLBworks lol

Edited by MandalorianMoose

Heh

Speed 1

3 Hull

2 Black anti-squad

4 black anti-ship

Heavy

Heavy Bomber (bomber+auto accuracy when attacking a ship)

Rogue

Counter 3

Craptastic except when they actually do arrive untouched. At which point they trash every ship ever.

Edited by Church14