Profundity Up!

By Truthiness, in Star Wars: Armada

Worth the wait, even if there is an unanswered MAJOR question...

(Can raid tokens be removed or do they expire or something?)

1 minute ago, Snipafist said:

The defense tokens are poor and neither ship has a strong specialty prior to upgrades, which can become expensive as you decide you want it to really excel at something.

Don't get me wrong, I think they're pretty swell but there are some downsides to everything.

I agree. Think MC30 Base versus upgrade cost and you'll have an idea of how bad this will be..

What will the Ordnance Cruise pair with Wide-Area Barrage?

Will Expanded launchers get more use?

2 minutes ago, Snipafist said:

I think there's an argument for an Ackbar Assault Frigate with Caitken and Shollan, Intel Officer, and Enhanced Armament. With concentrate fire, that's 7 red dice with a targeted reroll and a real hate-on for a specific defense token.

Youre the devil and I like this.

3 minutes ago, Drasnighta said:

(Can raid tokens be removed or do they expire or something?)

I would assume so, as otherwise they'd be extraordinarily good against carriers in particular. I suspect they don't just vanish for free, however, and may vanish over time or with the raided ship having to suffer in some fashion to remove them (discard a dial? take a damage?)

Man thuis article made my week. :)

Just now, Snipafist said:

I would assume so, as otherwise they'd be extraordinarily good against carriers in particular. I suspect they don't just vanish for free, however, and may vanish over time or with the raided ship having to suffer in some fashion to remove them (discard a dial? take a damage?)

Yeah, I expect so......

... it’s just, urgh... We need to edit for release to know? Or will they show up elsewhere with an explanation? If not, That’ll hurt.

3 minutes ago, Snipafist said:

I would assume so, as otherwise they'd be extraordinarily good against carriers in particular. I suspect they don't just vanish for free, however, and may vanish over time or with the raided ship having to suffer in some fashion to remove them (discard a dial? take a damage?)

Maybe discard the matching dial or token?

I suppose it's probably best that Caitken and Shollan are weapons teams, not officers. But I honestly think that Gunnery teams and Dual Turbolaser turrets are a better choice for Ackbar Assault Frigates. Caitken and Shollan are certainly much better than Veteran Gunners, so there's that, at least.

39 minutes ago, GrandAdmiralCrunch said:

swm30_card_mon-calamari-exodus-fleet.png

I wonder if the Chimaera version for ISDs will be similar

most of them have an outline for the ship, they can't do that since many different types of ships can take it. So instead, they gave us this. Fun fact, that is "MC" in aurebesh.

I Wonder if a list would work with a H1, Lib, and Pro. It would be fun to call it the 3 amigos.

5 minutes ago, Drasnighta said:

Yeah, I expect so......

... it’s just, urgh... We need to edit for release to know? Or will they show up elsewhere with an explanation? If not, That’ll hurt.

I reckon they'll never tell us, and we just make it up. Introduce a new level of meta.

3 minutes ago, GrandAdmiralCrunch said:

I Wonder if a list would work with a H1, Lib, and Pro. It would be fun to call it the 3 amigos.

I don't think it would be GOOD, mind you, but it could work well enough. The main bit of silliness is that the commander best suited to run the three different big Mon Cal ships is Garm .

2 minutes ago, TheCallum said:

I reckon they'll never tell us, and we just make it up. Introduce a new level of meta.

Calvinball.jpg

5 minutes ago, TheCallum said:

I reckon they'll never tell us, and we just make it up. Introduce a new level of meta.

You have no idea how much I effing LIVE for this eventuality...

11 minutes ago, Snipafist said:

I would assume so, as otherwise they'd be extraordinarily good against carriers in particular. I suspect they don't just vanish for free, however, and may vanish over time or with the raided ship having to suffer in some fashion to remove them (discard a dial? take a damage?)

It is just one use.

I mean it is too powerful but I wouldn't be surprised if they cannot be removed.

I don't remember the point cost of Syndulla however.

They didn't spoil Bail. :lol:

I'm sure they will include worded explanation of what Raid is in the included expansions. Like what they did wiyh Flotillas and contain.

Now we know what Imps Gauntlet fighters do!

2 minutes ago, Ardaedhel said:

They didn't spoil Bail. :lol:

you are right. I saw him, got excited, and then got distracted by everything else. WHAT DOES HE DO!?!?!?!

11 minutes ago, ovinomanc3r said:

It is just one use.

I mean it is too powerful but I wouldn't be surprised if they cannot be removed.

I don't remember the point cost of Syndulla however.

Cham is 5

1 minute ago, Drasnighta said:

Cham is 5

Up to 3 rounds wasted and not totally through tokens and officers at 5 points against up to 6 rounds (ideally but 3 also easily) of two commands (almost all what you're gonna ask for to that ship) completely lost and possible extra victory points at 6...

I suppose I am ##teamremovingrule :D

Go ffg team! You still screwing the rules.

A Wide-Area Barrage may be used during any attack, spending a critical hit from a black die to spread your damage across multiple ships.

13 minutes ago, Karneck said:

I'm sure they will include worded explanation of what Raid is in the included expansions. Like what they did wiyh Flotillas and contain.

Now we know what Imps Gauntlet fighters do!

I think this is right

OMG THIS IS AMAZING HHOOOLLYYY CRRAAAPPPP

6 minutes ago, ovinomanc3r said:

Go ffg team! You still screwing the rules.

A Wide-Area Barrage may be used during any attack, spending a critical hit from a black die to spread your damage across multiple ships.

Well, that’s kinda correct.

You’re spending a critical Effect to do it.

just not he critical DIE

12 minutes ago, ovinomanc3r said:

Up to 3 rounds wasted and not totally through tokens and officers at 5 points against up to 6 rounds (ideally but 3 also easily) of two commands (almost all what you're gonna ask for to that ship) completely lost and possible extra victory points at 6...

I suppose I am ##teamremovingrule :D

I expect...

1) a previously-unrevealed upgrade that removes them,
2) a rule for removing them with already-existing mechanics (for example, a new use for Engineering points), or
3) some combination of both, in which the upgrade is an efficient way to do it but there is another, less efficient way that every fleet can do it.