Chimaera Article online

By GrandAdmiralCrunch, in Star Wars: Armada

I don't think the SD fleet card is that great. Us rebels avoid imperial front arcs like the plague anyway.

Just now, Green Knight said:

You have round 1 and comms net for that, I think. But I suppose the rebate has some merit.

Thats hardly an argument, since Grint basically gives you a free token in addition to your bunked token. Even if you have comms net you can use that now for a additonal useful token like nav or repair.

The 7th Fleet card isn't really like the HH titles - it's more comparable to having Derlin on every ship. Note that it applies before suffering damage, which is after spending brace tokens - so you can potentially cancel two points of damage with this card. Or take no damage at all - good against B-wings! Two damage, braced to 1, then evaporated!

well - 2 points damage diverted to another 7th Fleet ship

ignore that

Edited by OgRib

A big difference between 7th and TFA is that TFA moves the damage by reapplying it.

7th Fleet evaporates it.

Edited by Drasnighta
1 minute ago, Maturin said:

The 7th Fleet card isn't really like the HH titles - it's more comparable to having Derlin on every ship. Note that it applies before suffering damage, which is after spending brace tokens - so you can potentially cancel two points of damage with this card. Or take no damage at all - good against B-wings! Two damage, braced to 1, then evaporated!

And it can’t attack again because it wasn’t activated with Yavaris who has a raid squad token :D man this expansion is amazing!

(y) Dras, I was remembering wrong

nice effect

"Victory" Star Destroyer because it keeps on "winning". :)

Gotta say, as cool as some of the stuff spoiled here is, I'm a bit disappointed to only see three newly spoiled cards, especially considering how many unspoiled cards there still are in the expansion.

I like that the gauntlets (and raids in general) endanger one sided fleets and those based around a single mechanic. Calls for a more well rounded approach in fleet building without overdoing it. I would have found it better when the raid keyword required base contact/overlapping. That would balance it out and require planning ahead a bit.

On the discussion on how to remove raid tokens: Maybe they require to spend a wheel with another command. That would be thematic (relocating resources from other departments) and reward anticipating enemy commands (raid what he/she uses next). On the other hand a fix would be more likely than when you have to spend the same command.

Contrary to some speculation, you'll clearly have to pay for each of the fleet commands that you want to be able to use with the Chimaera title. The "discard" effect is serious. Need Shields to Maximum, but have Intensify Firepower in place? Oops, never intensifying your firepower again! Overall, a title that looks super-cool at first, but then you realize how many limits it imposes.

And then you witness how powerful it is in the arsenal of a really good player. This is going to have an extreme skill:reward relationship that's closer to hyperbolic than linear ...

1 minute ago, LennoxPoodle said:

I like that the gauntlets (and raids in general) endanger one sided fleets and those based around a single mechanic. Calls for a more well rounded approach in fleet building without overdoing it. I would have found it better when the raid keyword required base contact/overlapping. That would balance it out and require planning ahead a bit.

On the discussion on how to remove raid tokens: Maybe they require to spend a wheel with another command. That would be thematic (relocating resources from other departments) and reward anticipating enemy commands (raid what he/she uses next). On the other hand a fix would be more likely than when you have to spend the same command.

The latter would make sense, raid token is removed the first time it blocks that ability?

Maybe raid tokens make you turn dials instantly into tokens. That would seem fairly balanced. Yeah you can still issue that command but its ineffective. I think that would make sense if it were permanent. If it's not you probably have to spend the dial to remove the raid token.

I’ll read everything in a bit but I just wanted to remember Wulf Yularian, born a long, long time ago in a galaxy far, far away, died when Taskmaster Grint did what he does better for less points.

it was nice working with you Wulf.

dust in the wind, all we are is dust in the wind

Edit: hang on, no he doesn’t, not quite anyway. Come back Wulf, I can think of some very specific situation you might be good in

Edited by Dr alex
1 minute ago, Dr alex said:

I’ll read everything in a bit but I just wanted to remember Wulf Yularian, born a long, long time ago in a galaxy far, far away, died when Taskmaster Grint did what he does better for less points.

it was nice working with you Wulf.

dust in the wind, all we are is dust in the wind

Well, wulf is good at keeping a token while allowing you to do other commands, while Grint requires you to reveal the command to get the token, and it can only be one type of command, so it’s more like an ultra specific and limited Raymus

4 minutes ago, Dr alex said:

I’ll read everything in a bit but I just wanted to remember Wulf Yularian, born a long, long time ago in a galaxy far, far away, died when Taskmaster Grint did what he does better for less points.

it was nice working with you Wulf.

dust in the wind, all we are is dust in the wind

Edit: hang on, no he doesn’t, not quite anyway. Come back Wulf, I can think of some very specific situation you might be good in

Well, For one, The White Haired Colonel will let you constantly cycle a Fleet Command on, freeing the ISD to do other commands...

Grint means you are still locked into that one command to token generate.

EDUT: Ohey, I was Ninjad ?

Edited by Drasnighta

@Wired4War My line of thought was that you block the enemies commands for two turns if raid the command he has in his current top dial and only for one if not.

2 minutes ago, Drasnighta said:

Well, For one, The White Haired Colonel will let you constantly cycle a Fleet Command on, freeing the ISD to do other commands...

Grint means you are still locked into that one command to token generate.

EDUT: Ohey, I was Ninjad ?

OHEY I NINJAD DRAS MY LIFE IS COMPLETE

3 Gauntlets with an escort wing of some kind + Dengar. This can in itself win the game for you, just shut down all the ship commands...

3 hours ago, Norell said:

3 Gauntlets with an escort wing of some kind + Dengar. This can in itself win the game for you, just shut down all the ship commands...

See, people posited things like this with Slicer Tool flotillas as well and that never really came to pass. Messing with commands can be valuable in the right circumstances (say, stopping Yavaris from doing a squadron command when it really wants to), but all by itself it doesn't do a lot. Plus we have playtester confirmation that there is a method to remove raid tokens that has not yet been disclosed.

Edited by Snipafist

Sorry for the offtopic, but isnt it time for a rogue buff? Lets say Drea Renthal, 7 Point neutral officer: Rogue squadrons you activate have their speed increased by 1 up to 5, and may reroll one die when it attacks.

Edit: Related to gauntlet figthers, if Assault proves underwhelming...

Edited by Coldhands
4 hours ago, Snipafist said:

See, people posited things like this with Slicer Tool flotillas as well and that never really came to pass. Messing with commands can be valuable in the right circumstances (say, stopping Yavaris from doing a squadron command when it really wants to), but all by itself it doesn't do a lot. Plus we have playtester confirmation that there is a method to remove raid tokens that has not yet been disclosed.

True, but a couple of Gauntlets pushed at speed 5 by a Slicer Tools Vector, is going to be a fun gimmick for a 3 VSD Konstantin 7th fleet with Q7s. Those Gauntlets are going to be Imperial Command Nazis. No Nav for you!

Edited by cynanbloodbane
Reasons
1 hour ago, Drasnighta said:

That is exactly it.

Nose Punch 5.0 (398/400)
Empire

Commander: Admiral Motti

Objectives: Station Assault, Contested Outpost, Salvage Run

[flagship] Interdictor Suppression Refit (90)
- Admiral Motti (24)
- Interdictor (3)
- G7-X Grav Well Projector (2)
- Targeting Scrambler (5)
- Ion Cannon Batteries (5)
- Disposable Capacitors (3)
= 132 total points

Interdictor Suppression Refit (90)
- Grav Shift Reroute (2)
- G7-X Grav Well Projector (2)
- Ion Cannon Batteries (5)
- Disposable Capacitors (3)
= 102 total points

Quasar Fire I-class Cruiser-Carrier (54)
- Squall (3)
- Flight Commander (3)
= 60 total points

Squadrons (104/134):
1x Punishing One - Dengar (20)
1x Tempest Squadron TIE Advanced Squadron (13)
1x Colonel Jendon Lambda-class Shuttle (20)
1x Major Rhymer Tie Bomber Squadron (16)
1x Mauler Mithel Tie Fighter Squadron (15)
1x Mandalorian Gauntlet Fighter (20)

You are thinking small imo. Why stop a ship for 1 turn when you can stop all ships for all turns?

Squadrons (116/134):
1x Punishing One - Dengar (20)
1x Major Rhymer Tie Bomber Squadron (16)
4x Mandalorian Gauntlet Fighter (80)

Someones gonna do it

Gauntlets will bring back Rhymer. They can do their thing at Close range instead of range 1.

Mandalorians are a rogue boost.

Who wins in a fight between a quasar and six tie fighters vs Dengar and a Mandalorian?

No one. The Tie fighters cant get to the Mandalorian without commands and the mandalorian isnt attacking the tie fighters.