Let's play a game. Upgrade cards.

By ThatRobHuman, in Star Wars: Armada

1) Admiral Motti - While there are better Imperial commanders, I still feel Motti is the default commander for Imperial fleets. This is because he benefits every Imperial fleet regardless of its composition. At least you still have to crit with Dodonna's effect to occur. Rieekan is also in this same boat, but we've already beat that horse to death.

2) Cluster Bombs - Much too high a cost for the minimal effect. I think an exhaust makes it too strong though. It would be better if it was an exhaust but did not refresh after the status phase so you could only use it twice in a match.

Engine Techs - I always want to choose this upgrade, but always back away when I remember that it requires a nav token. I know people still use it, but I think it would get more play (certainly by me) if it only required exhausting the card.

3) Still not my strong suit. Comms Intercept Team - Support Team slot, 5 points. Upon activation, exhaust this card and choose a number of ships distance 1-3 up to your command value. You can look at their top command dial. Basically would "overhear" their opponent's transmissions to give them a general idea of their immediate strategy. Could be useful with Raid to shut down opponent plans.

4) I really like @Vipcard3 's idea for Yavaris to be an exhaust, even though I think it still should be for the squadron value (or one more with token). It makes it more like Avenger where it could be countered with MS-1s. I've always like Yavaris, but always used it in conjunction with FCT instead of Relay (pre-FAQ). Just really worried that they will keep nerfing it until it becomes useless, in which we will rarely see Neb-Bs on the table.

@cynanbloodbane @geek19 it may seem heavy handed, but it's only because I can't come up with much else to do with either of them to tone them down into range of the other admiral choices. Especially when Raddus is so cheap anyway. Besides which Riekan had been nerfed TWICE as it is. First to his actual ability wording, and then more recently to literally every component of the list that made the list work: flottilas, Yavaris, tabling, and relay.. And. He. Still. Took. Three. Of. The. Top. Four. That's how busted his core design is. Raddus on the other hand, for as **** bent as the design team pushed player planning as important to the game being the reason for much or all at the latest FAQ, is the most inconsiderate of planning procedures.

Top don't have to state which round he drops.

You don't have to declare which ship he'll use as the drop point.

You don't have to declare what speed he'll come in at.

You don't have to have his dial stack planned until he drops.

You don't even have a restriction as to what angle he'll come in at, as if there was even a way to do that.

You don't have to commit to a distance from Jack diddly. Just go wherever.

Nothing about his design requires you to plan for anything EXCEPT what ship you bring in. And there's no restriction on it. It's why they call it a Raddus bomb, because it will straight wreck your #_&+*. And once you drop, any efforts you made to attack the flagship are made essentially irrelevant, as the ability is a one off, and the flagship is generally sacrificial. For Force sake as a Raddus player, I plan on you killing the flagship and the hammer head. And then pull victory from there.

I DON'T want to ban a card ever. Neither does FFG fortunately.. But when you eff up the design this badly? You have to lay in the bed you made. They need banned. And if you want Konstantine to be anything but a casual use card, you need to change scoring to favor wins, before margins.

Note:

As the person who first coined the term "Raddus Bomb" on the forum.

... That is not why I called it that. :D

Edited by Drasnighta

Raddus really isn’t that hard to counter... just make EVERYWHERE a death zone for him to drop...

3 hours ago, ForceSensitive said:

@cynanbloodbane @geek19 it may seem heavy handed, but it's only because I can't come up with much else to do with either of them to tone them down into range of the other admiral choices. Especially when Raddus is so cheap anyway. Besides which Riekan had been nerfed TWICE as it is. First to his actual ability wording, and then more recently to literally every component of the list that made the list work: flottilas, Yavaris, tabling, and relay.. And. He. Still. Took. Three. Of. The. Top. Four. That's how busted his core design is. Raddus on the other hand, for as **** bent as the design team pushed player planning as important to the game being the reason for much or all at the latest FAQ, is the most inconsiderate of planning procedures.

Top don't have to state which round he drops.

You don't have to declare which ship he'll use as the drop point.

You don't have to declare what speed he'll come in at.

You don't have to have his dial stack planned until he drops.

You don't even have a restriction as to what angle he'll come in at, as if there was even a way to do that.

You don't have to commit to a distance from Jack diddly. Just go wherever.

Nothing about his design requires you to plan for anything EXCEPT what ship you bring in. And there's no restriction on it. It's why they call it a Raddus bomb, because it will straight wreck your #_&+*. And once you drop, any efforts you made to attack the flagship are made essentially irrelevant, as the ability is a one off, and the flagship is generally sacrificial. For Force sake as a Raddus player, I plan on you killing the flagship and the hammer head. And then pull victory from there.

I DON'T want to ban a card ever. Neither does FFG fortunately.. But when you eff up the design this badly? You have to lay in the bed you made. They need banned. And if you want Konstantine to be anything but a casual use card, you need to change scoring to favor wins, before margins.

Ok, your not changing my mind, I'm not changing yours. Back to the game at hand. We can debate in a different thread if you really want. Let's not derail FoaS' thread.

3)

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Here's a Title for the Quasar-Fire that makes it a bit more survivable.

Also, your Bombers get Snipe.

Because the Empire needs Snipe.

Here's my idea to partially counter activation advantage and Strategic Adviser, while itself being a good upgrade for large ships;

3) Offensive Retrofit: Primed Weapons. After this ship performs an attack, discard this upgrade. If this ship has already activated this turn, after an enemy ship finishes a move within range 5, you may perform 1 attack against that ship.

Quad laser turrents actually improved a ship's anti squadron ability and have a defensive upgrade that adds counter to ships.

1) Engine Techs. I dont see what they offer the game other than a ridiculous change of pace at a low cost. For the ships that use engine techs, a nav dial/token isnt a big ask, they were navving anyway. The cost of Ozzel or taking dial + token is much greater for a 2 speed change, yet here is an upgrade that does it for dirt cheap.

2) sensor teams - why the discard? why the exhaust? its already sitting in the weapons team slot. Compare to h9's which takes us the lesser required turbolaser slot and it seems harsh.
Konstantine - why large/medium ships only? Wouldnt be too strong even if it was just two ships. Were they worried about poor demolisher black dice only fleets? Shouldnt be, they have engine techs and spam nav anyway.

3) I'd like either a turbolaser that depowers redirects, or an officer which forces enemy to discard def tokens. I think it will really stop the complaints about raiders and nebs not having redirects.

4)

On 5/17/2018 at 10:50 PM, FoaS said:

Pick at least one of the following. In all instances, share your reasoning on how it would benefit the game without resorting to "because it sucks, etc" (If I can ask "how is that the case?" Or "why do you think that?" You haven't explained as much as you could have)

1) Name an upgrade card you wish didn't exist and why.

2) Name up to three upgrade cards you want nerfed, buffed, or altered. Explain how and why.

3) build at least one new upgrade card and explain what benefit it would have on gameplay.

4) constructively critique the contribution of a previous post in the thread beyond "yes good" or "this idea sucks". (Again, if I can ask "what makes you think that?" You haven't explained yourself well enough).

This is a really cool idea for a thread and I really hope the community can manage to engage with it beyond posting one liners or derailing the thread.

I quite like Raddus the way he is, as not being able to deploy on squads really hurts him. Squadron lists can just leave a net of squadrons as protection, and squadronless lists are quite happy to use their black dice to go hard on the raddus drop. Its one we need to learn, but you can force the Raddus player to drop early, or in a bad spot without too much effort.

1. Xi7s - They aren't inherently broken or anything, they're just so much better for big ships than the rest of the turbolaser upgrades that they are literally the only thing I see my opponents take or feel confident taking.

2. Pretty much take your pick of the cards you've never used or have any intention of using. In my perfect armada world every card would have an effective role it could play. Most of the time this can be achieved by simply tweaking the point cost or altering the timing.

3. Rapid Repair Bays - (I've mentioned before in a different thread). If a friendly squadron starts or ends it's activation unengaged and at distance 1 of you, it may recover 1 damage instead of attacking during its activation.

4. Loving all the comments. Probably one of my favourite threads to read in a while. Lots of good ideas with solid explanations and further discussion. To constructively build, @BrobaFett mentioned letting Isard stop a ship from activating during around. This is a but too powerful as a 10 point card could effectively shut down a 200 pt ship. Even as a one-time action this could be too strong unless maybe you had to declare the round at the beginning of the game. Perhaps it could be an ability similar to Kanaans from IA. He forces the opponent to declare what unit they will activate next. Perhaps she could force your opponent to declare what ship they will activate next. Useful in some cases, but not overpowered.

Edited by NightAngel47
Correctness

3. I would like to see a card which allows you to swap a blue anti squadron die for a red one though this would probably have to be a unique upgrade limiting to just 1 per list and take either the officer slot or the weapons team slot and be costed around 8 points so it is hopefully unable to be abused.

3. Guidance Jammers 4 pts Fleet Support/Experimental Retrofit. At the start of a Round you may exhaust this card. If you do, squadrons at distance 1-2 of you lose bomber.

1.) I really don't have a card I want removed from the game. Some are annoying to deal with, but for the most part I don't really have a problem with anything... Well, maybe Demolisher, but I've gotten decent at countering it, so not too big of a worry.

2.) Cluster Bombs! I know it's been said many times, but that upgrade needs something done to it to make it usable. I have a stack of them that haven't seen the light of day.

3.) "Mon Callandra" MC80 Liberty-type title, 7 points. When a friendly ship at range 1-3 of you is defending, you may exhaust this card to cancel one die.
Something to make the Liberty a touch more survivable. I love flying them, but they die so easily. Also helps keep other ships nearby alive.

Another idea: "Nemesis" ISD title, 7 points. When defending against a squadron, you have counter 2.
Gives the ISD a little bit of help dealing with fighter / bomber swarms.

4.) Cynanbloodbane, your astromech repair droids idea is amazing. I wish I would have thought of that. Only thing that I would like to change would be to remove the size restriction. I know, it buffs the Home One-type, but it really only has a couple ships it can go on, otherwise.