Independence

By grunnax93, in Star Wars: Armada Rules Questions

@The Jabbawookie
So does FFG plan on doing an Errata to make this card useful? or is it going to stay as 8 points of crap....
latest?cb=20160706045842

Seriously, just remove the attack debuff and increase the cost by 2 and problem solved... At most you can effect 4 squads if running boosted comms or 5 if running expanded hangers.

Edited by grunnax93

This isn't a rules question.

Also, Independence had a brief run as a useful card back in wave 2 before Fighter Coordination Teams existed. It's not terribly good now, but neither is the Chiraneau, who was useful for wave one and then was superseded by Intel, so this kind of thing has been happening for a while.

4-5 B-wings ... That’s 8-10 attack dice, plus Independence’s native attack. I agree it needs a buff, but “make Rebel bombers better” should be pretty far from a top priority. B-wings need to be bad at something, and that something is moving. ?

Edited by The Jabbawookie

Or you know... Independence, with fighter co-ord teams (and expanded hanger bays) in a fleet that has All Fighters Follow Me..... thats speed 5+1 B-wings (having spent 259 points out of 400 ... 76 of your 135 sqn)

Edited by slasher956
On 6/25/2018 at 3:04 AM, slasher956 said:

Or you know... Independence, with fighter co-ord teams (and expanded hanger bays) in a fleet that has All Fighters Follow Me..... thats speed 5+1 B-wings (having spent 259 points out of 400 ... 76 of your 135 sqn)

that still can't shoot. But hey, you're probably closer to the enemy squadrons so... good job?