Which slot?

By ovinomanc3r, in Star Wars: Armada

If ffg would release a new red dice wide reroll source (not necessarily red only) do you want it to be a turbolaser or an officer? Or what other upgrade slot?

After playing Cymoons for a while I would really like another "powerful" option beyond Vader, and I think Rebels would thank it also. I think a turbolaser upgrade that allow to reroll red dice as you wish but exhausting it could be interesting. It doesn't contend with Gunnery Team, but also cannot take advantage from them either. It also would stop xi7+spinal for double turbo ships. It would be an alternative to TRC for arquitens and, maybe, nebs

I know it is werid to me to open a thread like this but I really feel I am gonna win the next World Championship :P

Rebels have Caitken and Shollan as a Weapons Team upgrade. We also have DTT. I think the thing is the red dice inconsistency is supposed to be thematic. Vader is great for Red dice but Vader is supposed to be great which is why he is so expensive.

You don't want to make Red dice too consistent or nobody will take brawlers and matches will turn into wars of attrition at long range which would be boring. I honestly don't think we need anything more than what we have, taking red dice heavy ships carrys the risk of poor rolls but you will likely get 2+ more shots a game per ship then you would with other ships. I think that balances things out.

Between Darth Vader, Intensify Firepower, Turbolaser Reroute Circuits, Caitken and Shollan, Duel Turbolaser Turrets, and the Concentrate Fire command token, I honestly don't think red dice need any more help being modified.

From my personal experience against a lot of Arquitens and Cymoon Refits, red dice are getting modified plenty. To the point where they hit almost as hard as black dice.

20 minutes ago, Thrindal said:

Rebels have Caitken and Shollan as a Weapons Team upgrade. We also have DTT. I think the thing is the red dice inconsistency is supposed to be thematic. Vader is great for Red dice but Vader is supposed to be great which is why he is so expensive.

You don't want to make Red dice too consistent or nobody will take brawlers and matches will turn into wars of attrition at long range which would be boring. I honestly don't think we need anything more than what we have, taking red dice heavy ships carrys the risk of poor rolls but you will likely get 2+ more shots a game per ship then you would with other ships. I think that balances things out.

That's interesting. I didn't think on it that way.

It is just I would like to play Cymoon without Vader too. HTT or IF or CF commands are not good enough. I mean I don't really care about the price being expensive somehow. I would go even spending tokens. It is just that the only truly alternative to Vader are veteran gunners but they use the weapon team slot so I am paying good dice, exhaust and the chance of a second frontal shot. It makes me take Vader again. But exhaust and good dice? Or exhaust and defense token? Give me a point cost and I will consider it.

4 minutes ago, ovinomanc3r said:

That's interesting. I didn't think on it that way.

It is just I would like to play Cymoon without Vader too. HTT or IF or CF commands are not good enough. I mean I don't really care about the price being expensive somehow. I would go even spending tokens. It is just that the only truly alternative to Vader are veteran gunners but they use the weapon team slot so I am paying good dice, exhaust and the chance of a second frontal shot. It makes me take Vader again. But exhaust and good dice? Or exhaust and defense token? Give me a point cost and I will consider it.

I never play Cymoons without Vader either, he feels so necessary for all of those red dice.

On the Empire side, I agree...

But that doesn’t extend to the rebel side “as much”... but that is design intent as such, or at least, was at one stage.

The Imps getting Fleet Commands and IF! Really muddled it.

That's also the trade off with that ship.... it gives heaver long range firepower that an ISD II, but with less source of rerolls. The lack of an Ion Cannon slot means that it cannot take the other usual dice corrector for the Imperial side, Leading Shots, so it's meant to be less accurate. It compensates by having 2 Turbo slots, and a fleet command, so you can take some of the dice correctors if you want (and really should. It also comes in cheaper than an ISD II.

If you're really worried, take Needa, TRCs, DTTs and IF!, but then you've got other issues, and have spent a lot of points....

But that's the reason that unless I'm fielding Vader I'd prefer an ISD II (maybe with Chimeara if I really want the fleet command) to a Cymoon. Has a defensive slot, has an easier time correcting it's dice (with LS- and Dip Caps or QBTs if you want it at long range) and it's only 8 points more.

Support Team!

Helps out Nebs, Peltas, and Arqs, and gives CR90As a non-TRC option.

An officer that reads like this:

While another ship or squadron at distance 1-3 is attacking, it may reroll one red die.

4 hours ago, Crewgar said:

Has a defensive slot, has an easier time correcting it's dice (with LS- and Dip Caps or QBTs if you want it at long range) and it's only 8 points more.

However awesome it would be, using DCaps on an ISD-2 remains illegal for good reason.

Advanced targeting computers Offensive upgrade exhaust this card to reroll some number of red dice (someone else think of a fair number)

57 minutes ago, chr335 said:

Advanced targeting computers Offensive upgrade exhaust this card to reroll up to 2 red dice.

Seems like a fair number, now what's the point cost?

27 minutes ago, Piratical Moustache said:

Seems like a fair number, now what's the point cost?

12 pts.

Because pts are arbitary and dont make sense ...Looking at you expanded launchers...

4 hours ago, The Jabbawookie said:

However awesome it would be, using DCaps on an ISD-2 remains illegal for good reason. 

Yep, sry forgot about that restriction while writing this at work, sorry about that. QBTs still do, though generally I prefer XI7s and just gunning it to med range, so don't use either strategy. Red dice can miss, but that's what you get from a really long range shot, so on a brawler, I tend to just go for it. I'll invest so I can have more reliable long range skirmisher shots, like for my Arqs, but with my ISDs I really want to close that range, or take some pot shots for a damage or two.