Dear FFG, release... the huge ship rules!

By Muelmuel, in Star Wars: Armada

3 hours ago, Drasnighta said:

'cept it has to go further, since its Base is Longer... And that Vic *barely* makes it in 6...

Gotta get the WHOLE base in.

At least Ozzel (Officer) will help with that...

... It just seems a lot of effort for 20 points ;)

Oh yeah, WHOLE base. Sorry, brain fart.

4 hours ago, Cleto0 said:

Can’t wait for offensive retrofit slot to be good... I hope they allow you to either trade upgrade slots or add slots... I realllly want an ion slot on the cymoon.

Personally hoping for an officer upgrade in the 'Rebellion in the Rim' campaign that adds an Experimental Retrofit to certain Rebel ships, so that the campaign can include some new Experimental Retrofit upgrades usable by anyone. Such a common trope of EU stories and games, after all, and hey - Interdictor featured on the cover , so...

Edited by xanderf
47 minutes ago, xanderf said:

Personally hoping for an officer upgrade in the 'Rebellion in the Rim' campaign that adds an Experimental Retrofit to certain Rebel ships, so that the campaign can include some new Experimental Retrofit upgrades usable by anyone. Such a common trope of EU stories and games, after all, and hey - Interdictor featured on the cover , so...

It’s imperial tech... I can only see an interdictor for rebels if they give rebels a title for the Dictor that allows them to take that

8 minutes ago, Cleto0 said:

It’s imperial tech... I can only see an interdictor for rebels if they give rebels a title for the Dictor that allows them to take that

That's why it'd be an officer upgrade that adds the slot - the sort of stories where the Rebels are trying to copy the technology and fitting it to some ships that the Empire deploys a fleet to stop, etc.

The net-net is some Rebel ships could equip an officer that then lets them use the slots, which means we get more upgrade cards for the slot generally, which are then usable by anyone (well - that Rebel ship, as well as the Imperial Interdictor).

5 hours ago, Triangular said:

It's a speed 2 ship. You will have a hard time to be within the opponents at round 6. We played it once and I hardly received to be within it only because I had deployed with the nose in the asteroid field.

2xoagu.jpg

Seriously, though. You play that objective to force other ships into your guns, trap them with your escorts and kill them. Tokens are gravy, not the main attraction.

1 hour ago, xanderf said:

Personally hoping for an officer upgrade in the 'Rebellion in the Rim' campaign that adds an Experimental Retrofit

Yeah, that's about the worst idea I have ever heard. Unless the officer costs like 30-40 points. The problem is that the interdictor is a terribly overpriced ship if you take away the experimental retrofit slots. Meaning quite a lot of the ship cost go toward giving it experimental retrofit slots. Just giving any ship this ability without a MAJOR price increase would be extremely overpowered.

13 minutes ago, LordCola said:

Yeah, that's about the worst idea I have ever heard. Unless the officer costs like 30-40 points. The problem is that the interdictor is a terribly overpriced ship if you take away the experimental retrofit slots. Meaning quite a lot of the ship cost go toward giving it experimental retrofit slots. Just giving any ship this ability without a MAJOR price increase would be extremely overpowered.

...because officers are free or something?

What's the problem if it's priced properly? And it's easy enough to add other restrictions to it. Heck, make it a title for the AF MK2 or Hammerhead corvette. Or a double-upgrade slot that eats up a weapons team and offensive retrofit or something.

Lots of ways to get it into the game, and priced appropriately, so that it doesn't break anything and works with the ships we already have (as we obviously aren't getting any net-new ships for quite some time, yet).

2 minutes ago, xanderf said:

What's the problem if it's priced properly?

Nothing (balance wise), that's why I said:

18 minutes ago, LordCola said:

Unless the officer costs like 30-40 points.

Thematicly on the other hand this is kind of a disaster I think. Even if you leave aside the fact that rebels never had access to interdiction technology. There still remains a problem with the minis.

The gravity well projector take up a huge amount of space in the interdictor model. I think this kind of very extraordinary technology should be reflected in a ships model. It is not something that you can slap onto just any ship after the fact.

Now don't get me wrong I really want more experimental retrofit upgrades in the game and if rebellion in the rim comes with new ones that would be amazing. I just don't think that ships that are not purpose build for the gravity well projector should have access to the experimental retrofit upgrades. So if we want ship other than the Interdictor to have the experimental retrofit slot the best bet would be on the Immobilizer 418 cruiser (its even canon), though that is still not a rebel ship...

1 hour ago, LordCola said:

be   on the Immobilizer 418 cruise  r  

You mean the interdictor? They are the same ship 😂

Those rules are pretty disappointing to me, unless they come with an extensive FAQ for cards like Motti for instance. It would be rather terrible to have an admiral who has literally zero effect on your fleet. Obviously you would not pick him as your commander, but this strikes me as baaaaaaaad. If that's the kind of effort they are going to put into it, all I can say is major disappointment.

Reserved for future complaints? Hopefully retractions.

Edited by TheBigLev

Wow my first triple ever.

Edited by TheBigLev
53 minutes ago, Cleto0 said:

You mean the interdictor? They are the same ship 😂

But they are not.

The Immobilizer is a 600 meter cruiser that appears in at least two books that I own (Tarkin and On the Front Lines). I have first hand sources for that.

The Interdictor is a 1.1 kilometer long vessel that appears in Rebels and is distinctly not the Immobilizer.

20 minutes ago, TheBigLev said:

Those rules are pretty disappointing to me, unless they come with an extensive FAQ for cards like Motti for instance. It would be rather terrible to have an admiral who has literally zero effect on your fleet. Obviously you would not pick him as your commander, but this strikes me as baaaaaaaad. If that's the kind of effort they are going to put into it, all I can say is major disappointment.

I mean... Mothma and Cracken do literally nothing for large ships and that's never been a problem.

The SSD is wayyy tanky enough as it is!

3 hours ago, xanderf said:

...because officers are free or something?

What's the problem if it's priced properly? And it's easy enough to add other restrictions to it. Heck, make it a title for the AF MK2 or Hammerhead corvette. Or a double-upgrade slot that eats up a weapons team and offensive retrofit or something.

Lots of ways to get it into the game, and priced appropriately, so that it doesn't break anything and works with the ships we already have (as we obviously aren't getting any net-new ships for quite some time, yet).

And it is my most fervent wish that we never see cross-anything. I don't ever want rebels to have experimental slots. I don't want them to have Quasars. I don't want Imperial Nebulons.

I want each faction to retain their unique traits.

16 minutes ago, duck_bird said:

I mean... Mothma and Cracken do literally nothing for large ships and that's never been a problem.

The SSD is wayyy tanky enough as it is! 

And Konstantine does nothing for MSU. And Tagge does nothing for anyone. 😁

2 minutes ago, The Jabbawookie said:

And Konstantine does nothing for MSU. And Tagge does nothing for anyone. 😁

tagge SSD anyone? Basically keep redundant Braces since tua isn't legal?

6 minutes ago, Cleto0 said:

tagge SSD anyone? Basically keep redundant Braces since tua isn't legal?

And considering its so long it can basically be receiving fire Turn 1 if you want it to... The "3rd Round" Restriction isn't really a downside...

FUNNY THAT

Just now, Cleto0 said:

tagge SSD anyone? Basically keep redundant Braces since tua isn't legal?

I fundamentally have a problem with relying on specific actions of my opponent to get any value out of a commander. If they delay engagement until round 3 they've negated half Tagge's value (because you're sure not initiating a fight with that nav chart and deployment disadvantage.) Or if their fleet relies on a few instances of burst damage rather than accuracy generation (ISD + Demo, etc.) The poor general is like fleet ambush: he's not terrible in literally every situation, he's just surrounded by good alternatives and given an ability that can be useless and is difficult to achieve even on a good day.

23 minutes ago, LordCola said:

But they are not.

The Immobilizer is a 600 meter cruiser that appears in at least two books that I own (Tarkin and On the Front Lines). I have first hand sources for that.

The Interdictor is a 1.1 kilometer long vessel that appears in Rebels and is distinctly not the Immobilizer.

Uh-huh.

Quote

" Commander, the field is too powerful! "
" Working on it, sir. It's the Immobilizer. The overcurrent resistors failed to prevent the gravitic systems from redlining— "

Not sayin' anything, just sayin'...

pic4669195.png
(totally mockup, not real!)

Problem with things becoming canon via book. There is no way to know what exactly the thing looks like in the nuCanon.

On 3/27/2019 at 9:48 AM, Bakura83 said:

I doubt they will - otherwise people who would have bought it may play it and start thinking the fun isn’t worth the price...

Quoted for truth.

9 hours ago, Cleto0 said:

tagge SSD anyone? Basically keep redundant Braces since tua isn't legal?

Can confirm, good fun! Makes the tokens very reliable all game long, and combined with DCO where some fleets might be trying to overwhelm your Contain tokens he's a great extra line of defence against them.

9 hours ago, The Jabbawookie said:

I fundamentally have a problem with relying on specific actions of my opponent to get any value out of a commander. If they delay engagement until round 3 they've negated half Tagge's value (because you're sure not initiating a fight with that nav chart and deployment disadvantage.) Or if their fleet relies on a few instances of burst damage rather than accuracy generation (ISD + Demo, etc.) The poor general is like fleet ambush: he's not terrible in literally every situation, he's just surrounded by good alternatives and given an ability that can be useless and is difficult to achieve even on a good day.

For something like the SSD if they delay engagement until round 3 you've bought several rounds of them not putting damage onto your big super-killy-death-tank-ship so it's more of a hidden benefit of him by controlling your opponents options. But I know what you mean, although it's messing with your opponent's plans they do have ways to kind of negate how much value you get from him.

These rules are pretty much what we should have expected, they are inline with the standard rules, changing them would probably created needless complication and/or encouraged very odd play. Just think about what would happen if they change the overlap rules on squads, SSD lands on a bunch of squads.

If the SSD player gets to move the squads, they are getting a reward for flying into something, reverse of current rules, they can move their opponent's squads to disadvantage them as much as possible, ie into engagement with their own squads.

If some new rule says place them as close as possible or in the arc they started etc that's going to get mess to work out and create disagreement and slow the game.

On 4/5/2019 at 1:42 AM, Pwmf said:

These rules are pretty much what we should have expected, they are inline with the standard rules, changing them would probably created needless complication and/or encouraged very odd play. Just think about what would happen if they change the overlap rules on squads, SSD lands on a bunch of squads.

If the SSD player gets to move the squads, they are getting a reward for flying into something, reverse of current rules, they can move their opponent's squads to disadvantage them as much as possible, ie into engagement with their own squads.

If some new rule says place them as close as possible or in the arc they started etc that's going to get mess to work out and create disagreement and slow the game.

The only thought that I have would be if it was required to place them on the half that overlapped them. In effect having them placed on more or less just the one base than large and smaller ships use, rather than have them teleport all the way from the front to the rear.

Edited by CDAT
fix typo's