Onager Live Stream Info

By LordCola, in Star Wars: Armada

4 hours ago, dominosfleet said:

Imagine shooting 3 of these at close long range at an ISD, i can't help but think the ISD would melt before it even closed distance.

Depend how well you can keep the ISD in the Superweapon arc for all 3 Onager.

So I understood that correctly?

You place the token in the stated distance band and within the ignition firing arc. You measure range from the token but line of sight and if the target is within arc from the ship at the time of the attack, thus the target's back may be in close range, but the onager may not attack it as it crosses the front lines of the target, thus it can only attack the front arc with the ignition attack's long range dice. Obstructions are thus also determined ship to ship. A target could also be at close range of the token but outside the onagers ignition firing arc canceling that attack.

Edited by RapidReload

Looking back at the original announcement article, it looks like there are 3 titles and 2 superweapons. It also shows the other ship variant as well.

Yep and the ship variant in the original article has blue dice in the superweapon arc, and extra dice in the flank, so assuming that image is correct its going to be a lot more expensive. Interested to see the second weapon maybe my opponents but I can't see enemy ships/squads clustering enough to make this worthwhile most of the time, but its not that expensive so maybe phycological effect on opponent? There are a total of 15 upgrade cards listed on produce info, so 6 we haven't seen could be existing cards? 2 for each slot.

Something that was mentioned in the livestream but I haven't seen mentioned here is that there will be a way to provide Salvo tokens to other ships. There are apparently two of these upgrade cards in each pack and they provide a salvo token to other ships.

5 minutes ago, flatpackhamster said:

Something that was mentioned in the livestream but I haven't seen mentioned here is that there will be a way to provide Salvo tokens to other ships. There are apparently two of these upgrade cards in each pack and they provide a salvo token to other ships.

I'd guess O Retrofit?

3 minutes ago, eliteone said:

I'd guess O Retrofit?

They were cagey about it but it would make sense.

12 minutes ago, eliteone said:

I'd guess O Retrofit?

Too powerful. My guess is a new officer that provides a salvo token.

I thought it was revealed 1 more kart from which 2 copies will be included in both expansions. It should be non-unique upgrade cards, which make the Salvo effect available for other ships. However, I am not a native speaker. ). Check in the stream at 14.55.

https://www.youtube.com/watch?v=XIBGA3khUNQ

Have I understood that correctly?

Is probably more interesting for the rebels.

3 minutes ago, spike2109 said:

Too powerful. My guess is a new officer that provides a salvo token.

Yeah, maybe like a "fire control officer" or something?

in the time in which I translate my answer, it came already 4 comments :))

19 minutes ago, spike2109 said:

Too powerful. My guess is a new officer that provides a salvo token.

yeah after looking Officer slot makes the most sense so ships that could do well with a Salvo token can get it - Neb B, MC80AC, Kittens, Gladiator, as an Officer upgrade it might become the next generic to be 'stapled' to the SSD...

Edited by eliteone
2 minutes ago, spike2109 said:

Too powerful. My guess is a new officer that provides a salvo token.

They said it wasn't faction-based and there are two of them in each pack. That doesn't preclude it being an officer. It would be a PITA if it was though since that slot is already very congested for ISDs.

15 hours ago, Lemmiwinks86 said:

I still haven't seen the video, but if this you said before is like that, then it cannot use its super attack on turn 1:
"The Super Weapon allows you to place a new token after the Onager moves ."

Officer Ozzel

25 minutes ago, Rimsen said:

Officer Ozzel

I think is after its activation, but I could be wrong

5 hours ago, WalrusofDoom said:

it looks like there are 3 titles and 2 superweapons.

I really hope there will be more than just 2 super weapons. The super weapons will make or break this ship. Unfortunately the splash damage effect of the one super weapon we know so far is really bad.

9 minutes ago, LordCola said:

I really hope there will be more than just 2 super weapons. The super weapons will make or break this ship. Unfortunately the splash damage effect of the one super weapon we know so far is really bad.

Really bad might be a bit of an overstatement. Auto damage is always nice especially since you will always push through a hull damage to each flotilla caught in the blast. Also auto damaging scatter squadrons and punish fleets were the squadrons like to hang out near the main fleet (mostly rebel builds). Of course red dice fixing will be sort of obligatory for the Onager - but that is the case for every long range combat ship.

But in the end the crit effect is just a nice-to-have not the main draw of the weapon.

1 hour ago, Rimsen said:

Officer Ozzel

It is not after it moves, it is after it activates. This means that Ozzel does not work.

9 minutes ago, Decarior said:

Really bad might be a bit of an overstatement. Auto damage is always nice especially since you will always push through a hull damage to each flotilla caught in the blast. Also auto damaging scatter squadrons and punish fleets were the squadrons like to hang out near the main fleet (mostly rebel builds). Of course red dice fixing will be sort of obligatory for the Onager - but that is the case for every long range combat ship.

No, I am standing by it. Really bad. Like it is already actively difficult to even have multiple ships within range 1 of each other, so this is utterly useless. Now the damage against squads would be nice. One damage that can't be mitigated is pretty good. The only problem is that if my opponent sees that I have this upgrade and has an IQ above that of a piece of toast, they will not keep their squads within distance one of a ship that is in the narrow super weapon arc. This crit effect will never ever come into play and if it does it is because my opponent made a mistake. But building my fleet in the hopes that my opponent makes a mistake is not how you build competent lists.

You shouln't forget that the crit effect isn't the make or break of the superweapon, it is what specifies where to set the ignition token and the crit effect is just an added bonus. The attack pool is only depended on the ship card.

Range 1 from a large ship is quite a large bubble. If you make your opponent spread out his fleet that much than you already disrupted him, especially a rebel squadron build that wants to keep their squadron ball in command range of multiple ships and relevant effects (Toryn Farr, Gallant Haven, Fighter Coordination Team) without the extensive use of Relay. That an being able to protect your vulnerable assets like Yavaris against other threats like a flanking Demolisher or Raider. Fleet formation matters. But of course all this depends very much on the match-up.

I just don't really understand why people focus on the critical effect so much.

The crit effect is a nice bonus; on the livestream I don't think they used the crit once, but they didn't need to. The Onager still got some solid shots into the Starhawk. If the 'kitten hadn't run into a little problem, and the dice had been better, the Starhawk could have been in serious trouble.

A few lists like clustering their fleet together for protection (particularly keeping flotillas hiding behind the big ships, but close enough to push squadrons, pass tokens and various other effects), and this specific superweapon seems designed to force those lists to break up.

Did anyone catch how the dice pool is calculated. I assumed it was distance from the weapon token determined which dice; at the same time one giant gun could ignore that and as long as it is in range it throws all colors of dice.

8 minutes ago, Grathew said:

Did anyone catch how the dice pool is calculated. I assumed it was distance from the weapon token determined which dice; at the same time one giant gun could ignore that and as long as it is in range it throws all colors of dice.

Yea it was range of token. So if your at long range of token you only get shot with red dice

1 hour ago, LordCola said:

No, I am standing by it. Really bad. Like it is already actively difficult to even have multiple ships within range 1 of each other, so this is utterly useless. Now the damage against squads would be nice. One damage that can't be mitigated is pretty good. The only problem is that if my opponent sees that I have this upgrade and has an IQ above that of a piece of toast, they will not keep their squads within distance one of a ship that is in the narrow super weapon arc. This crit effect will never ever come into play and if it does it is because my opponent made a mistake. But building my fleet in the hopes that my opponent makes a mistake is not how you build competent lists.

Except that the arc for the Onager is pretty wide at that range and it means that squadrons need to worry about being at range 1 of *any* ship in that arc. That’s a bigger challenge.

Putz with models on the table. It’ll spread fleets out more than you think

Edited by Church14

This will be an interesting ship to play. I can't wait to use it against a Cracken fleet.