RITR obsolete

By ovinomanc3r, in Star Wars: Armada

Ok, so ffg made a new upgrade slot (superweapon).

But you can't get those upgrades for you Onager or Starhawk ships during a RITR campaign unless they're the very first upgrade you purchased for them.

🤦‍♂️

Can you only put on upgrades that come in the RitR box? As i'm still waiting for mine to arrive I have no idea. If that is the case its only 1 upgrade slot on two ships I hardly think that makes it obsolete.

2 hours ago, ovinomanc3r said:

Ok, so ffg made a new upgrade slot (superweapon).

But you can't get those upgrades for you Onager or Starhawk ships during a RITR campaign unless they're the very first upgrade you purchased for them.

🤦‍♂️

Why aren’t you buying them with them equipped then?

Just now, Drasnighta said:

Why aren’t you buying them with them equipped then?

That would be the only option.

1 hour ago, ovinomanc3r said:

That would be the only option.

At least you still have that option.

mountains out of molehills

8 minutes ago, Drasnighta said:

At least you still have that option.

mountains out of molehills

The obsolete thing was just an exaggeration.

I just wonder if they had in mind new upgrade slots why they didn't make a way to get them. As far as I understand the RITR rules (I read them once) there is not. They could have made a system where you get a less amount of points but in return you may spend them on whatever you want, or an extra rule for resources advantage. I dunno, something ready for whatever is coming for the future.

The thing is that if you choose one superweapon you're stuck with it as neither is worth half of the other.

I still like the campaign. It's just this thing they could have solved easily. Nothing prevent me from house rule it of course.

Edited by ovinomanc3r

Thing is, when you look at the Starhawk.... are you really taking a 150 point ship in a 200 game without thinking things through? 😁

I though you could trade in one type of upgrade and type of squadron, then buy a different upgrade of the same type or more squads.

So pick superweapon, sell 2 Ywings, and buy Magnites.

Am I missing something?

4 hours ago, ovinomanc3r said:

Ok, so ffg made a new upgrade slot (superweapon).

But you can't get those upgrades for you Onager or Starhawk ships during a RITR campaign unless they're the very first upgrade you purchased for them.

🤦‍♂️

Seeing that both those upgrades seem necessary to make either of those ships effective I guess I don't really see the problem.

2 minutes ago, Thrindal said:

Seeing that both those upgrades seem necessary to make either of those ships effective I guess I don't really see the problem.

I’m not sure they really are. If the preview is to be believed, the Onager gets IGNITION (SHORT) by default. Your paying for an extra bit of range and a crit effect with the upgrade cards.

6 minutes ago, Church14 said:

Your paying for an extra bit of range and a crit effect with the upgrade cards.

Well, but the range is the thing for the Onager. I do think you need the super weapon to make the Onager good.

11 minutes ago, Thrindal said:

Seeing that both those upgrades seem necessary to make either of those ships effective I guess I don't really see the problem.

I agree that the super weapon will be necessary on the Onager but I do believe that the Starhawk will regularly be played without its super weapon.

Starhawk and Onager are strategic weapons. For a campaign that's suppose to be cat and mouse low intensity warfare, kinda ruins the theme of it to bring such a weapons. Nothing says though you can't house rules it if you desire though. My self I'm hoping the next one will be mid rim or core worlds and do larger fleets and more overarching objectives. Something these monsters would feel right at home in.

13 minutes ago, LordCola said:

Well, but the range is the thing for the Onager. I do think you need the super weapon to make the Onager good.

Try measuring the range. Without the upgrades, your ignition arc black dice reach more than an inch into long range from your ship. Your red dice almost reach an additional 6” past your usual long range.


It hits basically as hard but considerably farther out than an ISD1. It just isn’t as durable. I’m not convinced the superweapon is mandatory. I am convinced that the superweapons will be more fun

6 minutes ago, Church14 said:

Try measuring the range. Without the upgrades, your ignition arc black dice reach more than an inch into long range from your ship. Your red dice almost reach an additional 6” past your usual long range.


It hits basically as hard but considerably farther out than an ISD1. It just isn’t as durable. I’m not convinced the superweapon is mandatory. I am convinced that the superweapons will be more fun

More than an inch into black range .... vs... throwing multiple reds at something almost 2 rulers away where it can’t shoot back. Or a ruler and a third with everything...

i know which option I’m taking 😁

1 minute ago, Drasnighta said:

More than an inch into black range .... vs... throwing multiple reds at something almost 2 rulers away where it can’t shoot back. Or a ruler and a third with everything...

i know which option I’m taking 😁

Oh. Taking a superweapon is absolutely better. That wasn’t my point though. My point is that it isn’t necessary to get a good showing from an Onager

Edited by Church14
4 minutes ago, Church14 said:

Try measuring the range.

I have done a whole lot or range measuring in Vasal already. This ship is not an ISD. It can't take gunnery teams. To get what you pay for this ship needs to have more turns where it attacks than an ISD.

I explained my reasoning already here:

The Onager needs the additional range.

@LordCola

It can’t take gunnery teams?

IT HAS TWO OF THE SLOT!

GO MENTAL! 😁 😁

Edited by Drasnighta

This brings me up to a question I have that is in some point related to this.

The RITR rulebook says that during the "Refit and expand" step you can choose to remove one type of upgrade or squadron for each base you have to gain half of those points to buy another upgrades of the same type or squadrons of different type. It explicitly says: "That player may remove a number of squadrons or upgrade cards of each chosen type".

Now lets say my team has 3 bases, could I say I remove for example 16 points of TIE Fighters, 5 points of Ion Cannon Batteries and 0 points of Superweapon? So I could add if I want a 10 points superweapon. The rule says to "remove a number" and 0 is a number.

3 minutes ago, Drasnighta said:

It can’t take gunnery teams?

IT HAS TWO OF THE SLOT!

****, I'm even slapping Fire Control Teams on it in order to try to push even more damage, along with Gunnery Teams.

5 minutes ago, Lemmiwinks86 said:

This brings me up to a question I have that is in some point related to this.

The RITR rulebook says that during the "Refit and expand" step you can choose to remove one type of upgrade or squadron for each base you have to gain half of those points to buy another upgrades of the same type or squadrons of different type. It explicitly says: "That player may remove a number of squadrons or upgrade cards of each chosen type".

Now lets say my team has 3 bases, could I say I remove for example 16 points of TIE Fighters, 5 points of Ion Cannon Batteries and 0 points of Superweapon? So I could add if I want a 10 points superweapon. The rule says to "remove a number" and 0 is a number.

It also says you choose a type of upgrade to remove. If you're not removing the upgrade (because it doesn't exist), how are you getting to the point of deciding how many points of that upgrade type to remove?

7 minutes ago, LordCola said:

I have done a whole lot or range measuring in Vasal already. This ship is not an ISD. It can't take gunnery teams. To get what you pay for this ship needs to have more turns where it attacks than an ISD.

I explained my reasoning already here:

The Onager needs the additional range.

It can take gunnery teams. It’s front arc damage output can exceed an ISD1 or an MC75s double arc. Has to be against two targets, but so does the ISD2 if your doing that much damage.

So no. I don’t agree with this previous post. It doesn’t have to be firing turn 1. Without a superweapon, but with gunnery teams, it’s a combat ship that throws down comparably to other larges.

9 minutes ago, RobertK said:

It also says you choose a type of upgrade to remove. If you're not removing the upgrade (because it doesn't exist), how are you getting to the point of deciding how many points of that upgrade type to remove?

But it says to choose a type of upgrade to remove. I choose the type Superweapon and then remove 0 points of it.

I don't say that it works like that or that I like it, but one guy in my group asked that and I cannot find a rule against it for how it's written (at least in my interpretation).

It's RitR; if you're not happy with the rules, make up your own rules!

Maybe they'll include something in the next FAQ adding some new reward thingamies to the map. If not, house rules it. Perhaps agree that the Experimental Retrofit also counts as Superweapon (but with 10/5 points instead of 8/4 - depending on what other Superweapon upgrades we get).

23 minutes ago, Drasnighta said:

@LordCola

It can’t take gunnery teams?

IT HAS TWO OF THE SLOT!

GO MENTAL! 😁 😁

19 minutes ago, ianediger said:

****, I'm even slapping Fire Control Teams on it in order to try to push even more damage, along with Gunnery Teams.

15 minutes ago, Church14 said:

It can take gunnery teams. It’s front arc damage output can exceed an ISD1 or an MC75s double arc. Has to be against two targets, but so does the ISD2 if your doing that much damage.

So no. I don’t agree with this previous post. It doesn’t have to be firing turn 1. Without a superweapon, but with gunnery teams, it’s a combat ship that throws down comparably to other larges.

🙄 This is what happens when you type something out in a hurry, notice that what you are typing isn't completely accurate but believe people will understand what you are trying to say. Yes, it can take gunnery teams but Gunnery Teams does not give it a second ignition attack. That is what I was trying to say.

1 minute ago, Lemmiwinks86 said:

But it says to choose a type of upgrade to remove. I choose the type Superweapon and then remove 0 points of it.

I don't say that it works like that or that I like it, but one guy in my group asked that and I cannot find a rule against it for how it's written (at least in my interpretation).

I will concede the point the moment you show me an upgrade that is worth 0 points. :)