Republic article available

By Formynder4, in Star Wars: Armada

9 minutes ago, Church14 said:

It’s not just 3. If a ship gets to brace and redirect with Kenobi, his ability functionally removes 2 damage.

So in 3 rounds of combat, the upper limit is actually 8 damage prevented per ship. 3 uses of readied brace and redirect, 1 use discarding both over 3 rounds of combat.

That’s why he’s 28. You aren’t likely to hit that 8 damage prevented per ship, but you can. Go to 4 rounds of combat and you see a max of 10 per ship.

This doesn’t include stacking Kenobi with EST. With that, you can have a ship reduce an attack by 4 damage once per turn.

Yes, this was my point. I used the number 3 to compare with Motti on a large base.

3 hours ago, Green Knight said:

Yes, this was my point. I used the number 3 to compare with Motti on a large base.

Compare to Tagge

6 hours ago, Decarior said:

I think the developers said in an interview that single expansions of the ships from the starters were not planned as of yet, but are a possibility for the future. Considering that they would be new products (SKUs, packing) and the time it takes distributors for ordering, to producing and shipping is about 9 - 15 months, I would expect single expansions not earlier than a year from now.

The first squadron packs for X-Wing came out march last year and there are still no signs for single expansion releases of the ships that you only got in that package. So I wouldn't get my hopes up.

LAAAME. I mean, the precedent that Armada already has set is "starter comes out, wait about 2 months, get the single-expansions released with the next wave (was Wave 1 back in the day). Seems like something that will pretty drastically split the player base and might even sink CW factions for casual players :P

Itll be fine.

1 hour ago, Cruzer said:

LAAAME. I mean, the precedent that Armada already has set is "starter comes out, wait about 2 months, get the single-expansions released with the next wave (was Wave 1 back in the day). Seems like something that will pretty drastically split the player base and might even sink CW factions for casual players :P

For me it would hinge more so (but not solely) in the cards that a single ship pack comes with.

That said, it seems foolish to loose out on all those singular consular sales when people won’t buy a second starter (or already have 2) for example.

I would like to thank you all for your answers previously. One more (probably final) question. I wouldn't like to purchase the Core Set, as I'm not interested in the Rebel Fleet, and so save some money. Do you know if this Republic Starter will also have a deck of damage cards inside? I have read that it will contain objective cards, dice, maneuver tool, range ruler etc. so if it has the damage cards inside, I think it seems ideal for me as complete Starter Set.

3 minutes ago, Metallian said:

I would like to thank you all for your answers previously. One more (probably final) question. I wouldn't like to purchase the Core Set, as I'm not interested in the Rebel Fleet, and so save some money. Do you know if this Republic Starter will also have a deck of damage cards inside? I have read that it will contain objective cards, dice, maneuver tool, range ruler etc. so if it has the damage cards inside, I think it seems ideal for me as complete Starter Set.

It will have a damage deck and everything you would need. Consider it a faction specific Core set.

10 minutes ago, Metallian said:

I would like to thank you all for your answers previously. One more (probably final) question. I wouldn't like to purchase the Core Set, as I'm not interested in the Rebel Fleet, and so save some money. Do you know if this Republic Starter will also have a deck of damage cards inside? I have read that it will contain objective cards, dice, maneuver tool, range ruler etc. so if it has the damage cards inside, I think it seems ideal for me as complete Starter Set.

@Thrindal pretty much answered, but I thought I'd expand upon it. These starters should come with all the necessary odds and ends a brand new player with no prior collection would need to play the game (likely only enough for a 200pt Task Force fleet, but that's still a widely accepted and official way to play). This includes dice, damage deck, range ruler, maneuver tool, command & speed dials, and all necessary tokens, cards, and models. Only thing really missing (as far as I know) are the new pass tokens and those haven't for-sure been excluded, just not presently advertised as being included.

6 minutes ago, Cruzer said:

@Thrindal pretty much answered, but I thought I'd expand upon it. These starters should come with all the necessary odds and ends a brand new player with no prior collection would need to play the game (likely only enough for a 200pt Task Force fleet, but that's still a widely accepted and official way to play). This includes dice, damage deck, range ruler, maneuver tool, command & speed dials, and all necessary tokens, cards, and models. Only thing really missing (as far as I know) are the new pass tokens and those haven't for-sure been excluded, just not presently advertised as being included.

I have to commend FFG for taking this route with the new factions. It opens up the door for future factions in a way that the core set makes difficult. And not just First Order and Resistance, but factions like Scum or High Republic as well. It's a good foundational step, I feel. (That doesn't mean FFG will , but now it's easier should they choose to.)

On 11/9/2020 at 1:23 PM, EBerling said:

It seems like Republic's schtick is going to be dominating the squadron game. Torrents look pretty close to being slightly better, slight cheaper X-Wings while the Jedi Fighters look like they'll be both very deadly and very hard to kill .

I hope not, for two reasons. One, I hate squadrons, if I wanted to throw tie fighters against delta-7's I'd play x-wing. This game should be about capital ships duking it out in the vast ocean of space. Two, more importantly, after looking at the sepratist ship tiles They better have a good squadron game.

2 hours ago, Orcdruid said:

I hope not, for two reasons. One, I hate squadrons, if I wanted to throw tie fighters against delta-7's I'd play x-wing. This game should be about capital ships duking it out in the vast ocean of space. Two, more importantly, after looking at the sepratist ship tiles They better have a good squadron game.

You are playing the wrong game then, sorry.

Has there ever been a scene in SW where cap ships duke it out without swarms of fighters?

The closest you get is maybe TLJ chase scene, which is insanely lame, but even there finally TIE Silencers blow some holes.

4 hours ago, Orcdruid said:

I hope not, for two reasons. One, I hate squadrons, if I wanted to throw tie fighters against delta-7's I'd play x-wing. This game should be about capital ships duking it out in the vast ocean of space. Two, more importantly, after looking at the sepratist ship tiles They better have a good squadron game.

One can quite often read that Armada should not focus on squads, because that is what X-Wing is for. X-Wing does squads perfectly. How could squads in Armada be anything but lame compared to the depth that squad play offers in X-Wing?

I think that is a giant misconception. Only because both have squads in does not mean that they address the same tactical challenge. In Armada squads are addressed from an admiral's perspective, in X-Wing from a squad leader's perspective. Those are two completely different approaches with completely different tactical challenges. Taking squads out of Armada would mean to deprive the game of this important aspect of commandeering a Star Wars space battle. In Armada we simulate what Ackbar did in RotJ. In X-Wing we simulate what Red leader did in ANH.

What if we combine X-wing with Armada? 🤔 Every time a squad would attack you play a game of x-wing. :D then you'd probably quit the game because a game would take a week to finish

Just now, sasska said:

What if we combine X-wing with Armada? 🤔 Every time a squad would attack you play a game of x-wing. :D then you'd probably quit the game because a game would take a week to finish

Unfortunately, mid-turn you'd have to pause for points updates :P

12 hours ago, Orcdruid said:

I hope not, for two reasons. One, I hate squadrons, if I wanted to throw tie fighters against delta-7's I'd play x-wing. This game should be about capital ships duking it out in the vast ocean of space. Two, more importantly, after looking at the sepratist ship tiles They better have a good squadron game.

...okay pardon my confusion but you hope Republic's faction identity isn't Squadron oriented and also want to avoid Squadron stuff in general in the game BUT you want CIS to have some great Squadron stuff?

So instead of throwing Tie Fighters at Delta-7s...you wanna throw Tie Fighters at Vultures?

Frankly I think Republic should be powerful with Squadrons. Their ships compared to CIS starfighters are usually superior. The pilots for Republic are either highly trained soildiers or Jedi, which can trump any faction in a several cases. Rebels take a lot of hopefuls joining the cause, like farmboys, to trained Imperial traitors. Empire has fresh recruits to highly trained and experienced veterans. And CIS has droids for pilots, who can be anywhere from very dumb to very smart, depends how they are programmed.

The Republic doesn't really have that wide range of ship types and their Flagships, the Venator usually, are identified as carriers mostly. Its probably gonna rely on Squadrons to help it take down ISDs, Providences, Starhawks, and the such.

20 hours ago, Metallian said:

I would like to thank you all for your answers previously. One more (probably final) question. I wouldn't like to purchase the Core Set, as I'm not interested in the Rebel Fleet, and so save some money. Do you know if this Republic Starter will also have a deck of damage cards inside? I have read that it will contain objective cards, dice, maneuver tool, range ruler etc. so if it has the damage cards inside, I think it seems ideal for me as complete Starter Set.

An extra dice set is always a good idea.

I will admit the squadron identity of the Republic so far seems interesting from a fleet building aspect as you're having to balance a ace to generic ratio. Do you go full four aces to get all the different buffs but have less generic squads who recieve them? Or do you go lean on your aces to get more generics to hit with your buff?

It seems that the Republic will be better in squadron play than the Rebels as well... I feel like the Rebel squadrons would require a total rebalance because it seems that they will be overshadowed by every other faction in that regard (I look at you especially, overpriced X-Wing!)

5 hours ago, Norell said:

It seems that the Republic will be better in squadron play than the Rebels as well... I feel like the Rebel squadrons would require a total rebalance because it seems that they will be overshadowed by every other faction in that regard (I look at you especially, overpriced X-Wing!)

The Republic isn't really a squadron faction but a combined arms faction. And in what way are Rebels going to be overshadowed? The X-wing isn't overpriced at all, but quite reasonably priced for its performance.

30 minutes ago, Formynder4 said:

The Republic isn't really a squadron faction but a combined arms faction. And in what way are Rebels going to be overshadowed? The X-wing isn't overpriced at all, but quite reasonably priced for its performance.

I'd have to disagree. The basic X-wing is not viable without maximizing synergy, and so is seen only in very specific builds.

15 minutes ago, Green Knight said:

I'd have to disagree. The basic X-wing is not viable without maximizing synergy, and so is seen only in very specific builds.

You don't even have to maximize it. 4 attack dice, bomber, and escort, with 5 hp, the price is about right based on that alone. And when you consider how easy it is to include Toryn, or Biggs, it doesn't take much at all to boost them even just a little bit, without going all in.

the Rebels still seem to have the tankiest squadrons and best ability to take a hit and respond. Gallant Haven, Biggs/Jan, even as strong as the GAR is or appears to be, the Rebels aren't paying Delta prices for X-wings.

25 minutes ago, Formynder4 said:

You don't even have to maximize it. 4 attack dice, bomber, and escort, with 5 hp, the price is about right based on that alone. And when you consider how easy it is to include Toryn, or Biggs, it doesn't take much at all to boost them even just a little bit, without going all in.

This is not completely accurate.

Bomber, yes. But wildly unreliable, even with BBC.

Mostly as meat shields. In a faction that needed many waves to add stuff to make them decent even as that.

5/8 sides do damage for X-Wings when bombing. More than 50%, without bringing BCC. 3 of those sides can potentially do 2 damage (Structural Crit.)

Edited by Bravo Null

Dunno if I agree that the GAR outdoes the Rebels squad-wise. I mean, sure, the Torrents are better all-rounders than the X-wings, but not having a cheap interceptor is definitely gonna hurt the GAR. Since we don't know about the CW Y-wings nor the ARC-170's stats and prices, it's hard to compare them to the equivalents (Reb Y-wings and B-wings). I'll definitely jump on the bandwagon that X-wings need an update tho :P