No, for reals, there's totally an article if you click this link:
https://www.fantasyflightgames.com/en/news/2020/11/16/mechanized-might/
You've been blitzed! New Seppie article
Huh, it wasn't showing on the news page for me.
You get a pass. This time...
GAH I GOT RICKROLLED! ðŸ˜
Dang, that Hyperwave Signal Boost is spicy. Activate 3 squads during the ship phase with a squad command, then exhaust during the squad phase and activate 3 new squads.
Edited by ianedigerQuotedix ship cards
Oh no, not the dix ships
Count Dooku looks interesting, kind of a mandatory Surprise Attack.
Edited by Bertie WoosterDooku looks wonderfully frustrating, particularly for squadron-reliant fleets. On the other hand, the opponent knows what raid commands are coming, just not when. Dooku + Surprise Attack = 6 rounds of raid tokens!
Signal Boost is an interesting idea; I think it may take a while for players to get used to all the kinks (it happens during any of the player's squadron turns(?), and they get to activate as many squadrons as they can instead of just 2, and they activate normally - not rogue like Hera - just get the AI bonus). Question: is this in addition to the normal squadron activation or instead? The "This turn,.." part suggests it is, and it sounds like it is intended that way, but it doesn't specify that it replaces the normal turn.
For two points I get the feeling Tide of Progress might be stapled to Munificents. Or would if the other title wasn't also pretty fun? But a refreshing (ish) Med Team, that works on "Ship" damage cards; potentially a lot of damage saved if it receives Structural Damages.
Main issue I see for now is getting command tokens on the Munificents to refresh all these lovely things, given the lack of Comms Net flotillas.
Edited by GrumbledukeLet the Vulture swarm begin!
Muni SF (73)
Dooku (30)
Wat Tambor (5)
Swivel-Mount (8)
Battle Droid Reserves (4)
Reinforced Blast Doors (5)
Leading Shots (4)
(129)
Muni CF (70)
FCT (3)
FC (3)
Hyperwave Signal Boost (3)
LS (4)
QBT (5)
(88)
Muni CF (70)
FCT (3)
FC (3)
HSB (3)
LS (4)
QBT (5)
(88)
9 Vulture Droids (8x9)
Haor-chall prototype (16)
393 total points
Edited by ianedigerI am very interested to find out about the new ship keywords - bombard, transport and comms.
Wat Tambor plus Battle Droid Reserves plus Tide of Progress XII plus the Munificent's built-in 4 engineering points equals one tanky ship. And two more shields than a Victory.
Edited by Rmcarrier140 minutes ago, evo454 said:Oh no, not the dix ships

"I sent you a dix ship, please respond."
Between Swivel-Mount Batteries and Hyperwave Signal Boost i feel like the bigger card size might actually be a positive change, if it means we can get more complex (and thus more text-requiring) card effects...
15 minutes ago, Grumbleduke said:Main issue I see for now is getting command tokens on the Munificents to refresh all these lovely things, given the lack of Comms Net flotillas.
Devs have gone on record saying one of the hardcell varients comes with a fleet support slot.
I think the Muni's command 2 is a double edge blade. On one hand you have a powerful and responsive ship which can SFO. On the the other, you can only hold two tokens in a faction that realy wants to be holding on to as many tokens as possible to refresh powerful cards. Also I think we need to see the full rules for token refreshes as right now Im leaning toward that the rules are one token equels one refresh. This means when having multiple cards with the same overlapping token (ex. Tide of Progress + Droid Reserves) you only get to refresh one of the cards.
lots of interesting ideas going forward fleet build/ gameplan wise. Do I want to go for powerful T-seres CF+Squad dial turns? Do I go more laid back with sqaud cmd alpha, then transition to CF commands as hyperwave keeps on squad presure? So many decisions.
1 hour ago, Grumbleduke said:Signal Boost is an interesting idea; I think it may take a while for players to get used to all the kinks (it happens during any of the player's squadron turns(?), and they get to activate as many squadrons as they can instead of just 2, and they activate normally - not rogue like Hera - just get the AI bonus). Question: is this in addition to the normal squadron activation or instead? The "This turn,.." part suggests it is, and it sounds like it is intended that way, but it doesn't specify that it replaces the normal turn.
According to the card it only works when it's your turn to activate 2 squadrons , works only with unactivated squadrons and without rogue it's just move or shoot. Seems to be more usefull as defense, if all.
Never going to give it up are you?
6 minutes ago, Ginkapo said:Never going to give it up are you?
I just went "WOW! Really?" and then "Oh, ok." But if you want kinky: According to the card you can activate just ONE squadron and try get the last activation with less squadrons in play. AND THAT ONE COUNTS!
Better?
11 minutes ago, KaLeu said:According to the card it only works when it's your turn to activate 2 squadrons , works only with unactivated squadrons and without rogue it's just move or shoot. Seems to be more usefull as defense, if all.
The card specifies "up to your squadron value."
2 minutes ago, Irate Pooka said:The card specifies "up to your squadron value."
Yep, that`'s good. Sorry if i sound too negative. Really looking forward to the new stuff.
I tried to do a quick analysis. Really excited for this faction.
I'm suprised that the Munificients anti ship power isn't more focused on the front arc, given that it has that big turbolaser there (and a bunch of laser cannons that should contribut more to anti squaddron on the sides).
So am I missing something about the new offensive retro? Why would u not just take boosted comms?
1 hour ago, KaLeu said:I just went "WOW! Really?" and then "Oh, ok." But if you want kinky: According to the card you can activate just ONE squadron and try get the last activation with less squadrons in play. AND THAT ONE COUNTS!
Better?
Was this for @Grumbleduke?
I was referencing Rick Astley. Duke isnt eben my alter ego Gilarious
4 minutes ago, mattmaclaren31 said:So am I missing something about the new offensive retro? Why would u not just take boosted comms?
Because this way you don't have to use a squadron command.
1 minute ago, Formynder4 said:Because this way you don't have to use a squadron command.
Of course if you want to use that, your 3 hull Vultures need to live until the squadron phase
Those wave one GCW ships like the VSD are sure looking like they need to be redesigned to keep them on par with the newer game design of these clone war ships.
Edited by SoonerTed