1.5 LEAK: Pass tokens and other stuff

By Darth Veggie, in Star Wars: Armada

5 hours ago, flatpackhamster said:

Strange, I looked at it and couldn't see it.

Shame that they didn't revisit it. Great card but massively overpriced. Along with the overpricedness of the Vic2 it feels like the Imps are getting a raw deal in 1.5.

I swear, a dev should come on reddit to explain why some of the stuff remained the same. I don't get it either.

1 hour ago, Sybreed said:

I swear, a dev should come on reddit to explain why some of the stuff remained the same. I don't get it either.

What dev is left?

1 hour ago, Sybreed said:

I swear, a dev should come on reddit to explain why some of the stuff remained the same. I don't get it either.

Devs got sacked tho 🤔

oh, right.

14 minutes ago, Green Knight said:

Devs got sacked tho 🤔

And replaced by a band of Tatooinian Mountain Banthas

1 hour ago, Sybreed said:

I swear, a dev should come on reddit to explain why some of the stuff remained the same. I don't get it either.

"F*** you, f*** you, you're cool, f*** you, annnnnd none for Gretchen Wieners byeeee."

55 minutes ago, Green Knight said:

Devs got sacked tho 🤔

But they still would of been the ones who worked on this. So could still explain why, what and how.

1 hour ago, Green Knight said:

Devs got sacked tho 🤔

Wait what? I thought it was a simple reorganization, not complete staff-replacement....

3 hours ago, XR8rGREAT said:

But they still would of been the ones who worked on this. So could still explain why, what and how.

* would have

2 hours ago, Norell said:

Wait what? I thought it was a simple reorganization, not complete staff-replacement....

Moved from one studio to another - on the other side of the country.

Legions rules/points update was accompanied by a bit of an explanatory article, but unlike previous, there was no attribution to the designers. So they will probably do a similar thing for these once the official article comes out.

On 11/27/2020 at 9:59 PM, XR8rGREAT said:

*Major point decrease for Tarkin, he's now 28 points. Same wording otherwise.

I was hoping for this after FFG revealed Leia's 10 points reduction, and I'm pleased that it came true. It seems like command tokens will be more important than ever before, so it's possible Tarkin will become more popular than ever before! I'm definitely going to try Tarkin in more builds now that he's only 28 points.

On 11/27/2020 at 9:59 PM, XR8rGREAT said:

*Captain Brunson: Unique Imperial Officer 9pts, Recur; While Defending at distance 1-2 of an obstacle, during the Spend Defense Tokens step, you may exhaust this card to choose and cancel 1 attack die.

I'm not a fan of this change. Increasing Brunson by 4 points to 9 is a big jump, and surprising, because I don't recall anyone complaining much that Brunson was "unfair" -- just that she was good. I don't think it's fair that Brunson is higher points cost than a more powerful faction-exclusive Officer like Toryn Far -- unless TF's points cost has been increased to 10+.

This makes Brunson more expensive than Foresight! But Foresight can use its ability anywhere on the table and the ship has 2 Evades so it can use it twice per round (or more if it discards Evades), whereas Brunson must exhaust so can only be used once. This makes no sense!

Considering how most of the card updates we've seen so far have been points reductions or nerfs, it's really strange that a balanced, un-controversial card like Brunson has nearly doubled in cost. I mean... WHO WANTED THIS!? 😕

On 11/27/2020 at 9:59 PM, XR8rGREAT said:

*Sato got a points decrease, now 27 points. Otherwise, the same.

I liked Sato already but even more now that he's 27 points.

On 11/27/2020 at 9:59 PM, XR8rGREAT said:

*Admiral Konstantine: Unique Imperial Commander 23pts; At the start of each Status Phase, you may choose any number of enemy ships at distance 1-5 of at least 2 friendly non-flotilla ships, 1 of which much be medium or larger size class. For each chosen ship, you may discard 1 Navigate token from it or increase or decrease its speed by 1 to a minimum of speed 1.

The changes to Konstantine are welcome, but aside from making him work with a SSD, I don't know if these changes will be enough to make him viable, because he still requires 2 friendly ships to be at distance 1-5 of an enemy ship. I know that it should be a lot easier to get a Raider, Arq, or Gladiator near enemy ships, but I'm not convinced it'll be enough.

I really wish FFG had enhanced Konstantine's ability to also reduce the enemy ship's yaw by 1 on one segment. I think both changing the enemy ship's speed and reducing its maneuverability would make sense and be very effective, especially when increasing the enemy ship's speed because it could force the ship off the table, making Konstantine very tricky! (I was already planning to use Konstantine against Acclamators 😈 )

On 11/27/2020 at 9:59 PM, XR8rGREAT said:

*Mon Mothma: Rebel Commander, Unique 27pts; When a friendly ship resolves the Evade token effect, it can cancel 1 die at medium range or reroll 1 additional die at close range or distance 1.

After the Evade update was revealed, I was wondering what that would mean for MM? MM forcing an additional reroll at close range/distance 1 makes sense.

I was hoping MM would do something at Long and possibly Extreme range. MM cancelling a 2nd die at Long range would be the logical progression of her ability since Evade cancels 2 dice at Extreme range; unfortunately, the existence of Foresight rules this out because a ship with 2 Evades that could cancel 3 dice at long range would be virtually un-killable! Nope, can't allow that.

However, the Evade update sparked an idea: At Long range, MM's Evade could cancel 1 die and force 1 reroll. Combining MM's Close and Medium range abilities for Long range makes perfect sense! If MM could do that, she could've stayed at 30 points.

Unfortunately, that didn't happen, so MM doesn't help at Long range. But at least MM is better and cheaper.

On 11/27/2020 at 9:59 PM, XR8rGREAT said:

*Assault Proton Torpedoes: Ordnance Upgrade, 4 pts; Black crit: Exhaust this card to deal 1 faceup damage card to the defender.

After the ACM reveal, I'm not surprised about this change to APT. I like that both are exhaustible now because double-arcing and using the Ordnance crits twice per activation was broken. Now they're balanced and more affordable. I like it!

On 11/27/2020 at 9:59 PM, XR8rGREAT said:

*Yavaris: Title, Unique; Rebel 5pts; Squadron; Each squadron you activate may choose to only attack during your activation. If it does, while attacking, it may add 1 die to its attack pool of a color already in its attack pool.

This is a nerf to Yavaris that needed to happen, but at least it maintains the spirit of the original.

On 11/27/2020 at 9:59 PM, XR8rGREAT said:

* Demolisher; Imperial title, unique 10pts: During your Attack step, you can perform only 1 attack.

You can perform 1 of your attacks after you execute your manuever during your activation.

If I'm reading this right... Demolisher always has to Attack-Move-Attack? 🤨

I don't really understand the point of this change because it was Demo's ability to Attack-Move-Attack that made it so deadly and so "controversial". How is locking it into that attack pattern supposed to make it more balanced?

The only purpose this serves is when last-first-ing, to maybe prevent Demo from double-arcing the target's same hull zone when it activates first the next round. But just because it has to execute a maneuver before executing its second attack doesn't always mean it won't be able to attack the target ship twice -- it might even still be possible to attack the same hull zone after a Speed-1 maneuver. It depends on positioning and how wide the hull zone is on the target ship. For example, Demo double-arcing a Starhawk or MC-80's side arc should be relatively easy at Speed 1, maybe even Speed 2.

Even if Demo couldn't attack the same hull zone after it completed its maneuver, the simple solution is to ram the target ship so it can't complete its maneuver; then it's free to attack the same hull zone. Sure, Demo will suffer 1 facedown damage card, but it will also inflict 1 facedown damage card to the target ship (unless it's a large ship with Hardened Bulkheads), and that +1 damage could be the difference between the target ship surviving Demo's second attack and it being destroyed.

If anything, adding ramming to Demolisher's META would make it even more deadly and make its name more fitting.

Furthermore, the updated card has removed the "first maneuver" stipulation, which apparently means it has reverted back to being able to execute its second attack after using Engine Techs.

I mean... I suppose I could be totally wrong, and I don't realize that this change somehow "ruins" Demolisher. But it doesn't seem like it's too bad.

This seems like such a "meh" change to Demolisher... I can't help but wonder if Insidious has been changed? Improved? It would be nice if Insidious became viable for once.

Edited by Captain Corvid
12 hours ago, geek19 said:

"F*** you, f*** you, you're cool, f*** you, annnnnd none for Gretchen Wieners byeeee."

Well, there are at least 2 people on this forum, who didn't see that movie.

@Captain Corvid Adar Tallon is the most powerful single faction officer followed by Chirpy. I think you might have forgotten they existed as they used to be relatively expensive compared to alternatives. However they have been majorly buffed by the overall changes and the nerfs to other components including Yav and Intel.

11 hours ago, Captain Corvid said:

If anything, adding ramming to Demolisher's META would make it even more deadly and make its name more fitting.

I think the key difference with the new Demolisher is that it has to stay to get the triple-hit off. A Demolisher wants to fly in, last-first, then fly off before it can be killed (maybe having time to hit something else on the way out). If the Demolisher has to ram it loses hull and has to spend an extra round in combat, so should be dying. Maybe it will still trade up, but it is a lot riskier.

Combine that with the nerfs to APTs, ACMs, OEs, buff to Evades at close range, and pass tokens, I think Demolisher will be quite a bit weaker. Still powerful, but not something completely terrifying (which I approve of, having on at least one occasion lost 180-points of MC80, with ECMs and EWS, to a Demolisher drive-by).

22 hours ago, XR8rGREAT said:

But they still would of been the ones who worked on this. So could still explain why, what and how.


Hey, we know you were just unexpectedly and unceremoniously fired right before the holidays during a global pandemic... but any chance you want to come and spend some of your time trying to justify your decisions for a product you are no longer responsible for in order to try and assuage a bunch of complaints and disappointment from players who are unhappy with your work? Yea... can't imagine why anyone wouldn't want to do that... 🤷‍♂️

Edited by EBerling
8 hours ago, Ginkapo said:

@Captain Corvid Adar Tallon is the most powerful single faction officer followed by Chirpy. I think you might have forgotten they existed as they used to be relatively expensive compared to alternatives. However they have been majorly buffed by the overall changes and the nerfs to other components including Yav and Intel.

I'm aware of Adar Tallon; I didn't mention him because his card is 10 points and I was trying to make the point that it's absurd that new Brunson costs 2 more points than the Rebel's second best exclusive Officer. I suppose I could've argued that it's absurd that Captain Brunson is 1 point less than the Rebel's best exclusive Officer, Adar Tallon.

It doesn't make sense to me that a defensive Officer that only benefits one ship is suddenly 9 points, whereas Toryn Far and Adar Tallon are offensive Officers, the Rebels two best exclusive Officers, worth 7 and 10 points respectively. Brunson's points increase makes her the Empire's second most expensive Officer, which implies she's the second most powerful Imperial Officer. Brunson is great, but I don't think she ranks that high.

This seems really unfair to the Empire and I don't understand why Brunson is being singled out for one of the few points increases that has been revealed (leaked) from the UCC. Especially when compared to some of the Republic and Separatist Officers that have been revealed so far, who have great abilities and cost 4-5 points. Brunson was 5 points! She was already in the sweet spot for a good Officer, but FFG has nearly doubled her cost for no apparent reason.

HOT TAKE Best rebel officers in 1.5:

Toryn Farr. While you might not always take her, she's the no. 1 force multiplying upgrade on the rebel side. UNLIMITED REROLL = UNLIMITED POWER.

Ahsoka Tano. No explanation needed.

Leia Organa. If you have any Command 3+ ships that is (or a 2+ that MUST get its Squad off).

Ezra Bridger. No explanation needed.

Walex Blissex. In the Age of Agate and Pass tokens, his value skyrocketed.

3 hours ago, Grumbleduke said:

I think the key difference with the new Demolisher is that it has to stay to get the triple-hit off. A Demolisher wants to fly in, last-first, then fly off before it can be killed (maybe having time to hit something else on the way out). If the Demolisher has to ram it loses hull and has to spend an extra round in combat, so should be dying. Maybe it will still trade up, but it is a lot riskier.

Combine that with the nerfs to APTs, ACMs, OEs, buff to Evades at close range, and pass tokens, I think Demolisher will be quite a bit weaker. Still powerful, but not something completely terrifying (which I approve of, having on at least one occasion lost 180-points of MC80, with ECMs and EWS, to a Demolisher drive-by).

I understand what you mean, but I think the reason why players wanted Demo nerfed is because the "triple hit" was so powerful it could kill most Rebel ships (with ACM or APT).

My point was that if Demo has to ram the target to retain that third close-range attack, it's well worth it if it destroys the target, because the enemy ship will be dead and unable to retaliate against Demo (unless Rieekan).

I think it's absolutely worth the risk to ram, especially against an enemy large ship, because even if Demo fails to destroy it, its triple hit should nearly kill it, so it can easily be finished off by another Imperial ship (or squadron) that round. It's a worthwhile sacrifice because Demo is cheaper than the enemy's large ship.

If Demo pulls it off and destroys the enemy, it only sustains 1 facedown damage, it didn't take any hits to shields, and it didn't spend any defense tokens -- and if Demo has ET and a Nav command, it can still make a Speed 1 maneuver after the enemy ship is destroyed.

I think this is definitely how I will use Demolisher going forward, because it counteracts the "nerf" just made by FFG at the cost of only 1 damage. Worth it! 😁

1 minute ago, Captain Corvid said:

If Demo pulls it off and destroys the enemy, it only sustains 1 facedown damage, it didn't take any hits to shields, and it didn't spend any defense tokens -- and if Demo has ET and a Nav command, it can still make a Speed 1 maneuver after the enemy ship is destroyed.

I want to point out that if you ram you can no longer use engine techs at all, so if you ram to get the 2nd shot off with demo he can no longer move that turn (but speed 4 next turn will make he hard to catch)

19 minutes ago, Captain Corvid said:

I'm aware of Adar Tallon; I didn't mention him because his card is 10 points and I was trying to make the point that it's absurd that new Brunson costs 2 more points than the Rebel's second best exclusive Officer. I suppose I could've argued that it's absurd that Captain Brunson is 1 point less than the Rebel's best exclusive Officer, Adar Tallon.

It doesn't make sense to me that a defensive Officer that only benefits one ship is suddenly 9 points, whereas Toryn Far and Adar Tallon are offensive Officers, the Rebels two best exclusive Officers, worth 7 and 10 points respectively. Brunson's points increase makes her the Empire's second most expensive Officer, which implies she's the second most powerful Imperial Officer. Brunson is great, but I don't think she ranks that high.

This seems really unfair to the Empire and I don't understand why Brunson is being singled out for one of the few points increases that has been revealed (leaked) from the UCC. Especially when compared to some of the Republic and Separatist Officers that have been revealed so far, who have great abilities and cost 4-5 points. Brunson was 5 points! She was already in the sweet spot for a good Officer, but FFG has nearly doubled her cost for no apparent reason.

You're comparing Brunson with the wrong officer:
Major Derlin is 7 points, also exhausts to use and reduces damage by one point. Brunson is better than that, her limitation of being near an obstacle is not hard to achieve, and she was cheaper. She was an auto-include at 5 pts. At 9pts, she isn't. Derlin is rarely seen.

I think they were targeting auto-include cards rather than rebalancing as many cards as possible. Changing Toryn or Adar might have been a good idea too, but that is a different argument.

41 minutes ago, clontroper5 said:

I want to point out that if you ram you can no longer use engine techs at all, so if you ram to get the 2nd shot off with demo he can no longer move that turn (but speed 4 next turn will make he hard to catch)

Does ET work like that?

Because the wording of the card just says "After you execute a maneuver..."

According to the rules:

Quote

Overlapping A Ship:

If a ship executes a maneuver and its final position would overlap another ship, it cannot finish its maneuver normally. Instead, temporarily reduce its speed by one (without changing the speed dial) and move the ship at the new speed. This process continues until the ship can finish its maneuver, even if that maneuver is to remain in place at speed “0.”

My reading of that rule is a ship does execute a maneuver even if it ends up temporarily reducing to speed 0 and staying in its original place.

I couldn't find any Rules Clarifications about Engine Techs and Overlapping that said ET could not be used after ramming.

I suppose it's possible that my friends and I have been using ET wrong... but I could've sworn that I've seen Battle Rep videos from more experienced Armada players wherein they double-rammed using ET -- maybe not often, but I'm sure I've seen it happen.

Your useing correctly now

19 minutes ago, Captain Corvid said:

Does ET work like that?

Because the wording of the card just says "After you execute a maneuver..."

According to the rules:

My reading of that rule is a ship does execute a maneuver even if it ends up temporarily reducing to speed 0 and staying in its original place.

I couldn't find any Rules Clarifications about Engine Techs and Overlapping that said ET could not be used after ramming.

I suppose it's possible that my friends and I have been using ET wrong... but I could've sworn that I've seen Battle Rep videos from more experienced Armada players wherein they double-rammed using ET -- maybe not often, but I'm sure I've seen it happen.

Your useing it correctly now, but it is getting changed in 1.5 so that ET exsausts after any ram(which makes double rams impossible and moving after a ram like we were discussing impossible)

Edited by clontroper5
20 minutes ago, Captain Corvid said:

Does ET work like that?

The new wording on the card is probably a mistake. As worded at the moment, with an "after", the extra sentence has almost no effect on the game (only in situations where a ship would execute 3 maneuvers in a round). It is almost certainly meant to be a "while" - intended to prevent double-ramming with ETs. I suspect it will generally be interpreted that way until we get an official clarification.

36 minutes ago, Captain Corvid said:

I understand what you mean, but I think the reason why players wanted Demo nerfed is because the "triple hit" was so powerful it could kill most Rebel ships (with ACM or APT).

But again, factor in the nerfs to close range attacks, APTs, ACMs and Ordnance Experts. The OE nerf means the side shots from the GSD 1 aren't as likely to get the crit or do damage. The APT/ACM nerf means one fewer special crit.

The special crits alone reduce the total damage by one face-up (plus effects) or two shields (for easier redirecting) - that is already accounting for the extra ram damage. The OE nerf may not affect the front shot (without a CF dial), but it makes low-damage rolls more likely with the side shot. Plus smaller ships with evades are going to be able to reroll dice to get rid of the crits completely.

These aren't huge reductions in damage, but they may be enough to change Demo from an auto-kill on many things to a huge pain, but with a good chance for survival.

6 minutes ago, clontroper5 said:

Your useing correctly now

Your useing it correctly now, but it is getting changed in 1.5 so that ET exsausts after any ram(which makes double rams impossible and moving after a ram like we were discussing impossible)

Ok, I wasn’t aware that the updated ET card had been revealed/leaked.