War Sun's Three Dice

By okorz001, in Twilight Imperium 3rd Edition

So War Suns get to roll three dice. Does this mean they can try to get three hits? Or does it mean they have three tries to get a hit? My playing group has interpreted the rule as the former (i.e. War Suns can kill three units a turn), but this seems to be very overpowering.

They can get up to 3 hits a battle round.

The same is true for when you add an Admiral to a ship - it gets one more dice to use in its attack so if y ou had an Admiral on a WS it would have 4 dice to use and could hit up to 4 times in one battle round getting 4 hits and possibly taken out 4 ships (sustain notwithstanding)

It's a powerful ability because it's a powerful ship. Take them on at your own risk!

It IS a VERY powerful ship. Which is even more evident by the fact that you can only ever have two on the board at any one time. AND they cost (keeping in mind it was a long time since i played and my memory isn't the best) something like 13 resources! Plus you need to do at least (once again: long time, bad memory) 2 or 3 turns of research before you are even allowed to build them (unless you are playing the Embers).

So to sum up: Great unit, but it takes a heap of work to get it.

Blimey it's a Hacan-fest in here

Warsuns have 1 natural weakness.

If Warsuns park themselves at Mecatol Rex, the Ancient Artifact may destabilze and blow them into pieces. demonio.gif

The other thing about Warsuns is they are so super expensive, they must have alot of escort ships or any player will be tempted to destroy them.

So if a Warsun fleet wins a Space battle, if its escort fleet is gone, even a neutral neighbor is very tempted to attack it.

Being so good a unit but super expensive sometimes is a very big negative to have. preocupado.gif

This should be added to a description of a Warsun. This unit is too expensive to lose unless it is for some major VPs.

Sometimes the only thing you remember about a game is when you blew up someone's Warsun. gran_risa.gif

Treguard said:

Blimey it's a Hacan-fest in here

Well we gotta spend our left-over trade goods on something, right? So why not a party? :)

Shadow said:

Warsuns have 1 natural weakness.

If Warsuns park themselves at Mecatol Rex, the Ancient Artifact may destabilze and blow them into pieces. demonio.gif

They actually have more if we're going that route :)

Things like the "Direct Hit" card. Even though it's a huge stack of action cards and there's only 5-6 copies of them, they still change the way most people assign damage to their fleets. In A&A and Conquest of Nerath, common practice is to wound the unit that has "Sustain Damage" type abilities because it keeps one more unit in the fight.

They cost 12 resources, so even with the free money from the yellow tech "Sarween Tools" I believe, they'll still cost 11 which makes the person teching into War Suns a target of resource harassment (hitting their easy target planets, breaking trade contracts, etc.)

They need lots of support, good support, to stand against a decent fleet. Their capacity 6 alone isn't good enough to support their heavy fire. If you load them fully with fighters and no ground troops, that support can easily crack to things like the "Friendly Fire" card or more commonly, Destroyers with Anti-Fighter Barrage.

Sabotage Runs game option. There's that 1/50 (if my statistics are correct. 1/10 to succeed but before that, 1/5 to get the chance to make the run) shot that someone can get lucky and destroy your War Sun outright without even letting it have return fire. My group plays with this option and every time there's a War Sun going against any amount of Fighters, someone will always say something along the lines of "Luke, you've turned off your targeting computer." or "Are you gonna use the force on this one?" It's a great option and it makes the War Sun tech guy going against the Advanced Fighters guy a really interesting almost cinematic fight. We've even allowed a house rule that if you're going to "Trench Run" that you may also bring one Destroyer to attempt a "Lando."

There's more but I'm too tired to think of them all lol.

Advanced Fighters > War Suns in my opinion. Takes more technologies to research, but the technology requirements to get there can be well worth it.

itschowda said:

Shadow said:

Sabotage Runs game option. There's that 1/50 (if my statistics are correct. 1/10 to succeed but before that, 1/5 to get the chance to make the run) shot that someone can get lucky and destroy your War Sun outright without even letting it have return fire. My group plays with this option and every time there's a War Sun going against any amount of Fighters, someone will always say something along the lines of "Luke, you've turned off your targeting computer." or "Are you gonna use the force on this one?" It's a great option and it makes the War Sun tech guy going against the Advanced Fighters guy a really interesting almost cinematic fight. We've even allowed a house rule that if you're going to "Trench Run" that you may also bring one Destroyer to attempt a "Lando."

Bringing in a Destroyer to attempt a "Lando"? I like it!

Stormlord-XIII said:

Bringing in a Destroyer to attempt a "Lando"? I like it!

Try playing with it, if your group is anything like ours, people get super-psyched when we hear "Sabotage run" and "Get in there Lando!" Now that I think about it, this house rule should also add: "If a Sabotage Run were to be attempted by a Destroyer, it must be accompanied by at least 2-3 Fighters also attempting a Sabotage Run." My memory is a bit hazy but Lando wasn't alone in the reactor chamber was he? He had at least 1 X-Wing that made it in there with him, right?