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Joker Two

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  1. Distance 1, by the way, not range. The starfighter side is numbered distances 1-5, the ship side is close-medium-long ranges. I suppose it'd be possible to get in such a position where you can neither go slow enough to avoid a collision, nor fast enough to overfly the other ship, but with Speed 3 ships I'd think you'd usually have an out. If you yaw in one direction early in the maneuver, and then yaw the other way at the end of the maneuver, you can achieve a bit of a sideslip. It may be you just got unlucky and ended up at exactly the right angle that escape was impossible. Two things to remember are: firstly, that you can spend a Navigate dial just for the additional yaw, and use that at the 1st joint of the maneuver (even if you can't normally yaw at that joint) you can change the potential final positions pretty drastically. Secondly, if you reduce your speed to 0 you won't collide, although the ability to use your defense tokens is a big price to pay.
  2. Maybe you just typed it in the opposite order, but you know that first and second player are determined before missions are revealed, let alone chosen, right? Lowest points chooses who is first player, then first player looks at second player's missions and chooses one to play.
  3. Anything you see in a war movie really, especially special forces-style ones. You can use the real-life time limit to your advantage; if they don't accomplish the mission the target escapes or they are recalled or something, this will encourage swift play and raise the dramatic tension. The Timothy Zahn books Allegiance and Choices of One both include a small Stormtrooper team performing similar operations, and the Republic Commando books by Karen Traviss are focused on the Grand Army of the Repubic's commando units during the Clone Wars. One important thing is to have the environment working against the players as well as the enemy. A battle or raid gets much more interesting (and will have less of an emphasis on pure combat abilities) if you force the players to operate in different conditions. Use urban, arctic, arid, forested, jungle, toxic, mountainous, swampy, desolate, underwater, shipboard, zero-G, toxic, and vacuum environments. Add in dangerous flora, vicious predators, stampeding herds, natural disasters, oblivious civilians, neutral observers, and even rival operatives. Have them assassinate, intimidate, kidnap, rescue, sabotage, hack, scout, observe, ambush, evacuate, salvage, instigate, and destroy their targets. Even specializations like Ambassador or Quartermaster can be useful if the PCs have to interact with NPCs outside of their chain of command. If their mission is taking place within a larger confrontation, you can give socially-oriented characters the task of coordinating with supporting friendly units, have technically-proficient characters operate transport vehicles or wage cyberwarfare, and let the stealthers scout out enemy positions. Players will upgrade the abilities that they find most useful, and if combat is the only thing you're doing, the party will all end up as trigger-pullers, regardless of the spec.
  4. A GR-75 Gallofree Medium Transport might work, if they don't mind the ship itself being unarmed and sluggish. It only takes a handful of crew and has plenty of cargo space that could be converted to hangar space as necessary. Or the slightly larger Hardcell-class Transport that the CIS used, which is a little tougher and at least comes armed. Beware though, the Hardcell's cargo capacity is grossly overstated, there's no way that thing fits 650 Hailfires! Edit: Oh, if they're Imperial military that's a little different. Unless they're running a covert operation or are meant to be a Q-ship, neither of those are very "official" Imperial vessels. Hmm... The Guardian-class Light Cruiser carries TIEs externally and is pretty self-sufficient, but would still be pretty cramped if you want ground troops. The Vigil-class Corvette has a somewhat larger crew and can carry ground troops, but again you'd have to mount the TIEs externally or do extensive modification. There really isn't a lot in that range, crew requirements build up pretty fast, especially since anything with a full hangar will have flight mechanics eating into your crew cap, and anything military carries multiple shifts for endurance and redundancy. Internal hangars, troop capacity, weapons, small crew; pick 2 of the 4. If you're willing to go up to 1000 crew or so, the Nebulon-B fits your description pretty much perfectly.
  5. For a sense of scale, the "big ship" you're talking about wasn't a standard capital ship or even a superdreadnaought, it was an intergalactic colony ship something like 2/3rds the size of the Death Star. If you look at how the Death Stars and other superweapons were destroyed, the Lusankya's conversion and ramming was relatively simple by comparison. Most of their fleet was constructed on a more familiar scale, and once the elements of surprise and confusion caused by their arrival and unfamiliar biotechnology wore off, conventional warships and starfighters could meet them on roughly equal footing. Besides, I think you underestimate the ability of FFG to do justice to depictions of powerful vessels within the scope of the game. And frankly, 20 Hull and 10 dice isn't that bad when you consider that an Imperial I with Admiral Motti and Wulff Yularen is already up to 14 Hull and generating at least 6 Engineering points a turn with Repair commands, while a MC80's flank batteries can consistently get up to 10 dice at medium range with Admiral Ackbar, Enhanced Armaments, and Concentrate Fire commands. I do agree though, we will get Prequel-era and/or Sequel-era vessels long before we get Yuuzhan Vong, and since those are more familiar and popular, that's a good thing for both our collective enjoyment (I'd be happy with Vong, but I know many others wouldn't be, and I'll enjoy Clone Wars material just as much if not more) and the longevity of the game line.
  6. Alternating initiative is only used when playing without objectives or a round limit. In a standard game, one player has initiative (i.e. is the first player) the entire game. This is why the objectives all favor the second player.
  7. Ooh, if you resize those a little bit you could glue them straight over focus or crit tokens!
  8. For the Alliance, I'd guess 2x E-Wing, 2x K-Wing, 4x Z-95. For the Empire 2x Defender, 2x Phantom, 2x Punisher, 1x Decimator, 1x Lambda. Be interesting to see how they'd do a rule for cloaking with squadrons. Maybe generics with the Scatter defense token? Everything else is pretty straight forward.
  9. Depends on the kind of campaign you're playing. What you describe would work just fine for an over-the-top, mustache-twirling kind of maniacally evil baddie, but this guy seems like he's a little more subtle than that. Perhaps he doesn't take revenge, at least not directly, since it doesn't sound like there are many obvious targets. Whatever he does should make life harder for the PCs, though. Maybe he frames them for something (the murder of children, if you really want to take it there, but it could just as easily be something like an art theft or financial fraud) and now they have to prove their innocence. Or his contacts let the Empire think the PCs are Rebel sympathizers (if they aren't already) and they get investigated by the ISB. The truth shouldn't come out right away. Make it seem like he's forgotten them, or even have him pretend to make up to them, and then let events reveal that he's behind the bounty hunter teams that keep coming after them with no regard for collateral damage, or the rumors that've been spread that had the locals cowering in fear of the PCs. It may that they don't want to play a particularly involved campaign, though, and simply drift through the galaxy doing odd jobs. If you're fine GMing that, you can always use NPCs to tell their own little stories. Maybe you've got a family with a tradition of Republican/Imperial service, and they meet a bunch of NPC officers or stormtroopers who are all related. Or play out some part of the larger galactic events in the background, so that they can see they're part of something big. Even if they just think you're setting up scenes for them, you can have fun creating characters and stories you may end up using later.
  10. There's an Armada group too now, and Assault as well.
  11. Pretty much dead on. Fun gameplay, but that's it. And even then more than half their ships were just stolen from one side or the other (only the best stuff too). That's not really "scum", though, that's "Imperials with maybe a couple extra old Republic/Imperial hulls taken out of mothballs, and a mercenary fighter squadron or two". The vast majority of the warlords were originally Imperials; many eventually regrouped with one of the Imperial resurgences or another; and they overwhelmingly used Imperial equipment, personnel, and doctrine, as well as making claims to being a continuation of the Empire itself. Scum as a truly distinct third faction would have...what, exactly? DP-20s, Marauders, and Interceptor IVs? The only ships above small size that wouldn't fit better into existing factions (or the Republic and CIS) are the Zann Consortium ships, which have exactly one source, and you'd run out of those in a single wave of releases.
  12. Yep, I had a similar question a while back and asked around (including some FFG TOs). Long story short, if it's FFG and you can tell what it is, you're probably good. You might want to have a backup model at higher-level organized play events though, just in case.
  13. Just want to point out that Tallon doesn't trigger until after the Squadron command is resolved, and then that squadron doesn't have any way to activate again until another ship reveals a Squadron command or during the Squadron Phase. I've seen several people confused by him. Each step completes before the next begins. 1: Ship with Tallon initiates Squadron command. To resolve the Squadron command... 2: Activate squadrons one at a time. Once all squadrons have been activated, the Squadron command has resolved. Then... 3: Exhaust Tallon to ready one of the squadrons activated. Finally, either... 4a: Another ship triggers a Squadron command, activating the readied squadron. Or... 4b: That squadron activates in the Squadron Phase. So you'd actually want Tallon on a ship other than the Yavaris, so that that ship can activate first (giving the chosen squadron move + attack), Tallon can ready the squadron, and then the Yavaris can activate it later (attack + attack since it's already in position). EDIT: to add to the list, "Dutch" Vander and Wedge Antilles are pretty straightforward, Vander shuts down a squadron for Wedge to hammer. Likely better in a mirror match than against Imperials though, 9 Blue is overkill on the smaller TIEs. Adar Tallon with Tycho Celchu can engage enemy squadrons while leaving Celchu ready to break off once they've activated and do more damage (or engage more enemies) somewhere else. Adar Tallon with "Dutch" Vander can lock down a squadron and then hit it for the extra damage. Demolisher with Gunnery Team and Expanded Launchers can kick off two RRBBBB volleys, the second at the target of your choice. Salvation with Advanced Gunnery to double-tap that prodigious fore battery. Season with Raymus Antilles to taste for bonus Concentrate Fire tokens, as well as Turbolaser of choice.
  14. Maybe with the shift toward large battleships and away from fights and bombers the empire decided sending the v-wings to the bone yard was more cost effective from a political position. I mean it's not so far fetched "eliminating the astromech requirement and hyperdrive expenses in our fighters will show a savings of 345 billion credits over the next 10 years through reductions in maintenance costs alone!" More like "eliminating the astromech requirement will reduce the number of vulnerabilities in our electronic security and removing the shielding and ability to use hyperdrive rings will prevent disloyal pilots from defecting with their ships." Plus, a lot of the Grand Army's military equipment was built with exceptionally advanced capabilities, but I'd guess that came with a severe drawback. The prime example is Acclamator-class Assault Ships. They have a hyperdrive rating between 0.75 and 0.6, depending on your source; by far the lowest rating for any mass-produced vessel ever, never mind the standard frontline warship in one of the most intense wars in galactic history. Star Wars traditionally avoids delving into the realm of logistics except as a plot device, but even the Imperial Navy (which has a tradition of excessive naval R&D, and inherited the Republic's remaining Acclamators) never fielded anything comparable, and in fact replaced the Acclamators with slower ships over time (the Victory has a Class 1.0, the Imperial a Class 2.0). My best guess is that the Acclamator's Class 0.75 was simply too fast to be reliably maintained, especially in the numbers and widespread deployments in which it was fielded. The entire fleet had hyperdrives more advanced than any standard design before or since; maintenance and refurbishment simply couldn't keep up and the Acclamators burned themselves out. While the Acclamator is both the most extreme example and the one with which the best comparison can be made, there is a similar trend in other Grand Army equipment and techniques inherited by the Empire. You can see the cumulative wear-and-tear on the Alliance's Y-Wings compared to the original Republican designs. ARC-170s (which also had top-of-the-line electronics and hyperdrives) were being replaced by a more straightforward design (remember the X-Wing was designed for the Empire, although who knows if it would have been adopted). The well of cloning was, if not running dry, at least deteriorating as Kamino had to rely on second-generation Fett DNA or turn to other donors. Jedi starfighters were too sensitive and fragile to be safely flown by pilots unassisted by the Force. So I think it's quite plausible that V-Wings, like a lot of other Republican equipment (and personnel, morbidly enough), simply didn't have a very long service life; either as a side effect of their over-engineering; or intentionally to reduce the potential impact if they fell into the hands of resistance groups after the war (which Sidious could more-or-less control the length of).
  15. You could always have him show up again, or someone who knows him. Imperial Customs is basically everywhere, and even if they don't run into him personally he could probably find them again through contacts in the service. Maybe he gets transferred somewhere a little more corrupt than he's willing to be, and needs help revealing a superior. Or his best friend/sister/pet Kowakian monkey-lizard gets deathly sick and the Empire won't treat him/her/it. Whatever you end up doing, this guy (and his crew, whose homesickness managed to avert PC murderhoboing; congrats on that by the way) sound too good to let get away.
  16. Yeah, I would pick Hyperspace Assault, especially if I had a fairly squadron-heavy fleet. Since I still have the initiative, and will probably have a Squadron command up on one of my ships each round anyway, I can swarm his new arrival with Bombers in whatever arcs I choose, while using fighters to lock down his accompanying squadrons (if any), and throw a couple of parting shots as I trigger a saved-up Navigate token to pull away. As 1st player in a Hyperspace Assault scenario, I would almost always bank a Navigate token on every ship first turn for this very reason. I did play it once, with a single core set unfortunately, so the fighter mob wasn't as effective as it could've been. I found the same thing works for Fleet Ambush too. Last night I pulled that and set my Victory up all the way forward accompanied by all of my fighters, with my Gladiator trailing in the standard deployment zone. With initiative I managed to lock down most of his fighters and chew up a Nebulon-B with Bomber and battery attacks before diving through his formation in round 2 and bringing my Gladiator in to mop up. It was pretty brutal, but my Vic was able to break out by round 4 and trading the Gladiator for both a CR-90 and the Nebulon (which was his flagship) put me out ahead, albeit barely. It was great fun, and right down to the wire too!
  17. "Effects with a command icon as a header, such as [Navigate], can be resolved once while the ship is resolving the matching command." - Rules Reference pg. 5, Effect Use and Timing Engine Techs triggers after you perform a maneuver during which you resolved the Navigate command. Resolving a command by using a dial and/or a token is still the same command, just with different effects, so if you spend a Navigate dial and/or token on your normal maneuver, you can use Engine Techs afterward regardless of whether or not you actually changed your speed or yaw.
  18. Range is determined closest point (in arc) to closest point (in arc). If that range is 1 (i.e. closer than 2), add an attack die. If it is 3 (i.e. farther than 2), add a defense die.
  19. It's not Legends, you see them escorting his ship to Mustafar near the end of Episode III, and no carrier is shown. As for the OP, although I can't think of any incident involving V-Wings in particular, plenty of other Clone Wars-era material shows up in Rebel hands. Y-Wings were originally Republican, a Lucrehulk (the Trade Federation freighter-battleships) was used in one of the attacks on the DS I, and the Dreadnaught was the basis for the Alliance Assault Frigate program. I believe some of the Separatist holdouts even modified Vulture droids to hold a sentient pilot in a very cramped cockpit, so that they could be flown without the master control signal that Vader disabled in Episode III. In my own campaigns, which are set in the "Dark Times" between Episodes III and IV, the Empire is still phasing out old Republican ships and starfighters, while the precursors to the Alliance will use anything they can get their hands on, especially caches of old Separatist or Republic militia material.
  20. The line of sight for squadrons is closest point to closest point, so if that line passes over an obstacle it's obstructed, regardless of whether or not either or both squadrons are on the obstacle itself. The same is true when attacking "off" of one. Also, remember that ships obstruct attacks too; this is especially important when placing overlapped squadrons. As for the second question, the ship cannot attack that squadron. Because of the order of the steps in resolving an attack, if a ship does not have any dice in it's attack pool before resolving card effects or command dials (obstruction is part of determining line of sight) it cannot perform the attack. This also means you can't use Opening Salvo, Paragon, Dominator, Concentrate Fire command dials, or the like if the original attack is impossible. The only exceptions, as far as I can tell, are Enhanced Armaments and Expanded Launchers, since those directly affect the battery armament itself and not the attack pool during the attack.
  21. I love wargaming historical scenarios, which are rarely (if ever) "fair", but they're better as one-off scenarios rather than a consistent (and more importantly replayable) game. Armada's actually pretty good compared to most other games; the ships and squadrons have very different characteristics and are suited for very different objectives, all of which are included in the base game (the objectives, I mean). So somewhat restricted fleets, besides being a good feature for play- and replayability, can still represent a bit of asymmetry. The points value is a combination of all of the features of a ship or squadron, but depending on the objective some of those features will be far more tactically useful than others. In a standup fight over a Contested Outpost or when employing Advanced Gunnery techniques, the Empire's superiority in close-range firepower and armor will make their 300 points "worth" a lot more; while the Alliance's smaller and swifter vessels are well-suited for Intel Sweeps or delivering a Precision Strike.
  22. He was the one who was so arrogant about the Death Star's invincibility in front of Vader in A New Hope, and in at least one book he was the one who convinced Tarkin not to evacuate. So his crews fight to the last when others would abandon ship, but once he goes down the aura of invincibility is gone and everyone else panics. Damage cards equal to or exceeding Hull value is "destroyed" in game terms, but not all naval engagements end in fireballs and spreading debris. A "destroyed" ship could be crippled, abandoned, ionized into impotence, fled, surrendered, have it's crew killed, or be otherwise disabled but still be partially intact and repairable after the battle; while another ship could sustain devastating and irreparable damage but have it's crew still fight on even as it comes apart. Motti's command makes it harder to "destroy" ships, so they'd keep fighting in a whole myriad of circumstances where normally they'd be unable and/or unwilling to.
  23. Almost. Is Garm worth his 5 points and loosing Dodonnas ability, same with MM?That's implied. But honestly I don't like any of the rebel commanders at the moment.Garm seems good, but he makes your first command dial worthless so he offers no benefit to CR-90's until turn 5. Mon Mothma is expensive. Open with a Navigate command, you can use it to adjust to your opponent's approach (especially if you have Engine Techs). Or during a Fleet Ambush from either side. But yeah, he's probably better with a smaller number of higher-Command ships.
  24. I find that most of the crits in that deck are at least as severe as an additional damage card, and many are far worse.
  25. Haley, it's pretty cool that your dad is setting up something like that! I'm curious, do you have custom Edge dice in braille too? Or just the standard d4-20 set?
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