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  1. Divad

    Let's play a game. Upgrade cards.

    Here's my idea to partially counter activation advantage and Strategic Adviser, while itself being a good upgrade for large ships; 3) Offensive Retrofit: Primed Weapons. After this ship performs an attack, discard this upgrade. If this ship has already activated this turn, after an enemy ship finishes a move within range 5, you may perform 1 attack against that ship.
  2. IMO Venator should be large. Would even thinks out nicely while adding a large broadside ship to the Empire. My choice for medium ship would be the Broadside-class cruiser, with new rules/upgrades for long range ordnance barrages (for example diamond boron missiles: may be fired at medium-long range only). Would add a new class of ship. Too slow and fragile to be used in the same way as other black-dice heavy ships. Edit, now with pictures. Sorry if I stole anyone's artwork in making these.
  3. Divad

    So what's next?

    My predictions are Krennic for next imperial commander and Chewie for rebel operative. That will even things up nicely. Next troopers to be Echo base troopers and imperial navy. Next elites ?bothan spies or wookie warriors and death troopers. Next vehicles are anyones guess, maybe T2-B repulser tank and TX-225 GAVw "Occupier". I don't expect both Jyn and Cassadin to be operatives, as I'd imagine they would be designed with some synergy so they would be fielded together, thus having both of them PLUS another hero as a commander would be taxing. Maybe Jyn as commander and Cassadin as operative.
  4. Divad

    First analysis of the legion meta?

    Yes. TTS is table top simulator FYI.
  5. Divad

    Kill it already

    Are we taking about Disney, the same company responsible for The Last Jedi? Because they seem more guilty of this exact sentence then anyone.
  6. Divad

    Optimised Advanceds

    Done. Rexler Brath. Predator. TIE/x7 Why? 1. Good base ship, expensive, worth keeping alive 2. Extra Hull/Shield is most effective on 3 Agility ships 3. Needs focus to trigger ability. Predator to re-roll misses. Then if you roll a focus, you can spend the token it to gain hits, or discard the dice to damage shield-> keeping the focus for your ability 4. Ability likes pushing damage to hull
  7. Blue Objective: Hyperspace Retreat Set-up: Place obstacles as normal, excluding the station. Then the first player places the station in the setup area beyond distance 1 of all obstacles and beyond distance 3 of both players' edges. The station is a Gravity Well Projector; place Gravity Well Projector card near the second player's ship cards. Special Rule: The second player assigns 1 objective token to each of his ships. If the Gravity Well Projector is destroyed, when the second player activates a ship they may discard its command dial to prime its hyper-drive. Ships activating in this way cannot attack, nor recover shield points or hull. At the end of the round the second player may remove all ships with primed hyper-drives from the play area and gain a victory token for each ship removed in this way. These ships do not count as destroyed. When one of the second player's ships are destroyed, the first player gains 1 victory token. Gravity Well Projector [Card]: 14 Hull. Ships belonging to the second player at range 1-5 cannot resolve navigation tokens. The first player may instead attach this card it an Interdictor and remove the space station from play, ignoring the Hull value presented on this card. Each victory token is worth 20 points during end of game scoring.
  8. Divad

    Deployable Turrets

    I think turrets would better suit an objective.
  9. I'm still note sure why people are pining for gunnery teams on Nebulons, even Salvation. That front arc is just too narrow to reliably catch multiple ships. Plus they only have 3 red dice, 4 with spinals (which comes in at a whopping 74 points, even assuming the gunnery team slot is added for free). In addition to this, even if you catch 2 ships in your front arc, chances are at least one of them has an evade which cuts your already small dice pool down to 2 or 3. Given the option, the only time I'd consider gunnery teams on a Nebulon is in an Ackbar fleet to spam 4 red dice broadsides at long range with EA coming in at 61 points. Probably with IF! somewhere in the fleet.
  10. I like the Nebulon's current design, with a vulnerable side arc. It fits aesthetically. A built in weakness allows the designers to strengthen the Nebulon in other areas. I personally wouldn't want to see a defensive retrofit or redirect as it would blunt its main weakness and make it less interesting. Plus most defensive upgrades are expensive, and the Nebulon is already expensive for what it does (besides Yavaris). Other people have mentioned weapons team slot, but besides flight controllers on Yavaris, these all seem a little too expensive for the Nebulon's small dice pools, and front arc is too narrow for gunnery teams. Instead I'd rather look at its strengths and see where improvements could be made; For one the Nebulon likes range and slow rolling. QBT are a natural fit. What about a support team, like Combat Engineers that allows you to spend defensive tokens while travelling speed 0? Add in a restriction like single use only, or discard an engineering token to use. An alternate idea is Thruster Control Teams that allows you to change speed after moving, which does have some niche uses. Their 2nd strength is their forward long range attack. I would be interested in seeing other upgrades besides slaved turrets that boost 1 attack but restrict the rest as the Nebulon would be a good fit for this kind of upgrade. Would need to be balanced with Hammerhead as it also only has 1 decent arc. Their 3rd strength is their defensive prowess in the [narrow] front arc. I had thought of a task force upgrade that cancelled an incoming dice to the front arc due to their narrow profile, but the 7th fleet star destroyer card now occupies this design space. I'm hoping FFG release a rebels 'retrofit' pack with 1x Nebulon B12 and 1x Modified CR90.
  11. Given the lack of Armada news and fairly stale forum activity recently, I am just gauging interest in a community driven project where-by we got through the design process of a new ship. Each week or so would bring about a new design phase; starting with a discussion about which ship should be designed (based on faction need and current ship roster), then moving to what general role, upgrade slots, speed, defense tokens and price range of that ship, then the ship cards themselves and variants, followed by titles and some upgrades and finally play-testing and tweaking. Regarding which ship/s should be eligible, I would suggest the project in essence create Scum ships. Although I know this is not universally wanted, the advantage would be it would not impinge on FFG's releases and also around clarity that this is a purely community driven project which could extend to multiple ships and maybe even building an entirely playable faction. I have personally created custom profiles for the ships I have purchased from Mel, but would be interested in a community collation. In any case it will give us something to do while awaiting the next wave's teaser.
  12. The "if able" also kills off any chanced of combining it with Bail. Before I noticed this I was speculating that it could be a sneaky way of getting Bail on a small ship and being able to deploy the small ship on Bail's turn and instantly moving it, with the flexibility of keeping Bail on the Profundity if desired. I though the whole design of the card centered around Bail because like the OP, I don't see any other officer I'd like to make jump ship. Just so disappointed when I noticed the "if able" restriction. In summary, no I can't think of any officer that goes well with it, besides as a last resort lifeboat.
  13. Divad

    Tips for commanding the Liberty class?

    My take on the Liberty; Fun ship to fly with clear strengths and weaknesses. Strengths; great front arc both offensively and defensively, good speed, good defense tokens, 1st joint tic adds maneuvering versatility, good upgrade bar and titles, reasonable price. Weaknesses; very poor non-front arcs, lack of defensive retrofit, limited Rebel commanders, poor maneuverability which aggravates your front arc dependency, Command 3 means if you find yourself in a bad position it can be hard to respond appropriately. Therefore aim to build and fly your Liberty to utilize your strengths while mitigating your weaknesses, which mostly is about positioning. Key upgrades include; Commanders; Madine; number 1 choice. Turns the Liberty into an extremely maneuverable and difficult to predict ship. Usually fly at speed 3, have 4 tics to work with with great tic placement. 5 tics with Nav token too. Allows hard turns and nice inside turns, while maintaining high speeds. Really allows the Liberty to get into a good position to maintain its front arc while protecting sides and rear. Also often can avoid enemies' preferred arcs while hitting their own weak arcs, even the rear. These 2 factors augment your offence and mitigate your defensive flaws Garm; I like Garm. Fully stacked tokens from turn 1 means you can spam Navs for 1-3 turns without feeling bad. Tokens immensely help the Liberty to use token/dial requiring upgrades, namely Engine techs, Nav teams, Eng teams, Liberty title and Liason officers Dodonna; nice budget officer, helps to fit more ships into list thus allowing your unpredictable Liberty to move later. Double turbolasers mean you can pick up XX-9s and another of your choosing (eg Xi7) Leia; never tried, but looks like a more versatile and less specialized Madine, when combined with Nav teams. That said, if you are Nav'ing alot, which you will be, you are usually better off with Madine Raddus; pending Officers; Raymus; I like the Raymus+Madine+Engine tech combo. Every second turn I plot a Nav dial, and bank the Nav token for the turns in-between. Thus every turn you can use Madine and every turn use Engine techs. Abundance of tokens also mitigates command 3. Raymus also is great for Liberty title carrier builds Walex and Lando; Fixes defensive flaws in a pinch. I personally like Walex more in this case as without the defensive retrofit he allows you to spend your braces and redirect more freely (for example if your green brace is accuracy'ed and the other is red). You live by your defense tokens and Walex keeps them strong longer Major Derlin; an expensive choice, but helps improve your weak arcs from ships that can still outmaneuver it, or squadrons, saving you burning that single redirect. Can avoid squadron crits Liasons; A cheap and versatile option if you struggle to choose the correct dial, and have either Garm or Comms net. Fixes command 3 problem Support; Engine Techs; hands down my favorite upgrade with Madine. Speed 4 Madine Liberties can end up anywhere in 3 turns. You can also double ram in a pinch, eg to kill a blocking Flotilla that already rammed you if you don't want to waste your shot on it. I prefer on Star Cruisers with a more offensive load-out as their extreme speed means you get in close (more blue dice +/- SW-7 +/- Mon Karren) and usually out-flank the enemy thus avoiding harsh retaliation Nav team; highly recommend either Engine techs or Nav team. Almost ablates your maneuvering weakness. I prefer on Battle Cruiser Gunnery Team Liberties as the extra tics helps aiming. Get some defensive upgrades (Endeavour, Walex/Lando, support ships) Medical team; cheap choice to help remedy your lack of contain, provided you did not get the Endeavor title That should about cover your weaknesses. Choose Weapons, Ion and Turbolaser upgrades depending on its intended role. There are certainly some nice combos to be found. Edit; forgot about your specific questions/concerns. Enemy fighters; When travelling at high speeds you will often take 1 shot and then leave them in the dust. You can also rush their light carriers (ie Quasars or Peltas) and take them down in 1-2 turns. Derlin/Walex (Walex to reuse redirect), Endeavor and repair dials/tokens help most here. Getting stuck; should not happen with Madine. Anything small and fast that sits in front of you should blow up. Anything big should be easy to outmaneuver, with the exception of speed 3 JJ ISDs. Go speed 3+engine techs, start on turn 1 with a wide swinging trajectory, and turn in sharply only once you have their threats out-positioned. Remember inside turns; i.e. normally if you turn right for example you need to place the movement ruler/movement template to the right side of your ship, or you will overlap the template and it will be illegal. But with experimentation with adjusting different tics on the movement template you can place it on the left side of your ship while turning hard right with a net turn of 3 tics (67,5 degrees) plus another tic with engine techs if desired (90 degrees). Set your ruler to this configuration and see for yourself; 1st joint 2 tics right, 2nd joint 2 tics right, 3rd joint 1 tic left. The advantage is a very different end point positioning with a very tight turn, and often catches the opponent off-guard. Combine with Liberty with other fast threats. Do the ISDs turn to try and face the Liberty and expose themselves to the 2 CR90s headed the other way? CC HOMC80 and LMC80 combo; The major flaw with this combo is 2 expensive ships which eat into your remaining points. You will likely be out-activated. This greatly detracts from trying to outmaneuver the enemy with the Liberty as their key ships will very likely get to move last. Also incidentally Defiance, which is one of the best titles in the game is less useful here. I'd go with Garm for this for some nice tokens. Try to keep them slightly apart so the enemy cannot Gunnery team them both, while meanwhile coordinating fire on a chosen value target. Fly Hammer and Anvil stile, i.e a tank HOMC80 flies into the danger arc, with the Liberty flying more wide and turning into the side. I'd consider Engine techs on both a must as speed will keep them alive longer and Garm can fuel it (with Asoka). Engine techs also help prevent sneaky ships getting in front of the HOMC80. Nice combos include Xi7 on both, so together they can drill to hull. Alternatively the Home One title and Quad Turbolaser Cannons on a Battle Cruiser is great for swatting small ships from range. The upcoming Exodus fleet title is also intriguing. Garm Eng tokens give 4 points. Dials give 6 and a dial and token give 8. Whichever ship is under threat can spam these repairing 4 shield per turn (Garm+Asoka).
  14. Divad

    When will Imperials get Double Brace?

    When we get the Venator.
  15. Divad

    Profundity Up!

    Trouble with this plan is you will need black 2 critical hits as the AF can evade one. And even if you do, at that point the WAB is only dealing 1 damage to a nearby squadron, or the AF can save the evade for the next HH. Plus it can burn the evade if it wants to to shrug off a second attack. I personally like Walex too as the AF has no redundant defense tokens and can burn them quickly. Meanwhile GH will pick off your own squadrons that activated Sato in the first place. If Sato fails to proc, those HH lose a lot of potency.