Jump to content


  • Content Count

  • Joined

  • Last visited

1 Follower

About Nostromoid

  • Rank
  • Birthday March 23

Recent Profile Visitors

1,171 profile views
  1. Give them each a smaller ship and they can try to take your big ship 4v1.
  2. This old post of mine just got liked, so I can prove that my attitude on Rhymer has been perfectly consistent for three years.
  3. Feels like Rebellion on the Rim would have to include a rule about this. I can't imagine it wouldn't. The community has known it would be an issue for years now, ever since the first fan-made homebrew cards for Lando in the Falcon, so people shouldn't expect that FFG is unaware of this loophole. All dotted text is unique, but the rules don't necessarily prohibit uniqueness outside of dotted text. All FFG needs to do is include a rules insert that says "any italicized squadron name that appears on a squadron card is automatically unique, even if it isn't marked with a dot."
  4. Nope! It's about Aragorn and is zero percent about wraiths. While it's true that it's not a generic sentiment about cutesy walks in the woods, it's absolutely the story of Aragorn, a foretelling of his revelation as the heir of Isildur, and not about the dangers of the Shadow.
  5. Okay, in general this is really exciting and it's clear a lot of good work went into this. You're contributing to the community in a really excellent way. I'm gonna skip over pointing out all the stuff that goes right, apologies about that. I'm just gonna take a minute and scan for "bad rules text." By that, I mean stuff that's written in a way that it shouldn't. It's either inconsistent with how FFG writes their rules, or it's vague and open to interpretation, or it doesn't take into account certain potential eventualities, or it doesn't correspond to game terminology as the impartial rules read. I think it's clear what your intention is with these cards, but most tabletop gamers want the rules to serve as a neutral referee, so they really can't be left open to interpretation. Ship armaments that don't have any dice (can't attack) should have an armament of "–" rather than blank. Hyperdrive (might as well be a keyword) should read something like "When you activate during the first round, increase your speed by 2." Although, personally I'd prefer that the hyperdrive rules interact with deployment, so that you can deploy within distance 1-4 from a ship, rather than within distance 1-2. Think about whether that would break the game with hyperdrive/Strategic squadrons who could vacuum up objective tokens even more easily. Obi-Wan squadron would be a little tighter if it said "When you attack a squadron without Force Affinity or Droid..." N-1 Naboo fighters look kinda weak, and I think the Royal Escort ability isn't as interesting as it could be. The marginal benefit of Escort (a semi-weak ability to begin with) that only applies to one or two squads in your list is very much outweighed by the restriction on listbuilding. It's a whole ecosystem of Naboo squadrons that seem unlikely to see play because of how they only work in a certain way. Compare the N-1 (11 points) to a TIE Interceptor squad (11 points) and think about whether the N-1 even comes close. Palpatine squadron's ability "All other friendly squadrons within distance 1-2 gain +1 hull" is wonky. The game does not include any convenient method for keeping track of this ability, so it seems impossible to implement well. You have squadrons popping up and down in their maximum hull values according to their proximity to this one squadron, and the card doesn't explain how to resolve it. If my squadron is at 1 hull and it flies away from Palpatine, does it instantly die, or does it remain at 1 hull? If my squadron is at its maximum hull value and it moves within range, do I somehow set its hull dial past its maximum value? It's probably better to rework this ability. If it doesn't seem like it's not evil enough for Sidious, perhaps he could just restore hull like the station obstacle? The V.I.P. keyword for squadrons is wholly untested territory. I can't evaluate whether or not it messes the game up, but it's tricky to add something like this. If it continues to function as currently written, consider changing the wording. Perhaps the keyword needs a number in there, so that some units could have VIP 20 and some could have VIP 10, affecting the points "bounty." And look at the wording of the Most Wanted objective. "End of game" rather than "end of round 6" (not all games go to six rounds), and cleaner wording than a confusing direction about gaining points. Droid (activating): I'd split off the two rules. The rule for squadrons that can be activated as if 0.5 squadrons can be understood intuitively, but I don't think it holds up to a strict rules reading, which would break down over the undefined concept of "treated as 0.5 squadrons." Also, neatly doubling the number of squadrons activated seems like it will absolutely shred anything: A Providence-class Carrier can casually activate 8 droid squadrons with a single unimproved command, and that's way too good. Better to make it something like "Control Network: When a ship resolves a [Squadron] command, the first Control Network squadron that it activates does not count toward the number of squadrons it is allowed to activate." This way, it just adds one free squadron, so it's kind of like a free Expanded Hangar Bay for each command, but not a free EHB for each squadron. That's still good enough that you should reconsider some points costs. Droid (the "tribe" tag): I don't think you actually need "Droid" to be a keyword at all. As far as I can tell, it is only a rule in order to interact with Obi-Wan's ability (he can't Mind Trick droids) and the droid-buffing cards of the Droid upgrade slot. I wouldn't bother limiting Obi-Wan's ability like that. For one, other games don't do this such as Imperial Assault or Battlefront II. For another, you wouldn't be consistent unless you also bothered to prevent him from Mind Tricking IG-88, magna-guards, and a few individuals who resist the mind trick like Cad Bane and Mandalorians. But! For the purposes of the droid-buffing cards, you might as well just have them target squadrons with the word "Droid" in the name, just like the titles for 7th Fleet Star Destroyer and Mon Cal Exodus Fleet. "Activation range" isn't a term in the game, as it's used on the various droid-buffing upgrades. Other similar upgrades in the game just pick a range (medium), and you don't get bonus synergy if you boosted your activation range. If you want to gain the advantages of Boosted Comms, it would be better to have the upgrades work off of actual Squadron commands, rather than just a bubble around them. Nute Gunray squadron: "towards a friendly ship" is not a game term, and Armada does not give any objective way to resolve this instruction. For this ability, I would suggest saying that the movement must end with Nute in contact with a friendly ship's base, and forget the nonsense word "towards." Assajj Ventress squadron: "ignore 1 defense token" is not a game term, and Armada does not give any objective way to resolve this instruction. No rules in Armada instruct a player to "ignore" tokens, and it's not clear what it would mean if you were going to do this. Does it mean that the target cannot spend that token, or merely that the token (if spent) does nothing? Better, if not 100% equal in effect: "While attacking an enemy squadron with Force Affinity, before the Spend Defense Tokens step [so that you can't reroll], add one blue die to your dice pool and set it to a face with an [Accuracy] icon." You could tone it down a step by making it work like Captain Jonus, changing a die you already rolled to an Accuracy, rather than adding another die, but it's only a marginal difference given average rolls. Rolling 4 blue dice is already really strong against Force-users (who are all aces with defense tokens), making Assajj already pretty incredibly deadly at her job without making her number of accuracy symbols simply absurd. General Grievous: You can attack twice, wait what? This needs to be better defined, as nothing gets to simply "attack twice." Can I shoot twice at Obi-Wan? Can I shoot once at Obi-Wan and once at Anakin? In either case, that's so, so strong! (Prior to this, only Jendon or Adar Tallon could allow this to happen, and they were both harder and more expensive to implement than this.) Perhaps: "Before attacking, you may choose to remove one die from your anti-squadron armament until the end of your activation. If you do, after your first attack is resolved against a squadron with Force Affinity, you can perform a second attack against a squadron with Force Affinity." This would make Grievous shred generics with black dice, and flail at Jedi in an annoying but not very efficient way (good at wasting tokens, bad at sticking damage). Pretty on-brand for Grievous. Wulff Yularen: Unclear if this "you" means that Yularen's flagship gains command tokens, or the ship that discarded its dial gains command tokens. This is Strategic Adviser all over again. Colburn: The way Armada is written, this commander should refer to spending two accuracy symbols to target defense tokens, not to block them, since the rules don't use the word "block." Kilian: Yaw: The rules should increase the yaw value rather than gain an additional yaw value. Once Per Game: No other rules let you track a "once per game" ability in your head, without physically representing it somehow. That's the reason for the discard or exhaust effect. I think this will have to either be a discard effect, an exhaust effect, or an effect where you place a token on the card. Half-Health: Armada uses very specific terminology here, and the phrase "half or less hull points (rounded down)" is against the rules, and also unclear. (On a 7-hull Acclamator, does this trigger if I have three damage cards because it's less than half my maximum hull value, or four or more damage cards because you're indirectly trying to get at the idea of having low health?) Hull value, not hull points. Hull value isn't like hit points that go up and down, rather the rules only ever refer to the number of damage cards carried by a ship. So: "...if you have a number of damage cards equal to or greater than half your maximum hull value (rounded down)" is more valid for the game's rules, and it eliminates the ambiguity caused by imprecise terminology. It should say unequip and re-equip. See the Profundity title. He ain't no Kaminoan. Obi-Wan commander: Resolve Damage step should probably be capitalized, as well as in other rules like the officers at the end of the document. Anakin commander: I think it's a mistake to introduce the game's most expensive commander ever, and have him be hyper-focused on winning dogfights that at best contribute indirectly to victory. Though, for Anakin, maybe that's spot-on. But I'm not sure he's worth the price. A lot of fleets already get his benefits in other ways, and they don't even have the limitation on rerolling the same die more than once. I notice a general trend toward Republic commanders having multiple abilities, which breaks with how the designers write commanders who aren't named Sloane (and her several abilities are more thematically linked, while a lot of these are multiple unrelated abilities). San Hill: Very unclear. (The concept of -25 victory points is grokkable from an intuitive perspective, but I don't know if it will mesh well with established rules.) Do I get to pick any legal upgrades at all, and bring 425 points to my 400-point game? In his second ability, it seems unclear whether I can only rearrange my upgrades within my fleet, or if I get to swap from any upgrades in the game at all, or if I get to just slap 15 points of additional upgrades onto my already equipped ships. Shu Mai: If I increase my maximum shield value, and then those hull zones take damage, can I recover shields back up to 6? Because the card doesn't spell it out. Wat Tambor: Same question as Shu Mai. Plus, this looks like each of my Large-base ships get to increase all of their hull zones' shield values by 3, which is pants-on-head nutso broken (compare to Motti). I hope that's not it, but it's not clear what exactly he does. Count Dooku: I think you could simplify his ability by just saying "You must choose ships with Force Affinity, if able." Being able to mind control enemy ships and make them shoot each other is probably too good, broken. But this card also opens up a bunch of questions, like: "You said that Dooku gets to choose the targets of this ship's attacks. Well, I decline to declare any attacks, as is my prerogative, so Dooku doesn't get to shoot anything!" Plus, he's another once-per-game ability that doesn't ask you to track his usage. He should be a discard, even though we've never had a discardable commander. Barriss: Is Medical Team that doesn't ever get discarded and has unlimited potential uses per game. That means she can potentially negate an unlimited amount of damage, depending on how many Crew crits come up. There's probably a price point at which she'd be balanced, but I think she needs to be an Exhaust ability, and I think she needs to be more than 2 points. Also, this is potentially ambiguous if the card dealt would destroy Barriss' ship. Medical Teams has a crucial difference in timing--before rather than whenever--which means that the Crew crit never touches you ship, so you'd live. With Barriss, it looks like you would take the card, then discard it, but you'd never get the chance to discard it if that Crew crit is enough to blow up Barriss' ship. Whew! That was a lot. I'll give some more feedback later.
  6. "Overpowered" is a vague term, but yes he was too good for his cost. For the price of two TIE Bombers, he was in the category of so good you'd have to be an idiot not to include Rhymer in any list that uses at least four bomber squadrons. The basic strategy of using Rhymer efficiently was to pack as many bombers as could fit--not in your fleet budget, because you obviously maxed out on that, but simply physically fitting within the bubble--and dropping an Intel squadron onto it. You can include a TIE Advanced squad or two if you want to slow down the counter-punch even more. The Rhymerball sits in the middle of the field and blows away a ship every round. You can send your own squadrons, but you've already been alpha struck on your ships and you start the game down. You can rush in to flak away, but the rest of the fleet is waiting for you. It lets you be both passive (you get to sit back and make your enemy answer you) and hyper-aggressive (you get to shoot before the enemy does, and your shooting hurts them faster than their shooting can hurt you back). It mitigates your losses (your TIE bombers are fat with 5 hull and super cheap, so nothing less than an all-in commitment from your opponent has a chance at ending the threat). It even gets around the bad bad bad TIE/b antisquadron armament if you slap Ruthless Strategists onto your best flakking ship. It's everything awful about The mad efficiency of bombers versus ships, who can't efficiently block their attacks with defense tokens due to being easily overwhelmed. When people complained about bombers stealing focus from capital ships, this is the list they were complaining about. The annoying and unthematic spamming of the same cheap thing over and over. Remember that battle from the movies with 5,000 bombers, one Jumpmaster, and nothing else? No? Me neither. The teeth-grinding frustration of watching your opponent spend forever delicately arranging the Rhymerball so that every squad touches the radius of his ability. Aura effects suck and waste my gaming time. "Oh, just a millimeter this way, rotate the base so that the activation slider goes this way, and now I can squeeze one more squadron in here." Anti-interaction. The Rhymerball ignores your interceptors with Intel. It ignores your positioning because the bombers can chase you anywhere and shoot from medium range. It ignores your return fire because at that point in the game there was no ship that could shoot anti-squadron further than medium range. It ignores basically all Now, Rhymer isn't really oppressive anymore, and in fact is hardly even competitive. That's partly because he was severely nerfed, though I think he's perfectly fair with the new ability. It's also because Sloane is stronger than new Rhymer (she and the Quasar were finally the impetus for FFG to errata him). It's also because we finally have Early Warning System, which crushes Rhymerballs. It's also because Bomber Command Center got errata'd so that they can't stack, which was simply absurd and made ten bomber shots into ten hit/crits.
  7. I like your incorporation of hyperdrives into certain squadrons. It's a lot like the pathfinders from Legion or other similar scouting units from other wargames. I have a few questions. 1. Why'd you choose to implement the rule this way, rather than a keyword? 2. I see that you put "* Hyperdrive" into the name bar of the card, whatever that space is called. By my reading, this means that only one squadron can have a hyperdrive, per fleet. Not two V-19 squadrons, not even one V-19 squadron and one Aethersprite squadron or Actis squadron. Was this intentional?
  8. I'd be excited to see Kyle... Jan Ors is lonely. BUT, FFG is gonna have to make a ruling. Can Han and Lando exist in the same fleet? Can Kyle and Jan? What if they put out someone like Kanan (or, according to X-Wing, Chopper) in the Ghost as an alternate to Hera? Or Leebo flying the Outrider?
  9. YT-2400 could be "Iron Squadron," since the show Rebels conveniently used the ship as the centerpiece of an episode. I think I'd rather have it be called that, since using the name and likeness of Sato's li'l Zac Efron nephew would be awkward in a dogfight against Maarek friggin Stele. For the other ships, it might make sense to look at the various pilots who fly those ships in X-Wing: YT-2400, HWK-290, Scurrg, Firespray, JumpMaster, YV-666.
  10. @AdmiralOldOwlz I think you can assume that the eight new squadron cards to be revealed are one new unique squadron for each fighter type in R&V. So... YT-1300: Lando Calrissian (Millennium Falcon) YT-2400: ? HWK-290: ? Scurrg: ? Firespray: ? JumpMaster: ? YV-666: ? Aggressor: IG-88B (IG-2000B)
  11. Wow, Ithor you really think so? I think Rebels having a converted herd ship would be awesome at some point in Armada's future. Can't think of anything more opposite in faction identity than that.
  12. The map layout is very interesting. Clearly, the map has been divided into regions with colored highlights, so there might be action taking place in a certain corner of the galaxy and traversing to another region might be harder than traveling within the same region. At least, that would be my hope. The two small bubble areas look like interesting regions, each containing two planets. There's one in the middle of the photo, and on on the left. I'll assume that the map is oriented the way that people tend to orient maps of the SW galaxy, which would put "galactic North" on the left edge of the paper as it's shown. The little pocket of two planets in "galactic East"... could it be Hutt Space? Specially marked off with some feature that makes battles there work different? I'm excited if that's true. Those two planets are likely Nal Hutta and Nar Shadda, and you can see to their right/"south" what looks like dusty ol' Tatooine and Geonosis with its rings. And the other bubble... could it be the Hapes Cluster? Or Mandalorian Space? In the "southwest" corner of the map, located bottom-right in the image (and bottom-left if you held the map upright facing you), we already know what there is to see, because FFG tweeted it out. Hoth, Bespin, Dagobah, and Mustafar. That region is labeled with a Roman numeral "V." My guess on the fifth and final planet of this region, bluish-green with a short name, is... Endor! We can also see some clues about what kinds of game mechanics might play into the campaign. That icon next to the "Steal Supplies" objective for Bespin is hard to decipher. I'm guessing it has something to do with the narrative elements of the campaign, like it triggers a special campaign scenario. Each planet indicates... something... about different upgrade slots. Hoth is 10/5 ion cannons, whatever that means. Mustafar is 8/4 fleet commands and 10/5 turbolasers. My best guess is that these numbers are rewards for the winning and losing fleet: 10 and 5 points, or 8 and 4 points. It would be really interesting if particular planets let you build up key aspects of your fleet, like winning at Mustafar buffed up your turbolasers. It's an idea I ran with in the Siege of the Arkanis Sector campaign, last year.
  13. Didn't you hear? Raiders don't die anymore. At least, not to fighters when Iden is on board. Every Evade token spent is a damage die killed. And you have two of them every round, or four for emergencies.
  14. Did someone say something about a new campaign? Yep, must have been talking about me! Okay, the "Rebellion in the Rim" campaign is cool, for sure. Come Q3, I'll be into that for sure. In the meantime, though, work continues apace on Path of Rebellion. The current update is... a feedback survey! In this survey, I'm looking for a crowdsourced consensus on how freely to rebalance based on the actual power level of cards, correcting for some bad pricing by the earliest waves. But I'm also trying to pull back the curtain a little on what I'm working on, to see how it sits with people.
  15. I really want to know about "irregular squadrons" (as mentioned in the Hired Scum objective). I thought this was a brand-new term. However, someone pointed out that the paper insert for Rogues & Villains addresses this. Sure enough, checking Crabbok's unboxing video from way back in 2015, I see a paragraph that I do not recall ever noticing: So, this rather obscure game term is not new at all, and in fact has been quietly laying around, never mentioned or acknowledged by any other rules or effects in the game, until four years later! This is all so interesting to me. It gives us a class of units in Armada that started with the YT-1300, YT-2400, HWK-290, Scurrg, Firespray, YV-666, Aggressor, and Jumpmaster, and since then has actually been added onto. Though it's never mattered until now, the Lambda, Decimator, Gauntlet, VCX, and Lancer are all irregular squadrons, and always have been. As are all of their unique analogues. I like the irregular keyword, though I suppose it's a little bit unintuitive. The name seems right for mercenary forces that exist outside of the traditional military organization of either the Rebellion or Empire, hence all the bounty hunters and civilian craft in this category. But that would make the Decimator and Lambda a poor fit, being irregulars only be technicality and not really in their fictional roles. Meanwhile, some Rebel fighters could have been irregulars if they were flown by pirates or outlaws fighting a common enemy of the Alliance, like the odd Z-95 or Y-Wing. Still, by the rules, your "Hired Scum" (for either faction?) are allowed to consist of all Lambda shuttles. I've been saying that Armada could use more tags. Stuff like this makes it easier for rules to interact with other rules. Contrast this with rules for unique squadrons, for which the only defined term is "unique" and "non-unique." This completely prevents future rules from interacting with the eight "Corellian Conflict" squadrons (Gold, Rogue, Dagger, Green, Saber, Gamma, Tempest, Black) differently from "ace" squadrons. The rules can't distinguish between them (without being obnoxiously wordy) because, from the rules' point of view, there is no definitional difference.
  • Create New...